goto g_weapon.c and find the GETWEAPONDAMAGE part and change it to this:
if (g_instagib.integer != 0) {
switch (weapon) {
case WP_LUGER:
case WP_SILENCER: return 6;
case WP_COLT: return 8;
case WP_AKIMBO: return 8; //----(SA) added
case WP_VENOM_FULL:
case WP_VENOM: return 12; // 15 ----(SA) slight modify for DM
case WP_MP40: return 6;
case WP_THOMPSON: return 8;
case WP_STEN: return 10;
case WP_FG42SCOPE:
case WP_FG42: return 15;
case WP_BAR:
case WP_BAR2: return 12; //----(SA) added
case WP_MAUSER: return 999; // dutch gib damage
case WP_GARAND: return 25;
case WP_SNIPERRIFLE: return 55;
case WP_SNOOPERSCOPE: return 25;
case WP_NONE: return 0;
case WP_KNIFE: return 999;
case WP_KNIFE2: return 999;
case WP_GRENADE_LAUNCHER: return 1;
case WP_GRENADE_PINEAPPLE: return 1;
case WP_DYNAMITE:
case WP_DYNAMITE2: return 300;
case WP_ROCKET_LAUNCHER:
case WP_PANZERFAUST: return 100;
case WP_MORTAR: return 100;
case WP_FLAMETHROWER: // FIXME -- not used in single player yet
case WP_TESLA:
case WP_SPEARGUN:
case WP_SPEARGUN_CO2:
case WP_CROSS:
case WP_GAUNTLET:
case WP_SNIPER: return 999;
default: return 1;
}
}
else { // multiplayer damage
switch (weapon) {
case WP_LUGER:
case WP_SILENCER:
case WP_COLT: return 18;
case WP_AKIMBO: return 18; //----(SA) added
case WP_VENOM_FULL: return 10;
case WP_VENOM: return 20;
case WP_MP40: return 14;
case WP_THOMPSON: return 18;
case WP_STEN: return 14;
case WP_FG42SCOPE:
case WP_FG42: return 15;
case WP_BAR:
case WP_BAR2: return 12; //----(SA) added
case WP_MAUSER: return 80; // was 25 JPW
case WP_GARAND: return 75; // was 25 JPW
case WP_SNIPERRIFLE: return 80;
case WP_SNOOPERSCOPE: return 75;
case WP_NONE: return 0;
case WP_KNIFE:
case WP_KNIFE2: return 10;
case WP_SMOKE_GRENADE: return 140;
case WP_GRENADE_LAUNCHER: return 250;
case WP_GRENADE_PINEAPPLE: return 250;
case WP_DYNAMITE:
case WP_DYNAMITE2: return 600;
case WP_ROCKET_LAUNCHER:
case WP_PANZERFAUST: return 400;
case WP_MORTAR: return 250;
case WP_FLAMETHROWER: return 1;
case WP_TESLA:
case WP_SPEARGUN:
case WP_SPEARGUN_CO2:
case WP_CROSS:
case WP_GAUNTLET:
case WP_SNIPER:
default: return 1;
}
}
}
now your mauser give 999 damage…
MAUSERONLY:
g_client.c : just the same as only colt…:
goto g_client and go to the SetWolfSpawnWeapons and find this line:
memset(client->ps.ammo,MAX_WEAPONS,sizeof(int));
after that place :
if (g_instagib.integer != 1){
then go down and find this part:
else { // medic or engineer gets assigned MP40 or Thompson with one magazine ammo
if (client->sess.sessionTeam == TEAM_RED) { // axis
COM_BitSet( client->ps.weapons, WP_MP40 );
client->ps.ammoclip[BG_FindClipForWeapon(WP_MP40)] += 32;
// JPW NERVE
if (pc == PC_ENGINEER) // OK so engineers get two mags
client->ps.ammo[BG_FindAmmoForWeapon(WP_MP40)] += 32;
// jpw
client->ps.weapon = WP_MP40;
}
else { // allied
COM_BitSet( client->ps.weapons, WP_THOMPSON );
client->ps.ammoclip[BG_FindClipForWeapon(WP_THOMPSON)] += 30;
// JPW NERVE
if (pc == PC_ENGINEER)
client->ps.ammo[BG_FindAmmoForWeapon(WP_THOMPSON)] += 32;
// jpw
client->ps.weapon = WP_THOMPSON;
}
}
under that place this:
} else {
COM_BitSet( client->ps.weapons, WP_MAUSER );
client->ps.ammoclip[BG_FindClipForWeapon(WP_MAUSER)] = 10;
client->ps.ammo[BG_FindAmmoForWeapon(WP_MAUSER)] = 999;
client->ps.weapon = WP_MAUSER;
}}//close mauser
if you want to use only a mp40 instead of the mauser (scope-less sniper) just replace the above code with this:
COM_BitSet( client->ps.weapons, WP_MAUSER );
client->ps.ammoclip[BG_FindClipForWeapon(WP_MAUSER)] = 10;
client->ps.ammo[BG_FindAmmoForWeapon(WP_MAUSER)] = 999;
client->ps.weapon = WP_MAUSER;
life is simple , so why change it ?