INSTAGIB


(dutchmeat) #1

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 ? :slight_smile: