Index: code/game/bg_misc.c =================================================================== --- code/game/bg_misc.c (révision 229) +++ code/game/bg_misc.c (copie de travail) @@ -28,18 +28,18 @@ #include "bg_public.h" #ifdef SMOKINGUNS -vec3_t playerMins = {-14, -14, MINS_Z}; -vec3_t playerMaxs = {14, 14, MAXS_Z}; +vec3_t playerMins = {PLAYER_MIN_PITCH, PLAYER_MIN_YAW, MINS_Z}; +vec3_t playerMaxs = {PLAYER_MAX_PITCH, PLAYER_MAX_YAW, MAXS_Z}; -vec3_t playerMins_hit = {-25, -25, MINS_Z}; -vec3_t playerMaxs_hit = {25, 25, MAXS_Z_HIT}; +vec3_t playerMins_hit = {PLAYER_MIN_HIT_PITCH, PLAYER_MIN_HIT_YAW, MINS_Z}; +vec3_t playerMaxs_hit = {PLAYER_MAX_HIT_PITCH, PLAYER_MAX_HIT_YAW, MAXS_Z_HIT}; -vec3_t gatling_mins = {-3, -3, 0.0}; -vec3_t gatling_maxs = {3, 3, 35}; +vec3_t gatling_mins = {GATLING_MINS_PITCH, GATLING_MINS_YAW, GATLING_MINS_ROLL}; +vec3_t gatling_maxs = {GATLING_MAXS_PITCH, GATLING_MAXS_YAW, GATLING_MAXS_ROLL}; // Tequila comment: mins2/max2 are now used to check player is not trying to // build the gatling too near a solid or another entity (like gatlings ;)) -vec3_t gatling_mins2 = {-20, -20, 0.0}; -vec3_t gatling_maxs2 = {20, 20, 35}; +vec3_t gatling_mins2 = {GATLING_MINS2_PITCH, GATLING_MINS2_YAW, GATLING_MINS2_ROLL}; +vec3_t gatling_maxs2 = {GATLING_MAXS2_PITCH, GATLING_MAXS2_YAW, GATLING_MAXS2_ROLL}; //weapon informations wpinfo_t bg_weaponlist[] = @@ -241,14 +241,14 @@ 0 //flipflop } }, - 0, //spread - 50, //damage - 2000, //range - -7*20, //addTime - (52-42)*40, //count - -1, //clipAmmo - 0, //clip - 10, //maxAmmo + KNIFE_SPREAD, //spread + KNIFE_DAMAGE, //damage + KNIFE_RANGE, //range + KNIFE_ADDTIME, //addTime + KNIFE_COUNT, //count + KNIFE_CLIPAMMO, //clipAmmo + KNIFE_CLIP, //clip + KNIFE_MAXAMMO, //maxAmmo "models/weapons2/knife/v_knife.md3", //v_model 0, //v_barrel @@ -348,14 +348,14 @@ 0 //flipflop } }, - 300.0f, //spread - 23.0f, //damage - 600, //range - -6*30, //addTime - 0, //count - 6, //clipAmmo - WP_BULLETS_CLIP, //clip - 24, //maxAmmo + REM58_SPREAD, //spread + REM58_DAMAGE, //damage + REM58_RANGE, //range + REM58_ADDTIME, //addTime + REM58_COUNT, //count + REM58_CLIPAMMO, //clipAmmo + REM58_CLIP, //clip + REM58_MAXAMMO, //maxAmmo "models/weapons2/remington58/v_remington58.md3", //v_model 0, //v_barrel @@ -455,14 +455,14 @@ 0 //flipflop } }, - 350.0f, //spread - 30.0f, //damage - 600, //range - -7*30, //addTime - 0, //count - 6, //clipAmmo - WP_BULLETS_CLIP, //clip - 24, //maxAmmo + SCHOFIELD_SPREAD, //spread + SCHOFIELD_DAMAGE, //damage + SCHOFIELD_RANGE, //range + SCHOFIELD_ADDTIME, //addTime + SCHOFIELD_COUNT, //count + SCHOFIELD_CLIPAMMO, //clipAmmo + SCHOFIELD_CLIP, //clip + SCHOFIELD_MAXAMMO, //maxAmmo "models/weapons2/schofield/v_schofield.md3", //v_model 0, //v_barrel @@ -562,14 +562,14 @@ 0 //flipflop } }, - 300.0f, //spread - 38.0f, //damage - 750, //range - -6*30, //addTime - 0, //count - 6, //clipAmmo - WP_BULLETS_CLIP, //clip - 24, //maxAmmo + PEACEMAKER_SPREAD, //spread + PEACEMAKER_DAMAGE, //damage + PEACEMAKER_RANGE, //range + PEACEMAKER_ADDTIME, //addTime + PEACEMAKER_COUNT, //count + PEACEMAKER_CLIPAMMO, //clipAmmo + PEACEMAKER_CLIP, //clip + PEACEMAKER_MAXAMMO, //maxAmmo "models/weapons2/peacemaker/v_peacemaker.md3", //v_model 0, //v_barrel @@ -669,14 +669,14 @@ 0 //flipflop } }, - 250.0f, //spread - 44.0f, //damage - 1050, //range - 0, //addTime - 0, //count - 12, //clipAmmo - WP_CART_CLIP, //clip - 12, //maxAmmo + WINCHESTER66_SPREAD, //spread + WINCHESTER66_DAMAGE, //damage + WINCHESTER66_RANGE, //range + WINCHESTER66_ADDTIME, //addTime + WINCHESTER66_COUNT, //count + WINCHESTER66_CLIPAMMO, //clipAmmo + WINCHESTER66_CLIP, //clip + WINCHESTER66_MAXAMMO, //maxAmmo "models/weapons2/winch66/v_winchester66.md3", //v_model 0, //v_barrel @@ -776,14 +776,14 @@ 0 //flipflop } }, - 275.0f, //spread - 44.0f, //damage - 1050, //range - 0, //addTime - 0, //count - 12, //clipAmmo - WP_CART_CLIP, //clip - 12, //maxAmmo + LIGHTNING_SPREAD, //spread + LIGHTNING_DAMAGE, //damage + _LIGHTNING_RANGE, //range + LIGHTNING_ADDTIME, //addTime + LIGHTNING_COUNT, //count + LIGHTNING_CLIPAMMO, //clipAmmo + LIGHTNING_CLIP, //clip + LIGHTNING_MAXAMMO, //maxAmmo "models/weapons2/colt_light/v_lightning.md3", //v_model 0, //v_barrel @@ -884,14 +884,14 @@ 0 //flipflop }, }, - 100, //spread - 65.0f, //damage - 1500, //range - 0, //addTime - 0, //count - 1, //clipAmmo - WP_SHARPS_CLIP, //clip - 12, //maxAmmo + SHARP_SPREAD, //spread + SHARP_DAMAGE, //damage + SHARP_RANGE, //range + SHARP_ADDTIME, //addTime + SHARP_COUNT, //count + SHARP_CLIPAMMO, //clipAmmo + SHARP_CLIP, //clip + SHARP_MAXAMMO, //maxAmmo "models/weapons2/sharps/v_sharps.md3", //v_model 0, //v_barrel @@ -991,14 +991,14 @@ 0 //flipflop } }, - 450.0f, //spread - 17.0f, //damage - 800, //range - 200, //addTime - 6, //count - 2, //clipAmmo - WP_SHELLS_CLIP, //clip - 12, //maxAmmo + REMINGTON_GAUGE_SPREAD, //spread + REMINGTON_GAUGE_DAMAGE, //damage + REMINGTON_GAUGE_RANGE, //range + REMINGTON_GAUGE_ADDTIME, //addTime + REMINGTON_GAUGE_COUNT, //count + REMINGTON_GAUGE_CLIPAMMO, //clipAmmo + REMINGTON_GAUGE_CLIP, //clip + REMINGTON_GAUGE_MAXAMMO, //maxAmmo "models/weapons2/remgauge/v_remgauge.md3", //v_model 0, //v_barrel @@ -1098,14 +1098,14 @@ 0 //flipflop } }, - 1300.0f, //spread - 15.3f, //damage - 600, //range - 0, //addTime - 14, //count - 2, //clipAmmo - WP_SHELLS_CLIP, //clip - 12, //maxAmmo + SAWEDOFF_SPREAD, //spread + SAWEDOFF_DAMAGE, //damage + SAWEDOFF_RANGE, //range + SAWEDOFF_ADDTIME, //addTime + SAWEDOFF_COUNT, //count + SAWEDOFF_CLIPAMMO, //clipAmmo + SAWEDOFF_CLIP, //clip + SAWEDOFF_MAXAMMO, //maxAmmo "models/weapons2/sawedoff/v_sawedoff.md3", //v_model 0, //v_barrel @@ -1206,14 +1206,14 @@ 0 //flipflop } }, - 300.0f, //spread - 11.25f, //damage - 800, //range - 0, //addTime - 6, //count - 5, //clipAmmo - WP_SHELLS_CLIP, //clip - 12, //maxAmmo + WINCH97_SPREAD, //spread + WINCH97_DAMAGE, //damage + WINCH97_RANGE, //range + WINCH97_ADDTIME, //addTime + WINCH97_COUNT, //count + WINCH97_CLIPAMMO, //clipAmmo + WINCH97_CLIP, //clip + WINCH97_MAXAMMO, //maxAmmo "models/weapons2/winch97/v_winch97.md3", //v_model 0, //v_barrel @@ -1314,14 +1314,14 @@ 0 //flipflop } }, - 125, //spread - 44, //damage - 1350, //range - 200, //addTime - 0, //count - 25, //clipAmmo - WP_GATLING_CLIP, //clip - 2, //maxAmmo + GATLING_SPREAD, //spread + GATLING_DAMAGE, //damage + _GATLING_RANGE, //range + GATLING_ADDTIME, //addTime + GATLING_COUNT, //count + GATLING_CLIPAMMO, //clipAmmo + GATLING_CLIP, //clip + GATLING_MAXAMMO, //maxAmmo "models/weapons2/gatling/v_gatling.md3", //v_model 0, //v_barrel Index: code/game/g_combat.c =================================================================== --- code/game/g_combat.c (révision 229) +++ code/game/g_combat.c (copie de travail) @@ -1765,12 +1765,12 @@ case MOD_SAWEDOFF: case MOD_WINCH97: if(targ->health-take <= 0) - knockbackvalue = 500; + knockbackvalue = WINCH97_1_KSCALE; else - knockbackvalue = 300; + knockbackvalue = WINCH97_2_KSCALE; break; case MOD_DYNAMITE: - knockbackvalue = 300; + knockbackvalue = DYNA_KSCALE; break; } Index: code/game/g_main.c =================================================================== --- code/game/g_main.c (révision 229) +++ code/game/g_main.c (copie de travail) @@ -255,8 +255,8 @@ { &g_speed, "g_speed", "320", 0, 0, qtrue }, { &g_gravity, "g_gravity", "800", 0, 0, qtrue }, #else - { &g_speed, "g_speed", "200", 0, 0, qtrue }, - { &g_gravity, "g_gravity", "900", 0, 0, qtrue }, + { &g_speed, "g_speed", G_SPEED_DEF, 0, 0, qtrue }, + { &g_gravity, "g_gravity", G_GRAVITY_DEF, 0, 0, qtrue }, #endif { &g_knockback, "g_knockback", "1000", 0, 0, qtrue }, { &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue }, Index: code/game/bg_pmove.c =================================================================== --- code/game/bg_pmove.c (révision 229) +++ code/game/bg_pmove.c (copie de travail) @@ -34,39 +34,39 @@ // movement parameters #ifndef SMOKINGUNS -float pm_stopspeed = 100.0f; -float pm_duckScale = 0.25f; -float pm_swimScale = 0.50f; -float pm_wadeScale = 0.70f; +float pm_stopspeed = PM_STOPSPEED; +float pm_duckScale = PM_DUCKSCALE; +float pm_swimScale = PM_SWIMSCALE; +float pm_wadeScale = PM_WADESCALE; -float pm_accelerate = 10.0f; -float pm_airaccelerate = 1.0f; -float pm_wateraccelerate = 4.0f; -float pm_flyaccelerate = 8.0f; +float pm_accelerate = PM_ACCELERATE; +float pm_airaccelerate = PM_AIRACCELERATE; +float pm_wateraccelerate = PM_WATERACCELERATE; +float pm_flyaccelerate = PM_FLYACCELERATE; -float pm_friction = 6.0f; -float pm_waterfriction = 1.0f; -float pm_flightfriction = 3.0f; -float pm_spectatorfriction = 5.0f; +float pm_friction = PM_FRICTON; +float pm_waterfriction = PM_WATERFRICTION; +float pm_flightfriction = PM_FLIGHTFRICTION; +float pm_spectatorfriction = PM_SPECFRICTION; #else -float pm_stopspeed = 20.0f; -float pm_duckScale = 0.50f; -float pm_swimScale = 0.60f; -float pm_wadeScale = 0.70f; -float pm_ladderScale = 0.80f; // Set the max movement speed to 80% of normal -float pm_reloadScale = 0.75f; +float pm_stopspeed = PM_STOPSPEED; +float pm_duckScale = PM_DUCKSCALE; +float pm_swimScale = PM_SWIMSCALE; +float pm_wadeScale = PM_WADESCALE; +float pm_ladderScale = PM_LADDERSCALE; // Set the max movement speed to 80% of normal +float pm_reloadScale = PM_RELOADSCALE; -float pm_accelerate = 8.4f; -float pm_airaccelerate = 1.0f; -float pm_wateraccelerate = 5.6f; -float pm_flyaccelerate = 8.0f; -float pm_ladderAccelerate = 3000; // The acceleration to friction ratio is 1:1 +float pm_accelerate = PM_ACCELERATE; +float pm_airaccelerate = PM_AIRACCELERATE; +float pm_wateraccelerate = PM_WATERACCELERATE; +float pm_flyaccelerate = PM_FLYACCELERATE; +float pm_ladderAccelerate = PM_LADDERACCELERATE; // The acceleration to friction ratio is 1:1 -float pm_friction = 6.0f; -float pm_waterfriction = 1.2f; -float pm_flightfriction = 3.0f; -float pm_spectatorfriction = 5.0f; -float pm_ladderfriction = 3000; // Friction is high enough so you don't slip down +float pm_friction = PM_FRICTON; +float pm_waterfriction = PM_WATERFRICTION; +float pm_flightfriction = PM_FLIGHTFRICTION; +float pm_spectatorfriction = PM_SPECFRICTION; +float pm_ladderfriction = PM_LADDERFRICTION; // Friction is high enough so you don't slip down #endif int c_pmove = 0; Index: code/game/g_weapon.c =================================================================== --- code/game/g_weapon.c (révision 229) +++ code/game/g_weapon.c (copie de travail) @@ -1263,7 +1263,7 @@ } while(tr.startsolid); - m = fire_dynamite (ent, muzzle, forward, 700); + m = fire_dynamite (ent, muzzle, forward, DYNA_SPEED); } /* @@ -1297,7 +1297,7 @@ } while(tr.startsolid); - m = fire_molotov (ent, muzzle, forward, 700); + m = fire_molotov (ent, muzzle, forward, MOLOTOV_SPEED); } #endif Index: code/game/g_missile.c =================================================================== --- code/game/g_missile.c (révision 229) +++ code/game/g_missile.c (copie de travail) @@ -157,9 +157,9 @@ dynamite->r.ownerNum = attacker->s.number; dynamite->parent = attacker; //dynamite damage - dynamite->damage = 900 + rand()%200; - dynamite->splashDamage = 600 + rand()%200; - dynamite->splashRadius = 200 + rand()%50; + dynamite->damage = DYNA_DAMAGE; + dynamite->splashDamage = DYNA_SPLASHDAMAGE; + dynamite->splashRadius = DYNA_SPLASHRADIUS; dynamite->methodOfDeath = MOD_DYNAMITE; dynamite->splashMethodOfDeath = MOD_DYNAMITE; dynamite->clipmask = MASK_SHOT; @@ -1404,7 +1404,7 @@ } // Spoon - bolt->health = 5; + bolt->health = DYNA_HEALTH; bolt->takedamage = qtrue; bolt->die = G_DynamiteDie; bolt->r.contents = CONTENTS_CORPSE; @@ -1435,9 +1435,9 @@ bolt->s.otherEntityNum = self->s.number; //unlagged - projectile nudge bolt->parent = self; - bolt->damage = 900 + rand()%200; - bolt->splashDamage = 600 + rand()%200; - bolt->splashRadius = 200 + rand()%50; + bolt->damage = DYNA_DAMAGE; + bolt->splashDamage = DYNA_SPLASHDAMAGE; + bolt->splashRadius = DYNA_SPLASHRADIUS; bolt->methodOfDeath = MOD_DYNAMITE; bolt->splashMethodOfDeath = MOD_DYNAMITE; bolt->clipmask = MASK_SHOT; @@ -1471,9 +1471,9 @@ bolt->s.otherEntityNum = self->s.number; //unlagged - projectile nudge bolt->parent = self; - bolt->damage = 7; - bolt->splashDamage = 0; - bolt->splashRadius = 0; + bolt->damage = MOLOTOV_DAMAGE; + bolt->splashDamage = MOLOTOV_SPLASHDAMAGE; + bolt->splashRadius = MOLOTOV_SPLASHRADIUS; bolt->methodOfDeath = MOD_MOLOTOV; bolt->splashMethodOfDeath = MOD_MOLOTOV; bolt->clipmask = MASK_SHOT; Index: code/game/bg_public.h =================================================================== --- code/game/bg_public.h (révision 229) +++ code/game/bg_public.h (copie de travail) @@ -27,6 +27,8 @@ // because games can change separately from the main system version, we need a // second version that must match between game and cgame +#include "smokinguns.h" + #ifndef SDK_BASEGAME #define GAME_VERSION BASEGAME "-1" #