set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 1
set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 35
set g_balance_laser_secondary_edgedamage 10
set g_balance_laser_secondary_gauntlet 0
set g_balance_laser_secondary_force_zscale 1
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
// }}}
// {{{ shotgun
set g_balance_shotgun_primary_bullets 6
set g_balance_uzi_spread_add 0.012
set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.75
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.75 // refire after burst
set g_balance_uzi_burst_spread 0.04
set g_balance_sniperrifle_primary_burstcost 0
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
set g_balance_sniperrifle_secondary_tracer 0
set g_balance_sniperrifle_secondary_damage 35
set g_balance_sniperrifle_secondary_headshotaddeddamage 15 // 50 damage only on head
set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 2 // 300 upforce
set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 1
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 200 // dps
set g_balance_laser_secondary_edgedamage 0
set g_balance_laser_secondary_gauntlet 1
set g_balance_laser_secondary_force_zscale 1.25
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
// }}}
// {{{ shotgun
set g_balance_shotgun_primary_bullets 5
set g_balance_uzi_spread_add 0.012
set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.75
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.75 // refire after burst
set g_balance_uzi_burst_spread 0.04
set g_balance_sniperrifle_primary_burstcost 0 // require same cooldown as secondary, note it's smaller than primary refire time
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
set g_balance_sniperrifle_secondary_tracer 0
set g_balance_sniperrifle_secondary_damage 40
set g_balance_sniperrifle_secondary_headshotaddeddamage 20
set g_start_weapon_tuba -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_fireball -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
set g_start_weapon_seeker -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
-set g_balance_health_start 125
+set g_balance_health_start 150
set g_balance_armor_start 0
set g_start_ammo_shells 15
set g_start_ammo_nails 0
set g_pickup_ammo_anyway 1
set g_pickup_weapons_anyway 1
set g_pickup_shells 15
-set g_pickup_shells_weapon 15
-set g_pickup_shells_max 100
-set g_pickup_nails 75
-set g_pickup_nails_weapon 75
-set g_pickup_nails_max 300
+set g_pickup_shells_weapon 30
+set g_pickup_shells_max 90
+set g_pickup_nails 80
+set g_pickup_nails_weapon 160
+set g_pickup_nails_max 320
set g_pickup_rockets 40
-set g_pickup_rockets_weapon 40
+set g_pickup_rockets_weapon 80
set g_pickup_rockets_max 160
set g_pickup_cells 50
-set g_pickup_cells_weapon 50
+set g_pickup_cells_weapon 100
set g_pickup_cells_max 200
-set g_pickup_fuel 25
-set g_pickup_fuel_weapon 25
-set g_pickup_fuel_jetpack 50
+set g_pickup_fuel 50
+set g_pickup_fuel_weapon 50
+set g_pickup_fuel_jetpack 100
set g_pickup_fuel_max 100
set g_pickup_armorsmall 10
set g_pickup_armorsmall_max 200
set g_pickup_armorlarge_max 200
set g_pickup_armorlarge_anyway 1
set g_pickup_healthsmall 10
-set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_max 250
set g_pickup_healthsmall_anyway 1
set g_pickup_healthmedium 25
-set g_pickup_healthmedium_max 200
+set g_pickup_healthmedium_max 250
set g_pickup_healthmedium_anyway 1
set g_pickup_healthlarge 50
-set g_pickup_healthlarge_max 200
+set g_pickup_healthlarge_max 250
set g_pickup_healthlarge_anyway 1
set g_pickup_healthmega 100
-set g_pickup_healthmega_max 200
+set g_pickup_healthmega_max 250
set g_pickup_healthmega_anyway 1
set g_pickup_respawntime_short 15
set g_pickup_respawntime_medium 20
set g_pickup_respawntime_long 30
set g_pickup_respawntime_powerup 120
-set g_pickup_respawntime_weapon 15
-set g_pickup_respawntime_ammo 15
+set g_pickup_respawntime_weapon 10
+set g_pickup_respawntime_ammo 10
set g_pickup_respawntimejitter_short 0
set g_pickup_respawntimejitter_medium 0
set g_pickup_respawntimejitter_long 0
set g_balance_pause_health_regen 5
set g_balance_pause_health_regen_spawn 0
set g_balance_health_rot 0
-set g_balance_health_rotlinear 5
+set g_balance_health_rotlinear 4
set g_balance_pause_health_rot 3
-set g_balance_pause_health_rot_spawn 1
+set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
-set g_balance_health_rotstable 100
+set g_balance_health_rotstable 150
set g_balance_health_limit 999
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0
-set g_balance_armor_rotlinear 3
-set g_balance_pause_armor_rot 1
-set g_balance_pause_armor_rot_spawn 1
+set g_balance_armor_rotlinear 2
+set g_balance_pause_armor_rot 3
+set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
set g_balance_armor_limit 999
// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
set g_projectiles_newton_style_2_minfactor 0.8
set g_projectiles_newton_style_2_maxfactor 1.5
-set g_projectiles_spread_style 0
+set g_projectiles_spread_style 7
// possible values:
// 0: forward + solid sphere (like Quake) - varies velocity
// 1: forward + flattened solid sphere
// 6: forward + circle with 1-r^2 falloff
// 7: forward + circle with (1-r)(2-r) falloff
set g_balance_falldamage_deadminspeed 150
-set g_balance_falldamage_minspeed 1400
-set g_balance_falldamage_factor 0.15
-set g_balance_falldamage_maxdamage 25
+set g_balance_falldamage_minspeed 1000
+set g_balance_falldamage_factor 0.20
+set g_balance_falldamage_maxdamage 15
// }}}
// {{{ powerups
-set g_balance_powerup_invincible_takedamage 0.2
+set g_balance_powerup_invincible_takedamage 0.25 // only 1/4th damage is taken
set g_balance_powerup_invincible_time 30
set g_balance_powerup_strength_damage 3
set g_balance_powerup_strength_force 3
// {{{ weapon properties
// {{{ laser
set g_balance_laser_primary_damage 25
-set g_balance_laser_primary_edgedamage 10
-set g_balance_laser_primary_force 175
+set g_balance_laser_primary_edgedamage 12.5
+set g_balance_laser_primary_force 200
set g_balance_laser_primary_radius 70
-set g_balance_laser_primary_speed 12000
+set g_balance_laser_primary_speed 6000
set g_balance_laser_primary_spread 0
set g_balance_laser_primary_refire 0.7
set g_balance_laser_primary_animtime 0.3
set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 2 // 350 upforce
set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 1
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 25
-set g_balance_laser_secondary_edgedamage 10
+set g_balance_laser_secondary_edgedamage 12.5
set g_balance_laser_secondary_force 400
set g_balance_laser_secondary_radius 70
set g_balance_laser_secondary_speed 12000
set g_balance_laser_secondary_gauntlet 0
set g_balance_laser_secondary_force_zscale 1.25
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
// }}}
// {{{ shotgun
-set g_balance_shotgun_primary_bullets 10
-set g_balance_shotgun_primary_damage 6
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 5
set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_spread 0.11
-set g_balance_shotgun_primary_refire 0.5
+set g_balance_shotgun_primary_refire 0.75
set g_balance_shotgun_primary_animtime 0.2
set g_balance_shotgun_primary_ammo 1
set g_balance_shotgun_primary_speed 8000
set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
set g_balance_shotgun_secondary 1
set g_balance_shotgun_secondary_melee_delay 0.35 // match the anim
-set g_balance_shotgun_secondary_melee_range 60
+set g_balance_shotgun_secondary_melee_range 85
set g_balance_shotgun_secondary_melee_swing 50
set g_balance_shotgun_secondary_melee_time 0.1
set g_balance_shotgun_secondary_damage 115
set g_balance_shotgun_secondary_animtime 1
// }}}
// {{{ uzi
-set g_balance_uzi_mode 0 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
set g_balance_uzi_spread_min 0.02
-set g_balance_uzi_spread_max 0.6
+set g_balance_uzi_spread_max 0.1
set g_balance_uzi_spread_add 0.012
-set g_balance_uzi_burst 0 // # of bullets in a burst (if set to 2 or more)
-set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
+set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.75
+set g_balance_uzi_burst_refire 0.075 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.75 // refire after burst
set g_balance_uzi_burst_spread 0.04
-set g_balance_uzi_burst_damage 18
-set g_balance_uzi_burst_force 50
+set g_balance_uzi_burst_damage 25
+set g_balance_uzi_burst_force 20
set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
-set g_balance_uzi_sustained_damage 10
-set g_balance_uzi_sustained_force 10
-set g_balance_uzi_sustained_spread 0.08
+set g_balance_uzi_sustained_damage 14
+set g_balance_uzi_sustained_force 20
+set g_balance_uzi_sustained_spread 0.04
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
// {{{ mortar
set g_balance_grenadelauncher_primary_type 0
set g_balance_grenadelauncher_primary_damage 50
-set g_balance_grenadelauncher_primary_edgedamage 38
-set g_balance_grenadelauncher_primary_force 400
+set g_balance_grenadelauncher_primary_edgedamage 25
+set g_balance_grenadelauncher_primary_force 300
set g_balance_grenadelauncher_primary_radius 140
set g_balance_grenadelauncher_primary_speed 2000
set g_balance_grenadelauncher_primary_speed_up 220
set g_balance_grenadelauncher_secondary_type 1
set g_balance_grenadelauncher_secondary_damage 60
-set g_balance_grenadelauncher_secondary_edgedamage 38
-set g_balance_grenadelauncher_secondary_force 400
+set g_balance_grenadelauncher_secondary_edgedamage 30
+set g_balance_grenadelauncher_secondary_force 300
set g_balance_grenadelauncher_secondary_radius 140
set g_balance_grenadelauncher_secondary_speed 1400
set g_balance_grenadelauncher_secondary_speed_up 150
set g_balance_grenadelauncher_bouncestop 0.075
// }}}
// {{{ minelayer
-set g_balance_minelayer_damage 35
-set g_balance_minelayer_edgedamage 30
+set g_balance_minelayer_damage 40
+set g_balance_minelayer_edgedamage 20
set g_balance_minelayer_force 250
set g_balance_minelayer_radius 175
set g_balance_minelayer_proximityradius 150
set g_balance_minelayer_remote_force 300
// }}}
// {{{ electro
-set g_balance_electro_lightning 1
-set g_balance_electro_primary_damage 90
-set g_balance_electro_primary_edgedamage 0
-set g_balance_electro_primary_force 425
-set g_balance_electro_primary_force_up 125
-set g_balance_electro_primary_radius 850
-set g_balance_electro_primary_comboradius 75
-set g_balance_electro_primary_speed 0
+set g_balance_electro_lightning 0
+set g_balance_electro_primary_damage 55
+set g_balance_electro_primary_edgedamage 27.5
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_force_up 0
+set g_balance_electro_primary_radius 100
+set g_balance_electro_primary_comboradius 150
+set g_balance_electro_primary_speed 2500
set g_balance_electro_primary_spread 0
-set g_balance_electro_primary_lifetime 0
+set g_balance_electro_primary_lifetime 30
set g_balance_electro_primary_refire 0.6
-set g_balance_electro_primary_animtime 0.03
-set g_balance_electro_primary_ammo 7
-set g_balance_electro_primary_range 800
+set g_balance_electro_primary_animtime 0.1
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_range 0
set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
set g_balance_electro_primary_falloff_maxdist 850
set g_balance_electro_primary_falloff_halflifedist 425
-set g_balance_electro_secondary_damage 25
-set g_balance_electro_secondary_edgedamage 0
-set g_balance_electro_secondary_force 100
-set g_balance_electro_secondary_radius 100
+set g_balance_electro_secondary_damage 45
+set g_balance_electro_secondary_edgedamage 22.5
+set g_balance_electro_secondary_force 200
+set g_balance_electro_secondary_radius 150
set g_balance_electro_secondary_speed 900
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
-set g_balance_electro_secondary_spread 0.08
+set g_balance_electro_secondary_spread 0.05
set g_balance_electro_secondary_lifetime 2.5
set g_balance_electro_secondary_refire 0.2
set g_balance_electro_secondary_refire2 1
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
-set g_balance_electro_combo_damage 50
-set g_balance_electro_combo_edgedamage 0
+set g_balance_electro_combo_damage 40
+set g_balance_electro_combo_edgedamage 20
set g_balance_electro_combo_force 200
set g_balance_electro_combo_radius 250
set g_balance_electro_combo_comboradius 0
-set g_balance_electro_combo_speed 400
+set g_balance_electro_combo_speed 2000
// }}}
-// {{{ crylink
+// {{{ crylink
set g_balance_crylink_primary_damage 10
-set g_balance_crylink_primary_edgedamage 0
+set g_balance_crylink_primary_edgedamage 5
set g_balance_crylink_primary_force -55
-set g_balance_crylink_primary_radius 50
-set g_balance_crylink_primary_speed 3000
-set g_balance_crylink_primary_spread 0.05
-set g_balance_crylink_primary_shots 4
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_speed 1800
+set g_balance_crylink_primary_spread 0.075
+set g_balance_crylink_primary_shots 7
set g_balance_crylink_primary_bounces 1
-set g_balance_crylink_primary_refire 0.4
+set g_balance_crylink_primary_refire 0.5
set g_balance_crylink_primary_animtime 0.3
-set g_balance_crylink_primary_ammo 2
+set g_balance_crylink_primary_ammo 4
set g_balance_crylink_primary_bouncedamagefactor 0.5
set g_balance_crylink_primary_joindelay 0
-set g_balance_crylink_primary_joinspread 0
+set g_balance_crylink_primary_joinspread 0.4
set g_balance_crylink_primary_jointime 0
set g_balance_crylink_primary_joinexplode 0
-set g_balance_crylink_primary_joinexplode_damage 0
+set g_balance_crylink_primary_joinexplode_damage 50
set g_balance_crylink_primary_joinexplode_edgedamage 0
-set g_balance_crylink_primary_joinexplode_radius 0
-set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_joinexplode_radius 200
+set g_balance_crylink_primary_joinexplode_force 300
set g_balance_crylink_primary_linkexplode 1
set g_balance_crylink_primary_middle_lifetime 5 // range: 35000 full, fades to 70000
set g_balance_crylink_primary_other_fadetime 5
set g_balance_crylink_secondary 1
-set g_balance_crylink_secondary_damage 8
-set g_balance_crylink_secondary_edgedamage 0
+set g_balance_crylink_secondary_damage 5
+set g_balance_crylink_secondary_edgedamage 2.5
set g_balance_crylink_secondary_force -40
-set g_balance_crylink_secondary_radius 10
-set g_balance_crylink_secondary_speed 9000
+set g_balance_crylink_secondary_radius 30
+set g_balance_crylink_secondary_speed 1700
set g_balance_crylink_secondary_spread 0.03
set g_balance_crylink_secondary_shots 3
set g_balance_crylink_secondary_bounces 0
set g_balance_nex_charge 1
set g_balance_nex_charge_mindmg 40
set g_balance_nex_charge_start 0
-set g_balance_nex_charge_rate 0.1
+set g_balance_nex_charge_rate 0.2
set g_balance_nex_charge_limit 0.5
set g_balance_nex_charge_rot_rate 0
set g_balance_nex_charge_rot_pause 0 // Dont rot down untill this long after release of charge button
set g_balance_nex_charge_shot_multiplier 0.25
-set g_balance_nex_charge_velocity_rate 0.2
+set g_balance_nex_charge_velocity_rate 0.3
set g_balance_nex_charge_minspeed 400
-set g_balance_nex_charge_maxspeed 1000
+set g_balance_nex_charge_maxspeed 800
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
// }}}
// {{{ hagar
set g_balance_hagar_primary_damage 30
-set g_balance_hagar_primary_edgedamage 0
+set g_balance_hagar_primary_edgedamage 15
set g_balance_hagar_primary_force 50
set g_balance_hagar_primary_radius 70
set g_balance_hagar_primary_spread 0.08
set g_balance_hagar_primary_refire 0.15
set g_balance_hagar_primary_ammo 1
set g_balance_hagar_secondary 1
-set g_balance_hagar_secondary_damage 37
-set g_balance_hagar_secondary_edgedamage 15
+set g_balance_hagar_secondary_damage 35
+set g_balance_hagar_secondary_edgedamage 17.5
set g_balance_hagar_secondary_force 100
set g_balance_hagar_secondary_radius 65
set g_balance_hagar_secondary_spread 0.015
// {{{ rocketlauncher
set g_balance_rocketlauncher_damage 80
set g_balance_rocketlauncher_edgedamage 40
-set g_balance_rocketlauncher_force 600
+set g_balance_rocketlauncher_force 400
set g_balance_rocketlauncher_radius 100
set g_balance_rocketlauncher_speed 1600
set g_balance_rocketlauncher_speedaccel 1600
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
set g_balance_rocketlauncher_remote_damage 70
-set g_balance_rocketlauncher_remote_edgedamage 30
+set g_balance_rocketlauncher_remote_edgedamage 35
set g_balance_rocketlauncher_remote_radius 100
-set g_balance_rocketlauncher_remote_force 500
+set g_balance_rocketlauncher_remote_force 400
// }}}
// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_hlac_primary_spread_add 0.0045
set g_balance_hlac_primary_spread_crouchmod 0.25
-set g_balance_hlac_primary_damage 23
+set g_balance_hlac_primary_damage 20
set g_balance_hlac_primary_edgedamage 10
set g_balance_hlac_primary_force 100
set g_balance_hlac_primary_radius 70
-set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_speed 12000
set g_balance_hlac_primary_lifetime 5
-set g_balance_hlac_primary_refire 0.1
+set g_balance_hlac_primary_refire 0.15
set g_balance_hlac_primary_animtime 0.4
set g_balance_hlac_primary_ammo 1
set g_balance_hlac_secondary_spread 0.15
set g_balance_hlac_secondary_spread_crouchmod 0.5
-set g_balance_hlac_secondary_damage 23
+set g_balance_hlac_secondary_damage 20
set g_balance_hlac_secondary_edgedamage 10
set g_balance_hlac_secondary_force 100
set g_balance_hlac_secondary_radius 70
set g_balance_sniperrifle_auto_reload_on_switch 0
set g_balance_sniperrifle_bursttime 0
set g_balance_sniperrifle_primary_tracer 1
-set g_balance_sniperrifle_primary_damage 65
-set g_balance_sniperrifle_primary_headshotaddeddamage 75
+set g_balance_sniperrifle_primary_damage 50
+set g_balance_sniperrifle_primary_headshotaddeddamage 70
set g_balance_sniperrifle_primary_spread 0
-set g_balance_sniperrifle_primary_force 2
+set g_balance_sniperrifle_primary_force 100
set g_balance_sniperrifle_primary_speed 40000
set g_balance_sniperrifle_primary_lifetime 5
-set g_balance_sniperrifle_primary_refire 0.75
-set g_balance_sniperrifle_primary_animtime 0.3
+set g_balance_sniperrifle_primary_refire 1
+set g_balance_sniperrifle_primary_animtime 0.5
set g_balance_sniperrifle_primary_ammo 10
set g_balance_sniperrifle_primary_bulletconstant 110 // 62.2qu
set g_balance_sniperrifle_primary_burstcost 0
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
set g_balance_sniperrifle_secondary_tracer 0
-set g_balance_sniperrifle_secondary_damage 50
-set g_balance_sniperrifle_secondary_headshotaddeddamage 50 // 50 damage only on head
-set g_balance_sniperrifle_secondary_spread 0
-set g_balance_sniperrifle_secondary_force 2
+set g_balance_sniperrifle_secondary_damage 25
+set g_balance_sniperrifle_secondary_headshotaddeddamage 35
+set g_balance_sniperrifle_secondary_spread 0.01
+set g_balance_sniperrifle_secondary_force 50
set g_balance_sniperrifle_secondary_speed 20000
set g_balance_sniperrifle_secondary_lifetime 5
-set g_balance_sniperrifle_secondary_refire 0.1
-set g_balance_sniperrifle_secondary_animtime 0.1
+set g_balance_sniperrifle_secondary_refire 0.6
+set g_balance_sniperrifle_secondary_animtime 0.3
set g_balance_sniperrifle_secondary_ammo 10
set g_balance_sniperrifle_secondary_bulletconstant 110 // 15.5qu
set g_balance_sniperrifle_secondary_burstcost 0
set g_balance_fireball_secondary_spread 0
// }}}
// {{{ seeker
-set g_balance_seeker_flac_ammo 0.5
+set g_balance_seeker_flac_ammo 1
set g_balance_seeker_flac_animtime 0.1
-set g_balance_seeker_flac_damage 15
+set g_balance_seeker_flac_damage 20
set g_balance_seeker_flac_edgedamage 10
set g_balance_seeker_flac_force 50
-set g_balance_seeker_flac_lifetime 0.1
-set g_balance_seeker_flac_lifetime_rand 0.05
-set g_balance_seeker_flac_radius 100
-set g_balance_seeker_flac_refire 0.1
+set g_balance_seeker_flac_lifetime 30
+set g_balance_seeker_flac_lifetime_rand 0
+set g_balance_seeker_flac_radius 70
+set g_balance_seeker_flac_refire 0.2
set g_balance_seeker_flac_speed 3000
-set g_balance_seeker_flac_speed_up 1000
+set g_balance_seeker_flac_speed_up 0
set g_balance_seeker_flac_speed_z 0
-set g_balance_seeker_flac_spread 0.4
+set g_balance_seeker_flac_spread 0.05
set g_balance_seeker_missile_accel 3000
set g_balance_seeker_missile_ammo 2
set g_balance_seeker_missile_animtime 0.3
// }}}
// {{{ powerups
-set g_balance_powerup_invincible_takedamage 0.3
+set g_balance_powerup_invincible_takedamage 0.6
set g_balance_powerup_invincible_time 30
set g_balance_powerup_strength_damage 3
set g_balance_powerup_strength_force 4
set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 2 // 300 upforce
set g_balance_laser_primary_force_velocitybias 0.3
+set g_balance_laser_primary_force_other_scale 2.5 // force 375 when pushing others around
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 200 // dps
set g_balance_laser_secondary_edgedamage 0
set g_balance_laser_secondary_gauntlet 1
set g_balance_laser_secondary_force_zscale 1.25
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 0
// }}}
// {{{ shotgun
set g_balance_shotgun_primary_bullets 18
set g_balance_uzi_spread_add 0.008
set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.45
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.45 // refire after burst
-set g_balance_uzi_burst_spread 0.05
-set g_balance_uzi_burst_damage 20 // 100 dps, delivered in 0.15s
+set g_balance_uzi_burst_spread 0.07
+set g_balance_uzi_burst_damage 25
set g_balance_uzi_burst_force 50
set g_balance_uzi_burst_ammo 3
set g_balance_uzi_first 1
-set g_balance_uzi_first_damage 20 // 100 dps
+set g_balance_uzi_first_damage 22
set g_balance_uzi_first_force 50
set g_balance_uzi_first_spread 0.03
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_sustained_damage 12 // 120 dps
set g_balance_uzi_sustained_force 12
-set g_balance_uzi_sustained_spread 0.08
+set g_balance_uzi_sustained_spread 0.06
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
set g_balance_electro_primary_force 425
set g_balance_electro_primary_force_up 125
set g_balance_electro_primary_radius 850
-set g_balance_electro_primary_comboradius 75
+set g_balance_electro_primary_comboradius 150
set g_balance_electro_primary_speed 0
set g_balance_electro_primary_spread 0
set g_balance_electro_primary_lifetime 0
set g_balance_crylink_primary_other_fadetime 0.25
set g_balance_crylink_secondary 1
-set g_balance_crylink_secondary_damage 3
-set g_balance_crylink_secondary_edgedamage 0
-set g_balance_crylink_secondary_force -20
-set g_balance_crylink_secondary_radius 5
-set g_balance_crylink_secondary_speed 1700
-set g_balance_crylink_secondary_spread 0.03
-set g_balance_crylink_secondary_shots 3
-set g_balance_crylink_secondary_bounces 0
-set g_balance_crylink_secondary_refire 0.15
-set g_balance_crylink_secondary_animtime 0.15
-set g_balance_crylink_secondary_ammo 1
-set g_balance_crylink_secondary_bouncedamagefactor 0.5
+set g_balance_crylink_secondary_damage 8
+set g_balance_crylink_secondary_edgedamage 3
+set g_balance_crylink_secondary_force 20
+set g_balance_crylink_secondary_radius 20
+set g_balance_crylink_secondary_speed 1500
+set g_balance_crylink_secondary_spread 0.1
+set g_balance_crylink_secondary_shots 6
+set g_balance_crylink_secondary_bounces 2
+set g_balance_crylink_secondary_refire 0.8
+set g_balance_crylink_secondary_animtime 0.3
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_bouncedamagefactor 0.2
set g_balance_crylink_secondary_joindelay 0
-set g_balance_crylink_secondary_joinspread 0
-set g_balance_crylink_secondary_jointime 0
+set g_balance_crylink_secondary_joinspread 0.2
+set g_balance_crylink_secondary_jointime 0.1
set g_balance_crylink_secondary_joinexplode 0
set g_balance_crylink_secondary_joinexplode_damage 0
set g_balance_crylink_secondary_joinexplode_edgedamage 0
set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to 10000
set g_balance_crylink_secondary_middle_fadetime 5
set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000
-set g_balance_crylink_secondary_line_fadetime 2
+set g_balance_crylink_secondary_line_fadetime 0.25
// }}}
// {{{ nex
set g_balance_nex_primary_damage 90
set g_balance_nex_secondary_charge 1
set g_balance_nex_secondary_charge_rate 0.4
set g_balance_nex_secondary_chargepool 1
-set g_balance_nex_secondary_chargepool_regen 0.15
-set g_balance_nex_secondary_chargepool_pause_regen 1
-set g_balance_nex_secondary_chargepool_pause_health_regen 1
+set g_balance_nex_secondary_chargepool_regen 0.25
+set g_balance_nex_secondary_chargepool_pause_regen 2
+set g_balance_nex_secondary_chargepool_pause_health_regen 0.5
set g_balance_nex_secondary_damage 0
set g_balance_nex_secondary_force 0
set g_balance_nex_secondary_refire 0
set g_balance_nex_secondary_animtime 0
-set g_balance_nex_secondary_ammo 0.2 // full charge pool is 1, so it depletes in 5 secs
+set g_balance_nex_secondary_ammo 0.4 // full charge pool is 1, so it depletes in 2.5 secs
set g_balance_nex_secondary_damagefalloff_mindist 0
set g_balance_nex_secondary_damagefalloff_maxdist 0
set g_balance_nex_secondary_damagefalloff_halflife 0
set g_balance_nex_charge_rate 0.5
set g_balance_nex_charge_limit 0.5
set g_balance_nex_charge_rot_rate 0.1
-set g_balance_nex_charge_rot_pause 1 // Dont rot down until this long after release of charge button
+set g_balance_nex_charge_rot_pause 0.5 // Dont rot down until this long after release of charge button
set g_balance_nex_charge_shot_multiplier 0
set g_balance_nex_charge_velocity_rate 0
set g_balance_nex_charge_minspeed 600
set g_balance_hagar_primary_damage 14
set g_balance_hagar_primary_edgedamage 6
set g_balance_hagar_primary_force 70
-set g_balance_hagar_primary_radius 115
+set g_balance_hagar_primary_radius 110
set g_balance_hagar_primary_spread 0.1
set g_balance_hagar_primary_speed 1800
set g_balance_hagar_primary_lifetime 5
set g_balance_sniperrifle_primary_burstcost 0
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 1
set g_balance_sniperrifle_secondary_tracer 0
set g_balance_sniperrifle_secondary_damage 42
set g_balance_sniperrifle_secondary_headshotaddeddamage 42
set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 1.2
set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
set g_balance_laser_secondary_damage 35
set g_balance_laser_secondary_edgedamage 10
set g_balance_laser_secondary_gauntlet 0
set g_balance_laser_secondary_force_zscale 1
set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
// }}}
// {{{ shotgun
set g_balance_shotgun_primary_bullets 10
set g_balance_uzi_spread_add 0.008
set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.4
set g_balance_uzi_burst_refire 0.05 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.4 // refire after burst
set g_balance_uzi_burst_spread 0.03
set g_balance_sniperrifle_primary_burstcost 0
set g_balance_sniperrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_sniperrifle_secondary 1
+set g_balance_sniperrifle_secondary_reload 0
set g_balance_sniperrifle_secondary_tracer 0
set g_balance_sniperrifle_secondary_damage 50
set g_balance_sniperrifle_secondary_headshotaddeddamage 50 // 50 damage only on head
pausable 0
seta g_spawnshieldtime 1.000000 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
seta g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
+set g_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)"
set g_antilag_nudge 0 "don't touch"
set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)"
set g_shootfromclient 1 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed, and defaulted to, too; see also cl_gunalign"
seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it"
seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor"
seta g_friendlyfire_virtual 1 "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it"
+seta g_friendlyfire_virtual_force 1 "for teamplay 4: apply force even though damage was made virtual only"
seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage"
seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage count decreases"
// keepaway
set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details"
-set g_keepaway_bckillscore 1 "enable scoring points (y/n) for ball carrier kills"
-set g_keepaway_pointlimit -1 "total amount of points you can get, -1 for unlimited"
-set g_keepaway_pointleadlimit -1 "mercy rule, -1 for unlimited"
-set g_keepaway_ballcarrier_alpha 0.6 "alpha when the player is the ballcarrier"
-set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
-set g_keepaway_ballcarrier_damage 1.5 "damage multiplier while having powerup"
-set g_keepaway_ballcarrier_force 1.5 "force multiplier while having powerup"
-set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while having powerup"
-set g_keepaway_ballcarrier_selfforce 1.5 "self force multiplier while having powerup"
-set g_keepaway_noncarrier_warn 0 "warn players when they kill without holding the ball"
-set g_keepaway_noncarrier_damage 0.5 "damage done to other players if both you and they don't have the ball"
-set g_keepaway_noncarrier_force 0.5 "force done to other players if both you and they don't have the ball"
+set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
set g_keepawayball_trail_color 254 "particle trail color from player/ball"
-set g_keepawayball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc"
-set g_keepawayball_respawntime 15 "if no one picks up the ball, how long to wait until the ball respawns"
+set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
seta g_keepaway_teams_override 0
set g_keepaway_teams 0
seta hud_fontsize 11
seta scr_centersize 12
seta hud_width 560
-// alias hud_font "loadfont user1 ${1},gfx/fallback ${2-}; loadfont user2 ${1}-big ${2-}; scoreboard_columns_set"
-alias sbar_font "set _requested_sbar_font \"${*}\""
-sbar_font gfx/vera-sans 8 12 16 24 32
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
scr_loadingscreen_background 0
scr_loadingscreen_barcolor "0 0.5 1"
-scr_loadingscreen_barheight 20
+scr_loadingscreen_barheight 12
scr_loadingscreen_count 1
scr_conforcewhiledisconnected 0
+scr_infobar_height 12
// DP cannot properly detect this, so rather turn off the detection
r_texture_dds_load_dxt1_noalpha 1
exec effects-normal.cfg
exec physicsX0.cfg
exec turrets.cfg
-exec font-nimbussansl.cfg
+exec font-xolonium.cfg
// hud cvar descriptions
exec _hud_descriptions.cfg
cr_maxbullets = ReadByte();
+ g_trueaim_minrange = ReadCoord();
+
if(!postinit)
PostInit();
}
traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
+ if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
+ trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
+
if(vecs_x > 0)
vecs_y = -vecs_y;
else
kaball_prevstatus = kaball;
}
- // todo: Fix the sizing with the expanding image
+ vector kaball_pos, kaball_size;
+
+ if(mySize_x > mySize_y) {
+ kaball_pos = pos + eX * 0.25 * mySize_x;
+ kaball_size = eX * 0.5 * mySize_x + eY * mySize_y;
+ } else {
+ kaball_pos = pos + eY * 0.25 * mySize_y;
+ kaball_size = eY * 0.5 * mySize_y + eX * mySize_x;
+ }
float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
if(kaball_prevstatus && f < 1)
- drawpic_aspect_skin_expanding(pos + eY * 0.25 * mySize_y, "keepawayball_carrying", eX * mySize_x + eY * mySize_y * 0.5, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
+ drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
if(kaball)
drawpic_aspect_skin(pos, "keepawayball_carrying", eX * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
float g_balance_grenadelauncher_bouncestop;
float g_balance_electro_secondary_bouncefactor;
float g_balance_electro_secondary_bouncestop;
+float g_trueaim_minrange;
"+lms/lives +lms/rank ",
"+kh/caps +kh/pushes +kh/destroyed ",
"?+race/laps ?+race/time ?+race/fastest ",
- "+as/objectives +nexball/faults +nexball/goals +ka/drops +ka/pickups +ka/bckills +freezetag/revivals ",
+ "+as/objectives +nexball/faults +nexball/goals +ka/drops +ka/pickups +ka/bckills +ka/time +freezetag/revivals ",
"-lms,race,nexball/score");
}
#include "xonotic/dialog_multiplayer_create_mutators.c"
#include "xonotic/dialog_multiplayer_create_advanced.c"
#include "xonotic/dialog_multiplayer_create_mapinfo.c"
-#include "xonotic/gametypebutton.c"
+#include "xonotic/gametypelist.c"
#include "xonotic/maplist.c"
#include "xonotic/skinlist.c"
#include "xonotic/image.c"
oldshift = draw_shift;
oldscale = draw_scale;
absSize = boxToGlobalSize(me.size, eX * (1 - me.controlWidth) + eY * me.itemHeight);
+ draw_scale = boxToGlobalSize(eX * (1 - me.controlWidth) + eY * me.itemHeight, oldscale);
for(i = floor(me.scrollPos / me.itemHeight); i < me.nItems; ++i)
{
float y;
if(y >= 1)
break;
draw_shift = boxToGlobal(eY * y, oldshift, oldscale);
- draw_scale = boxToGlobalSize(eY * me.itemHeight + eX * (1 - me.controlWidth), oldscale);
me.drawListBoxItem(me, i, absSize, (me.selectedItem == i));
}
draw_ClearClip();
float n;
me.TR(me);
- n = 6;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_dm", "DM"));
- e0 = e;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_lms", "LMS"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_arena", "Arena"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_keepaway", "Keepaway"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_race", "Race"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_cts", "Race CTS"));
- if(e.checked) e0 = NULL;
- me.TR(me);
- n = 9;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_tdm", "TDM"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_ctf", "CTF"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_ca", "CA"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_freezetag", "Freeze Tag"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_domination", "Domination"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_keyhunt", "Key Hunt"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_assault", "Assault"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_onslaught", "Onslaught"));
- if(e.checked) e0 = NULL;
- me.TD(me, 1, me.columns / n, e = makeXonoticGametypeButton(1, "g_nexball", "Nexball"));
- if(e.checked) e0 = NULL;
- if(e0)
- {
- //print("NO CHECK\n");
- e0.setChecked(e0, 1);
- }
+ me.TD(me, 1, 3, e = makeXonoticTextLabel(0, "Game type:"));
+ me.TR(me);
+ me.TD(me, 9, 3, e = makeXonoticGametypeList());
+ me.TR(me);
+ me.TR(me);
+ me.TR(me);
+ me.TR(me);
+ me.TR(me);
+ me.TR(me);
me.TR(me);
me.TR(me);
- me.mapListBox = makeXonoticMapList();
- me.TD(me, 1, 3, e = makeXonoticTextLabel(0, "Map list:"));
- makeCallback(e, me.mapListBox, me.mapListBox.refilterCallback);
me.TR(me);
- me.TD(me, me.rows - 7, 3, me.mapListBox);
- me.gotoRC(me, me.rows - 3, 0);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 1, e = makeXonoticButton("All", '0 0 0'));
- e.onClick = MapList_All;
- e.onClickEntity = me.mapListBox;
- me.TD(me, 1, 1, e = makeXonoticButton("None", '0 0 0'));
- e.onClick = MapList_None;
- e.onClickEntity = me.mapListBox;
- me.TDempty(me, 0.5);
-
- me.gotoRC(me, 3, 3.5); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 3, e = makeXonoticTextLabel(0, "Match settings:"));
me.TR(me);
me.sliderTimelimit = makeXonoticSlider(1.0, 60.0, 0.5, "timelimit_override");
me.TDempty(me, 0.2);
me.TD(me, 1, 2.8, e = makeXonoticSliderCheckBox(-1, 0, me.sliderFraglimit, "Use map specified default"));
me.checkboxFraglimitMapinfo = e;
- me.TR(me);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Player slots:"));
me.TD(me, 1, 2, makeXonoticSlider(1, 32, 1, "menu_maxplayers"));
e.configureXonoticTextSliderValues(e);
setDependent(e, "bot_number", 0, -1);
me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, "Bot names:"));
- me.TD(me, 1, 0.7, e = makeXonoticInputBox(1, "bot_prefix"));
- setDependent(e, "bot_number", 0, -1);
- me.TD(me, 1, 0.6, e = makeXonoticTextLabel(0.5, "Shadow"));
- setDependent(e, "bot_number", 0, -1);
- me.TD(me, 1, 0.7, e = makeXonoticInputBox(1, "bot_suffix"));
- setDependent(e, "bot_number", 0, -1);
- me.TR(me);
- me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Map voting:"));
- me.TD(me, 1, 2, e = makeXonoticTextSlider("g_maplist_votable"));
- e.addValue(e, "No voting", "0");
- e.addValue(e, "2 choices", "2");
- e.addValue(e, "3 choices", "3");
- e.addValue(e, "4 choices", "4");
- e.addValue(e, "5 choices", "5");
- e.addValue(e, "6 choices", "6");
- e.addValue(e, "7 choices", "7");
- e.addValue(e, "8 choices", "8");
- e.addValue(e, "9 choices", "9");
- e.configureXonoticTextSliderValues(e);
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "sv_vote_simple_majority_factor", "Simple majority wins vcall"));
- me.TR(me);
- me.TR(me);
- me.TDempty(me, 0.5);
- me.TD(me, 1, 2, e = makeXonoticButton("Advanced settings...", '0 0 0'));
- e.onClick = DialogOpenButton_Click;
- e.onClickEntity = main.advancedDialog;
- main.advancedDialog.refilterEntity = me.mapListBox;
- me.TR(me);
- me.TR(me);
me.TD(me, 1, 1, e = makeXonoticButton("Mutators...", '0 0 0'));
e.onClick = DialogOpenButton_Click;
e.onClickEntity = main.mutatorsDialog;
me.TD(me, 1, 2, e0 = makeXonoticTextLabel(0, string_null));
e0.textEntity = main.mutatorsDialog;
e0.allowCut = 1;
+ me.TR(me);
+ me.TDempty(me, 0.5);
+ me.TD(me, 1, 2, e = makeXonoticButton("Advanced settings...", '0 0 0'));
+ e.onClick = DialogOpenButton_Click;
+ e.onClickEntity = main.advancedDialog;
+ main.advancedDialog.refilterEntity = me.mapListBox;
+
+ me.gotoRC(me, 0, 3.5); me.setFirstColumn(me, me.currentColumn);
+ me.mapListBox = makeXonoticMapList();
+ me.TD(me, 1, 3, e = makeXonoticTextLabel(0, "Map list:"));
+ makeCallback(e, me.mapListBox, me.mapListBox.refilterCallback);
+ me.TR(me);
+ me.TD(me, me.rows - 4, 3, me.mapListBox);
+ me.gotoRC(me, me.rows - 3, 3.5);
+ me.TDempty(me, 0.25);
+ me.TD(me, 1, 1.125, e = makeXonoticButton("Select all", '0 0 0'));
+ e.onClick = MapList_All;
+ e.onClickEntity = me.mapListBox;
+ me.TD(me, 1, 1.125, e = makeXonoticButton("Select none", '0 0 0'));
+ e.onClick = MapList_None;
+ e.onClickEntity = me.mapListBox;
+ me.TDempty(me, 0.25);
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton("Start Multiplayer!", '0 0 0'));
ATTRIB(XonoticAdvancedDialog, title, string, "Advanced server settings")
ATTRIB(XonoticAdvancedDialog, color, vector, SKINCOLOR_DIALOG_ADVANCED)
ATTRIB(XonoticAdvancedDialog, intendedWidth, float, 0.5)
- ATTRIB(XonoticAdvancedDialog, rows, float, 14)
+ ATTRIB(XonoticAdvancedDialog, rows, float, 17)
ATTRIB(XonoticAdvancedDialog, columns, float, 3)
ATTRIB(XonoticAdvancedDialog, refilterEntity, entity, NULL)
ENDCLASS(XonoticAdvancedDialog)
e.addValue(e, "3 teams", "3");
e.addValue(e, "4 teams", "4");
e.configureXonoticTextSliderValues(e);
+ me.TR(me);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Map voting:"));
+ me.TD(me, 1, 2, e = makeXonoticTextSlider("g_maplist_votable"));
+ e.addValue(e, "No voting", "0");
+ e.addValue(e, "2 choices", "2");
+ e.addValue(e, "3 choices", "3");
+ e.addValue(e, "4 choices", "4");
+ e.addValue(e, "5 choices", "5");
+ e.addValue(e, "6 choices", "6");
+ e.addValue(e, "7 choices", "7");
+ e.addValue(e, "8 choices", "8");
+ e.addValue(e, "9 choices", "9");
+ e.configureXonoticTextSliderValues(e);
+ me.TR(me);
+ me.TD(me, 1, 3, e = makeXonoticCheckBoxEx(0.5, 0, "sv_vote_simple_majority_factor", "Simple majority wins vcall"));
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton("OK", '0 0 0'));
METHOD(XonoticMapInfoDialog, loadMapInfo, void(entity, float, entity))
ATTRIB(XonoticMapInfoDialog, title, string, "Map Information")
ATTRIB(XonoticMapInfoDialog, color, vector, SKINCOLOR_DIALOG_MAPINFO)
- ATTRIB(XonoticMapInfoDialog, intendedWidth, float, 0.85)
- ATTRIB(XonoticMapInfoDialog, rows, float, 9)
+ ATTRIB(XonoticMapInfoDialog, intendedWidth, float, 1.0)
+ ATTRIB(XonoticMapInfoDialog, rows, float, 12)
ATTRIB(XonoticMapInfoDialog, columns, float, 10)
ATTRIB(XonoticMapInfoDialog, previewImage, entity, NULL)
ATTRIB(XonoticMapInfoDialog, descriptionLabel, entity, NULL)
ATTRIB(XonoticMapInfoDialog, featuresLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeDeathmatchLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeTDMLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeLMSLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeArenaLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeRuneLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeDominationLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeKeyHuntLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeCTFLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeCALabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeAssaultLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeOnslaughtLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeRaceLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeCTSLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeNexballLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeFreezetagLabel, entity, NULL)
- ATTRIB(XonoticMapInfoDialog, typeKeepawayLabel, entity, NULL)
+ ATTRIBARRAY(XonoticMapInfoDialog, typeLabels, entity, 24)
ATTRIB(XonoticMapInfoDialog, currentMapIndex, float, 0)
ATTRIB(XonoticMapInfoDialog, currentMapBSPName, string, string_null)
me.featuresLabel.setText(me.featuresLabel, me.currentMapFeaturesText);
me.previewImage.src = me.currentMapPreviewImage;
- me.typeDeathmatchLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH);
- me.typeTDMLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_TEAM_DEATHMATCH);
- me.typeLMSLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_LMS);
- me.typeArenaLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_ARENA);
- me.typeDominationLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DOMINATION);
- me.typeRuneLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_RUNEMATCH);
- me.typeKeyHuntLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_KEYHUNT);
- me.typeCTFLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_CTF);
- me.typeCALabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_CA);
- me.typeAssaultLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_ASSAULT);
- me.typeOnslaughtLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_ONSLAUGHT);
- me.typeRaceLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_RACE);
- me.typeCTSLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_CTS);
- me.typeNexballLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_NEXBALL);
- me.typeFreezetagLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_FREEZETAG);
- me.typeKeepawayLabel.disabled = !(MapInfo_Map_supportedGametypes & MAPINFO_TYPE_KEEPAWAY);
+ for(i = 0; i < GameType_GetCount(); ++i)
+ {
+ entity e;
+ e = me.(typeLabels[i]);
+ e.disabled = !(MapInfo_Map_supportedGametypes & GameType_GetID(i));
+ }
MapInfo_ClearTemps();
}
void XonoticMapInfoDialog_fill(entity me)
{
entity e;
- float w, wgt;
+ float w, wgt, i, n;
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, me.rows - 2, 3, e = makeXonoticImage(string_null, 4.0/3.0));
me.featuresLabel = e;
me.TR(me);
me.TD(me, 1, w, e = makeXonoticTextLabel(0, "Game types:"));
- me.TR(me); wgt = (w-0.2)/5;
- me.TDempty(me, 0.2);
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "DM"));
- me.typeDeathmatchLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "TDM"));
- me.typeTDMLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "LMS"));
- me.typeLMSLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Arena"));
- me.typeArenaLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Domination"));
- me.typeDominationLabel = e;
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Key Hunt"));
- me.typeKeyHuntLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "CTF"));
- me.typeCTFLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "CA"));
- me.typeCALabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Assault"));
- me.typeAssaultLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Onslaught"));
- me.typeOnslaughtLabel = e;
- me.TR(me);
- me.TDempty(me, 0.2);
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Race"));
- me.typeRaceLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "CTS"));
- me.typeCTSLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Nexball"));
- me.typeNexballLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Freezetag"));
- me.typeFreezetagLabel = e;
- me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, "Keepaway"));
- me.typeKeepawayLabel = e;
+
+
+ n = ceil(GameType_GetCount() / (me.rows - 6));
+ wgt = (w - 0.2) / n;
+ for(i = 0; i < GameType_GetCount(); ++i)
+ {
+ if(mod(i, n) == 0)
+ {
+ me.TR(me);
+ me.TDempty(me, 0.2);
+ }
+ me.TD(me, 1, wgt, e = makeXonoticTextLabel(0, GameType_GetName(i)));
+ me.(typeLabels[i]) = e;
+ }
me.gotoRC(me, me.rows - 2, 0);
me.TD(me, 1, me.columns, e = makeXonoticTextLabel(0.5, ""));
sl = makeXonoticSlider(0.15, 1, 0.05, "cl_autotaunt");
sl.valueDisplayMultiplier = 100;
sl.valueDigits = 0;
- me.TD(me, 1, 1, e = makeXonoticSliderCheckBox(0, 1, sl, "Automatic taunts"));
+ me.TD(me, 1, 3, e = makeXonoticSliderCheckBox(0, 1, sl, "Automatic taunts"));
if(sl.value != e.savedValue)
e.savedValue = 0.65; // default
me.TR(me);
me.TR(me);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Geometry detail:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Geometry detail:"));
me.TD(me, 1, 2, e = makeXonoticTextSlider("r_subdivisions_tolerance"));
e.addValue(e, "Lowest", "16");
e.addValue(e, "Low", "8");
e.addValue(e, "Insane", "1");
e.configureXonoticTextSliderValues(e);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Antialiasing:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Antialiasing:"));
me.TD(me, 1, 2, e = makeXonoticTextSlider("vid_samples"));
e.addValue(e, "Disabled", "1");
e.addValue(e, "2x", "2");
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Texture resolution:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Texture resolution:"));
me.TD(me, 1, 2, e = makeXonoticPicmipSlider());
if(cvar("developer"))
e.addValue(e, "Leet", "1337");
}
}
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Anisotropy:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Anisotropy:"));
me.TD(me, 1, 2, e = makeXonoticTextSlider("gl_texture_anisotropy"));
e.addValue(e, "Disabled", "1");
e.addValue(e, "2x", "2");
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Particle quality:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Particle quality:"));
me.TD(me, 1, 2, e = makeXonoticSlider(0.2, 1.0, 0.1, "cl_particles_quality"));
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticTextLabel(0, "Particle dist.:"));
+ me.TD(me, 1, 1.1, e = makeXonoticTextLabel(0, "Particle distance:"));
me.TD(me, 1, 2, e = makeXonoticSlider(500, 2000, 100, "r_drawparticles_drawdistance"));
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_decals", "Decals"));
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, "Distance:"));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, "Distance:"));
setDependent(e, "cl_decals", 1, 1);
me.TD(me, 1, 2, e = makeXonoticSlider(200, 500, 20, "r_drawdecals_drawdistance"));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, "Time:"));
+ me.TD(me, 1, 0.9, e = makeXonoticTextLabel(0, "Time:"));
setDependent(e, "cl_decals", 1, 1);
me.TD(me, 1, 2, e = makeXonoticSlider(1, 20, 1, "cl_decals_time"));
setDependent(e, "cl_decals", 1, 1);
--- /dev/null
+#ifdef INTERFACE
+CLASS(XonoticGametypeList) EXTENDS(XonoticListBox)
+ METHOD(XonoticGametypeList, configureXonoticGametypeList, void(entity))
+ ATTRIB(XonoticGametypeList, rowsPerItem, float, 1)
+ METHOD(XonoticGametypeList, drawListBoxItem, void(entity, float, vector, float))
+ METHOD(XonoticGametypeList, resizeNotify, void(entity, vector, vector, vector, vector))
+ METHOD(XonoticGametypeList, setSelected, void(entity, float))
+ METHOD(XonoticGametypeList, loadCvars, void(entity))
+ METHOD(XonoticGametypeList, saveCvars, void(entity))
+
+ ATTRIB(XonoticGametypeList, realFontSize, vector, '0 0 0')
+ ATTRIB(XonoticGametypeList, realUpperMargin, float, 0)
+ ATTRIB(XonoticGametypeList, columnNameOrigin, float, 0)
+ ATTRIB(XonoticGametypeList, columnNameSize, float, 0)
+ENDCLASS(XonoticGametypeList)
+entity makeXonoticGametypeList();
+#endif
+
+#ifdef IMPLEMENTATION
+
+entity makeXonoticGametypeList(void)
+{
+ entity me;
+ me = spawnXonoticGametypeList();
+ me.configureXonoticGametypeList(me);
+ return me;
+}
+void XonoticGametypeList_configureXonoticGametypeList(entity me)
+{
+ me.loadCvars(me);
+ me.configureXonoticListBox(me);
+ me.nItems = GameType_GetCount();
+}
+void XonoticGametypeList_setSelected(entity me, float i)
+{
+ SUPER(XonoticGametypeList).setSelected(me, i);
+ me.saveCvars(me);
+}
+
+void XonoticGametypeList_loadCvars(entity me)
+{
+ float t;
+ t = MapInfo_CurrentGametype();
+ float i;
+ for(i = 0; i < GameType_GetCount(); ++i)
+ if(t == GameType_GetID(i))
+ break;
+ if(i >= GameType_GetCount())
+ {
+ for(i = 0; i < GameType_GetCount(); ++i)
+ if(t == MAPINFO_TYPE_DEATHMATCH)
+ break;
+ if(i >= GameType_GetCount())
+ i = 0;
+ }
+ me.setSelected(me, i);
+ // do we need this: me.parent.gameTypeChangeNotify(me.parent); // to make sure
+}
+void XonoticGametypeList_saveCvars(entity me)
+{
+ float t;
+ t = GameType_GetID(me.selectedItem);
+ if(t == MapInfo_CurrentGametype())
+ return;
+ MapInfo_SwitchGameType(t);
+ me.parent.gameTypeChangeNotify(me.parent);
+}
+void XonoticGametypeList_drawListBoxItem(entity me, float i, vector absSize, float isSelected)
+{
+ string s;
+ if(isSelected)
+ draw_Fill('0 0 0', '1 1 0', SKINCOLOR_LISTBOX_SELECTED, SKINALPHA_LISTBOX_SELECTED);
+ s = GameType_GetName(i);
+ draw_Text(me.realUpperMargin * eY + (me.columnNameOrigin + (me.columnNameSize - draw_TextWidth(s, 0, me.realFontSize)) * 0.5) * eX, s, me.realFontSize, '1 1 1', SKINALPHA_TEXT, 0);
+}
+void XonoticGametypeList_resizeNotify(entity me, vector relOrigin, vector relSize, vector absOrigin, vector absSize)
+{
+ SUPER(XonoticServerList).resizeNotify(me, relOrigin, relSize, absOrigin, absSize);
+ me.realFontSize_y = me.fontSize / (absSize_y * me.itemHeight);
+ me.realFontSize_x = me.fontSize / (absSize_x * (1 - me.controlWidth));
+ me.realUpperMargin = 0.5 * (1 - me.realFontSize_y);
+ me.columnNameOrigin = 0;
+ me.columnNameSize = 1;
+}
+#endif
if(srv == "")
return FALSE;
srv = netaddress_resolve(srv, 26000);
+ if(srv == "")
+ return FALSE;
p = crypto_getidfp(srv);
n = tokenize_console(cvar_string("net_slist_favorites"));
for(i = 0; i < n; ++i)
me.columnPingSize = me.realFontSize_x * 3;
me.columnMapSize = me.realFontSize_x * 10;
me.columnTypeSize = me.realFontSize_x * 4;
- me.columnPlayersSize = me.realFontSize_x * 4;
+ me.columnPlayersSize = me.realFontSize_x * 5;
me.columnNameSize = 1 - me.columnPlayersSize - me.columnMapSize - me.columnPingSize - me.columnIconsSize - me.columnTypeSize - 5 * me.realFontSize_x;
me.columnPingOrigin = me.columnIconsOrigin + me.columnIconsSize + me.realFontSize_x;
me.columnNameOrigin = me.columnPingOrigin + me.columnPingSize + me.realFontSize_x;
}
else if(scan == K_MOUSE2 || scan == K_SPACE)
{
- main.serverInfoDialog.loadServerInfo(main.serverInfoDialog, me.selectedItem);
- DialogOpenButton_Click_withCoords(me, main.serverInfoDialog, org, sz);
+ if(me.nItems != 0)
+ {
+ main.serverInfoDialog.loadServerInfo(main.serverInfoDialog, me.selectedItem);
+ DialogOpenButton_Click_withCoords(me, main.serverInfoDialog, org, sz);
+ }
}
else if(scan == K_INS || scan == K_MOUSE3 || scan == K_KP_INS)
{
if(r == r0)
continue;
r0 = r;
- if(r_x < 640 || r_y < 400)
+ if(r_x < 640 || r_y < 480)
continue;
me.addResolution(me, r_x, r_y, r_z);
}
}
}
}
+
+// note: include only those that should be in the menu!
+#define GAMETYPES \
+ GAMETYPE(MAPINFO_TYPE_ARENA, "Arena") \
+ GAMETYPE(MAPINFO_TYPE_ASSAULT, "Assault") \
+ GAMETYPE(MAPINFO_TYPE_CTF, "Capture The Flag") \
+ GAMETYPE(MAPINFO_TYPE_CA, "Clan Arena") \
+ GAMETYPE(MAPINFO_TYPE_DEATHMATCH, "Deathmatch") \
+ GAMETYPE(MAPINFO_TYPE_DOMINATION, "Domination") \
+ GAMETYPE(MAPINFO_TYPE_FREEZETAG, "Freeze Tag") \
+ GAMETYPE(MAPINFO_TYPE_KEEPAWAY, "Keepaway") \
+ GAMETYPE(MAPINFO_TYPE_KEYHUNT, "Key Hunt") \
+ GAMETYPE(MAPINFO_TYPE_LMS, "Last Man Standing") \
+ GAMETYPE(MAPINFO_TYPE_NEXBALL, "Nexball") \
+ GAMETYPE(MAPINFO_TYPE_ONSLAUGHT, "Onslaught") \
+ GAMETYPE(MAPINFO_TYPE_RACE, "Race") \
+ GAMETYPE(MAPINFO_TYPE_CTS, "Race CTS") \
+ GAMETYPE(MAPINFO_TYPE_RUNEMATCH, "Runematch") \
+ GAMETYPE(MAPINFO_TYPE_TEAM_DEATHMATCH, "Team Deathmatch") \
+ /* nothing */
+
+float GameType_GetID(float cnt)
+{
+ float i;
+ i = 0;
+#define GAMETYPE(id,name) if(i++ == cnt) return id;
+ GAMETYPES
+#undef GAMETYPE
+ return 0;
+}
+string GameType_GetName(float cnt)
+{
+ float i;
+ i = 0;
+#define GAMETYPE(id,name) if(i++ == cnt) return name;
+ GAMETYPES
+#undef GAMETYPE
+ return "@!#%'n Tuba Throwing";
+}
+float GameType_GetCount()
+{
+ float i;
+ i = 0;
+#define GAMETYPE(id,name) ++i;
+ GAMETYPES
+#undef GAMETYPE
+ return i;
+}
+
void Curl_URI_Get_Callback(float id, float status, string data);
void URI_Get_Callback(float id, float status, string data);
+
+// 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);
+float GameType_GetCount();
float autocvar_g_balance_sniperrifle_secondary_force;
float autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage;
float autocvar_g_balance_sniperrifle_secondary_lifetime;
+float autocvar_g_balance_sniperrifle_secondary_reload;
float autocvar_g_balance_sniperrifle_secondary_refire;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_laser_primary_delay;
float autocvar_g_balance_laser_primary_edgedamage;
float autocvar_g_balance_laser_primary_force;
+float autocvar_g_balance_laser_primary_force_other_scale;
float autocvar_g_balance_laser_primary_force_velocitybias;
float autocvar_g_balance_laser_primary_force_zscale;
float autocvar_g_balance_laser_primary_lifetime;
float autocvar_g_balance_laser_secondary_damage;
float autocvar_g_balance_laser_secondary_edgedamage;
float autocvar_g_balance_laser_secondary_force;
+float autocvar_g_balance_laser_secondary_force_other_scale;
float autocvar_g_balance_laser_secondary_force_velocitybias;
float autocvar_g_balance_laser_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_uzi_bulletconstant;
float autocvar_g_balance_uzi_burst;
float autocvar_g_balance_uzi_burst_ammo;
+float autocvar_g_balance_uzi_burst_animtime;
float autocvar_g_balance_uzi_burst_refire;
float autocvar_g_balance_uzi_burst_refire2;
float autocvar_g_balance_uzi_burst_spread;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
+#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
float autocvar_g_full_getstatus_responses;
float autocvar_g_fullbrightitems;
float autocvar_g_fullbrightplayers;
float autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
-float autocvar_g_keepaway_ballcarrier_alpha;
+float autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
float autocvar_g_keepaway_ballcarrier_force;
float autocvar_g_keepaway_ballcarrier_highspeed;
float autocvar_g_keepaway_ballcarrier_selfdamage;
float autocvar_g_keepaway_ballcarrier_selfforce;
-float autocvar_g_keepaway_bckillscore;
float autocvar_g_keepaway_noncarrier_damage;
float autocvar_g_keepaway_noncarrier_force;
float autocvar_g_keepaway_noncarrier_selfdamage;
float autocvar_g_keepaway_noncarrier_selfforce;
float autocvar_g_keepaway_noncarrier_warn;
+float autocvar_g_keepaway_score_bckill;
+float autocvar_g_keepaway_score_killac;
+float autocvar_g_keepaway_score_timepoints;
+float autocvar_g_keepaway_score_timeinterval;
float autocvar_g_keepawayball_damageforcescale;
+float autocvar_g_keepawayball_effects;
float autocvar_g_keepawayball_respawntime;
float autocvar_g_keepawayball_trail_color;
float autocvar_g_keyhunt_point_leadlimit;
float autocvar_waypoint_benchmark;
float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
+float autocvar_g_trueaim_minrange;
self.cnt = self.switchweapon;
self.weapon = 0;
+ self.wish_reload = 0;
+
if(!self.alivetime)
self.alivetime = time;
} else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_secondary); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, autocvar_g_balance_sniperrifle_magazinecapacity); // rifle max bullets
+ WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
return TRUE;
}
{
// do nothing
}
- else if(g_freezetag && self.freezetag_frozen == 1)
+ else if(self.freezetag_frozen)
{
// do nothing
}
self.modelflags &~= MF_ROCKET;
}
- self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
return;
*/
void PlayerJump (void)
{
- if(g_freezetag && self.freezetag_frozen)
+ if(self.freezetag_frozen)
return; // no jumping in freezetag when frozen
float mjumpheight;
void W_Reload()
{
- if(self.switchweapon == self.weapon)
- if(self.weaponentity.state == WS_READY)
- weapon_action(self.weapon, WR_RELOAD);
+ self.wish_reload = 1;
}
// switch between weapons
v_right = vr;
v_up = vu;
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
// track max damage
if(accuracy_canbegooddamage(ent))
accuracy_add(ent, ent.weapon, maxdamage, 0);
#endif
.float sniperrifle_bulletcounter;
+.float wish_reload;
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
damage = 0;
- force = '0 0 0';
+ if(!autocvar_g_friendlyfire_virtual_force)
+ force = '0 0 0';
}
}
else
// laser force adjustments :P
if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
{
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = autocvar_sv_maxspeed;
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
- }
- else
- {
- force_zscale = autocvar_g_balance_laser_primary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
+ if (targ == attacker)
+ {
+ vector vel;
+
+ float force_zscale;
+ float force_velocitybiasramp;
+ float force_velocitybias;
+
+ force_velocitybiasramp = autocvar_sv_maxspeed;
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
+ }
+ else
+ {
+ force_zscale = autocvar_g_balance_laser_primary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
+ }
+
+ vel = targ.velocity;
+ vel_z = 0;
+ vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
+ force =
+ vlen(force)
+ *
+ normalize(normalize(force) + vel);
+
+ force_z *= force_zscale;
+ }
+ else
+ {
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force *= autocvar_g_balance_laser_secondary_force_other_scale;
+ }
+ else
+ {
+ force *= autocvar_g_balance_laser_primary_force_other_scale;
+ }
+ }
}
//if (targ == attacker)
if(e.watertype != CONTENT_LAVA)
e.fire_endtime = 0;
+ // ice stops fire
+ if(e.freezetag_frozen)
+ e.fire_endtime = 0;
+
t = min(frametime, e.fire_endtime - time);
d = e.fire_damagepersec * t;
if((arena_roundbased && time < warmup) || (time < game_starttime))
return;
- if(g_freezetag && self.freezetag_frozen)
+ if(self.freezetag_frozen)
return;
makevectors(self.v_angle);
BADCVAR("g_forced_team_pink");
// mapinfo
- BADCVAR("timelimit");
BADCVAR("fraglimit");
- BADCVAR("leadlimit");
- BADCVAR("g_tdm_teams");
- BADCVAR("g_keyhunt_teams");
- BADCVAR("g_domination_default_teams");
- BADCVAR("g_race_qualifying_timelimit");
- BADCVAR("g_lms");
BADCVAR("g_arena");
- BADCVAR("g_ca");
BADCVAR("g_assault");
+ BADCVAR("g_ca");
BADCVAR("g_ctf");
+ BADCVAR("g_cts");
BADCVAR("g_dm");
BADCVAR("g_domination");
+ BADCVAR("g_domination_default_teams");
BADCVAR("g_freezetag");
+ BADCVAR("g_keepaway");
BADCVAR("g_keyhunt");
BADCVAR("g_keyhunt_teams");
+ BADCVAR("g_keyhunt_teams");
+ BADCVAR("g_lms");
+ BADCVAR("g_nexball");
BADCVAR("g_onslaught");
BADCVAR("g_race");
- BADCVAR("g_cts");
+ BADCVAR("g_race_qualifying_timelimit");
BADCVAR("g_runematch");
BADCVAR("g_tdm");
- BADCVAR("g_nexball");
- BADCVAR("g_keepaway");
+ BADCVAR("g_tdm_teams");
+ BADCVAR("leadlimit");
+ BADCVAR("nextmap");
BADCVAR("teamplay");
+ BADCVAR("timelimit");
// long
BADCVAR("hostname");
void ka_TouchEvent(void);
void ka_RespawnBall(void);
void ka_DropEvent(entity);
+void ka_TimeScoring(void);
float ka_ballcarrier_waypointsprite_visible_for_player(entity);
ka_RespawnBall();
}
-void ka_SpawnBall() // loads various values for the ball
+void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
if(!g_keepaway) { return; }
entity e;
e = spawn();
e.model = "models/orbs/orbblue.md3";
- e.scale = 1;
precache_model(e.model);
setmodel(e, e.model);
setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
e.classname = "keepawayball";
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
+ e.solid = SOLID_TRIGGER;
+ e.movetype = MOVETYPE_BOUNCE;
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = TRUE;
- e.movetype = MOVETYPE_BOUNCE;
- e.touch = ka_TouchEvent;
e.flags = FL_ITEM;
e.reset = ka_Reset;
+ e.touch = ka_TouchEvent;
e.owner = world;
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
void ka_RespawnBall() // runs whenever the ball needs to be relocated
{
+ if(gameover) { return; }
vector oldballorigin = self.origin;
-
+
if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
{
makevectors(self.angles);
self.movetype = MOVETYPE_BOUNCE;
self.velocity = '0 0 200';
self.angles = '0 0 0';
- self.solid = SOLID_TRIGGER;
+ self.effects = autocvar_g_keepawayball_effects;
self.think = ka_RespawnBall;
self.nextthink = time + autocvar_g_keepawayball_respawntime;
void ka_TouchEvent() // runs any time that the ball comes in contact with something
{
+ if(gameover) { return; }
if(!self) { return; }
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{ // The ball fell off the map, respawn it since players can't get to it
self.owner = other;
other.ballcarried = self;
setattachment(self, other, "");
- setorigin(self, '3 0 20');
+ setorigin(self, '0 0 0');
- // make the ball invisible/unable to do anything
+ // make the ball invisible/unable to do anything/set up time scoring
self.velocity = '0 0 0';
self.movetype = MOVETYPE_NONE;
- self.touch = SUB_Null;
self.effects |= EF_NODRAW;
- self.think = SUB_Null;
- self.nextthink = 0;
+ self.touch = SUB_Null;
+ self.think = ka_TimeScoring;
+ self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
self.takedamage = DAMAGE_NO;
// apply effects to player
other.glow_color = autocvar_g_keepawayball_trail_color;
other.glow_trail = TRUE;
- other.effects |= EF_DIMLIGHT;
- other.alpha = autocvar_g_keepaway_ballcarrier_alpha;
- other.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
-
+ other.effects |= autocvar_g_keepaway_ballcarrier_effects;
+
// messages and sounds
Send_KillNotification(other.netname, "", "", KA_PICKUPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
// reset the ball
setattachment(ball, world, "");
ball.movetype = MOVETYPE_BOUNCE;
- ball.solid = SOLID_TRIGGER; // is this needed?
ball.wait = time + 1;
+ ball.touch = ka_TouchEvent;
ball.think = ka_RespawnBall;
ball.nextthink = time + autocvar_g_keepawayball_respawntime;
- ball.touch = ka_TouchEvent;
ball.takedamage = DAMAGE_YES;
ball.effects &~= EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.owner = world;
// reset the player effects
- plyr.effects &~= EF_DIMLIGHT;
- plyr.alpha = default_player_alpha;
- plyr.exteriorweaponentity.alpha = default_weapon_alpha;
plyr.glow_trail = FALSE;
-
+ plyr.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
// messages and sounds
Send_KillNotification(plyr.netname, "", "", KA_DROPBALL, MSG_KA);
WriteByte(MSG_BROADCAST, SVC_CENTERPRINT);
float ka_ballcarrier_waypointsprite_visible_for_player(entity e) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
if(e.ballcarried)
- {
if(other.classname == "spectator")
return FALSE; // we don't want spectators of the ballcarrier to see the attached waypoint on the top of their screen
- else if(g_minstagib && (e.items & IT_STRENGTH))
- return FALSE; // if the ballcarrier has invisibility, don't draw the waypoint as this is the function of invisibility in keepaway
- }
+
+ // TODO: Make the ballcarrier lack a waypointsprite whenever they have the invisibility powerup
return TRUE;
}
-MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+void ka_TimeScoring()
{
- if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
- return 0;
+ if(self.owner.ballcarried)
+ { // add points for holding the ball after a certain amount of time
+ if(autocvar_g_keepaway_score_timepoints)
+ PlayerScore_Add(self.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+
+ PlayerScore_Add(self.owner, SP_KEEPAWAY_TIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ self.nextthink = time + autocvar_g_keepaway_score_timeinterval;
+ }
}
MUTATOR_HOOKFUNCTION(ka_Scoring)
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
- if(autocvar_g_keepaway_bckillscore) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+ if(autocvar_g_keepaway_score_bckill) // add bckills to the score
+ PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
centerprint_atprio(frag_attacker, (CENTERPRIO_SPAM + 5), "Killing people while you don't have the ball gives no points!");
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_SCORE, 1);
+ PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
}
if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has died, drop it
MUTATOR_HOOKFUNCTION(ka_GiveFragsForKill)
{
frag_score = 0; // no frags counted in keepaway
- return 0;
+ return 1; // you deceptive little bugger ;3 This needs to be true in order for this function to even count.
}
MUTATOR_HOOKFUNCTION(ka_PlayerPreThink)
return 0;
}
+MUTATOR_HOOKFUNCTION(ka_RemovePlayer)
+{
+ if(self.ballcarried) { ka_DropEvent(self); } // a player with the ball has left the match, drop it
+ return 0;
+}
+
MUTATOR_HOOKFUNCTION(ka_PlayerPowerups)
{
- if(self.ballcarried)
- {
- // if the player has the ball, force ballcarrier alpha upon them
- self.alpha = autocvar_g_keepaway_ballcarrier_alpha;
- self.exteriorweaponentity.alpha = autocvar_g_keepaway_ballcarrier_alpha;
+ // In the future this hook is supposed to allow me to do some extra stuff with waypointsprites and invisibility powerup
+ // So bare with me until I can fix a certain bug with ka_ballcarrier_waypointsprite_visible_for_player()
- // if we're in minstagib and a ballcarrier has just picked up invisibility,
- // notify all the other players that the ballcarrier no longer has a waypoint
- if(g_minstagib)
- {
- if(olditems & IT_STRENGTH)
- {
- if(time > self.strength_finished)
- { // this only runs ONCE right after the player loses invisibility
- bprint(self.netname, "^7 isn't invisible from radar anymore.\n");
- }
- }
- else
- {
- if(time < self.strength_finished)
- { // this only runs ONCE right after the player gains invisibility
- bprint(self.netname, "^7 has picked up invisibility and can no longer be seen on radar!\n");
- }
- }
- }
- }
- else if(g_minstagib)
- {
- // if we're in minstagib and a noncarrier has invisibility, assure that we apply the invisibility effects normally
- if(olditems & IT_STRENGTH)
- {
- self.alpha = g_minstagib_invis_alpha;
- self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
- }
- }
- else
- {
- // if we're a normal player with no powerups that edit alpha make sure the alpha is default.
- // (normal powerups just use EF_ADDITIVE)
- self.alpha = default_player_alpha;
- self.exteriorweaponentity.alpha = default_weapon_alpha;
- }
+ self.effects &~= autocvar_g_keepaway_ballcarrier_effects;
+
+ if(self.ballcarried)
+ self.effects |= autocvar_g_keepaway_ballcarrier_effects;
return 0;
}
MUTATOR_DEFINITION(gamemode_keepaway)
{
- // I don't quite understand these orders, perhaps someone could enlighten me?
MUTATOR_HOOK(MakePlayerObserver, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, ka_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, ka_Scoring, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, ka_GiveFragsForKill, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(PlayerPreThink, ka_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDamage_Calculate, ka_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPowerups, ka_PlayerPowerups, CBC_ORDER_ANY);
#define SP_KEEPAWAY_PICKUPS 4
#define SP_KEEPAWAY_CARRIERKILLS 5
#define SP_KEEPAWAY_DROPS 6
-#define SP_KEEPAWAY_SCORE 7
+#define SP_KEEPAWAY_TIME 7
void ScoreRules_keepaway()
{
- ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, FALSE); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_SCORE, "score", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
+ ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, TRUE); // SFL_SORT_PRIO_PRIMARY
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_DROPS, "drops", SFL_LOWER_IS_BETTER);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_DROPS, "drops", SFL_LOWER_IS_BETTER);
+ ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_TIME, "time", SFL_SORT_PRIO_SECONDARY);
ScoreRules_basics_end();
}
void CreatureFrame (void)
{
local entity oldself;
- local float dm, maxspeed;
+ local float dm;
oldself = self;
self = findfloat(world, iscreature, TRUE);
while (self)
self.dmg = 2;
}
// check for falling damage
+ float velocity_len = vlen(self.velocity);
if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
{
- dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
}
- maxspeed = autocvar_g_maxspeed;
- if(maxspeed > 0 && vlen(self.velocity) > maxspeed)
+ if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
// play stupid sounds
if (g_footsteps)
if (!gameover)
if (self.flags & FL_ONGROUND)
- if (vlen(self.velocity) > autocvar_sv_maxspeed * 0.6)
+ if (velocity_len > autocvar_sv_maxspeed * 0.6)
if (!self.deadflag)
if (time < self.lastground + 0.2)
{
remove(self);
return;
}
- if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || (g_freezetag && self.owner.freezetag_frozen))
+ if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
{
if(self == self.owner.lgbeam)
self.owner.lgbeam = world;
{
if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
{
- if(self.switchweapon == self.weapon)
- if(self.weaponentity.state == WS_READY)
- W_SniperRifle_Reload();
+ self.wish_reload = 1;
}
else
{
{
if (autocvar_g_balance_sniperrifle_secondary)
{
- if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
- if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
- {
- weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
- W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
- self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
- }
+ if(autocvar_g_balance_sniperrifle_secondary_reload)
+ self.wish_reload = 1;
+ else
+ {
+ if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
+ if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
+ {
+ weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
+ W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
+ self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
+ }
+ }
}
}
}
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_SniperRifle_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
else if (req == WR_RELOAD)
{
- W_SniperRifle_Reload();
+ self.wish_reload = 1;
}
else if (req == WR_RESETPLAYER)
{
self.misc_bulletcounter = self.misc_bulletcounter + 1;
if (self.misc_bulletcounter == 0)
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready);
+ {
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_burst_refire2 * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_animtime, w_ready);
+ }
else
{
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
awk '/^seta? g_/ { print $2; }' "$b" | sort -u | tr -d '\r' > "$B"
diff "$A" "$B" | grep '^[<>]' | sort
rm -f "$A" "$B"
- exit 1
+ echo "Please wait for 30 seconds, so you have had enough time to read this..."
+ sleep 30
fi
done