// PLAYER HORNET
// Up to this point, player hornet damage and monster hornet damage were both using
// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
gSkillData.plrDmgHornet = 7;This means the player's hornet deals 7 points of damage.
gSkillData.plrDmgHornet = GetSkillCvar("sk_plr_hornet");
// TripmineLet's just slip in a little sk_plr_hornet reference there, shall we?
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
// WORLD WEAPONS
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
// TripmineWhat we've done is just let the server part of the game know that there is a cvar (console variable) which can be used, and there are 3 of them.
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
// HORNET PLAYER
CVAR_REGISTER( &sk_plr_hornet1 );// {"sk_plr_hornet1","0"};
CVAR_REGISTER( &sk_plr_hornet2 );// {"sk_plr_hornet2","0"};
CVAR_REGISTER( &sk_plr_hornet3 );// {"sk_plr_hornet3","0"};
// WORLD WEAPONS
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
// TripmineFollowing standard insertion procedure, add these lines below the given code:
cvar_t sk_plr_tripmine1 = {"sk_plr_tripmine1","0"};
cvar_t sk_plr_tripmine2 = {"sk_plr_tripmine2","0"};
cvar_t sk_plr_tripmine3 = {"sk_plr_tripmine3","0"};
// Player HornetNow compile.
cvar_t sk_plr_hornet1 = { "sk_plr_hornet1","0" };
cvar_t sk_plr_hornet2 = { "sk_plr_hornet2","0" };
cvar_t sk_plr_hornet3 = { "sk_plr_hornet3","0" };
// Player HornetNow, 7 was the hardcoded value, but this one can be anything you want. Just, if you're making a mod others will play, make it balanced. Or not.
sk_plr_hornet1 "7"
sk_plr_hornet2 "7"
sk_plr_hornet3 "7"
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