From e580ee671f21740c3da0e9285a2e54b23d9e38f3 Mon Sep 17 00:00:00 2001 From: FruitieX Date: Wed, 13 Oct 2010 13:34:51 +0300 Subject: [PATCH] make nex max damage 120 instead of 125 to prevent easy spawn kills if you have lots of cells --- balanceXonotic.cfg | 2 +- qcsrc/server/w_nex.qc | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/balanceXonotic.cfg b/balanceXonotic.cfg index 225b0db8d9..08ee53140d 100644 --- a/balanceXonotic.cfg +++ b/balanceXonotic.cfg @@ -413,7 +413,7 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 80 set g_balance_crylink_secondary_line_fadetime 2 // }}} // {{{ nex -set g_balance_nex_primary_damage 125 +set g_balance_nex_primary_damage 120 set g_balance_nex_primary_force 500 set g_balance_nex_primary_refire 1 set g_balance_nex_primary_animtime 0.75 diff --git a/qcsrc/server/w_nex.qc b/qcsrc/server/w_nex.qc index 6b8ffb5328..e4c6347fed 100644 --- a/qcsrc/server/w_nex.qc +++ b/qcsrc/server/w_nex.qc @@ -48,6 +48,7 @@ void W_Nex_Attack (float issecondary) // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases mydmg *= f; myforce *= f; + //print("^1Damage: ^7", ftos(mydmg), "\n"); W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg); -- 2.39.2