script:
- wget -O data/g-23.pk3 http://beta.xonotic.org/autobuild-bsp/latest/g-23.pk3
- make
- - EXPECT=4c308ac459a47a3641c8a1934d13667c
+ - EXPECT=f75e1bf926a9d7bfe27765f5cf8cef20
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
-set g_balance_electro_secondary_touchexplode 0
+set g_balance_electro_secondary_touchexplode 1
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_weaponreplace ""
set g_balance_crylink_primary_joinexplode_force 0
set g_balance_crylink_primary_joinexplode_radius 0
set g_balance_crylink_primary_joinspread 0.2
-set g_balance_crylink_primary_linkexplode 1
+set g_balance_crylink_primary_linkexplode 0
set g_balance_crylink_primary_middle_fadetime 5
set g_balance_crylink_primary_middle_lifetime 5
set g_balance_crylink_primary_other_fadetime 5
set g_balance_shockwave_weaponthrowable 0
// }}}
// {{{ #20: Arc
-set g_balance_arc_beam_ammo 4
+set g_balance_arc_beam_ammo 6
set g_balance_arc_beam_animtime 0.2
set g_balance_arc_beam_botaimlifetime 0
set g_balance_arc_beam_botaimspeed 0
set g_balance_arc_beam_falloff_maxdist 0
set g_balance_arc_beam_falloff_mindist 0
set g_balance_arc_beam_force 900
-set g_balance_arc_beam_healing_amax 100
+set g_balance_arc_beam_healing_amax 0
set g_balance_arc_beam_healing_aps 50
set g_balance_arc_beam_healing_hmax 150
set g_balance_arc_beam_healing_hps 50
set g_balance_arc_cooldown 2.5
-set g_balance_arc_cooldown_release 1
+set g_balance_arc_cooldown_release 0
set g_balance_arc_overheat_max 5
set g_balance_arc_overheat_min 3
-set g_balance_arc_beam_heat 1
+set g_balance_arc_beam_heat 0.75
set g_balance_arc_burst_heat 4
set g_balance_arc_beam_maxangle 10
set g_balance_arc_beam_nonplayerdamage 80
set g_balance_arc_beam_range 1000
-set g_balance_arc_beam_refire 0.5
+set g_balance_arc_beam_refire 0.25
set g_balance_arc_beam_returnspeed 8
set g_balance_arc_beam_tightness 0.5
set g_balance_arc_bolt 0
set g_balance_arc_bolt_damage 25
set g_balance_arc_bolt_damageforcescale 0
set g_balance_arc_bolt_edgedamage 12.5
-set g_balance_arc_bolt_force 100
+set g_balance_arc_bolt_force 120
set g_balance_arc_bolt_health 15
set g_balance_arc_bolt_lifetime 5
set g_balance_arc_bolt_radius 65
set g_balance_arc_bolt_refire 0.16667
set g_balance_arc_bolt_speed 2200
-set g_balance_arc_bolt_spread 0.03
+set g_balance_arc_bolt_spread 0
set g_balance_arc_burst_ammo 15
set g_balance_arc_burst_damage 250
set g_balance_arc_burst_healing_aps 100
set g_balance_arc_burst_healing_hps 100
-set g_balance_arc_switchdelay_drop 0.3
-set g_balance_arc_switchdelay_raise 0.3
+set g_balance_arc_switchdelay_drop 0.2
+set g_balance_arc_switchdelay_raise 0.2
set g_balance_arc_weaponreplace ""
set g_balance_arc_weaponstart 0
set g_balance_arc_weaponstartoverride -1
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
-set g_balance_electro_secondary_touchexplode 0
+set g_balance_electro_secondary_touchexplode 1
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_weaponreplace ""
set g_balance_crylink_primary_joinexplode_force 0
set g_balance_crylink_primary_joinexplode_radius 0
set g_balance_crylink_primary_joinspread 0.2
-set g_balance_crylink_primary_linkexplode 1
+set g_balance_crylink_primary_linkexplode 0
set g_balance_crylink_primary_middle_fadetime 5
set g_balance_crylink_primary_middle_lifetime 5
set g_balance_crylink_primary_other_fadetime 5
set g_balance_shockwave_weaponthrowable 0
// }}}
// {{{ #20: Arc
-set g_balance_arc_beam_ammo 4
+set g_balance_arc_beam_ammo 6
set g_balance_arc_beam_animtime 0.2
set g_balance_arc_beam_botaimlifetime 0
set g_balance_arc_beam_botaimspeed 0
set g_balance_arc_beam_falloff_maxdist 0
set g_balance_arc_beam_falloff_mindist 0
set g_balance_arc_beam_force 900
-set g_balance_arc_beam_healing_amax 100
+set g_balance_arc_beam_healing_amax 0
set g_balance_arc_beam_healing_aps 50
set g_balance_arc_beam_healing_hmax 150
set g_balance_arc_beam_healing_hps 50
set g_balance_arc_cooldown 2.5
-set g_balance_arc_cooldown_release 1
+set g_balance_arc_cooldown_release 0
set g_balance_arc_overheat_max 5
set g_balance_arc_overheat_min 3
-set g_balance_arc_beam_heat 1
+set g_balance_arc_beam_heat 0.75
set g_balance_arc_burst_heat 4
set g_balance_arc_beam_maxangle 10
set g_balance_arc_beam_nonplayerdamage 80
set g_balance_arc_beam_range 1000
-set g_balance_arc_beam_refire 0.5
+set g_balance_arc_beam_refire 0.25
set g_balance_arc_beam_returnspeed 8
set g_balance_arc_beam_tightness 0.5
set g_balance_arc_bolt 0
set g_balance_arc_bolt_damage 25
set g_balance_arc_bolt_damageforcescale 0
set g_balance_arc_bolt_edgedamage 12.5
-set g_balance_arc_bolt_force 100
+set g_balance_arc_bolt_force 120
set g_balance_arc_bolt_health 15
set g_balance_arc_bolt_lifetime 5
set g_balance_arc_bolt_radius 65
set g_balance_arc_bolt_refire 0.16667
set g_balance_arc_bolt_speed 2200
-set g_balance_arc_bolt_spread 0.03
+set g_balance_arc_bolt_spread 0
set g_balance_arc_burst_ammo 15
set g_balance_arc_burst_damage 250
set g_balance_arc_burst_healing_aps 100
set g_balance_arc_burst_healing_hps 100
-set g_balance_arc_switchdelay_drop 0.3
-set g_balance_arc_switchdelay_raise 0.3
+set g_balance_arc_switchdelay_drop 0.2
+set g_balance_arc_switchdelay_raise 0.2
set g_balance_arc_weaponreplace ""
set g_balance_arc_weaponstart 0
set g_balance_arc_weaponstartoverride -1
cl_bobmodel_side 0.2 // amount the gun sways to the sides
cl_bobmodel_speed 5 // rate at which the gun sways
cl_bobmodel_up 0.1 // amount the gun sways up and down
-cl_leanmodel 1 // enables weapon leaning effect when looking around
-cl_leanmodel_side_speed 0.7 "gun leaning sideways speed"
-cl_leanmodel_side_limit 35 "gun leaning sideways limit"
-cl_leanmodel_side_highpass1 30 "gun leaning sideways pre-highpass in 1/s"
-cl_leanmodel_side_highpass 3 "gun leaning sideways highpass in 1/s"
-cl_leanmodel_side_lowpass 20 "gun leaning sideways lowpass in 1/s"
-cl_leanmodel_up_speed 0.65 "gun leaning upward speed"
-cl_leanmodel_up_limit 50 "gun leaning upward limit"
-cl_leanmodel_up_highpass1 5 "gun leaning upward pre-highpass in 1/s"
-cl_leanmodel_up_highpass 15 "gun leaning upward highpass in 1/s"
-cl_leanmodel_up_lowpass 20 "gun leaning upward lowpass in 1/s"
+
cl_followmodel 1 // enables weapon pushing / pulling effect when walking
-cl_followmodel_side_speed 0.25 "gun following sideways speed"
-cl_followmodel_side_limit 6 "gun following sideways limit"
-cl_followmodel_side_highpass1 30 "gun following sideways pre-highpass in 1/s"
-cl_followmodel_side_highpass 5 "gun following sideways highpass in 1/s"
-cl_followmodel_side_lowpass 10 "gun following sideways lowpass in 1/s"
-cl_followmodel_up_speed 0.5 "gun following upward speed"
-cl_followmodel_up_limit 5 "gun following upward limit"
-cl_followmodel_up_highpass1 60 "gun following upward pre-highpass in 1/s"
-cl_followmodel_up_highpass 2 "gun following upward highpass in 1/s"
-cl_followmodel_up_lowpass 10 "gun following upward lowpass in 1/s"
+seta cl_followmodel_speed 0.3 "gun following speed"
+seta cl_followmodel_limit 1000 "gun following limit"
+seta cl_followmodel_velocity_absolute 0 "make the effect ignore velocity direction changes (side effect: it causes a glitch when teleporting / passing through a warpzone)"
+seta cl_followmodel_velocity_lowpass 0.05 "gun following velocity lowpass averaging time"
+seta cl_followmodel_highpass 0.05 "gun following highpass averaging time"
+seta cl_followmodel_lowpass 0.03 "gun following lowpass averaging time"
+
+cl_leanmodel 1 // enables weapon leaning effect when looking around
+seta cl_leanmodel_speed 0.3 "gun leaning speed"
+seta cl_leanmodel_limit 1000 "gun leaning limit"
+seta cl_leanmodel_highpass1 0.2 "gun leaning pre-highpass averaging time"
+seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time"
+seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time"
cl_rollangle 0 // amount of view tilt when strafing, default is 2.0
v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds
-1 8 20 0 // fire
-9 5 20 0 // fire2
-15 200 20 1 // idle
-215 40 20 0 // reload
+/*
+Generated framegroups file for h_hagar
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 11 15 1 // h_hagar fire
+12 9 60 1 // h_hagar fire2
+21 51 5 1 // h_hagar idle
+72 21 30 1 // h_hagar reload
set g_monster_spider_attack_web_speed_up 150
set g_monster_spider_damageforcescale 0.600000024
set g_monster_spider_health 180
-set g_monster_spider_speed_run 750
+set g_monster_spider_speed_run 500
set g_monster_spider_speed_stop 100
set g_monster_spider_speed_walk 400
// }}}
set g_nades_throw_offset "0 0 0" "nade throwing offset"
set g_nades_spawn 1 "give nades right away when player spawns rather than delaying entire refire"
set g_nades_client_select 0 "allow client side selection of nade type"
+set g_nades_pickup 1 "allow picking up thrown nades (not your own)"
+set g_nades_pickup_time 2 "time until picked up nade explodes"
set g_nades_nade_lifetime 3.5
set g_nades_nade_minforce 400
set g_nades_nade_maxforce 2000
set g_nades_bonus_onstrength 1 "Always give bonus grenades to players that have the strength powerup"
set g_nades_bonus_max 3 "Maximum number of bonus grenades"
set g_nades_bonus_only 0 "Disallow regular nades, only bonus nades can be used"
+set g_nades_nade_small 0 "Use smaller nade size, makes shooting them harder, legacy setting"
// Bonus score
set g_nades_bonus_score_max 120 "Score value that will give a bonus nade"
set g_nades_bonus_score_minor 5 "Score given for minor actions (pickups, regular frags etc.)"
if(autocvar_chase_active < 0)
cvar_set("chase_active", "0");
+ cvar_set("slowmo", cvar_defstring("slowmo")); // reset it back to 'default'
+
if (!isdemo())
{
if (!(calledhooks & HOOK_START))
float autocvar_cl_bobmodel_up;
float autocvar_cl_followmodel;
-float autocvar_cl_followmodel_side_speed;
-float autocvar_cl_followmodel_side_highpass;
-float autocvar_cl_followmodel_side_highpass1;
-float autocvar_cl_followmodel_side_limit;
-float autocvar_cl_followmodel_side_lowpass;
-float autocvar_cl_followmodel_up_speed;
-float autocvar_cl_followmodel_up_highpass;
-float autocvar_cl_followmodel_up_highpass1;
-float autocvar_cl_followmodel_up_limit;
-float autocvar_cl_followmodel_up_lowpass;
+float autocvar_cl_followmodel_speed = 0.3;
+float autocvar_cl_followmodel_limit = 1000;
+float autocvar_cl_followmodel_velocity_lowpass = 0.05;
+float autocvar_cl_followmodel_highpass = 0.05;
+float autocvar_cl_followmodel_lowpass = 0.03;
float autocvar_cl_leanmodel;
-float autocvar_cl_leanmodel_side_speed;
-float autocvar_cl_leanmodel_side_highpass;
-float autocvar_cl_leanmodel_side_highpass1;
-float autocvar_cl_leanmodel_side_lowpass;
-float autocvar_cl_leanmodel_side_limit;
-float autocvar_cl_leanmodel_up_speed;
-float autocvar_cl_leanmodel_up_highpass;
-float autocvar_cl_leanmodel_up_highpass1;
-float autocvar_cl_leanmodel_up_lowpass;
-float autocvar_cl_leanmodel_up_limit;
+float autocvar_cl_leanmodel_speed = 0.3;
+float autocvar_cl_leanmodel_limit = 1000;
+float autocvar_cl_leanmodel_highpass1 = 0.2;
+float autocvar_cl_leanmodel_highpass = 0.2;
+float autocvar_cl_leanmodel_lowpass = 0.05;
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
{ \
- float __frac = bound(0, frac, 1); \
- ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+ ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
} MACRO_END
#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
ret = (value) - __f; \
} MACRO_END
-#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- lowpass(value.x, fracx, ref_store.x, ref_out.x); \
- lowpass(value.y, fracy, ref_store.y, ref_out.y); \
- lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
} MACRO_END
-#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
+#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass(value.x, fracx, ref_store.x, ref_out.x); \
- highpass(value.y, fracy, ref_store.y, ref_out.y); \
- highpass(value.z, fracz, ref_store.z, ref_out.z); \
+ lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
} MACRO_END
-#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
+#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
- highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
- highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
} MACRO_END
+#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
+ lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
+ highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+ highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+ lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
+} MACRO_END
+
+bool autocvar_cl_followmodel_velocity_absolute;
void viewmodel_animate(entity this)
{
static float prevtime;
- float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+ float frametime = (time - prevtime);
prevtime = time;
if (autocvar_chase_active) return;
}
oldonground = clonground;
- vector gunorg = '0 0 0', gunangles = '0 0 0';
- static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
bool teleported = view.csqcmodel_teleported;
- // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
- if (teleported)
+ float frac;
+ if(autocvar_cl_followmodel)
{
- // try to fix the first highpass; result is NOT
- // perfect! TODO find a better fix
+ vector gunorg = '0 0 0';
+ static vector vel_average;
+ static vector gunorg_prev = '0 0 0';
+ static vector gunorg_adjustment_highpass;
+ static vector gunorg_adjustment_lowpass;
+
+ vector vel;
+ if(autocvar_cl_followmodel_velocity_absolute)
+ vel = view.velocity;
+ else
+ {
+ vector forward, right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vel.x = view.velocity * forward;
+ vel.y = view.velocity * right * -1;
+ vel.z = view.velocity * up;
+ }
+
+ frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
+ lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg);
+
+ gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+ // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ frac = avg_factor(autocvar_cl_followmodel_highpass);
+ highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+ frac = avg_factor(autocvar_cl_followmodel_lowpass);
+ lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+ if(autocvar_cl_followmodel_velocity_absolute)
+ {
+ vector fixed_gunorg;
+ vector forward, right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ fixed_gunorg.x = gunorg * forward;
+ fixed_gunorg.y = gunorg * right * -1;
+ fixed_gunorg.z = gunorg * up;
+ gunorg = fixed_gunorg;
+ }
+
+ this.origin += gunorg;
+ }
+
+ if(autocvar_cl_leanmodel)
+ {
+ vector gunangles = '0 0 0';
+ static vector gunangles_prev = '0 0 0';
+ static vector gunangles_highpass = '0 0 0';
+ static vector gunangles_adjustment_highpass;
+ static vector gunangles_adjustment_lowpass;
+
+ if (teleported)
+ gunangles_prev = view_angles;
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ gunangles_highpass += gunangles_prev;
+ PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+ YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+ ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+ frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+ highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
gunangles_prev = view_angles;
- gunorg_prev = view_origin;
- }
-
- static vector gunorg_highpass = '0 0 0';
-
- // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
- gunorg_highpass += gunorg_prev;
- highpass3_limited(view_origin,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
- gunorg_highpass, gunorg);
- gunorg_prev = view_origin;
- gunorg_highpass -= gunorg_prev;
-
- static vector gunangles_highpass = '0 0 0';
-
- // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
- gunangles_highpass += gunangles_prev;
- PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
- YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
- ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
- highpass3_limited(view_angles,
- frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
- frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
- 0, 0,
- gunangles_highpass, gunangles);
- gunangles_prev = view_angles;
- gunangles_highpass -= gunangles_prev;
-
- // 3. calculate the RAW adjustment vectors
- gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
-
- PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
- YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
- ROLL(gunangles) = 0;
-
- static vector gunorg_adjustment_highpass;
- static vector gunorg_adjustment_lowpass;
- static vector gunangles_adjustment_highpass;
- static vector gunangles_adjustment_lowpass;
-
- // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
- // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
- highpass3(gunorg,
- frametime * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_up_highpass,
- gunorg_adjustment_highpass, gunorg);
- lowpass3(gunorg,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_up_lowpass,
- gunorg_adjustment_lowpass, gunorg);
- // we assume here: PITCH = 0, YAW = 1, ROLL = 2
- highpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_highpass,
- frametime * autocvar_cl_leanmodel_side_highpass,
- 0,
- gunangles_adjustment_highpass, gunangles);
- lowpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_lowpass,
- frametime * autocvar_cl_leanmodel_side_lowpass,
- 0,
- gunangles_adjustment_lowpass, gunangles);
+ gunangles_highpass -= gunangles_prev;
+
+ PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+ YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ frac = avg_factor(autocvar_cl_leanmodel_highpass);
+ highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+ frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+ lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+ gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+ this.angles += gunangles;
+ }
+
float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
// vertical view bobbing code
// Sajt: I tried to smooth out the transitions between bob and no bob, which works
// for the most part, but for some reason when you go through a message trigger or
// pick up an item or anything like that it will momentarily jolt the gun.
- vector forward, right = '0 0 0', up = '0 0 0';
float bspeed;
float t = 1;
float s = time * autocvar_cl_bobmodel_speed;
t *= 5;
}
bspeed = xyspeed * 0.01;
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
- float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
- gunorg += bobr * right;
- float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
- gunorg += bobu * up;
- }
- vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
- v.z = gunorg.z;
- this.origin += v;
- gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
- this.angles += gunangles;
+ vector gunorg = '0 0 0';
+ gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
+ gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+
+ this.origin += gunorg;
+ }
}
.vector viewmodel_origin, viewmodel_angles;
void viewmodel_draw(entity this)
{
+ if(!activeweapon)
+ return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = this.alpha;
static bool wasinvehicle;
STATIC_INIT(viewmodel) {
viewmodel = new(viewmodel);
make_pure(viewmodel);
- viewmodel.draw = viewmodel_draw;
}
entity porto;
ov_enabled = false;
}
+ // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
+ // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
+ viewmodel_draw(viewmodel);
+
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
REGISTER_NET_TEMP(globalsound)
REGISTER_NET_TEMP(playersound)
+ string GlobalSound_sample(string pair, float r);
+
#ifdef SVQC
+ /** Use new sound handling. TODO: use when sounds play correctly on clients */
+ bool autocvar_g_debug_globalsounds = false;
/**
* @param from the source entity, its position is sent
* @param gs the global sound def
{
assert(IS_PLAYER(from), eprint(from));
if (channel == MSG_ONE && !IS_REAL_CLIENT(msg_entity)) return;
+ if (!autocvar_g_debug_globalsounds) {
+ string sample = GlobalSound_sample(gs.m_globalsoundstr, r);
+ switch (channel) {
+ case MSG_ONE:
+ soundto(channel, from, chan, sample, vol, atten);
+ break;
+ case MSG_ALL:
+ _sound(from, chan, sample, vol, atten);
+ break;
+ }
+ return;
+ }
WriteHeader(channel, globalsound);
WriteByte(channel, gs.m_id);
WriteByte(channel, r * 255);
{
assert(IS_PLAYER(from), eprint(from));
if (channel == MSG_ONE && !IS_REAL_CLIENT(msg_entity)) return;
+ if (!autocvar_g_debug_globalsounds) {
+ UpdatePlayerSounds(from);
+ string s = from.(ps.m_playersoundfld);
+ string sample = GlobalSound_sample(s, r);
+ switch (channel) {
+ case MSG_ONE:
+ soundto(channel, from, chan, sample, vol, atten);
+ break;
+ case MSG_ALL:
+ _sound(from, chan, sample, vol, atten);
+ break;
+ }
+ return;
+ }
WriteHeader(channel, playersound);
WriteByte(channel, ps.m_id);
WriteByte(channel, r * 255);
}
#endif
- string GlobalSound_sample(string pair, float r);
-
#ifdef CSQC
NET_HANDLE(globalsound, bool isnew)
fclose(fh);
}
- #ifdef CSQC
+ //#ifdef CSQC
.string GetPlayerSoundSampleField(string type)
{
void ClearPlayerSounds(entity this)
{
- FOREACH(PlayerSounds, true, LAMBDA(
+ FOREACH(PlayerSounds, true, {
.string fld = it.m_playersoundfld;
if (this.(fld))
- {
- strunzone(this.(fld));
- this.(fld) = string_null;
- }
- ));
+ {
+ strunzone(this.(fld));
+ this.(fld) = string_null;
+ }
+ });
}
bool LoadPlayerSounds(entity this, string f, bool strict)
LoadPlayerSounds(this, get_model_datafilename(this.model, 0, "sounds"), true);
}
- #endif
+ //#endif
#ifdef SVQC
- bool autocvar_g_debug_globalsounds;
-
void _GlobalSound(entity this, entity gs, entity ps, string sample, int chan, int voicetype, bool fake)
{
if (gs == NULL && ps == NULL && sample == "") return;
? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
- if (gs) \
- { \
- if(autocvar_g_debug_globalsounds) \
- globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
- else \
- soundto(MSG_ONE, this, chan, GlobalSound_sample(gs.m_globalsoundstr, r), VOL_BASE, ATTEN_NORM); \
- } \
+ if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
} \
}
else
{
- if (gs)
- {
- if(autocvar_g_debug_globalsounds)
- globalsound(MSG_ALL, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
- else
- _sound(this, chan, GlobalSound_sample(gs.m_globalsoundstr, r), VOL_BASE, ATTEN_NORM);
- }
+ if (gs) globalsound(MSG_ALL, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
else if (ps) playersound(MSG_ALL, this, ps, r, chan, VOL_BASE, ATTEN_NORM);
else _sound(this, chan, sample, VOL_BASE, ATTEN_NORM);
}
bool GetPlayerSoundSampleField_notFound;
void PrecachePlayerSounds(string f);
-#ifdef CSQC
+//#ifdef CSQC
.string GetVoiceMessageSampleField(string type);
.string GetPlayerSoundSampleField(string type);
void ClearPlayerSounds(entity this);
float LoadPlayerSounds(entity this, string f, bool strict);
void UpdatePlayerSounds(entity this);
-#endif
+//#endif
#ifdef SVQC
if ( HUD_MinigameMenu_IsOpened() && HUD_mouse_over(HUD_PANEL(MINIGAME_MENU)) )
HUD_MinigameMenu_MouseInput();
- draw_cursor_normal(mousepos-'8 4 0', '1 1 1', panel_fg_alpha);
+ draw_cursor_normal(mousepos, '1 1 1', panel_fg_alpha);
}
bool HUD_Minigame_Showpanels()
if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
+ if(autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+
if(mon.spawnflags & MONSTER_TYPE_FLY)
{
this.flags |= FL_FLY;
#ifdef IMPLEMENTATION
+#ifdef SVQC
+bool autocvar_g_nades_nade_small;
+#endif
+
+REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
+
#ifndef MENUQC
entity Nade_TrailEffect(int proj, int nade_team)
{
entity nade_type = Nade_FromProjectile(self.cnt);
if (nade_type == NADE_TYPE_Null) return;
- self.mins = '-16 -16 -16';
- self.maxs = '16 16 16';
+ if(STAT(NADES_SMALL, NULL))
+ {
+ self.mins = '-8 -8 -8';
+ self.maxs = '8 8 8';
+ }
+ else
+ {
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ }
self.colormod = nade_type.m_color;
self.move_movetype = MOVETYPE_BOUNCE;
self.move_touch = func_null;
remove(self);
}
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype);
+void nade_pickup(entity this, entity thenade)
+{
+ spawn_held_nade(this, thenade.realowner, autocvar_g_nades_pickup_time, thenade.nade_type, thenade.pokenade_type);
+
+ // set refire so player can't even
+ this.nade_refire = time + autocvar_g_nades_nade_refire;
+ this.nade_timer = 0;
+
+ if(this.nade)
+ this.nade.nade_time_primed = thenade.nade_time_primed;
+}
+
+bool CanThrowNade(entity this);
void nade_touch()
{SELFPARAM();
if(other)
if(other == self.realowner)
return; // no self impacts
+
+ if(autocvar_g_nades_pickup)
+ if(time >= self.spawnshieldtime)
+ if(!other.nade && self.health == self.max_health) // no boosted shot pickups, thank you very much
+ if(!other.frozen)
+ if(CanThrowNade(other)) // prevent some obvious things, like dead players
+ if(IS_REAL_CLIENT(other)) // above checks for IS_PLAYER, don't need to do it here
+ {
+ nade_pickup(other, self);
+ sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
+ remove(self);
+ return;
+ }
/*float is_weapclip = 0;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
nade_burn_spawn(this);
}
-void toss_nade(entity e, vector _velocity, float _time)
+void toss_nade(entity e, bool set_owner, vector _velocity, float _time)
{SELFPARAM();
if(e.nade == world)
return;
//setmodel(_nade, MDL_PROJECTILE_NADE);
//setattachment(_nade, world, "");
PROJECTILE_MAKETRIGGER(_nade);
- setsize(_nade, '-16 -16 -16', '16 16 16');
+ if(STAT(NADES_SMALL, e))
+ setsize(_nade, '-8 -8 -8', '8 8 8');
+ else
+ setsize(_nade, '-16 -16 -16', '16 16 16');
_nade.movetype = MOVETYPE_BOUNCE;
tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, false, _nade);
else
_nade.velocity = W_CalculateProjectileVelocity(e.velocity, _velocity, true);
+ if(set_owner)
+ _nade.realowner = e;
+
_nade.touch = nade_touch;
+ _nade.spawnshieldtime = time + 0.1; // prevent instantly picking up again
_nade.health = autocvar_g_nades_nade_health;
_nade.max_health = _nade.health;
_nade.takedamage = DAMAGE_AIM;
float nade_customize()
{SELFPARAM();
//if(IS_SPEC(other)) { return false; }
- if(other == self.realowner || (IS_SPEC(other) && other.enemy == self.realowner))
+ if(other == self.exteriormodeltoclient || (IS_SPEC(other) && other.enemy == self.exteriormodeltoclient))
{
// somewhat hide the model, but keep the glow
//self.effects = 0;
return true;
}
+void spawn_held_nade(entity player, entity nowner, float ntime, int ntype, string pntype)
+{
+ entity n = new(nade), fn = new(fake_nade);
+
+ n.nade_type = bound(1, ntype, Nades_COUNT);
+ n.pokenade_type = pntype;
+
+ setmodel(n, MDL_PROJECTILE_NADE);
+ //setattachment(n, player, "bip01 l hand");
+ n.exteriormodeltoclient = player;
+ n.customizeentityforclient = nade_customize;
+ n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], player.team).eent_eff_name);
+ n.colormod = Nades_from(n.nade_type).m_color;
+ n.realowner = nowner;
+ n.colormap = player.colormap;
+ n.glowmod = player.glowmod;
+ n.wait = time + max(0, ntime);
+ n.nade_time_primed = time;
+ n.think = nade_beep;
+ n.nextthink = max(n.wait - 3, time);
+ n.projectiledeathtype = DEATH_NADE.m_id;
+
+ setmodel(fn, MDL_NADE_VIEW);
+ .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+ setattachment(fn, player.(weaponentity), "");
+ fn.realowner = fn.owner = player;
+ fn.colormod = Nades_from(n.nade_type).m_color;
+ fn.colormap = player.colormap;
+ fn.glowmod = player.glowmod;
+ fn.think = SUB_Remove_self;
+ fn.nextthink = n.wait;
+
+ player.nade = n;
+ player.fake_nade = fn;
+}
+
void nade_prime()
{SELFPARAM();
if(autocvar_g_nades_bonus_only)
if(self.fake_nade)
remove(self.fake_nade);
- entity n = new(nade), fn = new(fake_nade);
+ int ntype;
+ string pntype = self.pokenade_type;
if(self.items & ITEM_Strength.m_itemid && autocvar_g_nades_bonus_onstrength)
- n.nade_type = self.nade_type;
+ ntype = self.nade_type;
else if (self.bonus_nades >= 1)
{
- n.nade_type = self.nade_type;
- n.pokenade_type = self.pokenade_type;
+ ntype = self.nade_type;
+ pntype = self.pokenade_type;
self.bonus_nades -= 1;
}
else
{
- n.nade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_nade_type : autocvar_g_nades_nade_type);
- n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ ntype = ((autocvar_g_nades_client_select) ? self.cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ pntype = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
- n.nade_type = bound(1, n.nade_type, Nades_COUNT);
-
- setmodel(n, MDL_PROJECTILE_NADE);
- //setattachment(n, self, "bip01 l hand");
- n.exteriormodeltoclient = self;
- n.customizeentityforclient = nade_customize;
- n.traileffectnum = _particleeffectnum(Nade_TrailEffect(Nades_from(n.nade_type).m_projectile[false], self.team).eent_eff_name);
- n.colormod = Nades_from(n.nade_type).m_color;
- n.realowner = self;
- n.colormap = self.colormap;
- n.glowmod = self.glowmod;
- n.wait = time + autocvar_g_nades_nade_lifetime;
- n.nade_time_primed = time;
- n.think = nade_beep;
- n.nextthink = max(n.wait - 3, time);
- n.projectiledeathtype = DEATH_NADE.m_id;
-
- setmodel(fn, MDL_NADE_VIEW);
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- setattachment(fn, self.(weaponentity), "");
- fn.realowner = fn.owner = self;
- fn.colormod = Nades_from(n.nade_type).m_color;
- fn.colormap = self.colormap;
- fn.glowmod = self.glowmod;
- fn.think = SUB_Remove_self;
- fn.nextthink = n.wait;
-
- self.nade = n;
- self.fake_nade = fn;
+ spawn_held_nade(self, self, autocvar_g_nades_nade_lifetime, ntype, pntype);
}
-float CanThrowNade()
-{SELFPARAM();
- if(self.vehicle)
+bool CanThrowNade(entity this)
+{
+ if(this.vehicle)
return false;
if(gameover)
return false;
- if(IS_DEAD(self))
+ if(IS_DEAD(this))
return false;
if (!autocvar_g_nades)
return false; // allow turning them off mid match
- if(forbidWeaponUse(self))
+ if(forbidWeaponUse(this))
return false;
- if (!IS_PLAYER(self))
+ if (!IS_PLAYER(this))
return false;
return true;
void nades_CheckThrow()
{SELFPARAM();
- if(!CanThrowNade())
+ if(!CanThrowNade(self))
return;
entity held_nade = self.nade;
float _force = time - held_nade.nade_time_primed;
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
- toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
+ toss_nade(self, true, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
}
}
}
MUTATOR_HOOKFUNCTION(nades, VehicleEnter)
{
if(vh_player.nade)
- toss_nade(vh_player, '0 0 100', max(vh_player.nade.wait, time + 0.05));
+ toss_nade(vh_player, true, '0 0 100', max(vh_player.nade.wait, time + 0.05));
return false;
}
held_nade.angles_y = player.angles.y;
if (time + 0.1 >= held_nade.wait)
- toss_nade(player, '0 0 0', time + 0.05);
+ toss_nade(player, false, '0 0 0', time + 0.05);
}
- if (!CanThrowNade()) return;
+ if (!CanThrowNade(player)) return;
if (!(time > player.nade_refire)) return;
if (key_pressed) {
if (!held_nade) {
float _force = time - held_nade.nade_time_primed;
_force /= autocvar_g_nades_nade_lifetime;
_force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
- toss_nade(player, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
+ toss_nade(player, false, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
}
}
}
{
if(frag_target.nade)
if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
- toss_nade(frag_target, '0 0 100', max(frag_target.nade.wait, time + 0.05));
+ toss_nade(frag_target, true, '0 0 100', max(frag_target.nade.wait, time + 0.05));
float killcount_bonus = ((frag_attacker.killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * frag_attacker.killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
MUTATOR_HOOKFUNCTION(nades, DropSpecialItems)
{
if(frag_target.nade)
- toss_nade(frag_target, '0 0 0', time + 0.05);
+ toss_nade(frag_target, true, '0 0 0', time + 0.05);
return false;
}
return true;
}
+#ifdef CSQC
+float autocvar_slowmo;
+#endif
+
void PM_Main(entity this)
{
int buttons = PHYS_INPUT_BUTTON_MASK(this);
if (this.PlayerPhysplug)
if (this.PlayerPhysplug())
return;
+#elif defined(CSQC)
+ if(autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
+ cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
#endif
#ifdef SVQC
if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
- if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
+ if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.armorvalue), "armor");
FOREACH(Weapons, it != WEP_Null, LAMBDA(self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (it.m_wepset)), it.netname)));
}
self.netname = strzone(self.netname);
#endif
}
_setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
+ setsize(this.weaponchild, '0 0 0', '0 0 0');
setattachment(this.weaponchild, this, t);
}
else
this.weaponchild = NULL;
}
+ setsize(this, '0 0 0', '0 0 0');
setorigin(this, '0 0 0');
this.angles = '0 0 0';
this.frame = 0;
bool autocvar_g_nades_spawn;
int autocvar_g_nades_spawn_count;
bool autocvar_g_nades_client_select;
+bool autocvar_g_nades_pickup = true;
+float autocvar_g_nades_pickup_time = 2;
float autocvar_g_nades_nade_lifetime;
float autocvar_g_nades_nade_minforce;
float autocvar_g_nades_nade_maxforce;
this.weaponname = this.owner.weaponname;
this.dmg = this.owner.modelindex;
this.deadflag = this.owner.deadflag;
- if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ if (this.owner.weaponname != "")
+ {
+ _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+ setsize(this, '0 0 0', '0 0 0');
+ }
else this.model = "";
int tag_found;
rgbgen lightingDiffuse
}
}
-hagar2
+hagar
{
dpreflectcube cubemaps/default/sky
{
- map textures/hagar2.tga
+ map textures/hagar.tga
rgbgen lightingDiffuse
}
}
rgbgen lightingDiffuse
}
}
+SniperRifle
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/sniperrifle.tga
+ rgbgen lightingDiffuse
+ }
+}