From: MirceaKitsune Date: Mon, 4 Oct 2010 22:22:40 +0000 (+0300) Subject: Fix some little things I came across. 0.4 has been delayed, so this is a pre-0.4... X-Git-Url: http://de.git.xonotic.org/?p=voretournament%2Fvoretournament.git;a=commitdiff_plain;h=9bdf6306b7150a173a7ce906b8f3d66b3a26f6d8 Fix some little things I came across. 0.4 has been delayed, so this is a pre-0.4 change. --- diff --git a/data/defaultVoretournament.cfg b/data/defaultVoretournament.cfg index deac2acc..e80f290d 100644 --- a/data/defaultVoretournament.cfg +++ b/data/defaultVoretournament.cfg @@ -153,10 +153,10 @@ cl_bobcycle 0.6 // how long the cycle of up/down view movement takes (only works cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01 cl_bob2cycle 0.6 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 cl_bob2 0.01 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01 -cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1 -cl_bobfall 0.5 "how much the view swings down when falling (influenced by the speed you hit the ground with)" +cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)" cl_bobfallcycle 3 "speed of the bobfall swing" cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur" +cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1 cl_rollangle 0 // amount of view tilt when strafing, default is 2.0 v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds gl_polyblend 0.5 // whether to use screen tints, default is 1 diff --git a/data/qcsrc/server/defs.qh b/data/qcsrc/server/defs.qh index b54fcc7a..099096ce 100644 --- a/data/qcsrc/server/defs.qh +++ b/data/qcsrc/server/defs.qh @@ -441,8 +441,8 @@ float next_pingtime; // TODO implemented fall and falling #define ALLPLAYERSOUNDS \ _VOICEMSG(death) \ - _VOICEMSG(drown) \ _VOICEMSG(fall) \ + _VOICEMSG(drown) \ _VOICEMSG(gasp) \ _VOICEMSG(swallow) \ _VOICEMSG(digest) \