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Merge pull request #747 from De-Seppe/master
Feature request : add cvar to disable machine gun recoil in single player #741 (baseq2)
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commit
bd90450ba7
5 changed files with 11 additions and 2 deletions
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@ -49,6 +49,12 @@ 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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* **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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This cvar only works if the game.dll implements this behaviour.
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* **busywait**: By default this is set to `1`, causing Quake II to spin
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in a very tight loop until it's time to process the next frame. This
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is a very accurate way to determine the internal timing, but comes with
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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 *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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@ -549,6 +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 *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)
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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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@ -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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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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