Remove my idea of stomach kicking with the grabber for more damage. I don't like...
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 17 Apr 2011 11:12:04 +0000 (14:12 +0300)
committerMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 17 Apr 2011 11:12:04 +0000 (14:12 +0300)
data/balanceVT.cfg
data/qcsrc/server/vore.qc

index 76d2466..9865e40 100644 (file)
@@ -180,10 +180,6 @@ set g_balance_grabber_secondary_damage 75
 set g_balance_grabber_secondary_force 175\r
 set g_balance_grabber_secondary_radius 75\r
 set g_balance_grabber_secondary_recoil 4;\r
-set g_balance_grabber_kick_damage 15 // only used to boost stomach kicks\r
-set g_balance_grabber_kick_force 25 // only used to boost stomach kicks\r
-set g_balance_grabber_kick_refire 0.35 // only used to boost stomach kicks\r
-set g_balance_grabber_kick_recoil 2 // only used to boost stomach kicks\r
 set g_balance_grabber_reload_ammo 35\r
 set g_balance_grabber_reload_time 2\r
 // }}}\r
index b824895..554b615 100644 (file)
@@ -392,35 +392,17 @@ void Vore_StomachKick()
 \r
        if(time > self.stomachkick_delay)\r
        {\r
-               float damage, force, rekick;\r
-               entity e;\r
-\r
+               float damage;\r
                damage = ceil(random() * (cvar("g_balance_vore_kick_damage_max") - cvar("g_balance_vore_kick_damage_min")) + cvar("g_balance_vore_kick_damage_min"));\r
-               force = cvar("g_balance_vore_kick_force");\r
-               rekick = time + cvar("g_balance_vore_kick_delay");\r
-\r
-               // if we still have a weapon, we use that to kick for more damage\r
-               // stomach kicking with a weapon does nothing more than boosting existing damage\r
-               if(self.weapon)\r
-               {\r
-                       e = get_weaponinfo(self.weapon);\r
-                       damage += cvar(strcat("g_balance_", e.netname, "_kick_damage"));\r
-                       force += cvar(strcat("g_balance_", e.netname, "_kick_force"));\r
-                       rekick += cvar(strcat("g_balance_", e.netname, "_kick_refire"));\r
-                       if (!g_norecoil)\r
-                               self.punchangle_x -= cvar(strcat("g_balance_", e.netname, "_kick_recoil"));\r
-                       sound (self, CHAN_WEAPON2, "weapons/grabber_swing.wav", VOL_BASE, ATTN_NORM);\r
-                       weapon_thinkf(WFRAME_FIRE2, rekick, w_ready); // only intended to animate the gun, as damage is calculated above\r
-               }\r
 \r
-               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * force);\r
+               Damage(self.predator, self, self, damage, DEATH_STOMACHKICK, self.predator.origin, v_forward * cvar("g_balance_vore_kick_force"));\r
                sound(self.predator, CHAN_PROJECTILE, "weapons/stomachkick.wav", VOL_BASE, ATTN_NORM);\r
                self.predator.punchangle_x -= self.predator.cvar_cl_vore_kick_punchangle;\r
 \r
                if(random() < cvar("g_balance_vore_kick_escapeprobability"))\r
                        Vore_Regurgitate(self);\r
 \r
-               self.stomachkick_delay = rekick;\r
+               self.stomachkick_delay = time + cvar("g_balance_vore_kick_delay");\r
        }\r
 }\r
 \r