add FCS prefix to guns cvars

This commit is contained in:
mikota 2023-09-23 17:37:54 +02:00
parent f7c6f68c1d
commit ab4b1922a2
1 changed files with 14 additions and 14 deletions

View File

@ -28,10 +28,10 @@
* to other weapons.
*/
var float autocvar_guns_recoil_strength = 1.0f;
var bool autocvar_guns_random_recoil_direction = TRUE;
var float autocvar_guns_movement_inaccuracy = 1.0f;
var float autocvar_guns_firing_inaccuracy = 1.0f;
var float autocvar_fcs_guns_recoil_strength = 1.0f;
var bool autocvar_fcs_guns_random_recoil_direction = TRUE;
var float autocvar_fcs_guns_movement_inaccuracy = 1.0f;
var float autocvar_fcs_guns_firing_inaccuracy = 1.0f;
weapontype_t
csweapon_ranged_type(player pl)
@ -77,7 +77,7 @@ Cstrike_ShotMultiplierAdd(player pl, float shots, float strength, float inaccura
pl.cs_rec_reverse_chance = 0.95f;
pl.cs_prev_hor_rec = 0;
pl.cs_hor_rec_sign = 1;
if (autocvar_guns_random_recoil_direction && pseudorandom() >= 0.5) {
if (autocvar_fcs_guns_random_recoil_direction && pseudorandom() >= 0.5) {
pl.cs_hor_rec_sign = -1;
}
}
@ -85,7 +85,7 @@ Cstrike_ShotMultiplierAdd(player pl, float shots, float strength, float inaccura
if (pl.cs_rec_reverse_chance < 0.1f) {
pl.cs_rec_reverse_chance = 0.1f;
}
if (autocvar_guns_random_recoil_direction == 1) {
if (autocvar_fcs_guns_random_recoil_direction == 1) {
if (pseudorandom() > pl.cs_rec_reverse_chance) {
pl.cs_hor_rec_sign = -pl.cs_hor_rec_sign;
pl.cs_rec_reverse_chance = 0.92f;
@ -107,8 +107,8 @@ Cstrike_ShotMultiplierAdd(player pl, float shots, float strength, float inaccura
float movement_inaccuracy = bound(0.92,Cstrike_CalculateMovementInaccuracy(pl),1.25);
pl.punchangle[0] = -(pl.cs_shotmultiplier)*0.35*(strength*0.9+inaccuracy/9)+0.5;
pl.punchangle[0] -= autocvar_guns_firing_inaccuracy * (1 + 3*inaccuracy * inaccuracy)/19;
pl.punchangle[0] *= autocvar_guns_recoil_strength;
pl.punchangle[0] -= autocvar_fcs_guns_firing_inaccuracy * (1 + 3*inaccuracy * inaccuracy)/19;
pl.punchangle[0] *= autocvar_fcs_guns_recoil_strength;
if (pl.cs_shotmultiplier < 5) {
//here we add extra punchangle for low multiplier values,
//so that tapping has more weight to it.
@ -117,9 +117,9 @@ Cstrike_ShotMultiplierAdd(player pl, float shots, float strength, float inaccura
}
float hor_recoil
= pl.cs_shotmultiplier/185*(1 + (pseudorandom() - 0.5)/3)
+ (pseudorandom() - 0.3)*inaccuracy*inaccuracy*0.5*autocvar_guns_firing_inaccuracy;
+ (pseudorandom() - 0.3)*inaccuracy*inaccuracy*0.5*autocvar_fcs_guns_firing_inaccuracy;
hor_recoil *= 1.2 * movement_inaccuracy * strength * autocvar_guns_recoil_strength;
hor_recoil *= 1.2 * movement_inaccuracy * strength * autocvar_fcs_guns_recoil_strength;
if (pl.cs_hor_rec_sign > 0) {
pl.cs_prev_hor_rec += hor_recoil;
@ -165,11 +165,11 @@ Cstrike_CalculateAccuracy(player pl, float divisor, float movement_penalty=1)
/* snipers shoot way less accurate overall. */
return (pl.viewzoom < 1.0f) ? (0.0f) : (0.05 * m);
} else {
inacc = pl.cs_shotmultiplier*(1.25 + pl.cs_shotmultiplier*pl.cs_shotmultiplier*0.3) * autocvar_guns_firing_inaccuracy;
inacc = pl.cs_shotmultiplier*(1.25 + pl.cs_shotmultiplier*pl.cs_shotmultiplier*0.3) * autocvar_fcs_guns_firing_inaccuracy;
inacc = inacc / divisor / 3100;
inacc = inacc * m;
if (m > 1) {
inacc += m * 0.0025*movement_penalty * autocvar_guns_movement_inaccuracy;
inacc += m * 0.0025*movement_penalty * autocvar_fcs_guns_movement_inaccuracy;
} else {
inacc += m * 0.0025;
}
@ -180,12 +180,12 @@ Cstrike_CalculateAccuracy(player pl, float divisor, float movement_penalty=1)
void
Cstrike_BulletRecoil_ApplyPre(player pl, float strength) {
strength *= autocvar_guns_recoil_strength;
strength *= autocvar_fcs_guns_recoil_strength;
pl.v_angle += strength*pl.punchangle*(2 - pl.cs_shotmultiplier/100*0.2);
}
void
Cstrike_BulletRecoil_ApplyPost(player pl, float strength) {
strength *= autocvar_guns_recoil_strength;
strength *= autocvar_fcs_guns_recoil_strength;
pl.v_angle -= strength*pl.punchangle*(2 - pl.cs_shotmultiplier/100*0.2);
}