[fix][g_weapon.c] backstab + light weapons level 3


(sniser) #1

In g_weapon.c, look for this:

		if( DotProduct( eforward, pforward ) > 0.6f )		// from behind(-ish)
		{
			damage = 100;	// enough to drop a 'normal' (100 health) human with one jab
			mod = MOD_KNIFE;
			if ( ent->client->sess.skill[SK_MILITARY_INTELLIGENCE_AND_SCOPED_WEAPONS] >= 4 )
				damage = traceEnt->health;
		}

and replace by this:

		if( DotProduct( eforward, pforward ) > 0.6f )		// from behind(-ish)
		{
			damage = 100;	// enough to drop a 'normal' (100 health) human with one jab
			mod = MOD_KNIFE;
			if ( ent->client->sess.skill[SK_MILITARY_INTELLIGENCE_AND_SCOPED_WEAPONS] >= 4 && ent->client->sess.playerType == PC_COVERTOPS)
				damage = traceEnt->health;

		}

This means you don’t just need to have CovOps4, but actually BE a covert ops to get the “assassin” bonus.

Now look for this (same file):

		case WP_LUGER:
		case WP_COLT:
		case WP_MP40:
		case WP_THOMPSON:
		case WP_STEN:
		case WP_SILENCER:
		case WP_SILENCED_COLT:
			if( ent->client->sess.skill[SK_LIGHT_WEAPONS] >= 4 )
				spread *= .65f;

and replace it with this:

		case WP_LUGER:
		case WP_COLT:
		case WP_MP40:
		case WP_THOMPSON:
		case WP_STEN:
		case WP_SILENCER:
		case WP_SILENCED_COLT:
		case WP_AKIMBO_LUGER:
		case WP_AKIMBO_SILENCEDLUGER:
		case WP_AKIMBO_COLT:
		case WP_AKIMBO_SILENCEDCOLT:
			if( ent->client->sess.skill[SK_LIGHT_WEAPONS] >= 3 )
				spread *= .65f;

This makes the increased accuracy kick in on level 3 instead of 4 (like it should). It also allows the bonus for akimbo weapons - I think that makes more sense, but your taste my differ :smiley:


(Chruker) #2

Shouldn’t the FG42 also have its spread reduced? Its also a SMG weapon and from the manual on Level 3 light weapons, I quote:

Level 3 Light Weapons: Improved Light Weapon Handling
Your combat experience allows you to handle your weapons with greater ease; SMG spread is reduced by 35% while Pistol recoil is halved.


(Demolama) #3

yup… I dont know why it doesnt but adding it may not make that weapon a piece of crap that it is… personally I added it and removed the 200/2.f and replaced it with a normal smg spread… coverts need a decent weapon badly


(bacon) #4

No they don’t.


(Demolama) #5

yes they do… oh I forgot bacon hates coverts and sees them as nothing more than stealing a uni, blowing some command post and spotting some mines type of class rather than an attacking class

:disgust:

so in the long run he likes seeing them be useless… top clans are wrong and bacon is right… my bad


(SCDS_reyalP) #6

Historically, the FG42 isn’t a light weapon. It certainly isn’t an SMG. It is a full size battle rifle, firing 7.92 mauser rounds, just like the k43. It was closer to a squad automatic weapon (like the BAR or BREN) than an assault rifle like the STG44.

Now whether this should affect its classification in ET, is up to you. Note that it also doesn’t follow the normal spread rules for crouch/prone etc.


(bacon) #7

Actually it’s quite the opposite. The covert ops is already a dangerous class if it’s used properly. If you give the covert ops better offensive ability it will make them the strongest class in the game, and you’d see teams of full of coverts.


(SCDS_reyalP) #8

Which is why the top competative teams all use so many coverts :banghead:

Coverts somewhat OK on pubs, because the lack of organization makes disguise viable, the average level of shooting is low enough that a decent shot can still get kills with a covert weapon, lack of organzied crossfires, and the lack of voicecoms. Trying to use a covert in a match is a very serious tradeoff, which is rarely worthwhile. When it is used, it is usually a matter of /kill, switch to covert for one spawn, spotting mines/blowing something up /kill and switch back to a class with a decent gun.

Try watching some of the TWL-alpha demos, and see how many coverts you can spot :open_mouth: And if you think those guys just “don’t know how to use coverts properly” I suggest playing with some of them for a bit…


(Korollary) #9

I’m a competition player in TWL-Alpha and last week I played Covops (briefly) on allies on supplydepot against Clan Greater Than.

Right off the spawn I had to engage in a 1v1 against a Field Ops. Over the 2 minute span I played Covops, I engaged in a total of 5 firefights. The enemy ties all the choke points and just doesn’t let you in without a warm welcome. There is nothing covert about anything you do in a fast paced game like ET. The enemy is on voice comm and their team overlay shows who’s dead. And satchels should be invisible (like mines are) because no decent player will ever walk over them.

Best covops feature that works for me is the smoke, but it also screams “We’re coming in and btw we have a covops with an overheating sten so please rage him”. It’s an attacking class (like the medic, lol) with some extra gizmos (much less effective than the ones a medic has).


([RW]FRED) #10

Which is why the top competative teams all use so many coverts

In etpro only, because fg42 in etpro is more accurate than in etmain or shrubet.


(Demolama) #11

nope bani hasnt touched the weapons of the coverts… yet

he said that to be sarcastic


(Rain) #12

I’ll forgive you for not picking up on the sarcasm, since English obviously isn’t your first language and it’s sometimes difficult for native speakers to do so; however, etpro has not changed the FG42 accuracy.

I’ve made a diff of just about all the weapon changes in etpro that actually change behavior. Some free bugfixes in there, but don’t hope to apply the patch directly (it’d be more work than I feel like doing right now to make such a patch.) There are also rather complicated-ish fix for dynamite plants which isn’t included in the diff; bani suggested I supply it separately, so the here’s the entire Weapon_Engineer function (along with a small small diff against g_combat.c to go with it.) If you want the flamethrower fix, bani_ft_off() is called just after the if () {} that calls SpectatorThink() (i.e. not within the if), and the relevant functions are here.

The rifle grenade fix (included in the diff) has already been posted: BUGFIX: rifle grenades through doors.
I’ve also posted the meat of this post on the etpro forums for discussion. I (and probably some of the other etpro coders) will answer questions about the changes in both places, but I’ll notice the thread on the etpro forums a little more quickly.

edit: fixed url for first diff, forgot that I’d renamed it. :bored:


(Chruker) #13

Rain, in regards to the way the covert ops backstab bug is fixed in your code. Even after the fix a stab from the backstab angle still inflicts 100 worth of damage.


(Rain) #14

Yeah, I haven’t fixed that ‘feature.’ Nobody has really complained about it being there, people probably will complain if it goes, and it’s not that far off the mark, since you’re effectively in range of the neck if you take a stab at the corpse from the correct angle.


(ildon) #15

I’m pretty sure that was intentional in etmain.


(sniser) #16

I’m pretty sure that was intentional in etmain.[/quote]Considering weapon overheat carrying over to soldiers was a bug, too, I don’t think so… class specific boni apply only to the class when you’re using it, everything else doesn’t make much sense. If it was intentional, it would surely have been mentioned in the manual… :stuck_out_tongue:


(SCDS_reyalP) #17

LOL. If that wasn’t a joke, it should have been. :moo: