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Rename variable to conform to naming guidelines
Change the name of the cvar machinegun_norecoil to g_machinegun_norecoil to conform to the naming guidelines
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5 changed files with 5 additions and 6 deletions
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@ -49,7 +49,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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slightly inaccurate, bullets and the like have a little drift. When
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set to `1` they hit exactly were the crosshair is.
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* **machinegun_norecoil**: Disable machine gun recoil in single player.
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* **g_machinegun_norecoil**: Disable machine gun recoil in single player.
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By default this is set to `0`, this keeps the original machine gun
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recoil in single player. When set to `1` the recoil is disabled in
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single player, the same way as in multiplayer.
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@ -86,7 +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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cvar_t *g_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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@ -549,7 +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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extern cvar_t *g_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 || machinegun_norecoil->value))
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if (!(deathmatch->value || g_machinegun_norecoil->value))
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{
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ent->client->machinegun_shots++;
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@ -1259,7 +1259,6 @@ Machinegun_Fire(edict_t *ent)
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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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@ -273,7 +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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g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
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/* items */
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InitItems();
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