From 938f1f7ff13ec89a9738a87746292bd6a2e63349 Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Mon, 2 May 2011 19:46:43 +0300 Subject: [PATCH] Separate cvars for exterior and view weapon scaling --- data/defaultVT.cfg | 5 +++-- data/qcsrc/server/cl_weaponsystem.qc | 10 +++++----- 2 files changed, 8 insertions(+), 7 deletions(-) diff --git a/data/defaultVT.cfg b/data/defaultVT.cfg index 7d519a3e..8e9c1390 100644 --- a/data/defaultVT.cfg +++ b/data/defaultVT.cfg @@ -1549,8 +1549,9 @@ set g_vore_keepdeadprey 1 "If enabled, prey remains in the stomach after dying, set g_healthsize 100 "Players who are low on health shrink and become smaller, value specifies health at which the player has default size" set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running" -set g_healthsize_weaponscalefactor 0.5 "Amount by which player size resizes the view weapon model" -set g_healthsize_weaponscalefactor_viewmodel_pos 5 "Amount by which the view model is moved vertically based on player size" +set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model" +set g_healthsize_weapon_scalefactor 0.5 "Amount by which player size resizes the view weapon model" +set g_healthsize_weapon_scalefactor_pos 5 "Amount by which the view model is moved vertically based on player size" set g_healthsize_min 25 "Player size may not drop below this amount of health" set g_healthsize_max 200 "Player size may not grow past this amount of health" diff --git a/data/qcsrc/server/cl_weaponsystem.qc b/data/qcsrc/server/cl_weaponsystem.qc index 034b4fc7..2b224bac 100644 --- a/data/qcsrc/server/cl_weaponsystem.qc +++ b/data/qcsrc/server/cl_weaponsystem.qc @@ -739,10 +739,10 @@ void CL_Weaponentity_Think() // create or update the lasertarget entity // if we are a micro or macro, size the weapon model accordingly - if(self.owner.scale && cvar("g_healthsize_weaponscalefactor")) + if(self.owner.scale && cvar("g_healthsize_weapon_scalefactor")) { - self.weaponentity.scale = (1 + cvar("g_healthsize_weaponscalefactor")) - cvar("g_healthsize_weaponscalefactor") * self.owner.scale; - self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weaponscalefactor_viewmodel_pos"); + self.weaponentity.scale = (1 + cvar("g_healthsize_weapon_scalefactor")) - cvar("g_healthsize_weapon_scalefactor") * self.owner.scale; + self.weaponentity.origin_z = (1 - self.weaponentity.scale) * cvar("g_healthsize_weapon_scalefactor_pos"); } }; @@ -827,10 +827,10 @@ void CL_ExteriorWeaponentity_Think() } // if we are a micro or macro, size the weapon model accordingly - if(self.owner.scale && cvar("g_healthsize_weaponscalefactor")) + if(self.owner.scale && cvar("g_healthsize_exteriorweapon_scalefactor")) { self.scale = 1 / self.owner.scale; // for some reason, the exterior weapon entity copies the player's scale somewhere else, so undo that first - self.scale = (1 - cvar("g_healthsize_weaponscalefactor")) + cvar("g_healthsize_weaponscalefactor") * self.scale; + self.scale = (1 - cvar("g_healthsize_exteriorweapon_scalefactor")) + cvar("g_healthsize_exteriorweapon_scalefactor") * self.scale; } self.colormap = self.owner.colormap; -- 2.39.2