set g_balance_firetransfer_damage 0.8
set g_throughfloor_damage 1
set g_throughfloor_force 1
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines)
+// 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_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_balance_falldamage_factor 0.15
set g_balance_falldamage_maxdamage 25
set g_balance_damagepush_speedfactor 0
+set g_balance_contents_damagerate 5 // how many times to apply damage per second (so 5 is 0.2 second delay per impulse of damage)
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
// }}}
// {{{ powerups
set g_balance_grapplehook_stretch 50
set g_balance_grapplehook_airfriction 0.2
set g_balance_grapplehook_health 130
+set g_balance_grapplehook_damagedbycontents 0
// }}}
// {{{ weapon properties
set g_balance_shotgun_primary_speed 12000
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_swing 50
-set g_balance_shotgun_secondary_melee_time 0.1
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_damage 115
set g_balance_shotgun_secondary_force 150
set g_balance_shotgun_secondary_refire 1.1
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 5
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
set g_balance_electro_secondary_count 1
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
set g_balance_hagar_primary_damage 37
set g_balance_hagar_primary_edgedamage 15
set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 0
+set g_balance_hagar_primary_damageforcescale 0
set g_balance_hagar_primary_radius 65
set g_balance_hagar_primary_spread 0.010
set g_balance_hagar_primary_speed 3000
set g_balance_hagar_secondary_load_hold 0
set g_balance_hagar_secondary_load_releasedeath 1
set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
set g_balance_hagar_secondary_damage 37
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 100
+set g_balance_hagar_secondary_health 0
+set g_balance_hagar_secondary_damageforcescale 0
set g_balance_hagar_secondary_radius 65
set g_balance_hagar_secondary_spread 0.015
set g_balance_hagar_secondary_speed 1400
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_firetransfer_damage 0.8
set g_throughfloor_damage 0.7
set g_throughfloor_force 0.8
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines)
+// 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_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_balance_falldamage_factor 0.20
set g_balance_falldamage_maxdamage 15
set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 5 // how many times to apply damage per second (so 5 is 0.2 second delay per impulse of damage)
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
// }}}
// {{{ powerups
set g_balance_grapplehook_stretch 50
set g_balance_grapplehook_airfriction 0.2
set g_balance_grapplehook_health 130
+set g_balance_grapplehook_damagedbycontents 0
// }}}
// {{{ weapon properties
set g_balance_shotgun_primary_speed 12000
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 85
-set g_balance_shotgun_secondary_melee_swing 50
-set g_balance_shotgun_secondary_melee_time 0.1
-set g_balance_shotgun_secondary_melee_no_doubleslap 0
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
+set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_damage 110
set g_balance_shotgun_secondary_force 150
set g_balance_shotgun_secondary_refire 1.1
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
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_hagar_primary_damage 14
set g_balance_hagar_primary_edgedamage 6
set g_balance_hagar_primary_force 70
+set g_balance_hagar_primary_health 0
+set g_balance_hagar_primary_damageforcescale 0
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_secondary_load_hold 0
set g_balance_hagar_secondary_load_releasedeath 1
set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
set g_balance_hagar_secondary_damage 14 // default for _load: 32
set g_balance_hagar_secondary_edgedamage 6 // default for _load: 10
set g_balance_hagar_secondary_force 70 // default for _load: 160
+set g_balance_hagar_secondary_health 0
+set g_balance_hagar_secondary_damageforcescale 0
set g_balance_hagar_secondary_radius 125
set g_balance_hagar_secondary_spread 0.15 // default for _load: 0.08
set g_balance_hagar_secondary_speed 1800
set g_balance_hook_secondary_animtime 0.2 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_firetransfer_damage 0.8
set g_throughfloor_damage 0.4
set g_throughfloor_force 0.7
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines)
+// 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_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_balance_falldamage_factor 0.15
set g_balance_falldamage_maxdamage 25
set g_balance_damagepush_speedfactor 0
+set g_balance_contents_damagerate 5 // how many times to apply damage per second (so 5 is 0.2 second delay per impulse of damage)
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
// }}}
// {{{ powerups
set g_balance_grapplehook_stretch 50
set g_balance_grapplehook_airfriction 0.2
set g_balance_grapplehook_health 130
+set g_balance_grapplehook_damagedbycontents 0
// }}}
// {{{ weapon properties
set g_balance_shotgun_primary_speed 12000
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 85
-set g_balance_shotgun_secondary_melee_swing 50
-set g_balance_shotgun_secondary_melee_time 0.1
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_damage 84
set g_balance_shotgun_secondary_force 147
set g_balance_shotgun_secondary_refire 1.1
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
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_hagar_primary_damage 43
set g_balance_hagar_primary_edgedamage 15
set g_balance_hagar_primary_force 94
+set g_balance_hagar_primary_health 0
+set g_balance_hagar_primary_damageforcescale 0
set g_balance_hagar_primary_radius 70
set g_balance_hagar_primary_spread 0.010
set g_balance_hagar_primary_speed 3000
set g_balance_hagar_secondary_load_hold 0
set g_balance_hagar_secondary_load_releasedeath 1
set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
set g_balance_hagar_secondary_damage 43
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 100
+set g_balance_hagar_secondary_health 0
+set g_balance_hagar_secondary_damageforcescale 0
set g_balance_hagar_secondary_radius 70
set g_balance_hagar_secondary_spread 0.015
set g_balance_hagar_secondary_speed 1400
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_weaponspreadfactor 1 "weapon spread multiplier"
set g_balance_firetransfer_time 0.9
set g_balance_firetransfer_damage 0.8
-set g_throughfloor_damage 0.4
-set g_throughfloor_force 0.7
+set g_throughfloor_damage 0.5
+set g_throughfloor_force 0.75
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines)
+// 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_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_balance_falldamage_factor 0.20
set g_balance_falldamage_maxdamage 40
set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 5 // how many times to apply damage per second (so 5 is 0.2 second delay per impulse of damage)
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
// }}}
// {{{ powerups
set g_balance_grapplehook_length_min 50
set g_balance_grapplehook_stretch 50
set g_balance_grapplehook_airfriction 0.2
-set g_balance_grapplehook_health 130
+set g_balance_grapplehook_health 30
+set g_balance_grapplehook_damagedbycontents 1
// }}}
// {{{ weapon properties
// {{{ laser
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 12.5
-set g_balance_laser_primary_force 250
+set g_balance_laser_primary_force 300
set g_balance_laser_primary_radius 70
set g_balance_laser_primary_speed 6000
set g_balance_laser_primary_spread 0
set g_balance_laser_primary_shotangle 0
set g_balance_laser_primary_delay 0
set g_balance_laser_primary_gauntlet 0
-set g_balance_laser_primary_force_zscale 1.5
+set g_balance_laser_primary_force_zscale 1.25
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_shotgun_secondary 1
set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
set g_balance_shotgun_secondary_melee_range 120
-set g_balance_shotgun_secondary_melee_swing 50
-set g_balance_shotgun_secondary_melee_time 0.1
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
set g_balance_shotgun_secondary_melee_no_doubleslap 1
-set g_balance_shotgun_secondary_damage 110
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_damage 100
set g_balance_shotgun_secondary_force 200
-set g_balance_shotgun_secondary_refire 1.1
+set g_balance_shotgun_secondary_refire 1.25
set g_balance_shotgun_secondary_animtime 1
set g_balance_shotgun_reload_ammo 0 //default: 5
set g_balance_shotgun_reload_time 2
// {{{ uzi
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 0.06
+set g_balance_uzi_spread_max 0.05
set g_balance_uzi_spread_add 0.012
set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
set g_balance_uzi_burst_animtime 0.3
set g_balance_uzi_burst_refire 0.06 // refire between burst bullets
set g_balance_uzi_burst_refire2 0.45 // refire after burst
-set g_balance_uzi_burst_spread 0.03
+set g_balance_uzi_burst_spread 0.02
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_damage 14
set g_balance_uzi_first_force 5
set g_balance_uzi_first_spread 0.03
-set g_balance_uzi_first_refire 0.4
+set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
-set g_balance_uzi_sustained_damage 12
+set g_balance_uzi_sustained_damage 10 // 100 dps
set g_balance_uzi_sustained_force 5
-set g_balance_uzi_sustained_spread 0.04
+set g_balance_uzi_sustained_spread 0.03
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
set g_balance_grenadelauncher_primary_refire 0.8
set g_balance_grenadelauncher_primary_animtime 0.3
set g_balance_grenadelauncher_primary_ammo 2
-set g_balance_grenadelauncher_primary_health 0
+set g_balance_grenadelauncher_primary_health 15
set g_balance_grenadelauncher_primary_damageforcescale 0
set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
set g_balance_grenadelauncher_secondary_refire 0.7
set g_balance_grenadelauncher_secondary_animtime 0.3
set g_balance_grenadelauncher_secondary_ammo 2
-set g_balance_grenadelauncher_secondary_health 0
+set g_balance_grenadelauncher_secondary_health 30
set g_balance_grenadelauncher_secondary_damageforcescale 4
set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
// {{{ electro
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_damage 40
+set g_balance_electro_primary_edgedamage 20
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_secondary_ammo 2
set g_balance_electro_secondary_health 5
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 1
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.4
set g_balance_electro_secondary_bouncestop 0.05
-set g_balance_electro_combo_damage 40
-set g_balance_electro_combo_edgedamage 20
+set g_balance_electro_combo_damage 50
+set g_balance_electro_combo_edgedamage 25
set g_balance_electro_combo_force 120
set g_balance_electro_combo_radius 175
set g_balance_electro_combo_comboradius 275
// {{{ hagar
set g_balance_hagar_primary_damage 25
set g_balance_hagar_primary_edgedamage 12.5
-set g_balance_hagar_primary_force 50
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 15
+set g_balance_hagar_primary_damageforcescale 0
set g_balance_hagar_primary_radius 60
set g_balance_hagar_primary_spread 0.04
set g_balance_hagar_primary_speed 2000
set g_balance_hagar_secondary_load_spread 0.075
set g_balance_hagar_secondary_load_spread_bias 0.5
set g_balance_hagar_secondary_load_max 4
-set g_balance_hagar_secondary_load_hold 1
+set g_balance_hagar_secondary_load_hold 2.5
set g_balance_hagar_secondary_load_releasedeath 0
set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
set g_balance_hagar_secondary_damage 40
set g_balance_hagar_secondary_edgedamage 20
-set g_balance_hagar_secondary_force 50
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_damageforcescale 0
set g_balance_hagar_secondary_radius 80
-set g_balance_hagar_secondary_spread 0.06
+set g_balance_hagar_secondary_spread 0.05
set g_balance_hagar_secondary_speed 2000
set g_balance_hagar_secondary_lifetime_min 10
set g_balance_hagar_secondary_lifetime_rand 0
set g_balance_rocketlauncher_refire 1.1
set g_balance_rocketlauncher_animtime 0.3
set g_balance_rocketlauncher_ammo 4
-set g_balance_rocketlauncher_health 0 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
+set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
set g_balance_rocketlauncher_detonatedelay 0.05 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
set g_balance_rocketlauncher_guiderate 110 // max degrees per second
set g_balance_hook_secondary_edgedamage 5 // not much
set g_balance_hook_secondary_radius 500 // LOTS
set g_balance_hook_secondary_force -2000 // LOTS
-set g_balance_hook_secondary_ammo 50 // a whole pack
+set g_balance_hook_secondary_ammo 30 // a whole pack
set g_balance_hook_secondary_lifetime 5 // infinite
set g_balance_hook_secondary_speed 0 // not much throwing
set g_balance_hook_secondary_gravity 5 // fast falling
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac // TO BE REMOVED
set g_balance_hlac_primary_spread_min 0.01
set g_balance_firetransfer_damage 0.8
set g_throughfloor_damage 0.5
set g_throughfloor_force 0.7
+set g_projectiles_damage 1
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines)
+// 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_newton_style 2
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_balance_falldamage_factor 0.02 // maxspeed = minspeed + maxdamage / factor = 4550
set g_balance_falldamage_maxdamage 75
set g_balance_damagepush_speedfactor 0
+set g_balance_contents_damagerate 5 // how many times to apply damage per second (so 5 is 0.2 second delay per impulse of damage)
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
// }}}
// {{{ powerups
set g_balance_powerup_strength_time 30
set g_balance_powerup_strength_selfdamage 1.5
set g_balance_powerup_strength_selfforce 1.5
+
// }}}
// {{{ jetpack/hook
set g_balance_grapplehook_stretch 50
set g_balance_grapplehook_airfriction 0.2
set g_balance_grapplehook_health 130
+set g_balance_grapplehook_damagedbycontents 0
// }}}
// {{{ weapon properties
set g_balance_shotgun_primary_speed 12000
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 85
-set g_balance_shotgun_secondary_melee_swing 50
-set g_balance_shotgun_secondary_melee_time 0.1
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 0
+set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_damage 110
set g_balance_shotgun_secondary_force 150
set g_balance_shotgun_secondary_refire 1.1
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 2
+set g_balance_electro_secondary_damagedbycontents 0
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_hagar_primary_damage 25
set g_balance_hagar_primary_edgedamage 5
set g_balance_hagar_primary_force 70
+set g_balance_hagar_primary_health 0
+set g_balance_hagar_primary_damageforcescale 0
set g_balance_hagar_primary_radius 60
set g_balance_hagar_primary_spread 0.010
set g_balance_hagar_primary_speed 2500
set g_balance_hagar_secondary_load_hold 0
set g_balance_hagar_secondary_load_releasedeath 1
set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
set g_balance_hagar_secondary_damage 30
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_force 50
+set g_balance_hagar_secondary_health 0
+set g_balance_hagar_secondary_damageforcescale 0
set g_balance_hagar_secondary_radius 65
set g_balance_hagar_secondary_spread 0.015
set g_balance_hagar_secondary_speed 1400
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
set samelevel 0 "when 1, always play the same level over and over again"
-set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1
type static
color 0xffdf72 0x811200
tex 48 55
-size 1 2
+size 5 2
sizeincrease -15
alpha 100 144 988
airfriction 8
case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
- case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
- case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
- case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
+ case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.75; break;
+ case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.75; break;
case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
float autocvar_g_balance_rifle_reload_ammo;
float autocvar_g_balance_rifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
+float autocvar_g_balance_contents_damagerate;
+float autocvar_g_balance_contents_drowndelay;
+float autocvar_g_balance_contents_playerdamage_drowning;
+float autocvar_g_balance_contents_playerdamage_lava;
+float autocvar_g_balance_contents_playerdamage_slime;
+float autocvar_g_balance_contents_projectiledamage;
float autocvar_g_balance_crylink_primary_ammo;
float autocvar_g_balance_crylink_primary_animtime;
float autocvar_g_balance_crylink_primary_bouncedamagefactor;
float autocvar_g_balance_electro_secondary_count;
float autocvar_g_balance_electro_secondary_damage;
float autocvar_g_balance_electro_secondary_damageforcescale;
+float autocvar_g_balance_electro_secondary_damagedbycontents;
float autocvar_g_balance_electro_secondary_edgedamage;
float autocvar_g_balance_electro_secondary_force;
float autocvar_g_balance_electro_secondary_health;
float autocvar_g_balance_grapplehook_speed_fly;
float autocvar_g_balance_grapplehook_speed_pull;
float autocvar_g_balance_grapplehook_stretch;
+float autocvar_g_balance_grapplehook_damagedbycontents;
float autocvar_g_balance_grenadelauncher_bouncefactor;
float autocvar_g_balance_grenadelauncher_bouncestop;
float autocvar_g_balance_grenadelauncher_primary_ammo;
float autocvar_g_balance_hagar_primary_damage;
float autocvar_g_balance_hagar_primary_edgedamage;
float autocvar_g_balance_hagar_primary_force;
+float autocvar_g_balance_hagar_primary_health;
+float autocvar_g_balance_hagar_primary_damageforcescale;
float autocvar_g_balance_hagar_primary_lifetime;
float autocvar_g_balance_hagar_primary_radius;
float autocvar_g_balance_hagar_primary_refire;
float autocvar_g_balance_hagar_secondary_load_hold;
float autocvar_g_balance_hagar_secondary_load_releasedeath;
float autocvar_g_balance_hagar_secondary_load_abort;
+float autocvar_g_balance_hagar_secondary_load_linkexplode;
+float autocvar_g_balance_hagar_secondary_load_animtime;
float autocvar_g_balance_hagar_secondary_ammo;
float autocvar_g_balance_hagar_secondary_damage;
float autocvar_g_balance_hagar_secondary_edgedamage;
float autocvar_g_balance_hagar_secondary_force;
+float autocvar_g_balance_hagar_secondary_health;
+float autocvar_g_balance_hagar_secondary_damageforcescale;
float autocvar_g_balance_hagar_secondary_lifetime_min;
float autocvar_g_balance_hagar_secondary_lifetime_rand;
float autocvar_g_balance_hagar_secondary_radius;
float autocvar_g_balance_hook_secondary_radius;
float autocvar_g_balance_hook_secondary_refire;
float autocvar_g_balance_hook_secondary_speed;
+float autocvar_g_balance_hook_secondary_health;
+float autocvar_g_balance_hook_secondary_damageforcescale;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_shotgun_secondary_force;
float autocvar_g_balance_shotgun_secondary_melee_delay;
float autocvar_g_balance_shotgun_secondary_melee_range;
-float autocvar_g_balance_shotgun_secondary_melee_swing;
+float autocvar_g_balance_shotgun_secondary_melee_swing_side;
+float autocvar_g_balance_shotgun_secondary_melee_swing_up;
float autocvar_g_balance_shotgun_secondary_melee_time;
+float autocvar_g_balance_shotgun_secondary_melee_traces;
float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
+float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
+float autocvar_g_balance_shotgun_secondary_melee_multihit;
float autocvar_g_balance_shotgun_secondary_refire;
float autocvar_g_balance_shotgun_reload_ammo;
float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_powerup_shield;
float autocvar_g_powerup_strength;
float autocvar_g_powerup_superhealth;
+float autocvar_g_projectiles_damage;
float autocvar_g_projectiles_newton_style;
float autocvar_g_projectiles_newton_style_2_maxfactor;
float autocvar_g_projectiles_newton_style_2_minfactor;
self.classname = "observer";
self.iscreature = FALSE;
+ self.damagedbycontents = FALSE;
self.health = -666;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.classname = "player";
self.wasplayer = TRUE;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
self.colormap = oldself.colormap;
self.glowmod = oldself.glowmod;
self.iscreature = oldself.iscreature;
+ self.damagedbycontents = oldself.damagedbycontents;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.classname = "body";
.float watersound_finished;
.float iscreature;
+.float damagedbycontents;
.vector oldvelocity;
.float pauseregen_finished;
void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if(self.health > 0)
+ if(self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_balance_projectiledamage says to halt
+
+ self.health = self.health - damage;
+
+ print(strcat("hook health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
+ if (self.health <= 0)
{
- self.health = self.health - damage;
- if (self.health <= 0)
+ if(attacker != self.realowner)
{
- if(attacker != self.realowner)
- {
- self.realowner.pusher = attacker;
- self.realowner.pushltime = time + autocvar_g_maxpushtime;
- }
- RemoveGrapplingHook(self.realowner);
+ self.realowner.pusher = attacker;
+ self.realowner.pushltime = time + autocvar_g_maxpushtime;
}
+ RemoveGrapplingHook(self.realowner);
}
}
missile.event_damage = GrapplingHook_Damage;
missile.takedamage = DAMAGE_AIM;
missile.damageforcescale = 0;
+ missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
missile.hook_start = missile.hook_end = missile.origin;
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5 + 0.1;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
-
void CreatureFrame (void)
{
local entity oldself;
local float dm;
+
+ float damagerate; // where damagerate 5 means 5 hits per second (0.2 delay)
+ damagerate = (1 / bound(1, autocvar_g_balance_contents_damagerate, 100));
+
oldself = self;
- for(self = world; (self = findfloat(self, iscreature, TRUE)); )
+ for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
{
- if (self.movetype == MOVETYPE_NOCLIP)
- continue;
+ if (self.movetype == MOVETYPE_NOCLIP) { continue; }
+
float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
- if (self.waterlevel)
+ float projectile = ((self.projectiledeathtype) || (self.classname == "grapplinghook"));
+
+ if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{
if (!(self.flags & FL_INWATER))
{
self.flags |= FL_INWATER;
self.dmgtime = 0;
+ //te_customflash(self.origin, 200, 20, '50 0.1 0.1');
}
- if(!vehic) // vehicles don't drown
+
+ if(!vehic && !projectile) // vehicles and projectiles don't drown
{
if (self.waterlevel != WATERLEVEL_SUBMERGED)
{
- if(self.air_finished < time + 9)
+ if(self.air_finished < time)
PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- self.air_finished = time + 12;
+ self.air_finished = time + autocvar_g_balance_contents_drowndelay;
self.dmg = 2;
}
else if (self.air_finished < time)
if (!self.deadflag)
if (self.pain_finished < time)
{
- Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
+ Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * damagerate, DEATH_DROWN, self.origin, '0 0 0');
self.pain_finished = time + 0.5;
}
}
}
+
if (self.dmgtime < time)
{
- self.dmgtime = time + 0.2;
- if (self.watertype == CONTENT_LAVA)
+ self.dmgtime = time + damagerate;
+
+ if (!projectile)
{
- if (self.watersound_finished < time)
+ if (self.watertype == CONTENT_LAVA)
{
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
+ if (self.watersound_finished < time)
+ {
+ self.watersound_finished = time + 0.5;
+ sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
+ }
+ Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
}
- Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- if (self.watersound_finished < time)
+ else if (self.watertype == CONTENT_SLIME)
{
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
+ if (self.watersound_finished < time)
+ {
+ self.watersound_finished = time + 0.5;
+ sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
+ }
+ Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
}
- Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
+ }
+ else if ((self.watertype == CONTENT_LAVA) || (self.watertype == CONTENT_SLIME))
+ {
+ Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
}
}
}
// play leave water sound
self.flags &~= FL_INWATER;
self.dmgtime = 0;
+ //te_customflash(self.origin, 200, 20, '0.1 0.1 50');
}
self.air_finished = time + 12;
self.dmg = 2;
}
- if(!vehic) // vehicles don't get falling damage
+ if(!vehic && !projectile) // vehicles don't get falling damage
{
// check for falling damage
float velocity_len = vlen(self.velocity);
self.damage_flags |= TFL_DMG_DEATH_NOGIBS;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;
self.target_validate_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_LOS;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;
self.touch = vehicles_touch;
self.event_damage = vehicles_damage;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;
self.takedamage = DAMAGE_AIM;
self.bot_attack = TRUE;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
self.hud = vhud;
self.vehicle_die = dieproc;
trace_endpos = end;
}
+float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
+{
+ float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
+ float is_from_owner = (inflictor == projowner);
+
+ if(autocvar_g_projectiles_damage <= -2)
+ return FALSE; // no damage to projectiles at all, not even with the exceptions
+
+ else if(autocvar_g_projectiles_damage == -1)
+ if not(exception)
+ return FALSE; // no damage other than exceptions (electro combo, hagar join explode, minelayer mines)
+
+ else if(autocvar_g_projectiles_damage == 0)
+ if not(is_from_contents || exception)
+ return FALSE; // only damage from contents or exceptions is allowed
+
+ else if(autocvar_g_projectiles_damage == 1)
+ if not(is_from_contents || is_from_owner || exception)
+ return FALSE; // only self damage or damage from contents or exceptions is allowed
+
+ // -2 or lower disables all damage including exceptions
+ // 2 or higher automatically allows all damage normally
+
+ return TRUE; // continue with the damage as planned
+}
+
void W_PrepareExplosionByDamage(entity attacker, void() explode)
{
self.takedamage = DAMAGE_NO;
{
if(self.health <= 0)
return;
+
// note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_combo))
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
if (self.health <= 0)
{
self.takedamage = DAMAGE_NO;
self.nextthink = time;
- if (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim")
+ if (is_combo)
{
// change owner to whoever caused the combo explosion
self.realowner = inflictor.realowner;
proj.health = autocvar_g_balance_electro_secondary_health;
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
+ proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
{
if(self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
if (self.health <= 0)
{
{
if (self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
+
+ print(strcat("grenade health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
if (self.health <= 0)
- {
- W_PrepareExplosionByDamage(attacker, self.think);
- }
+ W_PrepareExplosionByDamage(attacker, self.use);
}
void W_Grenade_Think1 (void)
gren.health = autocvar_g_balance_grenadelauncher_primary_health;
gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
gren.event_damage = W_Grenade_Damage;
+ gren.damagedbycontents = TRUE;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
gren.angles = vectoangles (gren.velocity);
gren.health = autocvar_g_balance_grenadelauncher_secondary_health;
gren.damageforcescale = autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
gren.event_damage = W_Grenade_Damage;
+ gren.damagedbycontents = TRUE;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_secondary);
gren.angles = vectoangles (gren.velocity);
remove (self);
}
+void W_Hagar_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ float is_linkexplode = ((inflictor.realowner == self.realowner)
+ && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
+ && autocvar_g_balance_hagar_secondary_load_linkexplode);
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ self.angles = vectoangles(self.velocity);
+
+ print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, self.think);
+}
+
void W_Hagar_Touch (void)
{
PROJECTILE_TOUCH;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = autocvar_g_balance_hagar_primary_damage;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.health = autocvar_g_balance_hagar_primary_health;
+ missile.damageforcescale = autocvar_g_balance_hagar_primary_damageforcescale;
+ missile.event_damage = W_Hagar_Damage;
+ missile.damagedbycontents = TRUE;
+
missile.touch = W_Hagar_Touch;
missile.use = W_Hagar_Explode;
missile.think = adaptor_think2use_hittype_splash;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.health = autocvar_g_balance_hagar_secondary_health;
+ missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+ missile.event_damage = W_Hagar_Damage;
+ missile.damagedbycontents = TRUE;
+
missile.touch = W_Hagar_Touch2;
missile.cnt = 0;
missile.use = W_Hagar_Explode2;
missile.classname = "missile";
missile.bot_dodge = TRUE;
missile.bot_dodgerating = autocvar_g_balance_hagar_secondary_damage;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.health = autocvar_g_balance_hagar_secondary_health;
+ missile.damageforcescale = autocvar_g_balance_hagar_secondary_damageforcescale;
+ missile.event_damage = W_Hagar_Damage;
+ missile.damagedbycontents = TRUE;
missile.touch = W_Hagar_Touch; // not bouncy
missile.use = W_Hagar_Explode2;
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR;
+ missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
counter = counter + 1;
}
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
self.hagar_load = 0;
}
W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_hagar_secondary_ammo, autocvar_g_balance_hagar_reload_ammo);
self.weaponentity.state = WS_INUSE;
self.hagar_load += 1;
- sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_B, "weapons/hagar_load.wav", VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most
- self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
+ if (self.hagar_load >= autocvar_g_balance_hagar_secondary_load_max)
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_hold * W_WeaponRateFactor();
+ else
+ self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_load_speed * W_WeaponRateFactor();
}
}
else if(!self.hagar_loadbeep && self.hagar_load) // prevents the beep from playing each frame
if(self.hagar_load)
{
- if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && !autocvar_g_balance_hagar_secondary_load_hold))
+ if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
{
self.weaponentity.state = WS_READY;
W_Hagar_Attack2_Load_Release();
self.movetype = MOVETYPE_NONE;
}
+void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+
+ print(strcat("hookbomb health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
+}
+
void W_Hook_Touch2 (void)
{
PROJECTILE_TOUCH;
gren.think = adaptor_think2use_hittype_splash;
gren.use = W_Hook_Explode2;
gren.touch = W_Hook_Touch2;
+
+ gren.takedamage = DAMAGE_YES;
+ gren.health = autocvar_g_balance_hook_secondary_health;
+ gren.damageforcescale = autocvar_g_balance_hook_secondary_damageforcescale;
+ gren.event_damage = W_Hook_Damage;
+ gren.damagedbycontents = TRUE;
gren.velocity = '0 0 1' * autocvar_g_balance_hook_secondary_speed;
if(autocvar_g_projectiles_newton_style)
newmine.health = self.health;
newmine.event_damage = self.event_damage;
newmine.spawnshieldtime = self.spawnshieldtime;
+ newmine.damagedbycontents = TRUE;
newmine.movetype = MOVETYPE_NONE; // lock the mine in place
newmine.projectiledeathtype = self.projectiledeathtype;
{
if (self.health <= 0)
return;
+
+ float is_from_enemy = (inflictor.realowner != self.realowner);
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_from_enemy))
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
+
+ print(strcat("mine health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
}
mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
mine.health = autocvar_g_balance_minelayer_health;
mine.event_damage = W_Mine_Damage;
+ mine.damagedbycontents = TRUE;
mine.movetype = MOVETYPE_TOSS;
PROJECTILE_MAKETRIGGER(mine);
{
if (self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
+
+ print(strcat("rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
}
missile.damageforcescale = autocvar_g_balance_rocketlauncher_damageforcescale;
missile.health = autocvar_g_balance_rocketlauncher_health;
missile.event_damage = W_Rocket_Damage;
+ missile.damagedbycontents = TRUE;
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
{
if (self.health <= 0)
return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ return; // g_projectiles_damage says to halt
if (self.realowner == attacker)
self.health = self.health - (damage * 0.25);
else
self.health = self.health - damage;
+ print(strcat("seeker missile health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
+
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
}
missile.takedamage = DAMAGE_YES;
missile.health = autocvar_g_balance_seeker_missile_health;
missile.damageforcescale = autocvar_g_balance_seeker_missile_damageforcescale;
+ missile.damagedbycontents = TRUE;
//missile.think = Seeker_Missile_Animate; // csqc projectiles.
if (missile.enemy != world)
W_AttachToShotorg(flash, '5 0 0');
}
-entity lgbeam_owner_ent;
+.float swing_prev;
+.entity swing_alreadyhit;
void shotgun_meleethink (void)
{
- // store time when we started swinging down inside self.cnt
- if(!self.cnt)
- self.cnt = time;
+ // declarations
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ vector targpos;
- makevectors(self.realowner.v_angle);
- vector angle;
- angle = v_forward;
+ if(!self.cnt) { self.cnt = time; } // set start time of melee
- float meleetime;
+ makevectors(self.realowner.v_angle); // update values for v_* vectors
+
+ // calculate swing percentage based on time
meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-
- // perform trace
- float f;
- f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
- vector targpos;
- targpos = self.realowner.origin + self.realowner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
-
- if(!lgbeam_owner_ent)
+ swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
+ f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+
+ // check to see if we can still continue, otherwise give up now
+ if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
{
- lgbeam_owner_ent = spawn();
- lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ remove(self);
+ return;
}
- WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
-
- // apply the damage, also remove self
- if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
+
+ // if okay, perform the traces needed for this frame
+ for(i=self.swing_prev; i < f; ++i)
{
- vector force;
- force = angle * autocvar_g_balance_shotgun_secondary_force;
- if(accuracy_isgooddamage(self.realowner, trace_ent))
- accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
- Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
- remove(self);
+ swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+
+ targpos = (self.realowner.origin + self.realowner.view_ofs
+ + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+ + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+ WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
+
+ // draw lightning beams for debugging
+ // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ // te_customflash(targpos, 40, 2, '1 1 1');
+
+ is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
+
+ if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+ && (trace_ent.takedamage == DAMAGE_AIM)
+ && (trace_ent != self.swing_alreadyhit)
+ && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+ {
+ if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+ swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+ else
+ swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+
+ Damage(trace_ent, self.realowner, self.realowner,
+ swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+ self.realowner.origin + self.realowner.view_ofs,
+ v_forward * autocvar_g_balance_shotgun_secondary_force);
+
+ if(accuracy_isgooddamage(self.realowner, trace_ent))
+ accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
+
+ // draw large red flash for debugging
+ // te_customflash(targpos, 200, 2, '15 0 0');
+
+ if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+ {
+ self.swing_alreadyhit = trace_ent;
+ continue; // move along to next trace
+ }
+ else
+ {
+ remove(self);
+ return;
+ }
+ }
}
- else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
- remove(self);
- else // continue swinging the weapon in hope of hitting someone :)
- self.nextthink = time;
+
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
}
void W_Shotgun_Attack2 (void)