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updated readme and code cleanup
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Kr3m committed Mar 25, 2024
1 parent 307d221 commit 0854b9c
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Showing 3 changed files with 8 additions and 8 deletions.
6 changes: 6 additions & 0 deletions README.md
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Expand Up @@ -26,6 +26,12 @@ Foundation is a foundation to build mods on.
* g_powerupTeamRespawn <seconds> : powerup respawn times for team gametypes
* g_holdableRespawn <seconds> : holdable respawn times for FFA and Duel
* g_holdableTeamRespawn <seconds> : holdable respawn times for team gametypes
* g_grapple <0|1> : enable grapple hook
* g_grappleDelayTime <0|?> : delay time in milliseconds
* g_grappleHoldTime <0|?> : how long the grapple will hold on in seconds 0 for infinite camping
* g_grappleSpeed <0|?> : deploy speed in UPS
* g_grapplePull <0|?> : pull speed in UPS
* g_grappleDamage <0|?> : grapple hook damage 0 to disable

### Flagged cvars

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8 changes: 1 addition & 7 deletions code/cgame/cg_main.c
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Expand Up @@ -1699,13 +1699,7 @@ void CG_AssetCache( void ) {
//Com_Printf("Menu Size: %i bytes\n", sizeof(Menus));
cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR );
cgDC.Assets.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE );
cgDC.Assets.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED );
cgDC.Assets.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW );
cgDC.Assets.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN );
cgDC.Assets.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL );
cgDC.Assets.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE );
cgDC.Assets.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN );
cgDC.Assets.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE );
cgDC.Assets.fxPic = trap_R_RegisterShaderNoMip( ART_FX_WHITE );
cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR );
cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
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2 changes: 1 addition & 1 deletion code/game/g_weapon.c
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Expand Up @@ -348,7 +348,7 @@ static void ShotgunPattern( const vec3_t origin, const vec3_t origin2, int seed,
G_DoTimeShiftFor( ent );

// generate the "random" spread pattern
for ( i = 0 ; i < g_sgPellets.integer ; i++ ) {
for ( i = 0 ; i < g_sgPellets.integer ; i++ ) {
r = Q_crandom( &seed ) * g_sgPelletSpread.integer * 16;
u = Q_crandom( &seed ) * g_sgPelletSpread.integer * 16;
VectorMA( origin, ( 8192.0 * 16.0 ), forward, end );
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