All tuning for one grenade type.
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#include <GrenadeConfig.hpp>
All tuning for one grenade type.
◆ bounceRestitution
| float GrenadeConfig::bounceRestitution = 0.0f |
0 = no bounce, 0.5 = lossy, 1.0 = elastic.
◆ damage
| float GrenadeConfig::damage = 0.0f |
◆ damageFalloffExp
| float GrenadeConfig::damageFalloffExp = 1.0f |
◆ detonation
◆ explosionRadius
| float GrenadeConfig::explosionRadius = 0.0f |
◆ fireDps
| float GrenadeConfig::fireDps = 0.0f |
◆ fireDuration
| float GrenadeConfig::fireDuration = 0.0f |
◆ fireRadius
| float GrenadeConfig::fireRadius = 0.0f |
◆ fuseTime
| float GrenadeConfig::fuseTime = -1.0f |
Seconds; <0 means impact-detonate (no fuse).
◆ knockbackFalloffExp
| float GrenadeConfig::knockbackFalloffExp = 1.0f |
◆ maxKnockback
| float GrenadeConfig::maxKnockback = 0.0f |
◆ maxLifeTime
| float GrenadeConfig::maxLifeTime = 8.0f |
◆ modelId
| int GrenadeConfig::modelId = 1 |
Reuses rocket model for v1.
◆ selfDamageMult
| float GrenadeConfig::selfDamageMult = 0.4f |
◆ sticky
| bool GrenadeConfig::sticky = false |
If true, freezes velocity on first surface hit.
◆ throwCooldown
| float GrenadeConfig::throwCooldown = 0.4f |
Min seconds between throws.
◆ throwPitchOffset
| float GrenadeConfig::throwPitchOffset = 0.35f |
Upward rotation applied to eye dir (rad, ~20°).
◆ throwSpeed
| float GrenadeConfig::throwSpeed = 1500.0f |
Initial speed along throw direction (u/s).
◆ tint
| glm::vec3 GrenadeConfig::tint = {1.0f, 1.0f, 1.0f} |
RGB multiplier for projectile rendering.
The documentation for this struct was generated from the following file: