]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
make some guns able to be "excessive" xonotic-v0.5.0
authorRudolf Polzer <divverent@xonotic.org>
Mon, 5 Sep 2011 18:21:00 +0000 (20:21 +0200)
committerRudolf Polzer <divverent@xonotic.org>
Mon, 5 Sep 2011 18:21:00 +0000 (20:21 +0200)
qcsrc/server/w_fireball.qc
qcsrc/server/w_hagar.qc
qcsrc/server/w_hook.qc
qcsrc/server/w_seeker.qc
qcsrc/server/w_shotgun.qc
qcsrc/server/w_tuba.qc

index bbb74204c68b9fbdbb0fa5e4637404bb128bb31b..d916edd9f60e18005a6700223f5256f88cbc1d5d 100644 (file)
@@ -334,7 +334,7 @@ float w_fireball(float req)
                        if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
                        {
                                W_Fireball_Attack1_Frame0();
-                               self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
+                               self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2 * W_WeaponRateFactor();
                        }
                }
                else if (self.BUTTON_ATCK2)
index 0be80db124af3c7675ffc929ac1537d7eff9e81f..26d2df69e89507ac3bc7bb8f10690ee96703884f 100644 (file)
@@ -177,7 +177,7 @@ void W_Hagar_Attack2_Load_Release (void)
        }
 
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
-       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire;
+       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
        self.hagar_load = 0;
 }
 
@@ -207,7 +207,7 @@ void W_Hagar_Attack2_Load (void)
                                sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
-                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                               self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
 
                                // require letting go of the alt fire button before we can load again
                                self.hagar_loadblock = TRUE;
@@ -225,7 +225,7 @@ void W_Hagar_Attack2_Load (void)
                                        self.hagar_load += 1;
                                        sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
 
-                                       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed;
+                                       self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
                                }
                        }
                        else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
index 32892d5558b5e6862848740296b7e47a2a6b2050..754ffff909bf1a90a75976f115e86d70f8c9bef5 100644 (file)
@@ -143,7 +143,7 @@ float w_hook(float req)
                if(self.hook)
                {
                        // if hooked, no bombs, and increase the timer
-                       self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire);
+                       self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_hook_primary_refire * W_WeaponRateFactor());
 
                        // hook also inhibits health regeneration, but only for 1 second
                        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
index 11423cdf9ca9f0fe098ac596fde5d253c76c7992..7071ed706bd8ffa483eb8ed364e567f0da45efbf 100644 (file)
@@ -334,7 +334,7 @@ void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
                return;
        }
 
-       self.nextthink = time + autocvar_g_balance_seeker_missile_delay;
+       self.nextthink = time + autocvar_g_balance_seeker_missile_delay * W_WeaponRateFactor();
        
        oldself = self;
        self = self.realowner;
index 9d80ff4a7b88c2318c78e7468b4ce816d108e32f..2088073f9970e62a1836b96725ab231f85898638 100644 (file)
@@ -98,7 +98,7 @@ void W_Shotgun_Attack2 (void)
        meleetemp = spawn();
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = shotgun_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
        W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
 }
 
@@ -137,7 +137,7 @@ float w_shotgun(float req)
                                        if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
                                        {
                                                W_Shotgun_Attack();
-                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
                                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
                                        }
                                }
index 117d32cb96a5a454d31d76896b67d17c35fabf34..7a4a9c6009927abbd0015b91c38eb93dab34fb90 100644 (file)
@@ -157,7 +157,7 @@ void W_Tuba_Attack(float hittype)
                Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
        }
 
-       self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2; // so it can get prolonged safely
+       self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
 
        //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
        RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);