- add sv_ammofactor to change the skill adjustment for ammo

This commit is contained in:
Rachael Alexanderson 2022-05-18 15:09:06 -04:00
parent 3ad6793ba3
commit f87c7b538a
3 changed files with 7 additions and 6 deletions

View file

@ -76,6 +76,7 @@ EXTERN_CVAR (Bool, show_obituaries)
CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
CVAR (Float, sv_ammofactor, 1.0, CVAR_SERVERINFO|CVAR_CHEAT) // used in the zscript ammo code
//
// GET STUFF

View file

@ -94,7 +94,7 @@ class Ammo : Inventory
if (!item.bIgnoreSkill)
{ // extra ammo in baby mode and nightmare mode
receiving = int(receiving * G_SkillPropertyFloat(SKILLP_AmmoFactor));
receiving = int(receiving * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
int oldamount = Amount;
@ -140,7 +140,7 @@ class Ammo : Inventory
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
let type = GetParentAmmo();
@ -258,7 +258,7 @@ class BackpackItem : Inventory
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
if (amount < 0) amount = 0;
if (ammoitem == NULL)
@ -323,7 +323,7 @@ class BackpackItem : Inventory
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
ammoitem.Amount += amount;
if (ammoitem.Amount > ammoitem.MaxAmount && !sv_unlimited_pickup)

View file

@ -748,7 +748,7 @@ class Weapon : StateProvider
// extra ammoitem in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
ammoitem = Ammo(other.FindInventory (ammotype));
if (ammoitem == NULL)
@ -783,7 +783,7 @@ class Weapon : StateProvider
// extra ammo in baby mode and nightmare mode
if (!bIgnoreSkill)
{
amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
}
ammo.Amount += amount;
if (ammo.Amount > ammo.MaxAmount && !sv_unlimited_pickup)