Fix for on-screen damage indicator. The effect was incorrect. Three new cvars have been added as well to modify the effect. (cg_screenDamage, cg_screenDamage_Self, cg_screenDamage_Team)
Added cg_HitBeep <0/1/2/3> (default: 1) to play different tones based on the amount of damage done to an opponent. 0 = off, 1 = single tone (old style), 2 = new multi-tone option, 3 = reverse multi-tone option.
Added cg_crosshairHitStyle <0-8> (default: 0) to allow the same information given by cg_HitBeep to be displayed via the crosshair.
Changes to shotgun pellet spread. Inner ring now does more damage than outer ring, for a total of 110 damage.
The hitbeep option might be nice especially for ppl coming from CPMA. Haven't tried it yet.
This update did decrease my screen size and reset my hud for some reason. Probably has something to do with:
cg_hudfiles will now default back to ui/hud.txt when incorrectly set.
Well i like the changes so far. Bleep sound might gives a considerable advantage especially when spamming since it's probably more efficient to do in qlive then CPMA.
Also shotgun dmg is even lulzier now when you can properly aim with it..
solved my screen size thing, wasn't NUM -/+ but regular Now figuring out my hud.
Hitbleeps could be useful, but the damage sounds from the models themselves (the "ugh", "aargh" and "oooooghbrubledweeploinktshjeew" sounds) already indicates the amount of damage done. There's different sounds for different amounts of damage done. Although these may not always be clearly audible in the heat of battle.