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- add sv_ammofactor
to change the skill adjustment for ammo
This commit is contained in:
parent
3ad6793ba3
commit
f87c7b538a
3 changed files with 7 additions and 6 deletions
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@ -76,6 +76,7 @@ EXTERN_CVAR (Bool, show_obituaries)
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CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_ammofactor, 1.0, CVAR_SERVERINFO|CVAR_CHEAT) // used in the zscript ammo code
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//
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//
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// GET STUFF
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// GET STUFF
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@ -94,7 +94,7 @@ class Ammo : Inventory
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if (!item.bIgnoreSkill)
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if (!item.bIgnoreSkill)
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{ // extra ammo in baby mode and nightmare mode
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{ // extra ammo in baby mode and nightmare mode
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receiving = int(receiving * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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receiving = int(receiving * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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int oldamount = Amount;
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int oldamount = Amount;
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@ -140,7 +140,7 @@ class Ammo : Inventory
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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let type = GetParentAmmo();
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let type = GetParentAmmo();
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@ -258,7 +258,7 @@ class BackpackItem : Inventory
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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if (amount < 0) amount = 0;
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if (amount < 0) amount = 0;
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if (ammoitem == NULL)
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if (ammoitem == NULL)
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@ -323,7 +323,7 @@ class BackpackItem : Inventory
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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ammoitem.Amount += amount;
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ammoitem.Amount += amount;
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if (ammoitem.Amount > ammoitem.MaxAmount && !sv_unlimited_pickup)
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if (ammoitem.Amount > ammoitem.MaxAmount && !sv_unlimited_pickup)
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@ -748,7 +748,7 @@ class Weapon : StateProvider
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// extra ammoitem in baby mode and nightmare mode
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// extra ammoitem in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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ammoitem = Ammo(other.FindInventory (ammotype));
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ammoitem = Ammo(other.FindInventory (ammotype));
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if (ammoitem == NULL)
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if (ammoitem == NULL)
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@ -783,7 +783,7 @@ class Weapon : StateProvider
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * (G_SkillPropertyFloat(SKILLP_AmmoFactor) * sv_ammofactor));
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}
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}
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ammo.Amount += amount;
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ammo.Amount += amount;
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if (ammo.Amount > ammo.MaxAmount && !sv_unlimited_pickup)
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if (ammo.Amount > ammo.MaxAmount && !sv_unlimited_pickup)
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