stinger_m/cvarinfo.txt
Marisa Kirisame da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00

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user int stinger_hudmode = 0; // hud mode
// 0 - full, large numbers, cummulative armor
// 1 - full, small numbers, individial armor
// 2 - all on bottom
// 3 - bottom corners only, no numbers
// 4 - minimal display on bottom right corner
// 5 - minimalistic top hud from 0.871 and up
user int stinger_introtype = 0; // 0 - unreal '98
// 1 - unreal '97
// 2 - unreal '96
// 3 - unreal '95
server bool sting_telegun = false; // enable teleport capsules
// basically this game's own
// translocator before the translocator
// even existed
server bool sting_flares = false; // enable light/dark flares
// only one can be active at a time
// for balance and performance reasons
server bool sting_stinger = false; // unreal bible stinger detonation
// (projectiles attach to target and
// explode when hurt by splash damage
// or when target moves at high speed
// then comes to a sudden stop)
server bool sting_stingerb = false; // stinger projectiles bounce up to
// three times if they don't hit a
// surface straight on. this was a
// thing all the way until 0.86
// strangely, the bBounce flag still
// remained on the projectile but since
// then it was hardcoded to explode
// when it hit a wall anyway
server bool sting_rifle = false; // old rifle burst altfire
// three rapid shots
server bool sting_riflel = false; // old rifle flashlight
// it's independent from the scope
// since that mesh part already is...
// you know... a scope
server bool sting_razor = false; // razorjack blade charging
// hold primary fire to increase the
// spin up to 3 levels
server bool sting_automags = false; // automag dual wielding
// oldskool did this, and you'll come
// to realize that it wasn't a good
// idea balance-wise
server bool sting_protomags = false; // protomag dual wielding
// just for the sake of completion
// plus the off-hand mag will use the
// alternate skin
server bool sting_dpistol = false; // d.pistol altfire always level 0
// I always found this thing odd about
// the weapon, but it's very likely
// that this was kept like this for
// the sake of balance
server bool sting_pshield = false; // p.shield does not drain over time
// this is unbalanced as all hell and
// it's not recommended to enable the
// compatibility option unless you are
// a die-hard purist who despises the
// change
server bool sting_nopstart = false; // players start only with the
// dispersion pistol, otherwise they
// also get an automag for the sake
// of consistency with doom defaults
user bool sting_transext = false; // use an extended translator graphic
// to fit more text
// thanks Kynikoss for this, it's much
// better than the trash garbage mods
// use
server bool sting_olsmp = true; // adds the stupid oldskool SMP 7243 to
// the BFG/Redeemer replacement pool
// this weapon is dumb, but just for
// the sake of completion it's there as
// an option
server bool sting_msentry = true; // allows the new Minigun Sentry, which
// is an original creation for this mod
server bool sting_dubious = true; // allows weapons of dubious origin
// (Demolisher, Razorclaw, Autocannon)
server bool sting_autoscuba = true; // SCUBA gear toggles automatically
// when needed
server bool sting_ehold = false; // eightball can be held fully loaded
// for up to 2 seconds
server bool sting_bhold = false; // biorifle can be held fully loaded
// for up to 2 seconds
server bool sting_razoraim = false; // razorjack alt follows aim instead of
// being steered by player rotation
server bool sting_biosplash = false; // biorifle alt splashes like in ut
server bool sting_flametspread = false; // targets on fire spread the flames
// to anyone nearby (may be op)
server bool sting_impself = false; // disable impaler beam self-hit