set g_balance_nex_velocitydependent 0
set g_balance_nex_velocitydependent_minspeed 400
-set g_balance_nex_velocitydependent_minspeed 1000
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_nex_velocitydependent 0
set g_balance_nex_velocitydependent_minspeed 400
-set g_balance_nex_velocitydependent_minspeed 1000
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_nex_velocitydependent 0
set g_balance_nex_velocitydependent_minspeed 400
-set g_balance_nex_velocitydependent_minspeed 1000
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_nex_velocitydependent 0
set g_balance_nex_velocitydependent_minspeed 400
-set g_balance_nex_velocitydependent_minspeed 1000
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
// }}}
// {{{ nex
set g_balance_nex_primary_damage 125
-set g_balance_nex_primary_force 400
+set g_balance_nex_primary_force 500
set g_balance_nex_primary_refire 1
set g_balance_nex_primary_animtime 0.75
set g_balance_nex_primary_ammo 5
set g_balance_nex_secondary 1
set g_balance_nex_secondary_damage 125
-set g_balance_nex_secondary_force -500
+set g_balance_nex_secondary_force -700
set g_balance_nex_secondary_refire 1
set g_balance_nex_secondary_animtime 0.75
set g_balance_nex_secondary_ammo 5
set g_balance_nex_velocitydependent 1
set g_balance_nex_velocitydependent_minspeed 400
-set g_balance_nex_velocitydependent_minspeed 1000
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1.25
if(cvar("g_balance_nex_velocitydependent")) // player velocity dependent damage and force
{
myvel = vlen(self.velocity);
-
- if(myvel < cvar("g_balance_nex_velocitydependent_minspeed"))
- myvel = bound(cvar("g_balance_nex_velocitydependent_minspeed"), myvel, cvar("g_balance_nex_velocitydependent_maxspeed"));
+ myvel = bound(cvar("g_balance_nex_velocitydependent_minspeed"), myvel, cvar("g_balance_nex_velocitydependent_maxspeed"));
// TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
- mydmg *= cvar("g_balance_nex_velocitydependent_maxspeed") / myvel;
- myforce *= cvar("g_balance_nex_velocitydependent_maxspeed") / myvel;
+ mydmg *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed");
+ myforce *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed");
}
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);