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A few more weapon adjustments
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parent
e3887c63d4
commit
de6a6c88ab
9 changed files with 32 additions and 28 deletions
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@ -6,11 +6,11 @@ datablock TracerProjectileData(meleehit)
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{
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doDynamicClientHits = true;
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directDamage = 0.45;
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directDamage = 0.75;
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directDamageType = $DamageType::melee;
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explosion = ChaingunExplosion;
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splash = ChaingunSplash;
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HeadMultiplier = 5.0;
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HeadMultiplier = 10.0;
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hasDamageRadius = true;
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indirectDamage = 0.001;
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@ -11,7 +11,7 @@ datablock TracerProjectileData(G17Bullet){
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directDamageType = $DamageType::G17;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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HeadMultiplier = 2.25;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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@ -1,11 +1,11 @@
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datablock TracerProjectileData(G41Bullet) {
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doDynamicClientHits = true;
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directDamage = 0.44;
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directDamage = 0.4;
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directDamageType = $DamageType::G41;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.1;
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HeadMultiplier = 1.3;
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LegsMultiplier = 0.35;
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ImageSource = "G41RifleImage";
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@ -11,7 +11,7 @@ datablock TracerProjectileData(M1Bullet) {
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directDamageType = $DamageType::M1;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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HeadMultiplier = 2.5;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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@ -138,7 +138,7 @@ datablock ShapeBaseImageData(M1SniperRifleImage) {
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.9;
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stateTimeoutValue[4] = 1.1;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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@ -1,7 +1,7 @@
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datablock TracerProjectileData(M4A1Bullet) {
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doDynamicClientHits = true;
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directDamage = 0.085;
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directDamage = 0.14;
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directDamageType = $DamageType::M4A1;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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@ -47,7 +47,7 @@ datablock LinearFlareProjectileData(R700Bullet)
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projectileShapeName = "weapon_missile_projectile.dts";
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scale = "1.0 1.0 1.0";
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faceViewer = true;
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directDamage = 0.6;
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directDamage = 0.575;
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kickBackStrength = 6400;
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radiusDamageType = $DamageType::R700;
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@ -125,7 +125,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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ShowsClipInHud = 1;
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ClipReloadTime = 7;
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ClipReturn = 7;
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InitialClips = 6;
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InitialClips = 3;
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//
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//Challenges
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HasChallenges = 1;
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@ -178,7 +178,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 1.2;
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stateTimeoutValue[4] = 1.7;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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@ -137,7 +137,7 @@ datablock ShapeBaseImageData(S3RifleImage) {
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.4;
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stateTimeoutValue[4] = 0.6;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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