added more values to template and removed unused spraypattern value
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@ -239,10 +239,6 @@ SWEP.Primary.RangeFalloffLUT = {
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]]
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]]
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----------------- Spread stats
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----------------- Spread stats
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-- Bullet pattern to utilize
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-- to be used to utilize built-in patterns
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SWEP.Primary.SpreadPattern = nil -- Defaults to ""
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-- Spread bias
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-- Spread bias
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-- The bigger is the number, the stronger is spread
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-- The bigger is the number, the stronger is spread
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-- along specified axis (Yaw for X, Pitch for Y). Note that this is not clamped and it is possible
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-- along specified axis (Yaw for X, Pitch for Y). Note that this is not clamped and it is possible
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@ -254,7 +250,10 @@ SWEP.Primary.SpreadBiasPitch = nil -- Defaults to 1
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-- functions if you REALLY need them
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-- functions if you REALLY need them
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-- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
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-- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
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SWEP.CrouchAccuracyMultiplier = 0.5
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SWEP.CrouchAccuracyMultiplier = nil -- 0.5
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SWEP.JumpAccuracyMultiplier = nil -- 2
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SWEP.WalkAccuracyMultiplier = nil -- 1.35
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SWEP.ChangeStateAccuracyMultiplier = nil -- 1.5
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----------------- Recoil related things
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----------------- Recoil related things
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SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5
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SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5
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@ -269,7 +268,12 @@ SWEP.ViewModelPunchYawMultiplier = nil -- Default value is 0.6
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SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25
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SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25
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-- AKA IronRecoilMultiplier
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-- AKA IronRecoilMultiplier
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SWEP.Primary.IronRecoilMultiplier = 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
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SWEP.Primary.IronRecoilMultiplier = nil -- 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
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SWEP.CrouchRecoilMultiplier = nil -- 0.65 -- Multiply recoil by this factor when we're crouching. This is proportional, not inversely.
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SWEP.JumpRecoilMultiplier = nil -- 1.3 -- Multiply recoil by this factor when we're jumping. This is proportional, not inversely.
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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)
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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.
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-- Stats below have no effect if RecoilLUT is not defined
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-- Stats below have no effect if RecoilLUT is not defined
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SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5
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SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5
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