further weaponry tweaking - comment clean-up
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6042 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+1
-1
@@ -51,7 +51,7 @@ enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_RIFLE, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER
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#define SGRAYS 21
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#define SGMAXDMGABS 105
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#define SGMAXDMGLOC 84
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#define SGBONUSDIST 60
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#define SGBONUSDIST 80
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#define SGSEGDMG_O 3
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#define SGSEGDMG_M 4
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#define SGSEGDMG_C 5
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+7
-15
@@ -449,17 +449,9 @@ const char *entnames[MAXENTTYPES] =
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"mapmodel", "trigger", "ladder", "ctf-flag", "sound", "clip", "plclip"
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};
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// see entity.h:61: struct itemstat { int add, start, max, sound; };
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itemstat ammostats[NUMGUNS] =
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{
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// =================================
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// | EAPP = Extra ammo per-pickup |
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// | AQOS = Ammo quantity on spawn |
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// | MAR = Maximum ammo reserve |
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// =================================
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// Note: MAR does not include bullets currently in magazine
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// to find maximum ammo quantity, add magsize to MAR.
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// EAPP AQOS MAR
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{ 1, 1, 1, S_ITEMAMMO }, // knife dummy
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{ 20, 60, 100, S_ITEMAMMO }, // pistol : CHANGED since 1.1.0.4 2010nov19
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{ 15, 30, 30, S_ITEMAMMO }, // rifle
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@@ -487,15 +479,15 @@ guninfo guns[NUMGUNS] =
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//modelname reload attackdelay projspeed spread magsize mKB reB reF isauto
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// sound reloadtime damage part recoil mKR reI reM pFX
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{ "knife", S_KNIFE, S_NULL, 0, 500, 50, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, false },
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{ "pistol", S_PISTOL, S_RPISTOL, 1400, 160, 18, 0, 0, 53, 10, 10, 6, 5, 6, 35, 58, 125, 1, false }, // CHANGED : magsize
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{ "pistol", S_PISTOL, S_RPISTOL, 1400, 160, 18, 0, 0, 53, 10, 10, 6, 5, 6, 35, 58, 125, 1, false },
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{ "rifle", S_RIFLE, S_RRIFLE, 1800, 720, 60, 0, 0, 10, 60, 10, 4, 4, 10, 60, 60, 150, 1, false },
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{ "shotgun", S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 1, 0, 0, 1, 35, 7, 9, 9, 10, 140, 140, 125, 1, false }, // CHANGED : CAUTION dmg only sane for server!
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{ "subgun", S_SUBGUN, S_RSUBGUN, 1650, 80, 15, 0, 0, 45, 15, 30, 1, 2, 4, 30, 50, 188, 1, true }, // CHANGED : [reI,reB,reM] + spread
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{ "sniper", S_SNIPER, S_RSNIPER, 1950, 1500, 83, 0, 0, 47, 50, 5, 4, 4, 10, 85, 85, 100, 1, false }, // CHANGED : damage, spread // 2011jan17:ft: 85=>84
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{ "assault", S_ASSAULT, S_RASSAULT, 2000, 120, 22, 0, 0, 20, 40, 20, 0, 2, 2, 22, 55, 115, 1, true }, // CHANGED // 2011jan17:ft: 24=>22
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{ "shotgun", S_SHOTGUN, S_RSHOTGUN, 2400, 1000, 1, 0, 0, 1, 35, 7, 9, 9, 10, 140, 140, 125, 1, false }, // CAUTION dmg only sane for server!
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{ "subgun", S_SUBGUN, S_RSUBGUN, 1650, 80, 15, 0, 0, 45, 15, 30, 1, 2, 4, 30, 50, 188, 1, true },
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{ "sniper", S_SNIPER, S_RSNIPER, 1950, 1500, 82, 0, 0, 50, 50, 5, 4, 4, 10, 85, 85, 100, 1, false }, // 2011jan24:ft: dmg 82, spread 50
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{ "assault", S_ASSAULT, S_RASSAULT, 2000, 120, 22, 0, 0, 20, 40, 20, 0, 2, 2, 22, 55, 115, 1, true }, // 2011jan17:ft: 24=>22
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{ "cpistol", S_PISTOL, S_RPISTOL, 1400, 120, 19, 0, 0, 35, 10, 15, 6, 5, 6, 35, 58, 125, 1, false }, // temporary
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{ "grenade", S_NULL, S_NULL, 1000, 650, 200, 20, 6, 1, 1, 1, 3, 1, 0, 0, 0, 0, 3, false },
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{ "pistol", S_PISTOL, S_RAKIMBO, 1400, 80, 19, 0, 0, 50, 10, 20, 6, 5, 10, 10, 18, 115, 1, true }, // CHANGED
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{ "pistol", S_PISTOL, S_RAKIMBO, 1400, 80, 19, 0, 0, 50, 10, 20, 6, 5, 10, 10, 18, 115, 1, true },
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};
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const char *teamnames[TEAM_NUM+1] = {"CLA", "RVSF", "CLA-SPECT", "RVSF-SPECT", "SPECTATOR", "void"};
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