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2 changes: 2 additions & 0 deletions src/game/client/swarm/c_asw_weapon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -126,6 +126,8 @@ ConVar rd_drop_magazine_spin( "rd_drop_magazine_spin", "1000", FCVAR_NONE, "Amou
ConVar rd_drop_magazine_lifetime( "rd_drop_magazine_lifetime", "4", FCVAR_NONE, "Time before a dropped magazine fades" );
ConVar rd_strange_device_model( "rd_strange_device_model", "0", FCVAR_NONE, "Should items with strange devices attached display them in the world?" );

ConVar rd_autoaim_weapons("rd_autoaim_weapons", "1", FCVAR_NONE, "Enable auto-aim bonus for selected weapons (autogun, prifle)");

extern ConVar asw_use_particle_tracers;
extern ConVar muzzleflash_light;
extern ConVar rd_show_others_laser_pointer;
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2 changes: 2 additions & 0 deletions src/game/client/swarm/c_asw_weapon.h
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,8 @@ class C_BreakableProp;
class CASW_EquipItem;
class C_RD_Weapon_Accessory;

extern ConVar rd_autoaim_weapons;

extern ConVar rd_ground_shooting;

class C_ASW_Weapon : public C_BaseCombatWeapon, public IASW_Client_Usable_Entity
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4 changes: 4 additions & 0 deletions src/game/shared/swarm/asw_weapon_autogun_shared.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,11 @@ class CASW_Weapon_Autogun : public CASW_Weapon_Rifle
//float GetFireRate( void ) { return 0.1f; }

virtual const float GetAutoAimAmount() { return 0.36f; }
#ifdef CLIENT_DLL
virtual const float GetAutoAimRadiusScale() { return rd_autoaim_weapons.GetBool() ? 1.5f : 1.0f; }
#else
virtual const float GetAutoAimRadiusScale() { return 1.5f; }
#endif // CLIENT_DLL
virtual bool ShouldFlareAutoaim() { return true; }
virtual const Vector& GetBulletSpread( void );

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4 changes: 4 additions & 0 deletions src/game/shared/swarm/asw_weapon_prifle_shared.h
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,11 @@ class CASW_Weapon_PRifle : public CASW_Weapon_Rifle
void Precache();

virtual const float GetAutoAimAmount() { return 0.26f; }
#ifdef CLIENT_DLL
virtual const float GetAutoAimRadiusScale() { return rd_autoaim_weapons.GetBool() ? 1.5f : 1.0f; }
#else
virtual const float GetAutoAimRadiusScale() { return 1.5f; }
#endif // CLIENT_DLL
virtual float GetFireRate();
virtual float GetWeaponBaseDamageOverride();
virtual int GetWeaponSkillId();
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