From ab4b1922a259c6e22585c85b78939a361cbd12d5 Mon Sep 17 00:00:00 2001 From: mikota Date: Sat, 23 Sep 2023 17:37:54 +0200 Subject: [PATCH] add FCS prefix to guns cvars --- src/shared/weapons_cstrike.qc | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/src/shared/weapons_cstrike.qc b/src/shared/weapons_cstrike.qc index fd6883d..abbc00c 100644 --- a/src/shared/weapons_cstrike.qc +++ b/src/shared/weapons_cstrike.qc @@ -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); }