shotgun: damage bug fix, constants moved
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7016 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -49,6 +49,23 @@ enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_CARBINE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIP
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#define reloadable_gun(g) (g != GUN_KNIFE && g != GUN_GRENADE)
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#define SGRAYS 21
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#define SGDMGTOTAL 90
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#define SGDMGBONUS 65
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#define SGDMGDISTB 50
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#define SGCCdmg 500
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#define SGCCbase 0
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#define SGCCrange 40
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#define SGCMdmg 375
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#define SGCMbase 25
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#define SGCMrange 60
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#define SGCOdmg 125
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#define SGCObase 45
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#define SGCOrange 75
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#define SGMAXDMGABS 105
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#define SGMAXDMGLOC 84
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#define SGBONUSDIST 80
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+1
-21
@@ -8,29 +8,9 @@ VARP(autoreload, 0, 1, 1);
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VARP(akimboautoswitch, 0, 1, 1);
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VARP(akimboendaction, 0, 1, 2); // 0: stay with pistol, 1: back to primary, 2: grenade - all fallback to previous one w/o ammo for target
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int SGDMGTOTAL = 90;
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int SGDMGBONUS = 65;
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int SGDMGDISTB = 50;
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int SGCCdmg = 500;
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int SGCCbase = 0;
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int SGCCrange = 40;
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int SGCMdmg = 375;
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int SGCMbase = 25;
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int SGCMrange = 60;
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int SGCOdmg = 125;
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int SGCObase = 45;
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int SGCOrange = 75;
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sgray sgr[SGRAYS*3];
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sgray pat[SGRAYS*3]; // DEBUG 2011may27
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int burstshotssettings[NUMGUNS] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, };
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void updatelastaction(playerent *d, int millis = lastmillis)
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@@ -677,7 +657,7 @@ void raydamage(vec &from, vec &to, playerent *d)
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dmgreal = min(dmgreal, SGMAXDMGABS);
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}
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*/
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dmgreal = (int) dmg4r;
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dmgreal = (int) ceil(dmg4r);
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lastsgs_hits = numhits;
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lastsgs_dmgt = dmgreal;
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// conoutf("%d [%.3f%s] DMG with %d hits", lastsgs_dmgt, dmg4r, withBONUS ? "\fs\f3+\fr" : "", lastsgs_hits);
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