set g_balance_machinegun_spread_decay 0.036
set g_balance_machinegun_spread_max 0.05
set g_balance_machinegun_spread_min 0.02
+set g_balance_machinegun_spread_offswitchfortimebaseddecay 0
set g_balance_machinegun_sustained_ammo 1
set g_balance_machinegun_sustained_damage 10
set g_balance_machinegun_sustained_force 3
set g_balance_machinegun_spread_decay -666
set g_balance_machinegun_spread_max 0.6
set g_balance_machinegun_spread_min 0.02
+set g_balance_machinegun_spread_offswitchfortimebaseddecay 1
set g_balance_machinegun_sustained_ammo 1
set g_balance_machinegun_sustained_damage 15
set g_balance_machinegun_sustained_force 27
set g_balance_machinegun_spread_decay 0.036
set g_balance_machinegun_spread_max 0.05
set g_balance_machinegun_spread_min 0.02
+set g_balance_machinegun_spread_offswitchfortimebaseddecay 0
set g_balance_machinegun_sustained_ammo 1
set g_balance_machinegun_sustained_damage 10
set g_balance_machinegun_sustained_force 5
set g_balance_machinegun_spread_decay 0
set g_balance_machinegun_spread_max 0
set g_balance_machinegun_spread_min 0
+set g_balance_machinegun_spread_offswitchfortimebaseddecay 0
set g_balance_machinegun_sustained_ammo 1
set g_balance_machinegun_sustained_damage 10
set g_balance_machinegun_sustained_force 3
set g_balance_machinegun_spread_decay 0.036
set g_balance_machinegun_spread_max 0.05
set g_balance_machinegun_spread_min 0
+set g_balance_machinegun_spread_offswitchfortimebaseddecay 0
set g_balance_machinegun_sustained_ammo 1
set g_balance_machinegun_sustained_damage 10
set g_balance_machinegun_sustained_force 3
actor.(weaponentity).machinegun_spread_accumulation = max(actor.(weaponentity).machinegun_spread_accumulation - ((time - actor.(weaponentity).oldTime) * WEP_CVAR(machinegun, spread_decay)), 0);
actor.(weaponentity).oldTime = time;
- if(WEP_CVAR(machinegun, spread_decay) < 0){
+ if(WEP_CVAR(machinegun, spread_offswitchfortimebaseddecay)){
machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
} else {
machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + actor.(weaponentity).machinegun_spread_accumulation, WEP_CVAR(machinegun, spread_max));
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- if(WEP_CVAR(machinegun, spread_decay) >= 0){
+ if(!WEP_CVAR(machinegun, spread_offswitchfortimebaseddecay)){
actor.(weaponentity).machinegun_spread_accumulation = max(actor.(weaponentity).machinegun_spread_accumulation - ((time - actor.(weaponentity).oldTime) * WEP_CVAR(machinegun, spread_decay)), 0);
actor.(weaponentity).oldTime = time;
if(actor.(weaponentity).machinegun_spread_accumulation > 0){
P(class, prefix, spread_decay, float, NONE) \
P(class, prefix, spread_max, float, NONE) \
P(class, prefix, spread_min, float, NONE) \
+ P(class, prefix, spread_offswitchfortimebaseddecay, float, NONE) \
P(class, prefix, sustained_ammo, float, NONE) \
P(class, prefix, sustained_damage, float, NONE) \
P(class, prefix, sustained_force, float, NONE) \