// {{{ #2: Shotgun
set g_balance_shotgun_primary_ammo 1
set g_balance_shotgun_primary_animtime 0.2
-set g_balance_shotgun_primary_bullets 14
-set g_balance_shotgun_primary_damage 3.5
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_refire 0.75
set g_balance_shotgun_primary_solidpenetration 3.8
-set g_balance_shotgun_primary_spread 0.11
+set g_balance_shotgun_primary_spread 0.12
set g_balance_shotgun_reload_ammo 0
set g_balance_shotgun_reload_time 2
set g_balance_shotgun_secondary 1
// {{{ #2: Shotgun
set g_balance_shotgun_primary_ammo 1
set g_balance_shotgun_primary_animtime 0.2
-set g_balance_shotgun_primary_bullets 14
-set g_balance_shotgun_primary_damage 3.5
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_refire 0.75
set g_balance_shotgun_primary_solidpenetration 3.8
-set g_balance_shotgun_primary_spread 0.11
+set g_balance_shotgun_primary_spread 0.12
set g_balance_shotgun_reload_ammo 0
set g_balance_shotgun_reload_time 2
set g_balance_shotgun_secondary 1
// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
-set g_projectiles_keep_owner 0
+set g_projectiles_keep_owner 1
set g_projectiles_newton_style 0
// possible values:
// 0: absolute velocity projectiles (like Quake)
// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
-set g_projectiles_keep_owner 0
+set g_projectiles_keep_owner 1
set g_projectiles_newton_style 0
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
-set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players"
+set g_spawn_furthest 1.0 "this amount of the spawns shall be far away from any players"
set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
// respawn delay
set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again"
set g_overkill_powerups_replace 1
set g_overkill_superguns_respawn_time 20
-set g_overkill_ammo_charge 1
+set g_overkill_ammo_charge 0
set g_overkill_ammo_charge_notice 1
set g_overkill_ammo_charge_limit 1
set g_overkill_ammo_charge_rate 0.5
}
vector old_panel_size = panel_size;
- if(panel_bg_padding)
- old_panel_size -= '2 2 0' * panel_bg_padding;
-
- // NOTE: the goal is to use the all-weapons layout and remove unneeded cells
- // this way weapon icons always have the same size regardless of owned weapon count
+ vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
// get the all-weapons layout
- rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect);
- columns = ceil(WEP_COUNT/rows);
- weapon_size.x = old_panel_size.x / columns;
- weapon_size.y = old_panel_size.y / rows;
+ rows = HUD_GetRowCount(WEP_COUNT, padded_panel_size, aspect);
+ columns = ceil(WEP_COUNT / rows);
+ weapon_size.x = padded_panel_size.x / columns;
+ weapon_size.y = padded_panel_size.y / rows;
// reduce rows and columns as needed
- columns = ceil(weapon_count / rows);
- rows = ceil(weapon_count / columns);
-
- // NOTE: although weapons should aways look the same even if onlyowned is disabled,
+ // NOTE: although weapons should aways look the same even if onlyowned is enabled,
// we enlarge them a bit when possible to better match the desired aspect ratio
- // as they look much better
- weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y);
- weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect);
+ if(padded_panel_size.y > padded_panel_size.x)
+ {
+ columns = ceil(weapon_count / rows);
+ rows = ceil(weapon_count / columns);
+ weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ }
+ else
+ {
+ rows = ceil(weapon_count / columns);
+ columns = ceil(weapon_count / rows);
+ weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ }
// reduce size of the panel
panel_size.x = columns * weapon_size.x;
panel_size.y = rows * weapon_size.y;
- panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
- panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
- if(panel_bg_padding)
- panel_size += '2 2 0' * panel_bg_padding;
+ panel_size += '2 2 0' * panel_bg_padding;
+
+ // center the resized panel, or snap it to the screen edge when close enough
+ if(panel_pos.x > vid_conwidth * 0.001)
+ {
+ if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
+ panel_pos.x += old_panel_size.x - panel_size.x;
+ else
+ panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
+ }
+ else if(old_panel_size.x > vid_conwidth * 0.999)
+ panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
+
+ if(panel_pos.y > vid_conheight * 0.001)
+ {
+ if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
+ panel_pos.y += old_panel_size.y - panel_size.y;
+ else
+ panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
+ }
+ else if(old_panel_size.y > vid_conheight * 0.999)
+ panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
}
else
weapon_count = WEP_COUNT;
#include "tuba.qh"
-void tubasound(entity e, float restart)
+#define TUBA_STARTNOTE(i, n) strcat("weapons/tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n), ".wav")
+
+const int TUBA_MIN = -18;
+const int TUBA_MAX = 27;
+const int TUBA_INSTRUMENTS = 3;
+
+.int note;
+.bool tuba_attenuate;
+.float tuba_volume;
+.float tuba_volume_initial;
+.int tuba_instrument;
+
+int Tuba_PitchStep;
+
+void tubasound(entity e, bool restart)
{
- string snd1;
-
- snd1 = string_null;
-
- if(Tuba_PitchStep)
- {
- string snd2;
- float f1, f2;
- float p1, p2;
- float m;
-
- f1 = 1;
- p1 = 1;
- snd2 = string_null;
- f2 = 0;
- p2 = 1;
-
- m = e.note % Tuba_PitchStep;
- if(m)
- {
- if(e.note - m < TUBA_MIN)
- {
- if(restart)
+ string snd1 = string_null;
+ if (Tuba_PitchStep) {
+ float vol1 = 1;
+ float speed1 = 1;
+ string snd2 = string_null;
+ float vol2 = 0;
+ float speed2 = 1;
+
+ int m = pymod(e.note, Tuba_PitchStep);
+ if (m) {
+ if (e.note - m < TUBA_MIN) {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
- p1 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
- }
- else if(e.note - m + Tuba_PitchStep > TUBA_MAX)
- {
- if(restart)
+ }
+ speed1 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
+ } else if (e.note - m + Tuba_PitchStep > TUBA_MAX) {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
- p1 = pow(2.0, m / 12.0);
- }
- else
- {
- if(restart)
+ }
+ speed1 = pow(2.0, m / 12.0);
+ } else {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
- f1 = cos(M_PI_2 * m / Tuba_PitchStep);
- p1 = pow(2.0, m / 12.0);
- if(restart)
+ }
+ vol1 = cos(M_PI_2 * m / Tuba_PitchStep);
+ speed1 = pow(2.0, m / 12.0);
+ if (restart) {
snd2 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
- f2 = sin(M_PI_2 * m / Tuba_PitchStep);
- p2 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
+ }
+ vol2 = sin(M_PI_2 * m / Tuba_PitchStep);
+ speed2 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
}
- }
- else
- {
- if(restart)
- snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
+ } else if (restart) {
+ snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
}
- sound7(e, CH_TUBA_SINGLE, snd1, e.cnt * f1, e.attenuate * autocvar_g_balance_tuba_attenuation, 100 * p1, 0);
- if(f2)
- sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.cnt * f2, e.attenuate * autocvar_g_balance_tuba_attenuation, 100 * p2, 0);
- }
- else
- {
- if(restart)
+ sound7(e, CH_TUBA_SINGLE, snd1, e.tuba_volume * vol1, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed1, 0);
+ if (vol2) {
+ sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.tuba_volume * vol2, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed2, 0);
+ }
+ } else {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
- sound(e, CH_TUBA_SINGLE, snd1, e.cnt, e.attenuate * autocvar_g_balance_tuba_attenuation);
+ }
+ sound(e, CH_TUBA_SINGLE, snd1, e.tuba_volume, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation);
}
}
void Ent_TubaNote_Think()
{
- float f;
- f = autocvar_g_balance_tuba_fadetime;
- if(f > 0)
- self.cnt -= frametime * self.count / f;
- else
- self.cnt = 0;
+ float f = autocvar_g_balance_tuba_fadetime;
+ if (f > 0) {
+ self.tuba_volume -= frametime * self.tuba_volume_initial / f;
+ } else {
+ self.tuba_volume = 0;
+ }
self.nextthink = time;
- if(self.cnt <= 0)
- {
+ if (self.tuba_volume <= 0) {
sound(self, CH_TUBA_SINGLE, "misc/null.wav", 0, 0);
- if(self.enemy)
- {
+ if (self.enemy) {
sound(self.enemy, CH_TUBA_SINGLE, "misc/null.wav", 0, 0);
remove(self.enemy);
}
remove(self);
- }
- else
- {
+ } else {
tubasound(self, 0);
}
}
void Ent_TubaNote_UpdateSound()
{
- self.enemy.cnt = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
- self.enemy.count = self.enemy.cnt;
+ self.enemy.tuba_volume = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
+ self.enemy.tuba_volume_initial = self.enemy.tuba_volume;
self.enemy.note = self.note;
self.enemy.tuba_instrument = self.tuba_instrument;
tubasound(self.enemy, 1);
self.enemy = world;
}
-void Ent_TubaNote(float bIsNew)
+void Ent_TubaNote(bool isNew)
{
- int f, n, i;
- float att, upd;
- f = ReadByte();
-
- upd = 0;
-
- if(f & 1)
- {
- n = ReadChar();
- i = ReadByte();
- att = (i & 1);
- i = floor(i / 2);
-
- if(n != self.note || i != self.tuba_instrument || bIsNew)
- {
- if(self.enemy)
+ bool upd = false;
+ int f = ReadByte();
+ if (f & 1) {
+ int n = ReadChar();
+ int i = ReadByte();
+ bool att = (i & 1);
+ i >>= 1;
+
+ if (self.enemy) {
+ if (n != self.note || i != self.tuba_instrument || isNew) {
Ent_TubaNote_StopSound();
- }
-
- if(!self.enemy)
- {
+ }
+ } else {
self.enemy = spawn();
self.enemy.classname = "tuba_note";
- if(Tuba_PitchStep)
- {
+ if (Tuba_PitchStep) {
self.enemy.enemy = spawn();
self.enemy.enemy.classname = "tuba_note_2";
}
- bIsNew = true;
+ isNew = true;
}
- self.enemy.attenuate = att;
+ self.enemy.tuba_attenuate = att;
- if(bIsNew)
- {
+ if (isNew) {
self.note = n;
self.tuba_instrument = i;
- upd = 1;
+ upd = true;
}
}
- if(f & 2)
- {
+ if (f & 2) {
self.enemy.origin_x = ReadCoord();
self.enemy.origin_y = ReadCoord();
self.enemy.origin_z = ReadCoord();
setorigin(self.enemy, self.enemy.origin);
- if(self.enemy.enemy)
+ if (self.enemy.enemy) {
setorigin(self.enemy.enemy, self.enemy.origin);
+ }
}
self.think = Ent_TubaNote_StopSound;
self.enemy.think = Ent_TubaNote_Think;
self.enemy.nextthink = time + 10;
- if(upd)
+ if (upd) {
Ent_TubaNote_UpdateSound();
+ }
}
void Tuba_Precache()
{
- float i;
- int n;
Tuba_PitchStep = autocvar_g_balance_tuba_pitchstep;
- if(Tuba_PitchStep)
- {
- if(!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7"))
- {
+ if (Tuba_PitchStep) {
+ if (!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7")) {
print("^1NOTE:^7 requested pitch shifting, but not supported by this engine build\n");
Tuba_PitchStep = 0;
}
}
- for(n = TUBA_MIN; n <= TUBA_MAX; ++n)
- {
- if(!Tuba_PitchStep || ((n % Tuba_PitchStep) == 0))
- {
- for(i = 0; i < TUBA_INSTRUMENTS; ++i)
+ for (int n = TUBA_MIN; n <= TUBA_MAX; ++n) {
+ if (!Tuba_PitchStep || pymod(n, Tuba_PitchStep) == 0) {
+ for (int i = 0; i < TUBA_INSTRUMENTS; ++i) {
precache_sound(TUBA_STARTNOTE(i, n));
+ }
}
}
}
#ifndef TUBA_H
#define TUBA_H
-
-const float TUBA_MIN = -18;
-const float TUBA_MAX = 27;
-const float TUBA_INSTRUMENTS = 3;
-
-#define TUBA_STARTNOTE(i,n) strcat("weapons/tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n), ".wav")
-.int note; // note
-.float attenuate; // if set, attenuate it
-.float cnt; // current volume
-.float count; // initial volume
-.float tuba_instrument;
-
-int Tuba_PitchStep;
-
-void tubasound(entity e, float restart);
-
-void Ent_TubaNote_Think();
-
-void Ent_TubaNote_UpdateSound();
-
-void Ent_TubaNote_StopSound();
-
-void Ent_TubaNote(float bIsNew);
-
+void Ent_TubaNote(bool isNew);
void Tuba_Precache();
#endif
return r;
}
-void MapInfo_SwitchGameType(float t)
+void MapInfo_SwitchGameType(int t)
{
- entity e;
- for(e = MapInfo_Type_first; e; e = e.enemy)
+ for (entity e = MapInfo_Type_first; e; e = e.enemy) {
cvar_set(e.netname, (t == e.items) ? "1" : "0");
+ }
}
void MapInfo_LoadMap(string s, float reinit)
string MapInfo_Type_Description(float t);
string MapInfo_Type_ToString(float t);
string MapInfo_Type_ToText(float t);
-void MapInfo_SwitchGameType(float t);
+void MapInfo_SwitchGameType(int t);
// to be called from worldspawn to set up cvars
void MapInfo_LoadMapSettings(string s);
float(string s) isfunction = #607;
void(entity e, string s) parseentitydata = #608;
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
+
// assorted builtins
//const int STAT_MOVEVARS_TICRATE = 240;
//const int STAT_MOVEVARS_TIMESCALE = 241;
//darkplaces implementation: Blub\0
//cvar definitions:
// utf8_enable: enable utf8 encoding
-//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
+//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
//and count as 1 char for string functions like strlen, substring, etc.
// note: utf8_enable is run-time cvar, could be changed during execution
// note: beware that str2chr() could return value bigger than 255 once utf8 is enabled
// description: allows alternative 'static' lightstyle syntax : "=value"
// examples: "=0.5", "=2.0", "=2.75"
// could be used to control switchable lights or making styled lights with brightness > 2
-// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
+// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
// that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax
//DP_LITSPRITES
//syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens:
// <start> <end> "string"
// start: subtitle start time in seconds
-// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
+// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
// if below 0 - show until next subtitles minus this number of seconds
// text: subtitle text, color codes (Q3-style and ^xRGB) are allowed
//example of subtitle file:
// 3 0 "Vengeance! Vengeance for my eternity of suffering!"
// 9 0 "Whelp! As if you knew what eternity was!"
// 13 0 "Grovel before your true master."
-// 17 0 "Never!"
+// 17 0 "Never!"
// 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..."
//DP_SOLIDCORPSE
.vector massofs; // offsets a mass center out of object center, if not set a center of model bounds is used
.float friction; // a friction of object, get multiplied by second objects's friction on contact
.float bouncefactor;
-.float bouncestop;
+.float bouncestop;
.float jointtype; // type of joint
.float forcetype; // type of force
-.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
- // bringing together 2 joints or fixing object being stuch in other object,
+.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
+ // bringing together 2 joints or fixing object being stuch in other object,
// a value of 0.1 will fix slightly, a value of 1.0 attempts to fix whole error in one frame
// use with care as high values makes system unstable and likely to explode
//builtin definitions:
//
//Note: it is worth considering that network-related functions may be called during the pause (including customizeentityforclient for example), and it is also important to consider the continued use of the KRIMZON_SV_PARSECLIENTCOMMAND extension while paused (chatting players, etc), players may also join/leave during the pause. In other words, the only things that are not called are think and other time-related functions.
-
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
// EXPERIMENTAL (not finalized) EXTENSIONS:
//idea: divVerent
//darkplaces implementation: divVerent
//field definitions: (SVQC)
-.string crypto_keyfp; // fingerprint of CA key the player used to authenticate, or string_null if not verified
-.string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player, or string_null if not verified
+.string crypto_keyfp; // fingerprint of CA key the player used to authenticate
+.string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player
.string crypto_idfp; // fingerprint of ID used by the player entity, or string_null if not identified
+.float crypto_idfp_signed; // set if the player's ID has been signed
.string crypto_encryptmethod; // the string "AES128" if encrypting, and string_null if plaintext
.string crypto_signmethod; // the string "HMAC-SHA256" if signing, and string_null if plaintext
// there is no field crypto_myidfp, as that info contains no additional information the QC may have a use for
float drawcolorcodedstring(vector position, string text, vector scale, float alpha, float flag) = #467;
vector drawcolorcodedstring2(vector position, string text, vector scale, vector rgb, float alpha, float flag) = #467;
-
+
float drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag) = #456;
float drawfill(vector position, vector size, vector rgb, float alpha, float flag) = #457;
//field definitions: (MENUQC)
string(string serveraddress) crypto_getkeyfp = #633; // retrieves the cached host key's CA fingerprint of a server given by IP address
string(string serveraddress) crypto_getidfp = #634; // retrieves the cached host key fingerprint of a server given by IP address
+float(string serveraddress) crypto_getidstatus = #643; // retrieves the cached host key's key status. See below for CRYPTO_IDSTATUS_ defines.
string(string serveraddress) crypto_getencryptlevel = #635; // 0 if never encrypting, 1 supported, 2 requested, 3 required, appended by list of allowed methods in order of preference ("AES128"), preceded by a space each
string(float i) crypto_getmykeyfp = #636; // retrieves the CA key fingerprint of a given CA slot, or "" if slot is unused but more to come, or string_null if end of list
string(float i) crypto_getmyidfp = #637; // retrieves the ID fingerprint of a given CA slot, or "" if slot is unused but more to come, or string_null if end of list
//getentityfieldstring returns data as would be written to a savegame, eg... "0.05" (float), "0 0 1" (vector), or "Hello World!" (string). Function names can also be returned.
//putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
+
// assorted undocumented extensions
string(string, float) netaddress_resolve = #625;
string(string search, string replace, string subject) strreplace = #484;
if(e.ModalController_state)
{
if(front)
- {
me.switchState(me, front, 2, 0);
- if(front.ModalController_factor < 1)
- animating = 1;
- }
front = e;
}
if(front)
- {
me.switchState(me, front, 1, 0);
- if(front.ModalController_factor < 1)
- animating = 1;
- }
-
- if(front && front.Container_alpha == front.ModalController_initialAlpha)
- goto update_done; // update isn't needed, everything stay as is
df = frametime * 3; // animation speed
me.setAlphaOf(me, e, e.Container_alpha * prevFactor);
else
{
+ animating = 1;
targetFactor = df / (1 - f + df);
if(e.ModalController_state == 1)
e.Container_fontscale_y = fs.y * e.ModalController_initialFontScale.y;
}
}
- :update_done
if(animating || !me.focused)
me.setFocus(me, NULL);
case MAPINFO_TYPE_ONSLAUGHT: GameType_ConfigureSliders(e, l, _("Point limit:"), 50, 500, 10, ""); break;
case MAPINFO_TYPE_CTS: GameType_ConfigureSliders(e, l, _("Point limit:"), 50, 500, 10, ""); break;
case MAPINFO_TYPE_INVASION: GameType_ConfigureSliders(e, l, _("Point limit:"), 5, 0, 5, ""); break;
+ case MAPINFO_TYPE_TEAM_DEATHMATCH:GameType_ConfigureSliders(e, l, _("Point limit:"), 5, 100, 5, "g_tdm_point_limit"); break;
default: GameType_ConfigureSliders(e, l, _("Frag limit:"), 5, 100, 5, "fraglimit_override"); break;
}
}
void XonoticGametypeList_configureXonoticGametypeList(entity me)
{
- float i;
me.configureXonoticListBox(me);
me.nItems = GameType_GetCount();
// we want the pics mipmapped
- for(i = 0; i < GameType_GetCount(); ++i)
+ for(int i = 0; i < GameType_GetCount(); ++i)
draw_PreloadPictureWithFlags(GameType_GetIcon(i), PRECACHE_PIC_MIPMAP);
me.loadCvars(me);
}
void XonoticGametypeList_saveCvars(entity me)
{
- float t;
- t = GameType_GetID(me.selectedItem);
- if(t == MapInfo_CurrentGametype())
+ int t = GameType_GetID(me.selectedItem);
+ if (t == MapInfo_CurrentGametype()) {
return;
+ }
MapInfo_SwitchGameType(t);
- me.parent.gameTypeChangeNotify(me.parent);
+ entity owner = me.parent;
+ if (owner) { // not set immediately
+ owner.gameTypeChangeNotify(owner);
+ }
}
void XonoticGametypeList_drawListBoxItem(entity me, float i, vector absSize, float isSelected)
{
//GAMETYPE(MAPINFO_TYPE_INVASION) \
/* nothing */
-float GameType_GetID(float cnt)
+int GameType_GetID(int cnt)
{
- float i;
- i = 0;
+ int i = 0;
- #define GAMETYPE(id) { if(i++ == cnt) return id; }
+ #define GAMETYPE(id) { if (i++ == cnt) return id; }
GAMETYPES
#undef GAMETYPE
return 0;
}
-float GameType_GetCount()
+int GameType_GetCount()
{
- float i;
- i = 0;
+ int i = 0;
#define GAMETYPE(id) ++i;
GAMETYPES
return i;
}
-string GameType_GetName(float cnt)
+string GameType_GetName(int cnt)
{
- float i = GameType_GetID(cnt);
+ int i = GameType_GetID(cnt);
if(i)
return MapInfo_Type_ToText(i);
return "";
}
-string GameType_GetIcon(float cnt)
+string GameType_GetIcon(int cnt)
{
- float i = GameType_GetID(cnt);
+ int i = GameType_GetID(cnt);
if(i)
return strcat("gametype_", MapInfo_Type_ToString(i));
// game type list box stuff (does not NEED to contain all game types, other
// types stay available via console)
-float GameType_GetID(float cnt);
-string GameType_GetName(float cnt);
-string GameType_GetIcon(float cnt);
+int GameType_GetID(int cnt);
+string GameType_GetName(int cnt);
+string GameType_GetIcon(int cnt);
//string GameType_GetTeams(float cnt);
-float GameType_GetCount();
+int GameType_GetCount();
void dialog_hudpanel_common_notoggle(entity me, string panelname);
#define DIALOG_HUDPANEL_COMMON_NOTOGGLE() \
float n, i;
string s;
- // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
+ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
if (!p.crypto_idfp)
return 0;
float i1, i2, i3, i4;
string s;
- if(client.crypto_keyfp)
+ if(client.crypto_idfp_signed)
ban_idfp = client.crypto_idfp;
else
ban_idfp = string_null;
return exp(v.x) * v.y;
}
+/**
+ * Pythonic mod:
+ * TODO: %% operator?
+ *
+ * 1 % 2 == 1
+ * -1 % 2 == 1
+ * 1 % -2 == -1
+ * -1 % -2 == -1
+ */
+float pymod(float x, float y)
+{
+ return x - y * floor(x / y);
+}
+
float nearbyint(float x)
{
return rint(x);
vector lgamma(float x); // value in _x, sign in _y
float tgamma(float x);
+/**
+ * Pythonic mod:
+ * TODO: %% operator?
+ *
+ * 1 % 2 == 1
+ * -1 % 2 == 1
+ * 1 % -2 == -1
+ * -1 % -2 == -1
+ */
+float pymod(float x, float y);
+
//float ceil(float x);
//float floor(float x);
float nearbyint(float x);
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