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Add cvar machinegun_norecoil
Add cvar machinegun_norecoil This cvar allows to disable machinegun recoil in single player. The default value is the original Quake 2 behaviour.
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parent
9132c558d4
commit
41a134a195
4 changed files with 6 additions and 2 deletions
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@ -86,6 +86,7 @@ cvar_t *sv_maplist;
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cvar_t *gib_on;
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cvar_t *aimfix;
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cvar_t *machinegun_norecoil;
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void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
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void ClientThink(edict_t *ent, usercmd_t *cmd);
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@ -549,6 +549,7 @@ extern cvar_t *flood_waitdelay;
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extern cvar_t *sv_maplist;
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extern cvar_t *aimfix;
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extern cvar_t *machinegun_norecoil;
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#define world (&g_edicts[0])
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@ -1249,7 +1249,7 @@ Machinegun_Fire(edict_t *ent)
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ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
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/* raise the gun as it is firing */
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if (!deathmatch->value)
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if (!(deathmatch->value || machinegun_norecoil->value))
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{
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ent->client->machinegun_shots++;
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@ -1258,7 +1258,8 @@ Machinegun_Fire(edict_t *ent)
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ent->client->machinegun_shots = 9;
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}
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}
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/* get start / end positions */
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VectorAdd(ent->client->v_angle, ent->client->kick_angles, angles);
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AngleVectors(angles, forward, right, NULL);
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@ -273,6 +273,7 @@ InitGame(void)
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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machinegun_norecoil = gi.cvar("machinegun_norecoil", "0", CVAR_ARCHIVE);
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/* items */
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InitItems();
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