From f550936d05fe64ab659445feb17be74e518cfb76 Mon Sep 17 00:00:00 2001 From: YuRaNnNzZZ Date: Tue, 29 Aug 2023 12:14:10 +0300 Subject: [PATCH] added more values to template and removed unused spraypattern value --- lua/tfa/documentation/tfa_base_template.lua | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/lua/tfa/documentation/tfa_base_template.lua b/lua/tfa/documentation/tfa_base_template.lua index e5432ca..04c6e2e 100644 --- a/lua/tfa/documentation/tfa_base_template.lua +++ b/lua/tfa/documentation/tfa_base_template.lua @@ -239,10 +239,6 @@ SWEP.Primary.RangeFalloffLUT = { ]] ----------------- Spread stats --- Bullet pattern to utilize --- to be used to utilize built-in patterns -SWEP.Primary.SpreadPattern = nil -- Defaults to "" - -- Spread bias -- The bigger is the number, the stronger is spread -- along specified axis (Yaw for X, Pitch for Y). Note that this is not clamped and it is possible @@ -254,7 +250,10 @@ SWEP.Primary.SpreadBiasPitch = nil -- Defaults to 1 -- functions if you REALLY need them -- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate -SWEP.CrouchAccuracyMultiplier = 0.5 +SWEP.CrouchAccuracyMultiplier = nil -- 0.5 +SWEP.JumpAccuracyMultiplier = nil -- 2 +SWEP.WalkAccuracyMultiplier = nil -- 1.35 +SWEP.ChangeStateAccuracyMultiplier = nil -- 1.5 ----------------- Recoil related things SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5 @@ -269,7 +268,12 @@ SWEP.ViewModelPunchYawMultiplier = nil -- Default value is 0.6 SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25 -- AKA IronRecoilMultiplier -SWEP.Primary.IronRecoilMultiplier = 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely. +SWEP.Primary.IronRecoilMultiplier = nil -- 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely. + +SWEP.CrouchRecoilMultiplier = nil -- 0.65 -- Multiply recoil by this factor when we're crouching. This is proportional, not inversely. +SWEP.JumpRecoilMultiplier = nil -- 1.3 -- Multiply recoil by this factor when we're jumping. This is proportional, not inversely. +SWEP.WallRecoilMultiplier = nil -- 1.1 -- Multiply recoil by this factor when we're walking. This is proportional, not inversely. (yes the name is "Wall" it's not a typo in template) +SWEP.ChangeStateRecoilMultiplier = nil -- 1.3 -- Multiply recoil by this factor when we're changing state e.g. not completely ironsighted. This is proportional, not inversely. -- Stats below have no effect if RecoilLUT is not defined SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5