mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
changed the balance of the shotgun a bit.. firedelay 400->500, more spread, slower speed and even speed on the pellets
This commit is contained in:
parent
138c0c5e2b
commit
85d58973e8
|
@ -453,7 +453,7 @@ weapons {
|
|||
maxammo 10
|
||||
costammo 1
|
||||
recoil 10
|
||||
firedelay 400
|
||||
firedelay 500
|
||||
muzzleduration 5
|
||||
visual_size 96
|
||||
offsetx 24.0
|
||||
|
|
|
@ -914,14 +914,14 @@ int player::handle_weapons()
|
|||
int shotspread = 2;
|
||||
for(int i = -shotspread; i <= shotspread; i++)
|
||||
{
|
||||
float spreading[] = {-0.12f, -0.05f, 0, 0.05f, 0.12f};
|
||||
float spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
|
||||
float a = get_angle(direction);
|
||||
float v = 1.0f-fabs(i/(float)shotspread);
|
||||
a += spreading[i+2];
|
||||
new projectile(WEAPON_SHOTGUN,
|
||||
client_id,
|
||||
pos+vec2(0,0),
|
||||
vec2(cosf(a), sinf(a))*(30.0f + 15.0f*v),
|
||||
vec2(cosf(a), sinf(a))*(28.0f + 12.0f*v),
|
||||
//vec2(cosf(a), sinf(a))*20.0f,
|
||||
(int)(server_tickspeed()*0.3f),
|
||||
this,
|
||||
|
|
Loading…
Reference in a new issue