set g_balance_rifle_secondary_damagefalloff_halflife 0
set g_balance_rifle_secondary_damagefalloff_maxdist 0
set g_balance_rifle_secondary_damagefalloff_mindist 0
-set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_secondary_shots 4
set g_balance_rifle_secondary_damagefalloff_halflife 0
set g_balance_rifle_secondary_damagefalloff_maxdist 0
set g_balance_rifle_secondary_damagefalloff_mindist 0
-set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_secondary_shots 4
w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
}
- for(float i = 0; i < pShots; ++i)
+ for(int i = 0; i < pShots; ++i)
fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, pSpread,
pSolidPenetration, pDamage, pDF_HalfLife, pDF_MinDist,
pDF_MaxDist, pHeadshotDamage, pForce, pDF_ForceHalfLife,
void fireBullet_falloff(entity this, .entity weaponentity, vector start, vector dir,
float spread, float max_solid_penetration, float damage,
- float falloff_halflife, float falloff_mindist,
- float falloff_maxdist, float headshot_multiplier,
- float force, float falloff_forcehalflife,
- float dtype, entity tracer_effect, bool do_antilag)
+ float falloff_halflife, float falloff_mindist,
+ float falloff_maxdist, float headshot_multiplier,
+ float force, float falloff_forcehalflife,
+ float dtype, entity tracer_effect, bool do_antilag)
{
dir = normalize(dir + randomvec() * spread);
vector end = start + dir * max_shot_distance;