- wget -O data/maps/stormkeep.waypoints https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints
- wget -O data/maps/stormkeep.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints.cache
- make
- - EXPECT=585cfa6d62ce59f4854bedfce7c51c20
+ - EXPECT=662ab75eeb91d25c2d86ebb81ce8dc02
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
-cmake_minimum_required(VERSION 2.8.11)
-list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
-project(xonotic-data LANGUAGES ASM)
+cmake_minimum_required(VERSION 2.8.12 FATAL_ERROR)
+list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake")
+project(xonotic-data ASM)
+
+set(all qc-all)
+add_custom_target(${all})
+
+set(checks qc-checks)
+add_custom_target(${checks})
+
+# depend on qcc
+if (TARGET gmqcc)
+ add_dependencies(${checks} gmqcc)
+endif ()
+
+add_dependencies(${checks} data-check-cvars)
+add_custom_target(data-check-cvars
+ COMMENT "checking cvars"
+ WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}"
+ VERBATIM COMMAND ${CMAKE_COMMAND} -E
+ env "CMAKE=1"
+ "${PROJECT_SOURCE_DIR}/check-cvars.sh"
+ )
+
+add_dependencies(${checks} qc-genmod)
+add_custom_target(qc-genmod
+ COMMENT "genmod.sh"
+ WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/qcsrc"
+ VERBATIM COMMAND ./tools/genmod.sh
+ )
+
+add_dependencies(${checks} qc-headerstyle)
+add_custom_target(qc-headerstyle
+ COMMENT "headerstyle.sh"
+ WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/qcsrc"
+ VERBATIM COMMAND ${CMAKE_COMMAND} -E
+ env "VERBOSE=0"
+ ./tools/headerstyle.sh
+ )
+
+add_dependencies(${checks} qc-whitespace)
+add_custom_target(qc-whitespace
+ COMMENT "whitespace.sh"
+ WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}/qcsrc"
+ VERBATIM COMMAND ./tools/whitespace.sh
+ )
include_directories(qcsrc)
add_definitions(-DXONOTIC=1)
add_definitions(-DNDEBUG=1)
+add_definitions(-DENABLE_EFFECTINFO=0)
+add_definitions(-DENABLE_DEBUGDRAW=0)
+add_definitions(-DENABLE_DEBUGTRACE=0)
-find_package(Git REQUIRED)
-execute_process(
- COMMAND ${GIT_EXECUTABLE} describe --tags --dirty=~
- WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
- OUTPUT_VARIABLE GIT_DESC
- OUTPUT_STRIP_TRAILING_WHITESPACE
-)
+if (DEFINED ENV{VERSION})
+ set(GIT_DESC "$ENV{VERSION}")
+else ()
+ find_package(Git REQUIRED)
+ execute_process(
+ COMMAND ${GIT_EXECUTABLE} describe --tags --dirty=~
+ WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}
+ OUTPUT_VARIABLE GIT_DESC
+ OUTPUT_STRIP_TRAILING_WHITESPACE
+ )
+endif ()
add_definitions(-DWATERMARK=\"${GIT_DESC}\")
set_source_files_properties(
)
add_executable(csprogs qcsrc/client/progs.inc)
+add_dependencies(${all} csprogs)
+add_dependencies(csprogs ${checks})
target_compile_definitions(csprogs PRIVATE -DGAMEQC -DCSQC)
-add_dependencies(csprogs gmqcc)
add_executable(progs qcsrc/server/progs.inc)
+add_dependencies(${all} progs)
+add_dependencies(progs ${checks})
target_compile_definitions(progs PRIVATE -DGAMEQC -DSVQC)
-add_dependencies(progs gmqcc)
add_executable(menu qcsrc/menu/progs.inc)
+add_dependencies(${all} menu)
+add_dependencies(menu ${checks})
target_compile_definitions(menu PRIVATE -DMENUQC)
-add_dependencies(menu gmqcc)
function(set_prelude target prelude)
get_target_property(MY_PROJECT_SOURCES target SOURCES)
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0.02
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.7
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_jetpack_maxspeed_side 1500 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 200
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 0
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.6
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0.04
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.6
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0.02
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.7
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0.02
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.7
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_pause_health_rot_spawn 5
set g_balance_health_regenstable 100
set g_balance_health_rotstable 100
-set g_balance_health_limit 999
+set g_balance_health_limit 200
set g_balance_armor_regen 0
set g_balance_armor_regenlinear 0
set g_balance_armor_rot 0.02
set g_balance_pause_armor_rot_spawn 5
set g_balance_armor_regenstable 100
set g_balance_armor_rotstable 100
-set g_balance_armor_limit 999
+set g_balance_armor_limit 200
set g_balance_armor_blockpercent 0.7
set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
set g_balance_fuel_regenlinear 0
set g_balance_pause_fuel_rot_spawn 10
set g_balance_fuel_regenstable 50
set g_balance_fuel_rotstable 100
-set g_balance_fuel_limit 999
+set g_balance_fuel_limit 100
// }}}
// {{{ misc
set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
-set g_jetpack_attenuation 2 "jetpack sound attenuation"
set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
check_files "_hud_descriptions.cfg" "hud_*.cfg" "/^seta? hud_/"
if $errord; then
+ if [ "$CMAKE" != "" ]; then
+ exit 1
+ fi
echo "Please wait for 30 seconds, so you have had enough time to read this..."
sleep 30
fi
alias namemob "editmob name ${* ?}"
alias movemob "editmob movetarget ${* ?}"
alias butcher "editmob butcher ${* ?}"
+alias mobbutcher "editmob butcher ${* ?}"
// ============================================================
alias gotomap "qc_cmd_sv gotomap ${* ?}" // Simple command to switch to another map
alias lockteams "qc_cmd_sv lockteams ${* ?}" // Disable the ability for players to switch or enter teams
alias make_mapinfo "qc_cmd_sv make_mapinfo ${* ?}" // Automatically rebuild mapinfo files
-alias mobbutcher "qc_cmd_sv mobbutcher ${* ?}" // Remove all monsters on the map
alias moveplayer "qc_cmd_sv moveplayer ${* ?}" // Change the team/status of a player
alias nospectators "qc_cmd_sv nospectators ${* ?}" // Automatically remove spectators from a match
alias playerdemo "qc_cmd_sv playerdemo ${* ?}" // Control the ability to save demos of players
--- /dev/null
+// this resets most client cvars and aliases to their defaults
+// if you want to reset your client to defaults, it's probably a better idea to delete (parts of) config.cfg and restart
+
+
+// changes a cvar and reports it to the server (for the menu to notify the
+// server about changes)
+alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\""
+
+seta cl_firststart "" "how many times the client has been run"
+seta cl_startcount 0 "how many times the client has been run"
+
+// other aliases
+alias +hook +button6
+alias -hook -button6
+alias +jetpack +button10
+alias -jetpack -button10
+alias +dodge +button11
+alias -dodge -button11
+alias use "impulse 21"
+
+// for backwards compatibility
+// TODO Remove after 0.8 release!
+cl_particles_forcetraileffects 1
+
+alias dropweapon "impulse 17"
+alias +show_info +button7
+alias -show_info -button7
+
+// merge lightmaps up to 2048x2048 textures
+mod_q3bsp_lightmapmergepower 4
+
+// player defaults
+_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set
+_cl_name ""
+seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)"
+_cl_playermodel models/player/erebus.iqm
+_cl_playerskin 0
+
+seta cl_reticle 1 "enable zoom reticles"
+seta cl_reticle_stretch 0 "stretch reticles so they fit the screen (breaks image proportions)"
+seta cl_reticle_normal 1 "draw an aiming reticle when zooming with the zoom button"
+seta cl_reticle_normal_alpha 1 "alpha of the normal reticle"
+seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons"
+seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle"
+
+fov 100
+seta cl_velocityzoom_enabled 0 "velocity based zooming of fov"
+seta cl_velocityzoom_factor 0 "factor of fov zooming (negative values zoom out)"
+seta cl_velocityzoom_type 3 "how to factor in speed, 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)"
+seta cl_velocityzoom_speed 1000 "target speed for fov factoring"
+seta cl_velocityzoom_time 0.2 "time value for averaging speed values"
+seta cl_spawnzoom 1 "zoom effect immediately when a player spawns"
+seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning"
+seta cl_spawnzoom_factor 2 "factor of zoom while spawning"
+seta cl_zoomfactor 5 "how much +zoom will zoom (1-30)"
+seta cl_zoomspeed 8 "how fast it will zoom (0.5-16), negative values mean instant zoom"
+seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)"
+
+seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn"
+seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)"
+seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon"
+seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon"
+
+seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns"
+seta cl_spawn_event_sound 1 "sound effect whenever a player spawns"
+//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model
+seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files
+seta cl_spawn_point_dist_min 1200
+seta cl_spawn_point_dist_max 1600
+
+freelook 1
+sensitivity 6
+v_gamma 1
+viewsize 100
+bgmvolume 1
+volume 0.5
+// fullscreen 1024x768x32bit
+vid_bitsperpixel 32
+vid_fullscreen 1
+vid_width 1024
+vid_height 768
+vid_pixelheight 1
+vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart
+vid_desktopfullscreen 1
+prvm_language en
+set _menu_prvm_language ""
+set _menu_vid_width "$vid_width"
+set _menu_vid_height "$vid_height"
+set _menu_vid_pixelheight "$vid_pixelheight"
+set _menu_vid_desktopfullscreen "$vid_desktopfullscreen"
+seta menu_vid_scale 0
+seta menu_vid_allowdualscreenresolution 0
+// 2D resolution 800x600
+vid_conwidth 800
+vid_conheight 600
+// menu_conwidth, menu_conheight are set inside quake.rc
+v_deathtilt 0 // needed for spectators (who are dead to avoid prediction)
+
+// create a temporary empty alias for menu_sync so that execution of effects-normal.cfg, hud_luma.cfg
+// and sRGB-{disable,enable}.cfg on game start doesn't show an error message in the console
+alias menu_sync "" // will be re-aliased later
+
+// we want to use sRGB for our maps!
+exec sRGB-disable.cfg
+vid_sRGB_fallback 2
+r_hdr_glowintensity 1
+// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f))
+set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when"
+// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f)
+set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when"
+
+// -nosRGB to -sRGB sky shader conversion:
+//
+// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16
+// ^^ elevation
+// ^^^ sunlight
+// q3map_skylight 110 3
+// ^^^ skylight
+//
+// With that, do (the last parameter is the ratio of skylight you assume hits
+// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on
+// terrain):
+// ]skybox_nosRGB_to_sRGB 340 47 110 0.25
+// rpn: still on stack: new_sunlight:
+// rpn: still on stack: 380.464142
+// rpn: still on stack: new_skylight:
+// rpn: still on stack: 9.32523632
+//
+// The equivalent -sRGB shader then will have:
+//
+// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16
+// q3map_skylight 9.32523632 3
+alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:"
+
+set cl_orthoview 0 "enable top-down view of the map- meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)"
+set cl_orthoview_nofog 1 "disable fog while in orthoview-- note, should not be enabled on ALL maps, i.e. oilrig works fine with this disabled"
+
+// these settings determine how much the view is affected by movement/damage
+cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition
+cl_deathfade 0 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
+cl_bobcycle 0.5 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6
+cl_bob 0 // how much view moves up/down when moving (does not move if cl_bobcycle is 0, but still enables cl_bobmodel), default is 0.02
+cl_bob2cycle 1 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6
+cl_bob2 0 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01
+cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)"
+cl_bobfallcycle 3 "speed of the bobfall swing"
+cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur"
+cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1
+cl_bobmodel_side 0.2 // amount the gun sways to the sides
+cl_bobmodel_speed 10 // rate at which the gun sways
+cl_bobmodel_up 0.1 // amount the gun sways up and down
+
+cl_followmodel 1 // enables weapon pushing / pulling effect when walking
+seta cl_followmodel_speed 0.3 "gun following speed"
+seta cl_followmodel_limit 135 "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 30 "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
+gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
+r_motionblur 0 // motion blur value, default is 0
+r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic)
+
+r_bloom_blur 4
+r_bloom_brighten 2
+r_bloom_colorexponent 1
+r_bloom_colorscale 1
+r_bloom_colorsubtract 0.125
+r_bloom_resolution 320
+r_bloom_scenebrightness 0.85
+
+seta vid_x11_display "" "xonotic-linux-*.sh will use this to start xonotic on an other/new X display"
+// This can have three possible settings:
+// "" run as usual
+// ":n" use DISPLAY=:n, create it if needed
+// ":n/layout" use DISPLAY=:n, create it if needed with ServerLayout layout
+
+cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M
+
+// taunts and voices
+seta cl_autotaunt 0 "automatically taunt enemies when fragging them"
+seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional"
+seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard"
+
+seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage"
+set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
+seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound"
+seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
+seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
+
+seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore"
+seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen"
+seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode"
+seta cl_eventchase_distance 140 "final camera distance"
+seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion"
+seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
+seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
+seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
+seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera"
+seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion"
+seta cl_eventchase_vehicle 1 "camera goes into 3rd person mode when inside a vehicle"
+seta cl_eventchase_vehicle_viewoffset "0 0 80"
+seta cl_eventchase_vehicle_distance 250
+
+set _vehicles_shownchasemessage 0
+
+seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)"
+
+seta cl_damageeffect 1 "enable weapon damage effects: 1 enables the feature on skeletal models, 2 on any model"
+seta cl_damageeffect_ticrate 0.1 "particle spawn rate"
+seta cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)"
+seta cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present"
+seta cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount"
+seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have"
+seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have"
+
+set cl_deathglow 0.8 "number of seconds during which dead bodies glow out"
+
+cl_movement 1
+cl_movement_track_canjump 0
+cl_stairsmoothspeed 200
+
+alias g_waypointeditor_spawn "impulse 103"
+alias g_waypointeditor_remove "impulse 104"
+alias g_waypointeditor_relinkall "impulse 105"
+alias g_waypointeditor_saveall "impulse 106"
+alias g_waypointeditor_unreachable "impulse 107"
+
+seta menu_sandbox_spawn_model ""
+seta menu_sandbox_attach_bone ""
+seta menu_sandbox_edit_skin 0
+seta menu_sandbox_edit_alpha 1
+seta menu_sandbox_edit_color_main "1 1 1"
+seta menu_sandbox_edit_color_glow "1 1 1"
+seta menu_sandbox_edit_frame 0
+seta menu_sandbox_edit_scale 1
+seta menu_sandbox_edit_solidity 1
+seta menu_sandbox_edit_physics 1
+seta menu_sandbox_edit_force 1
+seta menu_sandbox_edit_material ""
+
+seta menu_monsters_edit_spawn ""
+seta menu_monsters_edit_skin 0
+seta menu_monsters_edit_movetarget 1
+
+// effects
+r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture
+mod_q3shader_force_terrain_alphaflag 1 // supposedly now required for r_glsl_vertextextureblend_usebothalphas to work
+r_glsl_postprocess 0 // but note, hud_postprocessing enables this
+r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
+r_picmipworld 1
+gl_picmip_world 0
+gl_picmip_sprites 0
+gl_picmip_other 1 // so, picmip -1 is best possible quality
+r_mipsprites 1
+r_mipskins 1
+gl_max_lightmapsize 4096
+r_shadow_realtime_world_lightmaps 1
+r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter.
+cl_decals_fadetime 5
+cl_decals_time 1
+seta cl_gunalign 3 "Gun alignment; 1 = center, 3 = right, 4 = left; requires reconnect"
+seta cl_nogibs 0 "reduce number of violence effects, or remove them totally"
+seta cl_particlegibs 0 "simpler gibs"
+seta cl_gibs_damageforcescale 3.5 "force to push around gibs"
+seta cl_gibs_lifetime 2.5 "average lifetime of gibs"
+seta cl_gibs_velocity_scale 1 "gib throw velocity force scale"
+seta cl_gibs_velocity_random 1 "gib throw velocity randomness scale"
+seta cl_gibs_velocity_up 1 "extra z velocity for gibs"
+seta cl_gibs_ticrate 0.1 "ticrate for gibs"
+seta cl_gibs_sloppy 1 "sloppy gibs, may temporarily penetrate walls"
+seta cl_gibs_avelocity_scale 1 "how much angular velocity to use on gibs"
+seta cl_casings 1 "enable or disable bullet casings"
+seta cl_casings_shell_time 30 "shell casing lifetime"
+seta cl_casings_bronze_time 10 "bullet casings lifetime"
+seta cl_casings_ticrate 0.1 "ticrate for casings"
+seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls"
+seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls"
+cl_stainmaps 0
+cl_particles_smoke 1
+vid_gl20 1
+r_glsl_deluxemapping 1
+r_glsl_offsetmapping 0
+r_glsl_offsetmapping_lod 1
+r_glsl_offsetmapping_reliefmapping 0
+r_glsl_offsetmapping_scale 0.02
+
+scr_conalpha 1
+scr_conbrightness 0.2
+scr_screenshot_jpeg 1
+scr_screenshot_jpeg_quality 0.9
+
+cl_sound_wizardhit ""
+cl_sound_hknighthit ""
+cl_sound_tink1 weapons/tink1.wav
+cl_sound_ric1 weapons/ric1.wav
+cl_sound_ric2 weapons/ric2.wav
+cl_sound_ric3 weapons/ric3.wav
+cl_sound_r_exp3 ""
+
+seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer"
+seta cl_announcer_antispam 2 "number of seconds before an announcement of the same sound can be played again"
+seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both"
+
+// aliases:
+alias +fire +attack
+alias -fire -attack
+alias +fire2 +button3
+alias -fire2 -button3
+alias +attack2 +button3 // old alias from Nexuiz
+alias -attack2 -button3 // old alias name from Nexuiz
+alias +crouch +button5
+alias -crouch -button5
+alias weapnext "_weapnext_${cl_weaponpriority_useforcycling}"
+alias _weapnext_0 "impulse 18"
+alias _weapnext_1 "impulse 15"
+alias _weapnext_2 "impulse 10"
+alias weaplast "impulse 11"
+alias weapprev "_weapprev_${cl_weaponpriority_useforcycling}"
+alias _weapprev_0 "impulse 19"
+alias _weapprev_1 "impulse 16"
+alias _weapprev_2 "impulse 12"
+alias weapbest "impulse 13"
+
+// experimental zoom toggle (can be in wrong state at start of a game, though)
+set _togglezoom +
+alias +zoom "set _togglezoom -; +button4"
+alias -zoom "set _togglezoom +; -button4"
+alias togglezoom "${_togglezoom}zoom"
+
+alias reload "impulse 20"
+
+// weapons
+alias weapon_group_1 "impulse 1"
+alias weapon_group_2 "impulse 2"
+alias weapon_group_3 "impulse 3"
+alias weapon_group_4 "impulse 4"
+alias weapon_group_5 "impulse 5"
+alias weapon_group_6 "impulse 6"
+alias weapon_group_7 "impulse 7"
+alias weapon_group_8 "impulse 8"
+alias weapon_group_9 "impulse 9"
+alias weapon_group_0 "impulse 14" // cycles the superweapons
+// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers
+exec weapons.cfg
+
+cl_curl_enabled 1
+cl_curl_maxdownloads 3
+cl_curl_maxspeed 0
+cl_curl_useragent 1
+cl_curl_useragent_append "$g_xonoticversion"
+
+seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint"
+seta g_waypointsprite_crosshairfadealpha 0.25 "alpha multiplier near crosshair"
+seta g_waypointsprite_crosshairfadescale 1 "scale multiplier near the crosshair"
+seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from crosshair where to start fading"
+seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance"
+seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance"
+seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading"
+set g_waypointsprite_distancealphaexponent 2
+seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge"
+seta g_waypointsprite_edgefadedistance 50 "distance in virtual pixels from edge where to start fading"
+seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge"
+seta g_waypointsprite_edgeoffset_bottom 0 "offset of how close the waypoint can be to the bottom edge of the screen"
+seta g_waypointsprite_edgeoffset_left 0 "offset of how close the waypoint can be to the left edge of the screen"
+seta g_waypointsprite_edgeoffset_right 0 "offset of how close the waypoint can be to the right edge of the screen"
+seta g_waypointsprite_edgeoffset_top 0 "offset of how close the waypoint can be to the top edge of the screen"
+seta g_waypointsprite_fontsize 12
+seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn: 1 when spectating, 2 even playing in warmup stage"
+set g_waypointsprite_minscale 0.5
+set g_waypointsprite_minalpha 0.4
+set g_waypointsprite_normdistance 512
+seta g_waypointsprite_scale 1
+set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test."
+set g_waypointsprite_timealphaexponent 1
+seta g_waypointsprite_turrets 1 "disable turret waypoints"
+seta g_waypointsprite_turrets_maxdist 5000 "max distance for turret waypoints"
+seta g_waypointsprite_uppercase 1
+
+alias "g_waypointsprite_personal" "impulse 30"
+alias "g_waypointsprite_personal_p" "impulse 31"
+alias "g_waypointsprite_personal_d" "impulse 32"
+alias "g_waypointsprite_team_helpme" "impulse 33"
+alias "g_waypointsprite_team_here" "impulse 34"
+alias "g_waypointsprite_team_here_p" "impulse 35"
+alias "g_waypointsprite_team_here_d" "impulse 36"
+alias "g_waypointsprite_team_danger" "impulse 37"
+alias "g_waypointsprite_team_danger_p" "impulse 38"
+alias "g_waypointsprite_team_danger_d" "impulse 39"
+alias "g_waypointsprite_clear_personal" "impulse 47"
+alias "g_waypointsprite_clear" "impulse 48"
+alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints"
+
+seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints"
+
+seta cl_damagetext "1" "Draw damage dealt where you hit the enemy"
+seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health"
+seta cl_damagetext_format_verbose 0 "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ"
+seta cl_damagetext_format_hide_redundant 0 "hide {armor} if 0; hide {potential} and {potential_health} when same as actual"
+seta cl_damagetext_color "1 1 0" "Damage text color"
+seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color"
+seta cl_damagetext_size_min 10 "Damage text font size for small damage"
+seta cl_damagetext_size_min_damage 25 "How much damage is considered small"
+seta cl_damagetext_size_max 16 "Damage text font size for large damage"
+seta cl_damagetext_size_max_damage 140 "How much damage is considered large"
+seta cl_damagetext_alpha_start "1" "Damage text initial alpha"
+seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds"
+seta cl_damagetext_velocity "0 0 20" "Damage text move direction"
+seta cl_damagetext_offset "0 -40 0" "Damage text offset"
+seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated"
+seta cl_damagetext_accumulate_alpha_rel "0.65" "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha"
+seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too"
+seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire"
+
+seta cl_damagetext_2d_pos "0.47 0.53 0" "2D damage text initial position (X and Y between 0 and 1)"
+seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha"
+seta cl_damagetext_2d_alpha_lifetime 1.3 "2D damage text lifetime (alpha fading) in seconds"
+seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) in seconds"
+seta cl_damagetext_2d_velocity "-25 0 0" "2D damage text move direction (screen coordinates)"
+seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"
+seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this"
+seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occured off-screen"
+
+seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged"
+seta cl_vehicles_hud_tactical 1
+seta cl_vehicles_hudscale 0.5
+seta cl_vehicles_notify_time 15
+seta cl_vehicles_crosshair_size 0.5
+seta cl_vehicles_crosshair_colorize 1
+
+r_labelsprites_scale 0.40625 // labels sprites get displayed at 0.5x from 640x480 to 1280x1024, and at 1x from 1600x1200 onwards
+
+exec binds-xonotic.cfg
+
+seta menu_skin "luma"
+set menu_slowmo 1
+seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also enables hover sounds"
+seta menu_tooltips 1 "menu tooltips: 0 disabled, 1 enabled, 2 also shows cvar or console command (when available) changed or executed by the item"
+set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!"
+set menu_showboxes 0 "show item bounding boxes (debug)"
+set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list"
+set menu_force_on_disconnection 1 "force to show the menu this number of seconds after you get disconnected (0 to disable)"
+
+r_textbrightness 0.2
+r_textcontrast 0.8
+r_textshadow 0
+r_font_postprocess_blur 1
+r_font_postprocess_outline 1
+
+// good settings for these fonts
+con_chat 5
+con_chatpos -9
+con_chatsize 10
+con_chatwidth 0.6
+con_notify 0
+con_notifysize 10
+con_notifyalign 0
+con_textsize 10
+
+seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints"
+
+// scoreboard
+seta scoreboard_columns default
+
+// keep old scoreboard cvars for compatibility's sake
+// they've been replaced by hud_panel_scoreboard_* cvars
+// TODO remove them after a future release (0.8.2+)
+seta scoreboard_border_thickness 1 "scoreboard border thickness"
+seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness"
+seta scoreboard_accuracy_doublerows 0 "use two rows instead of one"
+seta scoreboard_accuracy_nocolors 0 "don't use colors displaying accuracy stats"
+seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars"
+seta scoreboard_color_bg_r 0.125 "red color component of the scoreboard background"
+seta scoreboard_color_bg_g 0.55 "green color component of the scoreboard background"
+seta scoreboard_color_bg_b 0.875 "blue color component of the scoreboard background"
+seta scoreboard_color_bg_team 0.6 "team color multiplier of the scoreboard background"
+seta scoreboard_alpha_bg 0.7 "scoreboard background alpha"
+seta scoreboard_alpha_fg 1 "scoreboard foreground alpha"
+seta scoreboard_alpha_name 0.9 "alpha of player text in scoreboard list other than self"
+seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self"
+seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster (0 = instant)"
+seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster (0 = instant)"
+seta scoreboard_highlight 1 "enable highlighting for rows and columns in the scoreboard"
+seta scoreboard_highlight_alpha 0.08 "highlight alpha value (depends on hud_scoreboard_highlight 1)"
+seta scoreboard_highlight_alpha_self 0.3 "self highlight alpha value"
+seta scoreboard_offset_left 0.15 "how far (by percent) the scoreboard is offset from the left screen edge"
+seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset from the right screen edge"
+seta scoreboard_offset_vertical 0.05 "how far (by percent) the scoreboard is offset from the top and bottom of the screen"
+seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background"
+seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard"
+seta scoreboard_dynamichud 0 "apply the dynamic hud effects to the scoreboard"
+
+seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
+seta accuracy_color0 "1 0 0"
+seta accuracy_color1 "1 1 0"
+seta accuracy_color2 "0 1 0"
+
+// for menu server list (eventually make them have engine support?)
+seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join"
+seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against"
+seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now".
+
+// other serverlist cvars
+seta menu_slist_categories 1
+seta menu_slist_categories_onlyifmultiple 1
+seta menu_slist_purethreshold 0
+seta menu_slist_modimpurity 0
+seta menu_slist_recommendations 3
+seta menu_slist_recommendations_maxping 150
+seta menu_slist_recommendations_minfreeslots 1
+seta menu_slist_recommendations_minhumans 0
+seta menu_slist_recommendations_purethreshold -1
+
+// serverlist category override cvars
+seta menu_slist_categories_CAT_FAVORITED_override ""
+seta menu_slist_categories_CAT_RECOMMENDED_override ""
+seta menu_slist_categories_CAT_NORMAL_override ""
+seta menu_slist_categories_CAT_SERVERS_override "CAT_NORMAL"
+seta menu_slist_categories_CAT_XPM_override ""
+seta menu_slist_categories_CAT_MODIFIED_override ""
+seta menu_slist_categories_CAT_OVERKILL_override ""
+seta menu_slist_categories_CAT_INSTAGIB_override ""
+seta menu_slist_categories_CAT_DEFRAG_override ""
+
+seta menu_weaponarena ""
+
+seta menu_maxplayers 16 "maxplayers value when the menu starts a game"
+
+// useful keybind to maximize the chat area temporarily
+// HUD code takes care of many of these now...
+//set _backup_con_chatvars_set 0
+//alias _restore_con_chatvars_0 ""
+//alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_chatpos $_backup_con_chatpos; con_chat $_backup_con_chat; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites"
+//alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set"
+//alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_chatpos $con_chatpos; set _backup_con_chat $con_chat; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites"
+//alias _backup_con_chatvars_1 ""
+//alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set"
+//alias +con_chat_maximize "_backup_con_chatvars; con_chatpos -9; con_chat 100; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0"
+//alias -con_chat_maximize "_restore_con_chatvars"
+
+set _con_chat_maximized 0
+set _backup_con_chatvars_set 0
+alias _restore_con_chatvars_0 ""
+alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites"
+alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set"
+alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites"
+alias _backup_con_chatvars_1 ""
+alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set"
+alias +con_chat_maximize "_con_chat_maximized 1; _backup_con_chatvars; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0"
+alias -con_chat_maximize "_con_chat_maximized 0; _restore_con_chatvars"
+
+// tab completion
+set con_completion_playdemo *.dem
+set con_completion_timedemo *.dem
+set con_completion_ply *.dem
+set con_completion_tdem *.dem
+set con_completion_exec *.cfg
+set con_completion_chmap map
+set con_completion_devmap map
+set con_completion_gotomap map
+set con_completion_vmap map
+set con_completion_vnextmap map
+set con_completion_vdomap map
+set con_completion_playermodel "models/player/*.iqm"
+
+// helper
+// these non-saved engine cvars shall be saved
+alias makesaved "seta $1 \"${$1 ?}\""
+makesaved cl_maxfps_alwayssleep
+makesaved cl_port
+makesaved gl_finish
+makesaved net_slist_queriespersecond
+makesaved r_ambient
+makesaved r_drawviewmodel
+makesaved r_showsurfaces
+makesaved r_subdivisions_tolerance
+makesaved skill
+makesaved vid_gl13
+makesaved vid_gl20
+makesaved v_idlescale
+makesaved v_kicktime
+makesaved music_playlist_list0
+makesaved music_playlist_random0
+
+cl_netfps 60 // should match or be a multiple of sys_ticrate
+
+seta gl_texturecompression 0
+gl_texturecompression_color 1
+gl_texturecompression_gloss 1
+gl_texturecompression_glow 1
+gl_texturecompression_lightcubemaps 1
+gl_texturecompression_q3bsplightmaps 0
+gl_texturecompression_sky 1
+
+cl_maxfps 200
+
+seta menu_mouse_absolute 1 "use the OS mouse pointer motion for menu"
+seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not affect in-game aiming)"
+set menu_use_default_hostname 1
+alias sethostname "set menu_use_default_hostname 0; hostname $*"
+
+seta cl_weaponpriority "vaporizer hmg rpc vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list"
+seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
+seta cl_weaponpriority0 "rpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives"
+seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy"
+seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact"
+seta cl_weaponpriority3 "vaporizer hmg vortex rifle machinegun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all"
+seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons"
+seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving"
+seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun"
+seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun"
+seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun"
+seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next for next gun"
+seta cl_weaponimpulsemode 0 "0: only cycle between currently usable weapons in weapon priority order; 1: cycle between all possible weapons on a key in weapon priority order"
+
+alias _gl_flashblend_update_00 "gl_flashblend 1"
+alias _gl_flashblend_update_10 "gl_flashblend 0"
+alias _gl_flashblend_update_01 "gl_flashblend 0"
+alias _gl_flashblend_update_11 "gl_flashblend 0"
+alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_showsurfaces"
+
+set cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice."
+
+seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice."
+
+seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway."
+
+seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disable, 1 = Stop when touching ground, 2 = Enable"
+
+seta cl_race_cptimes_showself 1 "Always show your own times as well as the current best on checkpoints in Race/CTS"
+seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS"
+
+set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)"
+
+// Demo camera
+set camera_enable 0 "Enables the camera for demo playback"
+set camera_free 0 "Free camera instead of chasing the player"
+set camera_reset 0 "Resets the camera position and switch to chase mode"
+set camera_speed_roll 0.9 "Camera rotation speed"
+set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player"
+set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode"
+set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements"
+set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control"
+set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)"
+set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode"
+set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother"
+set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking"
+
+// "Gentle mode": show no blood
+seta cl_gentle 0 "client side gentle mode, master switch for removing both gibs and messages"
+seta cl_gentle_gibs 0 "client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs"
+seta cl_gentle_messages 0 "client side gentle mode (only replaces frag messages/centerprints)"
+seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); when set to 1, a white flash replaces the blood image, when set to 2, a randomly colored flash is used instead"
+
+set cl_jetpack_attenuation 2 "jetpack sound attenuation"
+
+set cl_warpzone_usetrace 1 "do not touch"
+
+set cl_effects_lightningarc_simple 0
+set cl_effects_lightningarc_segmentlength 64
+set cl_effects_lightningarc_drift_start 0.45
+set cl_effects_lightningarc_drift_end 0.1
+set cl_effects_lightningarc_branchfactor_start 0.25
+set cl_effects_lightningarc_branchfactor_add 0.1
+
+set menu_updatecheck 1 "check for updates"
+set menu_updatecheck_getpacks 1 "get update packs from update server"
+
+set cl_loddistance1 1024
+set cl_loddistance2 3072
+seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)"
+seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)"
+
+seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)"
+seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)"
+
+//cl_gunalign calculator
+seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
+alias _gunalign_01 "cl_gunalign 1"
+alias _gunalign_02 "cl_gunalign 2"
+alias _gunalign_03 "cl_gunalign 3"
+alias _gunalign_04 "cl_gunalign 4"
+alias _gunalign_11 "cl_gunalign 2"
+alias _gunalign_12 "cl_gunalign 1"
+alias _gunalign_13 "cl_gunalign 4"
+alias _gunalign_14 "cl_gunalign 3"
+alias _gunalign_update "_gunalign_$v_flipped$menu_cl_gunalign"
+
+set _menu_alpha "" // will be set by menu QC to the current fading of the menu, can be used by CSQC to fade items
+set _menu_initialized 0 "is 0 on first menu loading, 1 later"
+
+seta cl_noantilag 0 "turn this on if you believe antilag is bad"
+
+set cl_accuracy_data_share 0 "1 share my weapon accuracy data statistics with other players, 0 keep my weapon accuracy data statistics hidden"
+set cl_accuracy_data_receive 0 "1 receive weapon accuracy data statistics at the end of the match"
+
+set developer_csqcentities 0 "csqc entity spam"
+
+seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
+seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)"
+seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
+seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
+seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
+seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag"
+seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary"
+
+set debugdraw 0
+set debugdraw_filter ""
+set debugdraw_filterout ""
+set debugtrace 0
+
+// FIXME remove this when the engine feature FINALLY MAYBE works
+r_glsl_skeletal 0
+
+// animation tuning
+set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon refire
+set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff)
+
+// autodemo deleting
+seta cl_autodemo_delete_keeprecords 0 "when 1, records with a newly made race/cts demo are kept even if cl_autodemo_delete is used to delete demos"
+
+// freeze camera
+set cl_lockview 0 "when 1, the camera does not move any more"
+
+// we now use mastervolume
+volume 1
+
+// sucks less than the old one
+cl_decals_newsystem 1
+
+scr_conalpha 1
+scr_conalpha2factor 0.3
+scr_conalpha3factor 1
+scr_conalphafactor 0.8
+scr_conbrightness 0.35
+scr_conforcewhiledisconnected 1
+scr_conscroll2_x 0.11
+scr_conscroll2_y 0.2
+scr_conscroll3_x 0
+scr_conscroll3_y 0
+scr_conscroll_x -0.1
+scr_conscroll_y -0.3
+
+scr_conforcewhiledisconnected 0
+scr_infobar_height 12
+
+// DP cannot properly detect this, so rather turn off the detection
+r_texture_dds_load_alphamode 2
+r_texture_dds_swdecode 1 // SW decode to quarter res if we want to load DDS but don't support the extension for it
+r_texture_dds_load_logfailure 0 // this engine feature SUCKS
+set vid_netwmfullscreen 0 // doesn't support non-native res
+
+// particles optimization
+r_drawparticles_nearclip_min 8
+r_drawparticles_nearclip_max 16
+
+r_cullentities_trace 0
+
+// exact gloss looks better, e.g. on g-23
+r_shadow_glossexact 1
+r_shadow_glossintensity 1
+
+// use fake light if map has no lightmaps
+r_fakelight 1
+
+r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
+r_water_refractdistort 0.019
+
+set cl_rainsnow_maxdrawdist 2048
+
+// equalize looks better than fullbright
+r_equalize_entities_fullbright 1
+
+// safe font defaults
+r_font_hinting 1
+r_font_disable_freetype 0
+r_font_size_snapping 4
+
+// database management
+set cl_db_saveasdump 0 "write client.db in dump format (loads slower, easier to read/parse)"
+
+// uid2name
+seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)"
+seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)"
+// FIXME set to -1 before release, once we have a dialog for this!
+
+// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
+r_polygonoffset_submodel_offset 0
+r_polygonoffset_submodel_factor 0
+// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much
+r_polygonoffset_decals_offset -28
+r_polygonoffset_decals_factor 0
+
+// loading screen
+scr_loadingscreen_background 0
+scr_loadingscreen_barcolor "0 0.5 1"
+scr_loadingscreen_barheight 12
+scr_loadingscreen_count 1
+scr_loadingscreen_firstforstartup 1
+scr_loadingscreen_scale 999
+scr_loadingscreen_scale_base 1
+scr_loadingscreen_scale_limit 2
+
+// other config files
+exec effects-normal.cfg
+exec crosshairs.cfg
+exec gamemodes-client.cfg
+exec notifications.cfg
+
+seta cl_physics "default" "client selected physics set"
+
+// hud cvar descriptions and common settings
+exec _hud_common.cfg
+exec _hud_descriptions.cfg
+// exec the default skin config
+// please add any new cvars into the hud_save script in qcsrc/client/hud_config.qc for consistency
+exec hud_luma.cfg
+
+// enable menu syncing - must be after files that call menu_sync on startup - see alias menu_sync ""
+alias menu_sync "menu_cmd sync"
+
+seta cl_items_nofade 0
+seta cl_animate_items 1
+seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)"
+seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged"
+seta cl_simple_items 0 "enable simple items (if server allows)"
+set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled"
+set cl_fullbright_items 0 "enable fullbright items (if server allows, controlled by g_fullbrightitems)"
+set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0"
+set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0"
+
+seta cl_showspectators 0 "Show who's spectating you if server has sv_showspectators enabled"
+
+// Facility for config.cfg use ONLY.
+// Interpreted in post-config.cfg.
+seta menu_forced_saved_cvars "" "These cvars will always be saved, despite engine/Xonotic cvar saving status"
+set menu_reverted_nonsaved_cvars "" "These cvars are currently marked as saved in the flags, but have been reverted and won't stay saved. INTERNAL USE ONLY."
// Overkill Mod
// ==============
-exec defaultXonotic.cfg
+exec defaultServer.cfg
exec balance-overkill.cfg
exec physicsOverkill.cfg
--- /dev/null
+// this should reset most cvars and aliases affecting gameplay to their defaults
+// note that it doesn't reset all server cvars,
+// some are shared with the client and so are left in defaultXonotic.cfg
+
+
+// taunts and voices
+set sv_taunt 1 "allow taunts on the server"
+set sv_autotaunt 1 "allow autotaunts on the server"
+
+// server settings
+hostname "Xonotic $g_xonoticversion Server"
+set sv_mapchange_delay 5
+set minplayers 0 "number of players playing at the same time (if not enough real players are there the remaining slots are filled with bots)"
+
+// restart server if all players hit "ready"-button
+set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button"
+set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown"
+set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed"
+
+//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining
+set teamplay_lockonrestart 0 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"
+
+set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game"
+set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked"
+
+// tournament mod
+set g_warmup 0 "split the game into a warmup- and match-stage"
+set g_warmup_limit 0 "limit warmup-stage to this time (in seconds); if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage"
+set g_warmup_allow_timeout 0 "allow calling timeouts in the warmup-stage (if sv_timeout is set to 1)"
+set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"
+set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end"
+
+set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage"
+set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)."
+
+alias g_tourney "g_tourney_$1"
+alias g_tourney_1 "g_warmup 1; g_chat_nospectators 2; sv_vote_nospectators 1"
+alias g_tourney_0 "g_warmup 0; g_chat_nospectators 0; sv_vote_nospectators 0"
+
+set sv_timeout 0 "allow a player to call a timeout, this will pause the game for some time"
+set sv_timeout_length 120 "how long the game will be paused at max, in seconds"
+set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets reset after a restart)"
+set sv_timeout_leadtime 4 "how long the players will be informed that a timeout was called before it starts, in seconds"
+set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the timein command"
+
+set g_allow_oldvortexbeam 0 "If enabled, clients are allowed to use old v2.3 Vortex beam"
+
+set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting"
+set g_telefrags_teamplay 1 "never telefrag team mates"
+set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"
+set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"
+
+set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"
+set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"
+set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would"
+
+set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed"
+
+// use default physics
+set sv_friction_on_land 0
+set sv_friction_slick 0.5
+
+set sv_slick_applygravity 0
+
+set sv_aircontrol_backwards 0 "apply forward aircontrol options to backward movement"
+set sv_aircontrol_sidewards 0 "apply forward aircontrol options to sideward movement"
+
+set sv_player_viewoffset "0 0 35" "view offset of the player model"
+set sv_player_mins "-16 -16 -24" "playermodel mins"
+set sv_player_maxs "16 16 45" "playermodel maxs"
+set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched"
+set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel"
+set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel"
+
+set sv_doublejump 0 "allow Quake 2-style double jumps"
+set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)"
+set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)"
+set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style"
+set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not"
+
+set sv_precacheplayermodels 1
+set sv_precacheweapons 0
+set sv_precacheitems 0
+set sv_spectator_speed_multiplier 1.5
+set sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)"
+set sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables"
+set sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables"
+set sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a :<skinnumber> suffix to model names; you can specify multiple, separated by space, and a random one will be chosen"
+set sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overridden by :<skinnumber> suffix in sv_defaultplayermodel"
+set sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel"
+set sv_defaultplayerskin_red 0
+set sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel"
+set sv_defaultplayerskin_blue 0
+set sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel"
+set sv_defaultplayerskin_yellow 0
+set sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel"
+set sv_defaultplayerskin_pink 0
+set sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable"
+set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended"
+net_messagetimeout 30
+net_connecttimeout 30
+sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges
+
+set sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player"
+
+set bot_config_file bots.txt "Name and path of the bot configuration file"
+set bot_number 0 "Minimum number of bots"
+set bot_usemodelnames 0 "Use player model names for bot names"
+set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode"
+set bot_prefix [BOT] "Prefix in front of the bot names"
+set bot_suffix "" "Suffix behind the bot names"
+set skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
+set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
+set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
+set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes."
+// general bot AI cvars
+set bot_ai_thinkinterval 0.05
+set bot_ai_strategyinterval 5 "How often a new objective is chosen"
+set bot_ai_enemydetectioninterval 2 "How often bots pick a new target"
+set bot_ai_enemydetectionradius 10000 "How far bots can see enemies"
+set bot_ai_dodgeupdateinterval 0.2 "How often scan for items to dodge. Currently not in use."
+set bot_ai_chooseweaponinterval 0.5 "How often the best weapon according to the situation will be chosen"
+set bot_ai_dangerdetectioninterval 0.25 "How often scan for waypoints with dangers near"
+set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered for danger detection"
+set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle"
+set bot_ai_aimskill_fixedrate 15
+set bot_ai_aimskill_firetolerance_distdegrees 100
+set bot_ai_aimskill_firetolerance_mindegrees 2 "Minimum angle tolerance. Used on large distances"
+set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range"
+set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied"
+set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal"
+set bot_ai_keyboard_threshold 0.57
+set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
+set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
+set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
+set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
+set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
+set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
+set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
+set bot_ai_ignoregoal_timeout 3 "Ignore goals making bots to get stuck in front of a wall for N seconds"
+set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the \"bunnyhop\" technique"
+set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance"
+set bot_ai_bunnyhop_stopdistance 300 "Stop jumping after reaching this distance to the goal"
+set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds"
+set bot_god 0 "god mode for bots"
+set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack"
+set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"
+// Better don't touch these, there are hard to tweak!
+set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle"
+set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 2nd filter output to apply to the aiming angle"
+set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the aiming angle"
+set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 4th filter output to apply to the aiming angle"
+set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the aiming angle"
+set bot_ai_aimskill_order_filter_1st 0.4 "Position filter"
+set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter"
+set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter"
+set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely"
+set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely"
+set bot_ai_timeitems 1 "allow skilled bots to run to important items a little time before respawning"
+set bot_ai_timeitems_minrespawndelay 25 "bots run to items with this minimum respawn delay before respawning"
+
+// waypoint editor enable
+set g_waypointeditor 0
+set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them"
+set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axis of symmetry; -2: use custom axis (g_waypointeditor_symmetrical_axis)"
+set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (x y)"
+set g_waypointeditor_symmetrical_order 0 "if >= 2 apply rotational symmetry (around origin of symmetry) of this order, otherwise apply autodetected order of symmetry"
+set g_waypointeditor_symmetrical_axis "0 0" "Custom axis of symmetry (m q parameters of y = mx + q)"
+set bot_ignore_bots 0 "When set, bots don't shoot at other bots"
+set bot_join_empty 0 "When set, bots also play if no player has joined the server"
+set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game"
+
+set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
+set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)"
+set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
+set g_antilag_nudge 0 "don't touch"
+set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
+set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"
+set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used"
+set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed"
+set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo"
+set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
+set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default"
+set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
+set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn"
+set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
+set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
+set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games"
+set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid"
+set g_forced_respawn 0 "if set to 1 and a player died, that player gets automatically respawned once <g_respawn_delay> seconds are over"
+set g_fullbrightplayers 0 "brightens up player models (note that the color, skin or model of the players does not change!)"
+set g_fullbrightitems 0 "brightens up items"
+set g_nodepthtestplayers 0 "disables depth testing on players"
+set g_nodepthtestitems 0 "disables depth testing on items"
+set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client"
+set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"
+set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"
+set g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"
+set g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)"
+set g_maplist_index 0 "this is used internally for saving position in maplist cycle"
+set g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"
+set 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 g_items_mindist 4000 "starting distance for the fading of items"
+set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
+
+set g_grab_range 200 "distance at which dragable objects can be grabbed"
+
+set g_cloaked 0 "display all players mostly invisible"
+set g_player_alpha 1
+set g_player_brightness 0 "set to 2 for brighter players"
+set g_balance_cloaked_alpha 0.25
+
+set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
+set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
+
+set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
+set g_grappling_hook_useammo 0 "use ammunition with the off-hand grappling hook"
+
+set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
+set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players"
+set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
+// respawn delay
+set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again"
+set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)."
+set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again"
+set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)."
+set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
+set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)"
+set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
+
+// overtime
+set timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit"
+set timelimit_overtimes 0 "how many overtimes to add at max"
+set timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found"
+
+// common team values
+set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins"
+set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
+
+set teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*"
+set g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor"
+set g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it"
+set g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon"
+set g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor"
+set g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it"
+set g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only"
+set g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage"
+set g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases"
+
+set g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team"
+set g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams"
+set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)"
+set g_changeteam_banned 0 "not allowed to change team"
+set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)"
+
+set sv_teamnagger 1 "enable a nag message when the teams are unbalanced"
+
+set g_bloodloss 0 "amount of health below which blood loss occurs"
+
+set g_footsteps 1 "serverside footstep sounds"
+
+set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations"
+set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage"
+set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force"
+set g_throughfloor_min_steps_player 1 "Minimum number of steps for splash damage"
+set g_throughfloor_min_steps_other 1 "Minimum number of steps for splash damage"
+set g_throughfloor_max_steps_player 100 "Maximum number of steps for splash damage"
+set g_throughfloor_max_steps_other 10 "Maximum number of steps for splash damage"
+// note: for damage X, 0.25 * ((1-g_throughfloor_damage)*X / g_throughfloor_damage_max_stddev)^2 steps are used
+// for these numbers:
+// damage 25: 3
+// damage 60: 15
+// damage 80: 25
+// damage 200: 157
+// force 250: 10
+// force 300: 15
+// force 600: 57
+
+sv_maxvelocity 1000000000
+sv_sound_land ""
+sv_sound_watersplash ""
+
+// startmap_dm is used when running with the -listen or -dedicated commandline options
+set serverconfig server.cfg
+alias loadconfig "cvar_resettodefaults_saveonly; exec ${* !}"
+set _sv_init 0
+alias startmap_dm "set _sv_init 0; map _init/_init; exec $serverconfig; set _sv_init 1"
+
+// score log
+set sv_logscores_console 0 "print scores to server console"
+set sv_logscores_file 0 "print scores to file"
+set sv_logscores_filename scores.log "filename"
+set sv_logscores_bots 0 "exclude bots by default"
+
+// spam (frag/capture) log
+set sv_eventlog 0 "the master switch for efficiency reasons"
+set sv_eventlog_console 1
+set sv_eventlog_files 0
+set sv_eventlog_files_timestamps 1
+set sv_eventlog_files_counter 0
+set sv_eventlog_files_nameprefix xonotic
+set sv_eventlog_files_namesuffix .log
+
+set nextmap "" "override the maplist when switching to the next map"
+set lastlevel ""
+set quit_when_empty 0 "set to 1, then the server exits when the next level would start but is empty"
+set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. Set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)"
+set quit_and_redirect_timer 1.5 "set to number of seconds after quit before performing the connect operation of quit_and_redirect"
+
+// Green's fullbright skins, updated by Samual
+alias sv_fbskin_unique "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors \"\""
+alias sv_fbskin_green "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 51"
+alias sv_fbskin_red "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 68"
+alias sv_fbskin_orange "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 238"
+alias sv_fbskin_rainbow "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 95"
+
+alias sv_fbskin_off "sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\""
+
+set sv_servermodelsonly 1
+
+sv_curl_defaulturl "http://www.xonotic.org/contentdownload/getmap.php?file="
+set sv_curl_serverpackages_auto 1 "automatically add packs with *.serverpackage files to sv_curl_serverpackages"
+
+set sv_motd ""
+
+set g_waypoints_for_items 0 "make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always"
+
+set g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match"
+set g_maplist_votable_keeptwotime 15 "show only 2 options after this amount of time during map vote screen"
+set g_maplist_votable_timeout 30 "timeout for the map voting; must be below 50 seconds!"
+set g_maplist_votable_suggestions 2
+set g_maplist_votable_suggestions_override_mostrecent 0
+set g_maplist_votable_nodetail 1 "nodetail only shows total count instead of all vote counts per map, so votes don't influence others that much"
+set g_maplist_votable_abstain 0 "when 1, you can abstain from your vote"
+set g_maplist_votable_screenshot_dir "maps levelshots" "where to look for map screenshots"
+
+set sv_vote_gametype 0 "show a vote screen for gametypes before map vote screen"
+set sv_vote_gametype_keeptwotime 10 "show only 2 options after this amount of time during gametype vote screen"
+set sv_vote_gametype_options "dm ctf ca lms tdm ft"
+set sv_vote_gametype_timeout 20
+set sv_vote_gametype_default_current 1 "Keep the current gametype if no one votes"
+
+set g_chat_flood_spl 3 "normal chat: seconds between lines to not count as flooding"
+set g_chat_flood_lmax 2 "normal chat: maximum number of lines per chat message at once"
+set g_chat_flood_burst 2 "normal chat: allow bursts of so many chat lines"
+set g_chat_flood_spl_team 1 "team chat: seconds between lines to not count as flooding"
+set g_chat_flood_lmax_team 2 "team chat: maximum number of lines per chat message at once"
+set g_chat_flood_burst_team 2 "team chat: allow bursts of so many chat lines"
+set g_chat_flood_spl_tell 1 "private chat: seconds between lines to not count as flooding"
+set g_chat_flood_lmax_tell 2 "private chat: maximum number of lines per chat message at once"
+set g_chat_flood_burst_tell 2 "private chat: allow bursts of so many chat lines"
+set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see his own message"
+set g_chat_teamcolors 0 "colorize nicknames in team color for chat"
+set g_chat_tellprivacy 1 "when disabled, tell messages are also sent to the server console log... otherwise they're kept private between players."
+set g_nick_flood_timeout 120 "time after which nick flood protection resets (set to 0 to disable nick flood checking)"
+set g_nick_flood_penalty 0.5 "duration of the nick flood penalty"
+set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking"
+set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player"
+
+set sv_waypointsprite_deployed_lifetime 10
+set sv_waypointsprite_deadlifetime 1
+set sv_waypointsprite_limitedrange 5120
+
+set sv_itemstime 1 "enable networking of time left until respawn for items such as mega health/armor and powerups"
+
+set g_ban_default_bantime 5400 "90 minutes"
+set g_ban_default_masksize 3 "masksize 0 means banning by UID only, 1 means banning by /8 (IPv6: /32) network, 2 means banning by /16 (IPv6: /48) network, 3 means banning by /24 (IPv6: /56) network, 4 means banning by single IP (IPv6: /64 network)"
+set g_banned_list "" "format: IP remainingtime IP remainingtime ..."
+set g_banned_list_idmode "1" "when set, the IP banning system always uses the ID over the IP address (so a user in a banned IP range can connect if they have a valid signed ID)"
+
+// useful vote aliases
+set timelimit_increment 5
+set timelimit_decrement 5
+set timelimit_min 5
+set timelimit_max 60
+
+sv_gameplayfix_delayprojectiles 0
+sv_gameplayfix_q2airaccelerate 1
+sv_gameplayfix_stepmultipletimes 1
+
+// delay for "kill" to prevent abuse
+set g_balance_kill_delay 2
+set g_balance_kill_antispam 5
+
+// this feature is currently buggy in the engine (it appears to PREVENT any dropping in lots of maps, leading to weirdly aligned entities, and in some cases even CAUSES them to drop through solid, like in facing worlds nex)
+sv_gameplayfix_droptofloorstartsolid 0
+
+set sv_foginterval 1 "force enable fog in regular intervals"
+
+set sv_maxidle 0 "kick players idle for more than this amount of time in seconds"
+set sv_maxidle_spectatorsareidle 0 "when sv_maxidle is not 0, assume spectators are idle too"
+set sv_maxidle_slots 0 "when not 0, only kick idlers when this many or less player slots are available"
+set sv_maxidle_slots_countbots 1 "count bots as player slots"
+
+sv_allowdownloads_inarchive 1 // for csprogs.dat
+sv_allowdownloads 0 // download protocol is evil
+
+set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?"
+
+set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist"
+set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist (if set to 2, ONLY impossible maps are allowed)"
+
+set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)"
+
+set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)"
+set g_ban_sync_interval 5 "sync every 5 minutes"
+set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)"
+set g_ban_sync_timeout 45 "time out in seconds for the ban sync requests"
+set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used"
+
+set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse"
+
+// ballistics use physical units, but qu based
+// Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2
+// Quake-Joule: 1 qJ = 1 qN * 1 qu
+// Quake-Pascal: 1 qPa = 1 qN / 1 qu^2
+
+set g_ballistics_mindistance 2 // enable ballistics starting from 2 qu
+set g_ballistics_density_player 0.50 // players are 2x as easy to pass as walls
+set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls
+set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips"
+
+sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags"
+set g_full_getstatus_responses 0 "this currently breaks qstat"
+
+// "Gentle mode": show no blood
+set sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages"
+
+set g_jetpack 0 "Jetpack mutator"
+
+set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used"
+set g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded"
+
+set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved
+set bot_sound_monopoly 0 "when enabled, only bots can make any noise"
+
+set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars"
+
+set g_triggerimpulse_accel_power 1 "trigger_impulse accelerator power (applied BEFORE the multiplier)"
+set g_triggerimpulse_accel_multiplier 1 "trigger_impulse accelerator multiplier (applied AFTER the power)"
+set g_triggerimpulse_directional_multiplier 1 "trigger_impulse directional field multiplier"
+set g_triggerimpulse_radial_multiplier 1 "trigger_impulse radial field multiplier"
+
+set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file"
+
+set rescan_pending 0 "set to 1 to schedule a fs_rescan at the end of this match"
+
+set g_mapinfo_allow_unsupported_modes_and_let_stuff_break "0" "set to 1 to be able to force game types using g_ cvars even if the map does not support them"
+set g_mutatormsg "" "mutator message"
+
+set spawn_debug 0 "use all spawns one by one, then abort, to verify all spawnpoints"
+set loddebug 0 "force this LOD level"
+set speedmeter 0 "print landing speeds"
+set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
+set g_debug_bot_commands 0 "print scripted bot commands before executing"
+
+// weapon accuracy stats
+set sv_accuracy_data_share 1 "1 send weapon accuracy data statistics to spectating clients, depends on cl_accuracy_data_share"
+set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients"
+
+// debug
+set _independent_players 0 "DO NOT TOUCH"
+set _notarget 0 "NO, REALLY, DON'T"
+
+// otherwise, antilag breaks
+sv_gameplayfix_consistentplayerprethink 1
+
+// improve some minor details
+sv_gameplayfix_gravityunaffectedbyticrate 1
+sv_gameplayfix_nogravityonground 1
+
+set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)"
+
+set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"
+
+set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited speed)"
+
+// sv_cullentities_trace is 1, so the client doesn't have to
+sv_cullentities_trace 1
+
+// less "lagging" of other players, but also less PL tolerant... let's try this
+sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated
+
+// strength sound settings
+set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds"
+set sv_strengthsound_antispam_refire_threshold 0.04 "apply minimum distance only if refire of the gun is smaller than this"
+
+// database management
+set sv_db_saveasdump 0 "write server.db in dump format (loads slower, easier to read/parse)"
+
+// allow fullbright
+set sv_allow_fullbright 1 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay"
+
+// auto-teams (team selection by player ID)
+// any player not listed is forced to spectate
+set g_forced_team_red "" "list of player IDs for red team"
+set g_forced_team_blue "" "list of player IDs for blue team"
+set g_forced_team_yellow "" "list of player IDs for yellow team"
+set g_forced_team_pink "" "list of player IDs for pink team"
+set g_forced_team_otherwise "default" "action if a non listed player joins (can be default for default action, spectate for forcing to spectate, or red, blue, yellow, pink)"
+
+// nice alias to set up a match
+// example: g_forced_team_matchsetup stormkeep "mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM=" "BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ="
+// will set up a match on stormkeep where mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM= and BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ= play against each other
+alias g_forced_team_matchsetup "map $1; settemp g_forced_team_red \"$2\"; settemp g_forced_team_blue \"$3\"; settemp g_forced_team_yellow \"$4\"; settemp g_forced_team_pink \"$5\"; settemp g_forced_team_otherwise spectate"
+
+// frozen
+set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage"
+set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling"
+set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will die instead of teleporting to spawn"
+set g_frozen_force 0.6 "How much to multiply the force on a frozen player with"
+
+// player statistics
+set g_playerstats_gamereport_uri "http://stats.xonotic.org/stats/submit" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory."
+set g_playerstats_gamereport_ladder ""
+set g_playerstats_playerbasic_uri "http://stats.xonotic.org"
+set g_playerstats_playerdetail_uri "http://stats.xonotic.org/player/me"
+set g_playerstats_playerdetail_autoupdatetime 1800 // automatically update every 30 minutes anyway
+
+// autoscreenshots
+set g_max_info_autoscreenshot 3 "how many info_autoscreenshot entities are allowed"
+
+// mod names for server browser
+// note: the lowest of these that mismatches default is used
+set g_mod_physics "" "Current physics config name"
+set g_mod_balance "" "Current balance config name"
+set g_mod_config "" "Current config mod name"
+
+// other config files
+exec balance-xonotic.cfg
+exec physicsX.cfg
+exec turrets.cfg
+exec gamemodes-server.cfg
+exec mutators.cfg
+exec monsters.cfg
+exec minigames.cfg
+exec physics.cfg
+
+set sv_join_notices ""
+set sv_join_notices_time 15
+
+set sv_simple_items 1 "allow or forbid client use of simple items"
+
+set sv_showspectators 1 "Show who's spectating who in the player info panel when client has cl_showspectators on. Shouldn't be used on competitive servers, also disable when watching a suspected cheater"
// Xonotic Defrag
// ================
-exec defaultXonotic.cfg
+exec defaultServer.cfg
exec balance-xdf.cfg
exec physicsXDF.cfg
// Xonotic Pro-Mode
// ==================
-exec defaultXonotic.cfg
+exec defaultServer.cfg
exec balance-xpm.cfg
// general gameplay
// gameversion_min = (gameversion / 100) * 100 - 100
// gameversion_max = (gameversion / 100) * 100 + 199
-// changes a cvar and reports it to the server (for the menu to notify the
-// server about changes)
-alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\""
-
-seta cl_firststart "" "how many times the client has been run"
-seta cl_startcount 0 "how many times the client has been run"
-
seta g_configversion 0 "Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg"
-// other aliases
-alias +hook +button6
-alias -hook -button6
-alias +jetpack +button10
-alias -jetpack -button10
-alias +dodge +button11
-alias -dodge -button11
-alias use "impulse 21"
-
-// for backwards compatibility
-// TODO Remove after 0.8 release!
-cl_particles_forcetraileffects 1
-
-alias dropweapon "impulse 17"
-alias +show_info +button7
-alias -show_info -button7
-
-// merge lightmaps up to 2048x2048 textures
-mod_q3bsp_lightmapmergepower 4
-
-// player defaults
-_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set
-_cl_name ""
-seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)"
-_cl_playermodel models/player/erebus.iqm
-_cl_playerskin 0
-
-seta cl_reticle 1 "enable zoom reticles"
-seta cl_reticle_stretch 0 "stretch reticles so they fit the screen (breaks image proportions)"
-seta cl_reticle_normal 1 "draw an aiming reticle when zooming with the zoom button"
-seta cl_reticle_normal_alpha 1 "alpha of the normal reticle"
-seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons"
-seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle"
-
-fov 100
-seta cl_velocityzoom_enabled 0 "velocity based zooming of fov"
-seta cl_velocityzoom_factor 0 "factor of fov zooming (negative values zoom out)"
-seta cl_velocityzoom_type 3 "how to factor in speed, 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)"
-seta cl_velocityzoom_speed 1000 "target speed for fov factoring"
-seta cl_velocityzoom_time 0.2 "time value for averaging speed values"
-seta cl_spawnzoom 1 "zoom effect immediately when a player spawns"
-seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning"
-seta cl_spawnzoom_factor 2 "factor of zoom while spawning"
-seta cl_zoomfactor 5 "how much +zoom will zoom (1-30)"
-seta cl_zoomspeed 8 "how fast it will zoom (0.5-16), negative values mean instant zoom"
-seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)"
-
-seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn"
-seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)"
-seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon"
-seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon"
-
-seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns"
-seta cl_spawn_event_sound 1 "sound effect whenever a player spawns"
-//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model
-seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files
-seta cl_spawn_point_dist_min 1200
-seta cl_spawn_point_dist_max 1600
-
-freelook 1
-sensitivity 6
-v_gamma 1
-viewsize 100
-bgmvolume 1
-volume 0.5
-// fullscreen 1024x768x32bit
-vid_bitsperpixel 32
-vid_fullscreen 1
-vid_width 1024
-vid_height 768
-vid_pixelheight 1
-vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart
-vid_desktopfullscreen 1
-prvm_language en
-set _menu_prvm_language ""
-set _menu_vid_width "$vid_width"
-set _menu_vid_height "$vid_height"
-set _menu_vid_pixelheight "$vid_pixelheight"
-set _menu_vid_desktopfullscreen "$vid_desktopfullscreen"
-seta menu_vid_scale 0
-seta menu_vid_allowdualscreenresolution 0
-// 2D resolution 800x600
-vid_conwidth 800
-vid_conheight 600
-// menu_conwidth, menu_conheight are set inside quake.rc
-v_deathtilt 0 // needed for spectators (who are dead to avoid prediction)
-
-// we want to use sRGB for our maps!
-exec sRGB-disable.cfg
-vid_sRGB_fallback 2
-r_hdr_glowintensity 1
-// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f))
-set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when"
-// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f)
-set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when"
-
-// -nosRGB to -sRGB sky shader conversion:
-//
-// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16
-// ^^ elevation
-// ^^^ sunlight
-// q3map_skylight 110 3
-// ^^^ skylight
-//
-// With that, do (the last parameter is the ratio of skylight you assume hits
-// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on
-// terrain):
-// ]skybox_nosRGB_to_sRGB 340 47 110 0.25
-// rpn: still on stack: new_sunlight:
-// rpn: still on stack: 380.464142
-// rpn: still on stack: new_skylight:
-// rpn: still on stack: 9.32523632
-//
-// The equivalent -sRGB shader then will have:
-//
-// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16
-// q3map_skylight 9.32523632 3
-alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:"
-
-set cl_orthoview 0 "enable top-down view of the map- meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)"
-set cl_orthoview_nofog 1 "disable fog while in orthoview-- note, should not be enabled on ALL maps, i.e. oilrig works fine with this disabled"
-
-// these settings determine how much the view is affected by movement/damage
-cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition
-cl_deathfade 0 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
-cl_bobcycle 0.5 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6
-cl_bob 0 // how much view moves up/down when moving (does not move if cl_bobcycle is 0, but still enables cl_bobmodel), default is 0.02
-cl_bob2cycle 1 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6
-cl_bob2 0 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01
-cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)"
-cl_bobfallcycle 3 "speed of the bobfall swing"
-cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur"
-cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1
-cl_bobmodel_side 0.2 // amount the gun sways to the sides
-cl_bobmodel_speed 10 // rate at which the gun sways
-cl_bobmodel_up 0.1 // amount the gun sways up and down
-
-cl_followmodel 1 // enables weapon pushing / pulling effect when walking
-seta cl_followmodel_speed 0.3 "gun following speed"
-seta cl_followmodel_limit 135 "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 30 "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
-gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
-r_motionblur 0 // motion blur value, default is 0
-r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic)
-
-r_bloom_blur 4
-r_bloom_brighten 2
-r_bloom_colorexponent 1
-r_bloom_colorscale 1
-r_bloom_colorsubtract 0.125
-r_bloom_resolution 320
-r_bloom_scenebrightness 0.85
-
-seta vid_x11_display "" "xonotic-linux-*.sh will use this to start xonotic on an other/new X display"
-// This can have three possible settings:
-// "" run as usual
-// ":n" use DISPLAY=:n, create it if needed
-// ":n/layout" use DISPLAY=:n, create it if needed with ServerLayout layout
-
-cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M
-
-// taunts and voices
-seta cl_autotaunt 0 "automatically taunt enemies when fragging them"
-seta sv_taunt 1 "allow taunts on the server"
-seta sv_autotaunt 1 "allow autotaunts on the server"
-seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional"
-seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard"
-
-// server settings
-hostname "Xonotic $g_xonoticversion Server"
-set sv_mapchange_delay 5
-set minplayers 0 "number of players playing at the same time (if not enough real players are there the remaining slots are filled with bots)"
+exec defaultClient.cfg
+exec defaultServer.cfg
-// restart server if all players hit "ready"-button
-set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button"
-set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown"
-set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed"
-
-seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage"
-set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
-seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound"
-seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
-seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
-
-seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore"
-seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen"
-seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode"
-seta cl_eventchase_distance 140 "final camera distance"
-seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion"
-seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
-seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
-seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
-seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera"
-seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion"
-seta cl_eventchase_vehicle 1 "camera goes into 3rd person mode when inside a vehicle"
-seta cl_eventchase_vehicle_viewoffset "0 0 80"
-seta cl_eventchase_vehicle_distance 250
-
-set _vehicles_shownchasemessage 0
-
-//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining
-set teamplay_lockonrestart 0 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"
-
-set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game"
-set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked"
-
-// tournament mod
-set g_warmup 0 "split the game into a warmup- and match-stage"
-set g_warmup_limit 0 "limit warmup-stage to this time (in seconds); if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage"
-set g_warmup_allow_timeout 0 "allow calling timeouts in the warmup-stage (if sv_timeout is set to 1)"
-set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"
-set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end"
-
-set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage"
-set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)."
-
-alias g_tourney "g_tourney_$1"
-alias g_tourney_1 "g_warmup 1; g_chat_nospectators 2; sv_vote_nospectators 1"
-alias g_tourney_0 "g_warmup 0; g_chat_nospectators 0; sv_vote_nospectators 0"
-
-set sv_timeout 0 "allow a player to call a timeout, this will pause the game for some time"
-set sv_timeout_length 120 "how long the game will be paused at max, in seconds"
-set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets reset after a restart)"
-set sv_timeout_leadtime 4 "how long the players will be informed that a timeout was called before it starts, in seconds"
-set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the timein command"
-
-set g_allow_oldvortexbeam 0 "If enabled, clients are allowed to use old v2.3 Vortex beam"
-seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)"
-
-set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting"
-set g_telefrags_teamplay 1 "never telefrag team mates"
-set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"
-set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"
-
-seta cl_damageeffect 1 "enable weapon damage effects: 1 enables the feature on skeletal models, 2 on any model"
-seta cl_damageeffect_ticrate 0.1 "particle spawn rate"
-seta cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)"
-seta cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present"
-seta cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount"
-seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have"
-seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have"
-
-set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"
-set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"
-set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would"
-set cl_deathglow 0.8 "number of seconds during which dead bodies glow out"
-
-set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed"
-
-// use default physics
-set sv_friction_on_land 0
-set sv_friction_slick 0.5
-
-set sv_slick_applygravity 0
-
-set sv_aircontrol_backwards 0 "apply forward aircontrol options to backward movement"
-set sv_aircontrol_sidewards 0 "apply forward aircontrol options to sideward movement"
-
-set sv_player_viewoffset "0 0 35" "view offset of the player model"
-set sv_player_mins "-16 -16 -24" "playermodel mins"
-set sv_player_maxs "16 16 45" "playermodel maxs"
-set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched"
-set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel"
-set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel"
-
-set sv_doublejump 0 "allow Quake 2-style double jumps"
-set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)"
-set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)"
-set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style"
-set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not"
-
-seta sv_precacheplayermodels 1
-seta sv_precacheweapons 0
-seta sv_precacheitems 0
-set sv_spectator_speed_multiplier 1.5
-seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)"
-seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables"
-seta sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables"
-seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a :<skinnumber> suffix to model names; you can specify multiple, separated by space, and a random one will be chosen"
-seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overridden by :<skinnumber> suffix in sv_defaultplayermodel"
-seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel"
-seta sv_defaultplayerskin_red 0
-seta sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel"
-seta sv_defaultplayerskin_blue 0
-seta sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel"
-seta sv_defaultplayerskin_yellow 0
-seta sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel"
-seta sv_defaultplayerskin_pink 0
-seta sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable"
-set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended"
-net_messagetimeout 30
-net_connecttimeout 30
-sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges
set ekg 0 "Throw huge amounts of gibs"
-seta sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player"
-
-cl_movement 1
-cl_movement_track_canjump 0
-cl_stairsmoothspeed 200
-
-set bot_config_file bots.txt "Name and path of the bot configuration file"
-set bot_number 0 "Minimum number of bots"
-seta bot_usemodelnames 0 "Use player model names for bot names"
-set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode"
-seta bot_prefix [BOT] "Prefix in front of the bot names"
-seta bot_suffix "" "Suffix behind the bot names"
-seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
-set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
-set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
-set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes."
-// general bot AI cvars
-set bot_ai_thinkinterval 0.05
-set bot_ai_strategyinterval 5 "How often a new objective is chosen"
-set bot_ai_enemydetectioninterval 2 "How often bots pick a new target"
-set bot_ai_enemydetectionradius 10000 "How far bots can see enemies"
-set bot_ai_dodgeupdateinterval 0.2 "How often scan for items to dodge. Currently not in use."
-set bot_ai_chooseweaponinterval 0.5 "How often the best weapon according to the situation will be chosen"
-set bot_ai_dangerdetectioninterval 0.25 "How often scan for waypoints with dangers near"
-set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered for danger detection"
-set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle"
-set bot_ai_aimskill_fixedrate 15
-set bot_ai_aimskill_firetolerance_distdegrees 100
-set bot_ai_aimskill_firetolerance_mindegrees 2 "Minimum angle tolerance. Used on large distances"
-set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range"
-set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied"
-set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal"
-set bot_ai_keyboard_threshold 0.57
-set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
-set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
-set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "vaporizer vortex shotgun shockwave machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
-set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
-set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
-set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
-set bot_ai_ignoregoal_timeout 3 "Ignore goals making bots to get stuck in front of a wall for N seconds"
-set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the \"bunnyhop\" technique"
-set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance"
-set bot_ai_bunnyhop_stopdistance 300 "Stop jumping after reaching this distance to the goal"
-set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds"
-set bot_god 0 "god mode for bots"
-set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack"
-set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"
-// Better don't touch these, there are hard to tweak!
-set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle"
-set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 2nd filter output to apply to the aiming angle"
-set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 3th filter output to apply to the aiming angle"
-set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 4th filter output to apply to the aiming angle"
-set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 5th filter output to apply to the aiming angle"
-set bot_ai_aimskill_order_filter_1st 0.4 "Position filter"
-set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter"
-set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter"
-set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely"
-set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely"
-set bot_ai_timeitems 1 "allow skilled bots to run to important items a little time before respawning"
-set bot_ai_timeitems_minrespawndelay 25 "bots run to items with this minimum respawn delay before respawning"
-
-// waypoint editor enable
-set g_waypointeditor 0
-set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them"
-set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axis of symmetry; -2: use custom axis (g_waypointeditor_symmetrical_axis)"
-set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (x y)"
-set g_waypointeditor_symmetrical_order 0 "if >= 2 apply rotational symmetry (around origin of symmetry) of this order, otherwise apply autodetected order of symmetry"
-set g_waypointeditor_symmetrical_axis "0 0" "Custom axis of symmetry (m q parameters of y = mx + q)"
-set bot_ignore_bots 0 "When set, bots don't shoot at other bots"
-set bot_join_empty 0 "When set, bots also play if no player has joined the server"
-set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game"
-
-alias g_waypointeditor_spawn "impulse 103"
-alias g_waypointeditor_remove "impulse 104"
-alias g_waypointeditor_relinkall "impulse 105"
-alias g_waypointeditor_saveall "impulse 106"
-alias g_waypointeditor_unreachable "impulse 107"
-
locs_enable 0
pausable 0
-set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire"
-set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)"
-set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)"
-set g_antilag_nudge 0 "don't touch"
-set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
-set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"
-set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used"
-set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed"
-set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo"
-set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
-set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default"
-set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
-set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn"
-set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
-set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
-set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games"
-set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid"
-set g_forced_respawn 0 "if set to 1 and a player died, that player gets automatically respawned once <g_respawn_delay> seconds are over"
-set g_fullbrightplayers 0 "brightens up player models (note that the color, skin or model of the players does not change!)"
-set g_fullbrightitems 0 "brightens up items"
-set g_nodepthtestplayers 0 "disables depth testing on players"
-set g_nodepthtestitems 0 "disables depth testing on items"
-set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client"
-set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"
-set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"
-seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"
-seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)"
-seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"
-seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"
-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_items_mindist 4000 "starting distance for the fading of items"
-set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
-
-set g_grab_range 200 "distance at which dragable objects can be grabbed"
-
-set g_cloaked 0 "display all players mostly invisible"
-set g_player_alpha 1
-set g_player_brightness 0 "set to 2 for brighter players"
-seta g_balance_cloaked_alpha 0.25
-
-seta menu_sandbox_spawn_model ""
-seta menu_sandbox_attach_bone ""
-seta menu_sandbox_edit_skin 0
-seta menu_sandbox_edit_alpha 1
-seta menu_sandbox_edit_color_main "1 1 1"
-seta menu_sandbox_edit_color_glow "1 1 1"
-seta menu_sandbox_edit_frame 0
-seta menu_sandbox_edit_scale 1
-seta menu_sandbox_edit_solidity 1
-seta menu_sandbox_edit_physics 1
-seta menu_sandbox_edit_force 1
-seta menu_sandbox_edit_material ""
-
-seta menu_monsters_edit_spawn ""
-seta menu_monsters_edit_skin 0
-seta menu_monsters_edit_movetarget 1
-
-set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
-set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
-
-set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
-set g_grappling_hook_useammo 0 "use ammunition with the off-hand grappling hook"
-
-set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
-set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players"
-set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
-// respawn delay
-set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again"
-set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)."
-set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again"
-set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)."
-set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
-set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)"
-set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
-
-// overtime
-seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit"
-seta timelimit_overtimes 0 "how many overtimes to add at max"
-seta timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found"
-
-// common team values
-set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins"
-set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
-
-seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*"
-seta g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor"
-seta g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it"
-seta g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon"
-seta g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor"
-seta g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it"
-seta g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only"
-seta g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage"
-seta g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases"
-
-seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team"
-seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams"
-set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)"
-set g_changeteam_banned 0 "not allowed to change team"
-set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)"
-
-set sv_teamnagger 1 "enable a nag message when the teams are unbalanced"
-
-set g_bloodloss 0 "amount of health below which blood loss occurs"
-
-set g_footsteps 1 "serverside footstep sounds"
-
-set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations"
-set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage"
-set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force"
-set g_throughfloor_min_steps_player 1 "Minimum number of steps for splash damage"
-set g_throughfloor_min_steps_other 1 "Minimum number of steps for splash damage"
-set g_throughfloor_max_steps_player 100 "Maximum number of steps for splash damage"
-set g_throughfloor_max_steps_other 10 "Maximum number of steps for splash damage"
-// note: for damage X, 0.25 * ((1-g_throughfloor_damage)*X / g_throughfloor_damage_max_stddev)^2 steps are used
-// for these numbers:
-// damage 25: 3
-// damage 60: 15
-// damage 80: 25
-// damage 200: 157
-// force 250: 10
-// force 300: 15
-// force 600: 57
-
-// effects
-r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture
-mod_q3shader_force_terrain_alphaflag 1 // supposedly now required for r_glsl_vertextextureblend_usebothalphas to work
-r_glsl_postprocess 0 // but note, hud_postprocessing enables this
-r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
-r_picmipworld 1
-gl_picmip_world 0
-gl_picmip_sprites 0
-gl_picmip_other 1 // so, picmip -1 is best possible quality
-r_mipsprites 1
-r_mipskins 1
-gl_max_lightmapsize 4096
-r_shadow_realtime_world_lightmaps 1
-r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter.
-cl_decals_fadetime 5
-cl_decals_time 1
-seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
-seta cl_nogibs 0 "reduce number of violence effects, or remove them totally"
-seta cl_particlegibs 0 "simpler gibs"
-seta cl_gibs_damageforcescale 3.5 "force to push around gibs"
-seta cl_gibs_lifetime 2.5 "average lifetime of gibs"
-seta cl_gibs_velocity_scale 1 "gib throw velocity force scale"
-seta cl_gibs_velocity_random 1 "gib throw velocity randomness scale"
-seta cl_gibs_velocity_up 1 "extra z velocity for gibs"
-seta cl_gibs_ticrate 0.1 "ticrate for gibs"
-seta cl_gibs_sloppy 1 "sloppy gibs, may temporarily penetrate walls"
-seta cl_gibs_avelocity_scale 1 "how much angular velocity to use on gibs"
-seta cl_casings 1 "enable or disable bullet casings"
-seta cl_casings_shell_time 30 "shell casing lifetime"
-seta cl_casings_bronze_time 10 "bullet casings lifetime"
-seta cl_casings_ticrate 0.1 "ticrate for casings"
-seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls"
-seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls"
-cl_stainmaps 0
-cl_particles_smoke 1
-vid_gl20 1
-r_glsl_deluxemapping 1
-r_glsl_offsetmapping 0
-r_glsl_offsetmapping_lod 1
-r_glsl_offsetmapping_reliefmapping 0
-r_glsl_offsetmapping_scale 0.02
-// execute effects-normal.cfg to make sure that all effect settings are reset
-alias menu_sync "" // will be re-aliased later
-
-// misc
fs_empty_files_in_pack_mark_deletions 1 // makes patches able to delete files
-scr_conalpha 1
-scr_conbrightness 0.2
-scr_screenshot_jpeg 1
-scr_screenshot_jpeg_quality 0.9
-sv_maxvelocity 1000000000
-cl_sound_wizardhit ""
-cl_sound_hknighthit ""
-cl_sound_tink1 weapons/tink1.wav
-cl_sound_ric1 weapons/ric1.wav
-cl_sound_ric2 weapons/ric2.wav
-cl_sound_ric3 weapons/ric3.wav
-cl_sound_r_exp3 ""
-sv_sound_land ""
-sv_sound_watersplash ""
-
-seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer"
-seta cl_announcer_antispam 2 "number of seconds before an announcement of the same sound can be played again"
-seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both"
-
-// startmap_dm is used when running with the -listen or -dedicated commandline options
-set serverconfig server.cfg
-alias loadconfig "cvar_resettodefaults_saveonly; exec ${* !}"
-set _sv_init 0
-alias startmap_dm "set _sv_init 0; map _init/_init; exec $serverconfig; set _sv_init 1"
-
-// aliases:
-alias +fire +attack
-alias -fire -attack
-alias +fire2 +button3
-alias -fire2 -button3
-alias +attack2 +button3 // old alias from Nexuiz
-alias -attack2 -button3 // old alias name from Nexuiz
-alias +crouch +button5
-alias -crouch -button5
-alias weapnext "_weapnext_${cl_weaponpriority_useforcycling}"
-alias _weapnext_0 "impulse 18"
-alias _weapnext_1 "impulse 15"
-alias _weapnext_2 "impulse 10"
-alias weaplast "impulse 11"
-alias weapprev "_weapprev_${cl_weaponpriority_useforcycling}"
-alias _weapprev_0 "impulse 19"
-alias _weapprev_1 "impulse 16"
-alias _weapprev_2 "impulse 12"
-alias weapbest "impulse 13"
-
-// experimental zoom toggle (can be in wrong state at start of a game, though)
-set _togglezoom +
-alias +zoom "set _togglezoom -; +button4"
-alias -zoom "set _togglezoom +; -button4"
-alias togglezoom "${_togglezoom}zoom"
-
-alias reload "impulse 20"
-
-// weapons
-alias weapon_group_1 "impulse 1"
-alias weapon_group_2 "impulse 2"
-alias weapon_group_3 "impulse 3"
-alias weapon_group_4 "impulse 4"
-alias weapon_group_5 "impulse 5"
-alias weapon_group_6 "impulse 6"
-alias weapon_group_7 "impulse 7"
-alias weapon_group_8 "impulse 8"
-alias weapon_group_9 "impulse 9"
-alias weapon_group_0 "impulse 14" // cycles the superweapons
-// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers
-exec weapons.cfg
-
-// score log
-set sv_logscores_console 0 "print scores to server console"
-set sv_logscores_file 0 "print scores to file"
-set sv_logscores_filename scores.log "filename"
-set sv_logscores_bots 0 "exclude bots by default"
-
-// spam (frag/capture) log
-set sv_eventlog 0 "the master switch for efficiency reasons"
-set sv_eventlog_console 1
-set sv_eventlog_files 0
-set sv_eventlog_files_timestamps 1
-seta sv_eventlog_files_counter 0
-set sv_eventlog_files_nameprefix xonotic
-set sv_eventlog_files_namesuffix .log
-
-set nextmap "" "override the maplist when switching to the next map"
-set lastlevel ""
-set quit_when_empty 0 "set to 1, then the server exits when the next level would start but is empty"
-set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. Set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)"
-set quit_and_redirect_timer 1.5 "set to number of seconds after quit before performing the connect operation of quit_and_redirect"
// singleplayer campaign
set g_campaign 0
alias singleplayer_continue "set scmenu_campaign_goto -1"
alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togglemenu"
-// Green's fullbright skins, updated by Samual
-alias sv_fbskin_unique "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors \"\""
-alias sv_fbskin_green "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 51"
-alias sv_fbskin_red "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 68"
-alias sv_fbskin_orange "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 238"
-alias sv_fbskin_rainbow "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 95"
-
-alias sv_fbskin_off "sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\""
-
-seta sv_servermodelsonly 1
-
-cl_curl_enabled 1
-cl_curl_maxdownloads 3
-cl_curl_maxspeed 0
-cl_curl_useragent 1
-cl_curl_useragent_append "$g_xonoticversion"
-
-sv_curl_defaulturl "http://www.xonotic.org/contentdownload/getmap.php?file="
-set sv_curl_serverpackages_auto 1 "automatically add packs with *.serverpackage files to sv_curl_serverpackages"
-
-set sv_motd ""
-
-set g_waypoints_for_items 0 "make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always"
-
-seta g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match"
-seta g_maplist_votable_keeptwotime 15 "show only 2 options after this amount of time during map vote screen"
-seta g_maplist_votable_timeout 30 "timeout for the map voting; must be below 50 seconds!"
-seta g_maplist_votable_suggestions 2
-seta g_maplist_votable_suggestions_override_mostrecent 0
-seta g_maplist_votable_nodetail 1 "nodetail only shows total count instead of all vote counts per map, so votes don't influence others that much"
-seta g_maplist_votable_abstain 0 "when 1, you can abstain from your vote"
-seta g_maplist_votable_screenshot_dir "maps levelshots" "where to look for map screenshots"
-
-set sv_vote_gametype 0 "show a vote screen for gametypes before map vote screen"
-set sv_vote_gametype_keeptwotime 10 "show only 2 options after this amount of time during gametype vote screen"
-set sv_vote_gametype_options "dm ctf ca lms tdm ft"
-set sv_vote_gametype_timeout 20
-set sv_vote_gametype_default_current 1 "Keep the current gametype if no one votes"
-
-set g_chat_flood_spl 3 "normal chat: seconds between lines to not count as flooding"
-set g_chat_flood_lmax 2 "normal chat: maximum number of lines per chat message at once"
-set g_chat_flood_burst 2 "normal chat: allow bursts of so many chat lines"
-set g_chat_flood_spl_team 1 "team chat: seconds between lines to not count as flooding"
-set g_chat_flood_lmax_team 2 "team chat: maximum number of lines per chat message at once"
-set g_chat_flood_burst_team 2 "team chat: allow bursts of so many chat lines"
-set g_chat_flood_spl_tell 1 "private chat: seconds between lines to not count as flooding"
-set g_chat_flood_lmax_tell 2 "private chat: maximum number of lines per chat message at once"
-set g_chat_flood_burst_tell 2 "private chat: allow bursts of so many chat lines"
-set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see his own message"
-set g_chat_teamcolors 0 "colorize nicknames in team color for chat"
-set g_chat_tellprivacy 1 "when disabled, tell messages are also sent to the server console log... otherwise they're kept private between players."
-set g_nick_flood_timeout 120 "time after which nick flood protection resets (set to 0 to disable nick flood checking)"
-set g_nick_flood_penalty 0.5 "duration of the nick flood penalty"
-set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking"
-set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player"
-
-set sv_waypointsprite_deployed_lifetime 10
-set sv_waypointsprite_deadlifetime 1
-set sv_waypointsprite_limitedrange 5120
-
-seta g_waypointsprite_uppercase 1
-set g_waypointsprite_normdistance 512
-set g_waypointsprite_minscale 0.5
-set g_waypointsprite_minalpha 0.4
-set g_waypointsprite_distancealphaexponent 2
-set g_waypointsprite_timealphaexponent 1
-set g_waypointsprite_stuffbinds 0
-seta g_waypointsprite_scale 1
-seta g_waypointsprite_fontsize 12
-seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint"
-seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge"
-seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge"
-seta g_waypointsprite_edgefadedistance 50 "distance in virtual pixels from edge where to start fading"
-seta g_waypointsprite_edgeoffset_bottom 0 "offset of how close the waypoint can be to the bottom edge of the screen"
-seta g_waypointsprite_edgeoffset_left 0 "offset of how close the waypoint can be to the left edge of the screen"
-seta g_waypointsprite_edgeoffset_right 0 "offset of how close the waypoint can be to the right edge of the screen"
-seta g_waypointsprite_edgeoffset_top 0 "offset of how close the waypoint can be to the top edge of the screen"
-seta g_waypointsprite_crosshairfadealpha 0.25 "alpha multiplier near crosshair"
-seta g_waypointsprite_crosshairfadescale 1 "scale multiplier near the crosshair"
-seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from crosshair where to start fading"
-seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance"
-seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance"
-seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading"
-seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn: 1 when spectating, 2 even playing in warmup stage"
-set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test."
-alias "g_waypointsprite_personal" "impulse 30"
-alias "g_waypointsprite_personal_p" "impulse 31"
-alias "g_waypointsprite_personal_d" "impulse 32"
-alias "g_waypointsprite_team_helpme" "impulse 33"
-alias "g_waypointsprite_team_here" "impulse 34"
-alias "g_waypointsprite_team_here_p" "impulse 35"
-alias "g_waypointsprite_team_here_d" "impulse 36"
-alias "g_waypointsprite_team_danger" "impulse 37"
-alias "g_waypointsprite_team_danger_p" "impulse 38"
-alias "g_waypointsprite_team_danger_d" "impulse 39"
-alias "g_waypointsprite_clear_personal" "impulse 47"
-alias "g_waypointsprite_clear" "impulse 48"
-alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints"
-
-seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints"
-
-seta g_waypointsprite_turrets 1 "disable turret waypoints"
-seta g_waypointsprite_turrets_maxdist 5000 "max distance for turret waypoints"
-
-seta cl_damagetext "1" "Draw damage dealt where you hit the enemy"
-seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health"
-seta cl_damagetext_format_verbose 0 "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ"
-seta cl_damagetext_format_hide_redundant 0 "hide {armor} if 0; hide {potential} and {potential_health} when same as actual"
-seta cl_damagetext_color "1 1 0" "Damage text color"
-seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color"
-seta cl_damagetext_size_min 10 "Damage text font size for small damage"
-seta cl_damagetext_size_min_damage 25 "How much damage is considered small"
-seta cl_damagetext_size_max 16 "Damage text font size for large damage"
-seta cl_damagetext_size_max_damage 140 "How much damage is considered large"
-seta cl_damagetext_alpha_start "1" "Damage text initial alpha"
-seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds"
-seta cl_damagetext_velocity "0 0 20" "Damage text move direction"
-seta cl_damagetext_offset "0 -40 0" "Damage text offset"
-seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated"
-seta cl_damagetext_accumulate_alpha_rel "0.65" "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha"
-seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too"
-seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire"
-
-seta cl_damagetext_2d_pos "0.47 0.53 0" "2D damage text initial position (X and Y between 0 and 1)"
-seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha"
-seta cl_damagetext_2d_alpha_lifetime 1.3 "2D damage text lifetime (alpha fading) in seconds"
-seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) in seconds"
-seta cl_damagetext_2d_velocity "-25 0 0" "2D damage text move direction (screen coordinates)"
-seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"
-seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this"
-seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occured off-screen"
-
-seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged"
-seta cl_vehicles_hud_tactical 1
-seta cl_vehicles_hudscale 0.5
-seta cl_vehicles_notify_time 15
-seta cl_vehicles_crosshair_size 0.5
-seta cl_vehicles_crosshair_colorize 1
-
-set sv_itemstime 1 "enable networking of time left until respawn for items such as mega health/armor and powerups"
-
-// so it can be stuffcmd-ed still
-set cl_gravity 800 "but ignored anyway"
-
-set g_ban_default_bantime 5400 "90 minutes"
-set g_ban_default_masksize 3 "masksize 0 means banning by UID only, 1 means banning by /8 (IPv6: /32) network, 2 means banning by /16 (IPv6: /48) network, 3 means banning by /24 (IPv6: /56) network, 4 means banning by single IP (IPv6: /64 network)"
-set g_banned_list "" "format: IP remainingtime IP remainingtime ..."
-set g_banned_list_idmode "1" "when set, the IP banning system always uses the ID over the IP address (so a user in a banned IP range can connect if they have a valid signed ID)"
-
-r_labelsprites_scale 0.40625 // labels sprites get displayed at 0.5x from 640x480 to 1280x1024, and at 1x from 1600x1200 onwards
-
-exec binds-xonotic.cfg
+// campaign internal, set when loading a campaign map1G
+set _campaign_index ""
+set _campaign_name ""
+set _campaign_testrun 0 "To verify the campaign file, set this to 1, then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad."
// we must change its default from 1.0 to 1 to be consistent with menuqc
set slowmo 1
-seta menu_skin "luma"
-set menu_slowmo 1
-seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also enables hover sounds"
-seta menu_tooltips 1 "menu tooltips: 0 disabled, 1 enabled, 2 also shows cvar or console command (when available) changed or executed by the item"
-set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!"
-set menu_showboxes 0 "show item bounding boxes (debug)"
-set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list"
-set menu_force_on_disconnection 1 "force to show the menu this number of seconds after you get disconnected (0 to disable)"
-
-r_textbrightness 0.2
-r_textcontrast 0.8
-r_textshadow 0
-r_font_postprocess_blur 1
-r_font_postprocess_outline 1
-
-// good settings for these fonts
-con_chat 5
-con_chatpos -9
-con_chatsize 10
-con_chatwidth 0.6
-con_notify 0
-con_notifysize 10
-con_notifyalign 0
-con_textsize 10
-
-seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints"
-
-// scoreboard
-seta scoreboard_columns default
-
-// keep old scoreboard cvars for compatibility's sake
-// they've been replaced by hud_panel_scoreboard_* cvars
-// TODO remove them after a future release (0.8.2+)
-seta scoreboard_border_thickness 1 "scoreboard border thickness"
-seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness"
-seta scoreboard_accuracy_doublerows 0 "use two rows instead of one"
-seta scoreboard_accuracy_nocolors 0 "don't use colors displaying accuracy stats"
-seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars"
-seta scoreboard_color_bg_r 0.125 "red color component of the scoreboard background"
-seta scoreboard_color_bg_g 0.55 "green color component of the scoreboard background"
-seta scoreboard_color_bg_b 0.875 "blue color component of the scoreboard background"
-seta scoreboard_color_bg_team 0.6 "team color multiplier of the scoreboard background"
-seta scoreboard_alpha_bg 0.7 "scoreboard background alpha"
-seta scoreboard_alpha_fg 1 "scoreboard foreground alpha"
-seta scoreboard_alpha_name 0.9 "alpha of player text in scoreboard list other than self"
-seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self"
-seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster (0 = instant)"
-seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster (0 = instant)"
-seta scoreboard_highlight 1 "enable highlighting for rows and columns in the scoreboard"
-seta scoreboard_highlight_alpha 0.08 "highlight alpha value (depends on hud_scoreboard_highlight 1)"
-seta scoreboard_highlight_alpha_self 0.3 "self highlight alpha value"
-seta scoreboard_offset_left 0.15 "how far (by percent) the scoreboard is offset from the left screen edge"
-seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset from the right screen edge"
-seta scoreboard_offset_vertical 0.05 "how far (by percent) the scoreboard is offset from the top and bottom of the screen"
-seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background"
-seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard"
-seta scoreboard_dynamichud 0 "apply the dynamic hud effects to the scoreboard"
-
-seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
-seta accuracy_color0 "1 0 0"
-seta accuracy_color1 "1 1 0"
-seta accuracy_color2 "0 1 0"
-
-// for menu server list (eventually make them have engine support?)
-seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join"
-seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against"
-seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now".
-
-// other serverlist cvars
-seta menu_slist_categories 1
-seta menu_slist_categories_onlyifmultiple 1
-seta menu_slist_purethreshold 0
-seta menu_slist_modimpurity 0
-seta menu_slist_recommendations 3
-seta menu_slist_recommendations_maxping 150
-seta menu_slist_recommendations_minfreeslots 1
-seta menu_slist_recommendations_minhumans 0
-seta menu_slist_recommendations_purethreshold -1
-
-// serverlist category override cvars
-seta menu_slist_categories_CAT_FAVORITED_override ""
-seta menu_slist_categories_CAT_RECOMMENDED_override ""
-seta menu_slist_categories_CAT_NORMAL_override ""
-seta menu_slist_categories_CAT_SERVERS_override "CAT_NORMAL"
-seta menu_slist_categories_CAT_XPM_override ""
-seta menu_slist_categories_CAT_MODIFIED_override ""
-seta menu_slist_categories_CAT_OVERKILL_override ""
-seta menu_slist_categories_CAT_INSTAGIB_override ""
-seta menu_slist_categories_CAT_DEFRAG_override ""
-
-seta menu_weaponarena ""
-
-seta menu_maxplayers 16 "maxplayers value when the menu starts a game"
-
-// useful vote aliases
-set timelimit_increment 5
-set timelimit_decrement 5
-set timelimit_min 5
-set timelimit_max 60
-
-// useful keybind to maximize the chat area temporarily
-// HUD code takes care of many of these now...
-//set _backup_con_chatvars_set 0
-//alias _restore_con_chatvars_0 ""
-//alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_chatpos $_backup_con_chatpos; con_chat $_backup_con_chat; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites"
-//alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set"
-//alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_chatpos $con_chatpos; set _backup_con_chat $con_chat; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites"
-//alias _backup_con_chatvars_1 ""
-//alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set"
-//alias +con_chat_maximize "_backup_con_chatvars; con_chatpos -9; con_chat 100; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0"
-//alias -con_chat_maximize "_restore_con_chatvars"
-
-set _con_chat_maximized 0
-set _backup_con_chatvars_set 0
-alias _restore_con_chatvars_0 ""
-alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites"
-alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set"
-alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites"
-alias _backup_con_chatvars_1 ""
-alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set"
-alias +con_chat_maximize "_con_chat_maximized 1; _backup_con_chatvars; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0"
-alias -con_chat_maximize "_con_chat_maximized 0; _restore_con_chatvars"
-
-// tab completion
-set con_completion_playdemo *.dem
-set con_completion_timedemo *.dem
-set con_completion_ply *.dem
-set con_completion_tdem *.dem
-set con_completion_exec *.cfg
-set con_completion_chmap map
-set con_completion_devmap map
-set con_completion_gotomap map
-set con_completion_vmap map
-set con_completion_vnextmap map
-set con_completion_vdomap map
-set con_completion_playermodel "models/player/*.iqm"
-
-// helper
-// these non-saved engine cvars shall be saved
-alias makesaved "seta $1 \"${$1 ?}\""
-makesaved cl_maxfps_alwayssleep
-makesaved cl_port
-makesaved gl_finish
-makesaved net_slist_queriespersecond
-makesaved r_ambient
-makesaved r_drawviewmodel
-makesaved r_showsurfaces
-makesaved r_subdivisions_tolerance
-makesaved skill
-makesaved vid_gl13
-makesaved vid_gl20
-makesaved v_idlescale
-makesaved v_kicktime
-makesaved music_playlist_list0
-makesaved music_playlist_random0
-
// ticrate
//sys_ticrate 0.0166667 // 60fps. This would be ideal, but kills home routers.
sys_ticrate 0.0333333 // Use 30fps instead.
-cl_netfps 60 // should match or be a multiple
-sv_gameplayfix_delayprojectiles 0
-sv_gameplayfix_q2airaccelerate 1
-sv_gameplayfix_stepmultipletimes 1
-
-// delay for "kill" to prevent abuse
-set g_balance_kill_delay 2
-set g_balance_kill_antispam 5
-
-// this feature is currently buggy in the engine (it appears to PREVENT any dropping in lots of maps, leading to weirdly aligned entities, and in some cases even CAUSES them to drop through solid, like in facing worlds nex)
-sv_gameplayfix_droptofloorstartsolid 0
-
-seta gl_texturecompression 0
-gl_texturecompression_color 1
-gl_texturecompression_gloss 1
-gl_texturecompression_glow 1
-gl_texturecompression_lightcubemaps 1
-gl_texturecompression_q3bsplightmaps 0
-gl_texturecompression_sky 1
-
-cl_maxfps 200
-
-seta menu_mouse_absolute 1 "use the OS mouse pointer motion for menu"
-seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not affect in-game aiming)"
-set menu_use_default_hostname 1
-alias sethostname "set menu_use_default_hostname 0; hostname $*"
-
-set sv_foginterval 1 "force enable fog in regular intervals"
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
set g_cdtracks_dontusebydefault "rising-of-the-phoenix"
seta menu_cdtrack "rising-of-the-phoenix"
-set sv_maxidle 0 "kick players idle for more than this amount of time in seconds"
-set sv_maxidle_spectatorsareidle 0 "when sv_maxidle is not 0, assume spectators are idle too"
-set sv_maxidle_slots 0 "when not 0, only kick idlers when this many or less player slots are available"
-set sv_maxidle_slots_countbots 1 "count bots as player slots"
-
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
prvm_leaktest_ignore_classnames "ctf_team dom_team tdm_team"
prvm_backtraceforwarnings 1
-sv_allowdownloads_inarchive 1 // for csprogs.dat
-sv_allowdownloads 0 // download protocol is evil
-
-set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?"
-
-seta cl_weaponpriority "vaporizer hmg rpc vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list"
-seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
-seta cl_weaponpriority0 "rpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives"
-seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy"
-seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact"
-seta cl_weaponpriority3 "vaporizer hmg vortex rifle machinegun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all"
-seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons"
-seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving"
-seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun"
-seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun"
-seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun"
-seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next for next gun"
-seta cl_weaponimpulsemode 0 "0: only cycle between currently usable weapons in weapon priority order; 1: cycle between all possible weapons on a key in weapon priority order"
-
-set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist"
-set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist (if set to 2, ONLY impossible maps are allowed)"
-
-alias _gl_flashblend_update_00 "gl_flashblend 1"
-alias _gl_flashblend_update_10 "gl_flashblend 0"
-alias _gl_flashblend_update_01 "gl_flashblend 0"
-alias _gl_flashblend_update_11 "gl_flashblend 0"
-alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_showsurfaces"
-
-set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)"
-
-set cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice."
-
-seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice."
-
-seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway."
-
-seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disable, 1 = Stop when touching ground, 2 = Enable"
-
-seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS"
-
-// must be at the bottom of this file:
-
-set g_bugrigs 0
-set g_bugrigs_planar_movement 1 "BROTRR bug emulation"
-set g_bugrigs_planar_movement_car_jumping 1 "my own bug"
-set g_bugrigs_reverse_speeding 1 "BROTRR bug emulation"
-set g_bugrigs_reverse_spinning 1 "BROTRR bug emulation"
-set g_bugrigs_reverse_stopping 1 "BROTRR bug emulation"
-set g_bugrigs_air_steering 1 "NFS bug emulation"
-set g_bugrigs_angle_smoothing 5 "smooth the car angle a bit, looks nice"
-set g_bugrigs_friction_floor 50 "units/sec friction on floor"
-set g_bugrigs_friction_brake 950 "units/sec friction for braking"
-set g_bugrigs_friction_air 0.00001 "(very small) v <- v - v^2 * g_bugrigs_friction_air"
-set g_bugrigs_accel 800 "acceleration"
-set g_bugrigs_speed_ref 400 "reference speed for accel and steer responsiveness"
-set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness"
-set g_bugrigs_steer 1 "steering amount"
-
-set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)"
-set g_ban_sync_interval 5 "sync every 5 minutes"
-set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)"
-set g_ban_sync_timeout 45 "time out in seconds for the ban sync requests"
-set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used"
-
-set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse"
-
-// ballistics use physical units, but qu based
-// Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2
-// Quake-Joule: 1 qJ = 1 qN * 1 qu
-// Quake-Pascal: 1 qPa = 1 qN / 1 qu^2
-
-set g_ballistics_mindistance 2 // enable ballistics starting from 2 qu
-set g_ballistics_density_player 0.50 // players are 2x as easy to pass as walls
-set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls
-set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips"
-
-set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)"
-
-sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags"
-set g_full_getstatus_responses 0 "this currently breaks qstat"
-
-// Demo camera
-set camera_enable 0 "Enables the camera for demo playback"
-set camera_free 0 "Free camera instead of chasing the player"
-set camera_reset 0 "Resets the camera position and switch to chase mode"
-set camera_speed_roll 0.9 "Camera rotation speed"
-set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player"
-set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode"
-set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements"
-set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control"
-set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)"
-set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode"
-set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother"
-set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking"
-
-// "Gentle mode": show no blood
-seta sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages"
-seta cl_gentle 0 "client side gentle mode, master switch for removing both gibs and messages"
-seta cl_gentle_gibs 0 "client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs"
-seta cl_gentle_messages 0 "client side gentle mode (only replaces frag messages/centerprints)"
-seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); when set to 1, a white flash replaces the blood image, when set to 2, a randomly colored flash is used instead"
-
-set g_jetpack 0 "Jetpack mutator"
-
-set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had."
-
set _urllib_nextslot 0 "temp variable"
-set cl_warpzone_usetrace 1 "do not touch"
-
-set cl_effects_lightningarc_simple 0
-set cl_effects_lightningarc_segmentlength 64
-set cl_effects_lightningarc_drift_start 0.45
-set cl_effects_lightningarc_drift_end 0.1
-set cl_effects_lightningarc_branchfactor_start 0.25
-set cl_effects_lightningarc_branchfactor_add 0.1
-
-set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used"
-seta g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded"
-
-set menu_updatecheck 1 "check for updates"
-set menu_updatecheck_getpacks 1 "get update packs from update server"
-
-set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved
-set bot_sound_monopoly 0 "when enabled, only bots can make any noise"
-
-set cl_loddistance1 1024
-set cl_loddistance2 3072
-seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)"
-seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)"
-
-set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars"
-
-seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)"
-seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)"
-
-//cl_gunalign calculator
-seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
-alias _gunalign_01 "cl_gunalign 1"
-alias _gunalign_02 "cl_gunalign 2"
-alias _gunalign_03 "cl_gunalign 3"
-alias _gunalign_04 "cl_gunalign 4"
-alias _gunalign_11 "cl_gunalign 2"
-alias _gunalign_12 "cl_gunalign 1"
-alias _gunalign_13 "cl_gunalign 4"
-alias _gunalign_14 "cl_gunalign 3"
-alias _gunalign_update "_gunalign_$v_flipped$menu_cl_gunalign"
-
-set _menu_alpha "" // will be set by menu QC to the current fading of the menu, can be used by CSQC to fade items
-set _menu_initialized 0 "is 0 on first menu loading, 1 later"
-
-set g_triggerimpulse_accel_power 1 "trigger_impulse accelerator power (applied BEFORE the multiplier)"
-set g_triggerimpulse_accel_multiplier 1 "trigger_impulse accelerator multiplier (applied AFTER the power)"
-set g_triggerimpulse_directional_multiplier 1 "trigger_impulse directional field multiplier"
-set g_triggerimpulse_radial_multiplier 1 "trigger_impulse radial field multiplier"
-set the_goggles "they do nothing" "but the googles, they do"
-
-set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file"
-seta cl_noantilag 0 "turn this on if you believe antilag is bad"
-
-set rescan_pending 0 "set to 1 to schedule a fs_rescan at the end of this match"
-
-set g_mapinfo_allow_unsupported_modes_and_let_stuff_break "0" "set to 1 to be able to force game types using g_ cvars even if the map does not support them"
-
-// weapon accuracy stats
-set sv_accuracy_data_share 1 "1 send weapon accuracy data statistics to spectating clients, depends on cl_accuracy_data_share"
-set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients"
-set cl_accuracy_data_share 0 "1 share my weapon accuracy data statistics with other players, 0 keep my weapon accuracy data statistics hidden"
-set cl_accuracy_data_receive 0 "1 receive weapon accuracy data statistics at the end of the match"
-
-set spawn_debug 0 "use all spawns one by one, then abort, to verify all spawnpoints"
-set loddebug 0 "force this LOD level"
-set spawn_debugview 0 "display spawnpoints and their rating on spawn to debug spawnpoint rating calculation"
-set g_mutatormsg "" "mutator message"
-set speedmeter 0 "print landing speeds"
-set developer_csqcentities 0 "csqc entity spam"
-set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
-set g_debug_bot_commands 0 "print scripted bot commands before executing"
set g_debug_defaultsounds 0 "always use default sounds"
-seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
-seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)"
-seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
-seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
-seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
-seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag"
-seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary"
-
-// campaign internal, set when loading a campaign map1G
-set _campaign_index ""
-set _campaign_name ""
-set _campaign_testrun 0 "To verify the campaign file, set this to 1, then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad."
-
-// debug
-set _independent_players 0 "DO NOT TOUCH"
-set _notarget 0 "NO, REALLY, DON'T"
-set debugdraw 0
-set debugdraw_filter ""
-set debugdraw_filterout ""
-set debugtrace 0
// define some engine cvars that we need even on dedicated server
set r_showbboxes 0
-// we REALLY need the end pos nudging DP bug workaround for trace-to-end-of-solid to work
-collision_endposnudge 1
-
-// FIXME remove this when the engine feature FINALLY MAYBE works
-r_glsl_skeletal 0
-
-// animation tuning
-set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon refire
-set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff)
-
-// otherwise, antilag breaks
-sv_gameplayfix_consistentplayerprethink 1
-
// support Q1BSP maps
mod_q1bsp_polygoncollisions 1
// match q3map2
mod_obj_orientation 0
-// improve some minor details
-sv_gameplayfix_gravityunaffectedbyticrate 1
-sv_gameplayfix_nogravityonground 1
-
-// autodemo deleting
-seta cl_autodemo_delete_keeprecords 0 "when 1, records with a newly made race/cts demo are kept even if cl_autodemo_delete is used to delete demos"
-
-// freeze camera
-set cl_lockview 0 "when 1, the camera does not move any more"
-
-// we now use mastervolume
-volume 1
-
-// sucks less than the old one
-cl_decals_newsystem 1
-
-set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)"
-
-set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"
-
-set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited speed)"
-
-scr_conalpha 1
-scr_conalpha2factor 0.3
-scr_conalpha3factor 1
-scr_conalphafactor 0.8
-scr_conbrightness 0.35
-scr_conforcewhiledisconnected 1
-scr_conscroll2_x 0.11
-scr_conscroll2_y 0.2
-scr_conscroll3_x 0
-scr_conscroll3_y 0
-scr_conscroll_x -0.1
-scr_conscroll_y -0.3
-
-scr_conforcewhiledisconnected 0
-scr_infobar_height 12
-
-// DP cannot properly detect this, so rather turn off the detection
-r_texture_dds_load_alphamode 2
-r_texture_dds_swdecode 1 // SW decode to quarter res if we want to load DDS but don't support the extension for it
-r_texture_dds_load_logfailure 0 // this engine feature SUCKS
-set vid_netwmfullscreen 0 // doesn't support non-native res
-
-// particles optimization
-r_drawparticles_nearclip_min 8
-r_drawparticles_nearclip_max 16
-
-// sv_cullentities_trace is 1, so the client doesn't have to
-sv_cullentities_trace 1
-r_cullentities_trace 0
-
-// less "lagging" of other players, but also less PL tolerant... let's try this
-sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated
-
-// exact gloss looks better, e.g. on g-23
-r_shadow_glossexact 1
-r_shadow_glossintensity 1
-
-// use fake light if map has no lightmaps
-r_fakelight 1
-
-r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
-r_water_refractdistort 0.019
-
-set cl_rainsnow_maxdrawdist 2048
-
-// strength sound settings
-set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds"
-set sv_strengthsound_antispam_refire_threshold 0.04 "apply minimum distance only if refire of the gun is smaller than this"
-
-// equalize looks better than fullbright
-r_equalize_entities_fullbright 1
-
// UTF-8
utf8_enable 1
-// safe font defaults
-r_font_hinting 1
-r_font_disable_freetype 0
-r_font_size_snapping 4
-
-// database management
-set sv_db_saveasdump 0 "write server.db in dump format (loads slower, easier to read/parse)"
-set cl_db_saveasdump 0 "write client.db in dump format (loads slower, easier to read/parse)"
-
-// uid2name
-seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)"
-seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)"
-// FIXME set to -1 before release, once we have a dialog for this!
-
-// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
-r_polygonoffset_submodel_offset 0
-r_polygonoffset_submodel_factor 0
-// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much
-r_polygonoffset_decals_offset -28
-r_polygonoffset_decals_factor 0
// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals
mod_q3shader_default_polygonoffset -14
mod_q3shader_default_polygonfactor 0
-// allow fullbright
-set sv_allow_fullbright 1 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay"
-
-// auto-teams (team selection by player ID)
-// any player not listed is forced to spectate
-set g_forced_team_red "" "list of player IDs for red team"
-set g_forced_team_blue "" "list of player IDs for blue team"
-set g_forced_team_yellow "" "list of player IDs for yellow team"
-set g_forced_team_pink "" "list of player IDs for pink team"
-set g_forced_team_otherwise "default" "action if a non listed player joins (can be default for default action, spectate for forcing to spectate, or red, blue, yellow, pink)"
-
-// nice alias to set up a match
-// example: g_forced_team_matchsetup stormkeep "mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM=" "BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ="
-// will set up a match on stormkeep where mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM= and BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ= play against each other
-alias g_forced_team_matchsetup "map $1; settemp g_forced_team_red \"$2\"; settemp g_forced_team_blue \"$3\"; settemp g_forced_team_yellow \"$4\"; settemp g_forced_team_pink \"$5\"; settemp g_forced_team_otherwise spectate"
-
// random charge stuff :P
set g_weapon_charge_colormod_hdrmultiplier 4 "how much to multiply the colors by in the colormod vector"
set g_weapon_charge_colormod_red_half 0
set g_weapon_charge_colormod_green_full -0.5
set g_weapon_charge_colormod_blue_full -1
-// frozen
-set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage"
-set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling"
-set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will die instead of teleporting to spawn"
-set g_frozen_force 0.6 "How much to multiply the force on a frozen player with"
-
-// player statistics
-set g_playerstats_gamereport_uri "http://stats.xonotic.org/stats/submit" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory."
-set g_playerstats_gamereport_ladder ""
-set g_playerstats_playerbasic_uri "http://stats.xonotic.org"
-set g_playerstats_playerdetail_uri "http://stats.xonotic.org/player/me"
-set g_playerstats_playerdetail_autoupdatetime 1800 // automatically update every 30 minutes anyway
-
-// autoscreenshots
-set g_max_info_autoscreenshot 3 "how many info_autoscreenshot entities are allowed"
-
-// mod names for server browser
-// note: the lowest of these that mismatches default is used
-set g_mod_physics "" "Current physics config name"
-set g_mod_balance "" "Current balance config name"
-set g_mod_config "" "Current config mod name"
-
// session locking
locksession 1
snd_identicalsoundrandomization_time -0.1
snd_identicalsoundrandomization_tics 1
-// loading screen
-scr_loadingscreen_background 0
-scr_loadingscreen_barcolor "0 0.5 1"
-scr_loadingscreen_barheight 12
-scr_loadingscreen_count 1
-scr_loadingscreen_firstforstartup 1
-scr_loadingscreen_scale 999
-scr_loadingscreen_scale_base 1
-scr_loadingscreen_scale_limit 2
-
-// other config files
-exec balance-xonotic.cfg
-exec effects-normal.cfg
-exec physicsX.cfg
-exec turrets.cfg
-exec crosshairs.cfg
-exec gamemodes.cfg
-exec mutators.cfg
-exec notifications.cfg
-exec monsters.cfg
-exec minigames.cfg
-exec physics.cfg
-
// load console command aliases and settings
exec commands.cfg
-// hud cvar descriptions and common settings
-exec _hud_common.cfg
-exec _hud_descriptions.cfg
-// exec the default skin config
-// please add any new cvars into the hud_save script in qcsrc/client/hud_config.qc for consistency
-exec hud_luma.cfg
-
-
// ... and now that everything is configured/aliased, we can do some things:
// Change g_start_delay based upon if the server is local or not.
if_client set g_start_delay 0 "delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server"
if_dedicated set g_start_delay 15 "delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server"
-
-// enable menu syncing
-alias menu_sync "menu_cmd sync"
-
-set sv_join_notices ""
-set sv_join_notices_time 15
-
-seta cl_items_nofade 0
-seta cl_animate_items 1
-seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)"
-seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged"
-set sv_simple_items 1 "allow or forbid client use of simple items"
-seta cl_simple_items 0 "enable simple items (if server allows)"
-set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled"
-set cl_fullbright_items 0 "enable fullbright items (if server allows, controlled by g_fullbrightitems)"
-set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0"
-set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0"
-
-set sv_showspectators 1 "Show who's spectating who in the player info panel when client has cl_showspectators on. Shouldn't be used on competitive servers, also disable when watching a suspected cheater"
-seta cl_showspectators 0 "Show who's spectating you if server has sv_showspectators enabled"
-
-// Facility for config.cfg use ONLY.
-// Interpreted in post-config.cfg.
-seta menu_forced_saved_cvars "" "These cvars will always be saved, despite engine/Xonotic cvar saving status"
-set menu_reverted_nonsaved_cvars "" "These cvars are currently marked as saved in the flags, but have been reverted and won't stay saved. INTERNAL USE ONLY."
--- /dev/null
+// say aliases
+alias asay_ctf_flagcarrier "say_team flag carrier at %y"
+alias asay_ctf_haveflag "say_team (%l) have the flag"
+alias asay_willgo "say_team will go to %y"
+alias asay_support "say_team (%l) need help, %h%%"
+alias asay_killed "say_team got killed at %d"
+alias asay_noammo "say_team (%l) need %W for %w"
+alias asay_drop "say_team (%l) dropped %w ; impulse 17"
+
+// =================
+// gamestart hooks
+// =================
+
+seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to
+alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2"
+alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}"
+alias cl_hook_gamestart_all
+alias cl_hook_gamestart_nop //is only called when CSQC unloads before knowing the gametype, very unlikely
+alias cl_hook_gamestart_dm
+alias cl_hook_gamestart_tdm
+alias cl_hook_gamestart_dom
+alias cl_hook_gamestart_ctf
+alias cl_hook_gamestart_lms
+alias cl_hook_gamestart_ca
+alias cl_hook_gamestart_kh
+alias cl_hook_gamestart_ons
+alias cl_hook_gamestart_as
+alias cl_hook_gamestart_rc
+alias cl_hook_gamestart_nb
+alias cl_hook_gamestart_cts
+alias cl_hook_gamestart_ka
+alias cl_hook_gamestart_ft
+alias cl_hook_gamestart_inv
+alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
+alias cl_hook_shutdown
+alias cl_hook_activeweapon
--- /dev/null
+// ===================================
+// Master config for core game modes
+// ===================================
+
+// global gametype setting (0 = deathmatch)
+set gamecfg 0
+
+
+// =================
+// gamestart hooks
+// =================
+
+alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2"
+alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}"
+alias sv_hook_gamestart_all
+alias sv_hook_gamestart_dm
+alias sv_hook_gamestart_tdm
+alias sv_hook_gamestart_dom
+alias sv_hook_gamestart_ctf
+alias sv_hook_gamestart_lms
+alias sv_hook_gamestart_ca
+alias sv_hook_gamestart_kh
+alias sv_hook_gamestart_ons
+alias sv_hook_gamestart_as
+alias sv_hook_gamestart_rc
+alias sv_hook_gamestart_nb
+alias sv_hook_gamestart_cts
+alias sv_hook_gamestart_ka
+alias sv_hook_gamestart_ft
+alias sv_hook_gamestart_inv
+alias sv_hook_gamerestart
+alias sv_hook_gameend
+
+
+// =====================
+// gametype vote hooks
+// =====================
+// These are called when the mode is switched via gametype vote screen,
+// earlier than gamestart hooks (useful for enabling per-gamemode mutators)
+// The _all hook is called before the specific one
+// here it sets g_maxplayers to undo what duel does
+alias sv_vote_gametype_hook_all "set g_maxplayers 0"
+alias sv_vote_gametype_hook_as
+alias sv_vote_gametype_hook_ca
+alias sv_vote_gametype_hook_ctf
+alias sv_vote_gametype_hook_cts
+alias sv_vote_gametype_hook_dm
+alias sv_vote_gametype_hook_dom
+alias sv_vote_gametype_hook_ft
+alias sv_vote_gametype_hook_inv
+alias sv_vote_gametype_hook_ka
+alias sv_vote_gametype_hook_kh
+alias sv_vote_gametype_hook_lms
+alias sv_vote_gametype_hook_nb
+alias sv_vote_gametype_hook_ons
+alias sv_vote_gametype_hook_rc
+alias sv_vote_gametype_hook_tdm
+
+// Preset to allow duel to be used for the gametype voting screen
+// sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on
+// sv_vote_gametype_*_name Contains a human-readable name of the gametype
+// sv_vote_gametype_*_description Contains a longer description
+set sv_vote_gametype_duel_type dm
+set sv_vote_gametype_duel_name Duel
+set sv_vote_gametype_duel_description "One vs One match"
+alias sv_vote_gametype_hook_duel "set g_maxplayers 2"
+
+
+// ===========
+// leadlimit
+// ===========
+// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
+set leadlimit 0
+set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)"
+seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+
+
+// =================================
+// respawn delay/waves/weapon_stay
+// =================================
+// when variables are set to anything other than 0, they take over the global setting. Negative values force an output value of zero.
+set g_ctf_respawn_delay_small 1
+set g_ctf_respawn_delay_small_count 1
+set g_ctf_respawn_delay_large 5
+set g_ctf_respawn_delay_large_count 5
+set g_ctf_respawn_delay_max 0
+set g_ctf_respawn_waves 0
+set g_ctf_weapon_stay 0
+set g_dm_respawn_delay_small 0
+set g_dm_respawn_delay_small_count 0
+set g_dm_respawn_delay_large 0
+set g_dm_respawn_delay_large_count 0
+set g_dm_respawn_delay_max 0
+set g_dm_respawn_waves 0
+set g_dm_weapon_stay 0
+set g_dom_respawn_delay_small 0
+set g_dom_respawn_delay_small_count 0
+set g_dom_respawn_delay_large 0
+set g_dom_respawn_delay_large_count 0
+set g_dom_respawn_delay_max 0
+set g_dom_respawn_waves 0
+set g_dom_weapon_stay 0
+set g_lms_respawn_delay_small 0
+set g_lms_respawn_delay_small_count 0
+set g_lms_respawn_delay_large 0
+set g_lms_respawn_delay_large_count 0
+set g_lms_respawn_delay_max 0
+set g_lms_respawn_waves 0
+set g_lms_weapon_stay 0
+set g_tdm_respawn_delay_small 0
+set g_tdm_respawn_delay_small_count 0
+set g_tdm_respawn_delay_large 0
+set g_tdm_respawn_delay_large_count 0
+set g_tdm_respawn_delay_max 0
+set g_tdm_respawn_waves 0
+set g_tdm_weapon_stay 0
+set g_ka_respawn_delay_small 0
+set g_ka_respawn_delay_small_count 0
+set g_ka_respawn_delay_large 0
+set g_ka_respawn_delay_large_count 0
+set g_ka_respawn_delay_max 0
+set g_ka_respawn_waves 0
+set g_ka_weapon_stay 0
+set g_kh_respawn_delay_small 0
+set g_kh_respawn_delay_small_count 0
+set g_kh_respawn_delay_large 0
+set g_kh_respawn_delay_large_count 0
+set g_kh_respawn_delay_max 0
+set g_kh_respawn_waves 0
+set g_kh_weapon_stay 0
+set g_ca_respawn_delay_small 0
+set g_ca_respawn_delay_small_count 0
+set g_ca_respawn_delay_large 0
+set g_ca_respawn_delay_large_count 0
+set g_ca_respawn_delay_max 0
+set g_ca_respawn_waves 0
+set g_ca_weapon_stay 0
+set g_nb_respawn_delay_small 0
+set g_nb_respawn_delay_small_count 0
+set g_nb_respawn_delay_large 0
+set g_nb_respawn_delay_large_count 0
+set g_nb_respawn_delay_max 0
+set g_nb_respawn_waves 0
+set g_nb_weapon_stay 0
+set g_as_respawn_delay_small 0
+set g_as_respawn_delay_small_count 0
+set g_as_respawn_delay_large 0
+set g_as_respawn_delay_large_count 0
+set g_as_respawn_delay_max 0
+set g_as_respawn_waves 0
+set g_as_weapon_stay 0
+set g_ons_respawn_delay_small 0
+set g_ons_respawn_delay_small_count 0
+set g_ons_respawn_delay_large 0
+set g_ons_respawn_delay_large_count 0
+set g_ons_respawn_delay_max 0
+set g_ons_respawn_waves 0
+set g_ons_weapon_stay 0
+set g_rc_respawn_delay_small 0
+set g_rc_respawn_delay_small_count 0
+set g_rc_respawn_delay_large 0
+set g_rc_respawn_delay_large_count 0
+set g_rc_respawn_delay_max 0
+set g_rc_respawn_waves 0
+set g_rc_weapon_stay 0
+set g_cts_respawn_delay_small -1 // CTS shall have instant respawn.
+set g_cts_respawn_delay_small_count 0
+set g_cts_respawn_delay_large -1 // CTS shall have instant respawn.
+set g_cts_respawn_delay_large_count 0
+set g_cts_respawn_delay_max 0
+set g_cts_respawn_waves 0
+set g_cts_weapon_stay 2
+set g_ft_respawn_delay_small 0
+set g_ft_respawn_delay_small_count 0
+set g_ft_respawn_delay_large 0
+set g_ft_respawn_delay_large_count 0
+set g_ft_respawn_delay_max 0
+set g_ft_respawn_waves 0
+set g_ft_weapon_stay 0
+set g_inv_respawn_delay_small 0
+set g_inv_respawn_delay_small_count 0
+set g_inv_respawn_delay_large 0
+set g_inv_respawn_delay_large_count 0
+set g_inv_respawn_delay_max 0
+set g_inv_respawn_waves 0
+set g_inv_weapon_stay 0
+
+
+// =========
+// assault
+// =========
+set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
+
+
+// ============
+// clan arena
+// ============
+set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
+seta g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games"
+set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_ca_damage2score_multiplier 0.01
+set g_ca_round_timelimit 180 "round time limit in seconds"
+seta g_ca_teams_override 0
+set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+set g_ca_teams 0
+
+
+// ==================
+// capture the flag
+// ==================
+set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
+set g_ctf_oneflag 0 "Allow oneflag CTF mode on maps that support it"
+set g_ctf_oneflag_reverse 0 "apply reverse mode to oneflag CTF (take flag to enemy bases to cap), overrides g_ctf_reverse only in oneflag, g_ctf_reverse still affects oneflag"
+set g_ctf_leaderboard 0 "show top capture times in the scoreboard"
+set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate"
+set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier"
+set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius"
+set g_ctf_flag_return_time 15 "automatically return the flag to base after this amount of time"
+set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)"
+set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base"
+set g_ctf_flag_return_damage_delay 0 "how much time the flag takes to automatically return to base if it falls into lava/slime/trigger hurt"
+set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
+set g_ctf_flagcarrier_auto_helpme_damage 100 "automatically place a helpme notification on flag carrier waypointsprite if they get hit and their health dips below this value"
+set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification"
+set g_ctf_flagcarrier_selfdamagefactor 1
+set g_ctf_flagcarrier_selfforcefactor 1
+set g_ctf_flagcarrier_damagefactor 1
+set g_ctf_flagcarrier_forcefactor 1
+set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time"
+set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished: 1 = If ONE flag is no longer stale, 2 = If BOTH flags are no longer stale"
+set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
+set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
+set g_ctf_dropped_capture_delay 1 "dropped capture delay"
+set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
+set g_ctf_flag_damageforcescale 2
+set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
+set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
+set g_ctf_flag_collect_delay 1
+set g_ctf_flag_health 0
+set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
+set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
+set g_ctf_throw 1 "throwing allows circumventing carrierkill score, so enable this with care!"
+set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
+set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
+set g_ctf_throw_punish_count 3
+set g_ctf_throw_punish_delay 30
+set g_ctf_throw_punish_time 10
+set g_ctf_throw_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
+set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag"
+set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw"
+set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)"
+set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped"
+set g_ctf_pass 1 "allow passing of flags to nearby team mates"
+set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw"
+set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw"
+set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing"
+set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing"
+set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
+set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
+set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
+set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing"
+set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped"
+set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
+set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle"
+set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle"
+set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters"
+set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores"
+
+set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
+set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
+set g_ctf_shield_force 100 "push force of the shield"
+
+set g_ctf_flag_red_model "models/ctf/flags.md3"
+set g_ctf_flag_red_skin 0
+set g_ctf_flag_blue_model "models/ctf/flags.md3"
+set g_ctf_flag_blue_skin 1
+set g_ctf_flag_yellow_model "models/ctf/flags.md3"
+set g_ctf_flag_yellow_skin 2
+set g_ctf_flag_pink_model "models/ctf/flags.md3"
+set g_ctf_flag_pink_skin 3
+set g_ctf_flag_neutral_model "models/ctf/flags.md3"
+set g_ctf_flag_neutral_skin 4
+set g_ctf_flag_glowtrails 1
+set g_ctf_fullbrightflags 0
+set g_ctf_dynamiclights 0
+
+seta g_ctf_ignore_frags 0 "1: regular frags give no points"
+exec ctfscoring-samual.cfg
+
+
+// ====================
+// complete the stage
+// ====================
+set g_cts 0 "CTS: complete the stage"
+set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
+set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
+
+
+// ==========================
+// deathmatch (ffa or team)
+// ==========================
+set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
+set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
+set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
+set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+
+
+// ============
+// domination
+// ============
+set g_domination 0 "Domination: capture and hold control points to gain points"
+set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
+seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
+set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
+set g_domination_point_amt 0 "override: how many points to get per ping"
+set g_domination_point_fullbright 0 "domination point fullbright"
+set g_domination_point_rate 0 "override: how often to give those points"
+//set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)"
+set g_domination_point_glow 0 "domination point glow (warning, slow)"
+set g_domination_roundbased 0 "enable round-based domination (capture all control points to win the round)"
+set g_domination_roundbased_point_limit 5 "capture limit in round-based domination mode"
+set g_domination_round_timelimit 120
+set g_domination_warmup 5
+//set g_domination_balance_team_points 1 "# of points received is based on team sizes"
+
+
+// ===========
+// freezetag
+// ===========
+set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
+set g_freezetag_warmup 5 "Time players get to run around before the round starts"
+seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
+set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
+set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
+set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
+set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
+set g_freezetag_round_timelimit 180 "round time limit in seconds"
+set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
+seta g_freezetag_teams_override 0
+set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+set g_freezetag_teams 0
+
+
+// ==========
+// keepaway
+// ==========
+set g_keepaway 0 "game mode which focuses around a ball"
+set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
+set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepawayball_trail_color 254 "particle trail color from player/ball"
+set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
+
+
+// ==========
+// key hunt
+// ==========
+set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score"
+set g_balance_keyhunt_return_when_unreachable 1 "automatically destroy a key if it falls into lava/slime/trigger hurt"
+set g_balance_keyhunt_delay_damage_return 5 "time a key takes to automatically destroy itself if it falls into lava/slime/trigger hurt"
+set g_balance_keyhunt_delay_return 60 "time a key takes to destroy itself if dropped"
+set g_balance_keyhunt_delay_round 5
+set g_balance_keyhunt_delay_tracking 10
+set g_balance_keyhunt_delay_fadeout 2
+set g_balance_keyhunt_delay_collect 1.5
+set g_balance_keyhunt_maxdist 150
+set g_balance_keyhunt_score_collect 3
+set g_balance_keyhunt_score_carrierfrag 2
+set g_balance_keyhunt_score_capture 100
+set g_balance_keyhunt_score_push 60
+set g_balance_keyhunt_score_destroyed 50
+set g_balance_keyhunt_score_destroyed_ownfactor 1
+set g_balance_keyhunt_dropvelocity 300
+set g_balance_keyhunt_throwvelocity 400
+set g_balance_keyhunt_protecttime 0.8
+set g_balance_keyhunt_damageforcescale 1
+seta g_keyhunt_teams_override 0
+set g_keyhunt_teams 0
+set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
+
+
+// ===================
+// last man standing
+// ===================
+set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
+set g_lms_lives_override -1
+set g_lms_extra_lives 0
+set g_lms_regenerate 0
+set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
+set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
+
+
+// =========
+// nexball
+// =========
+set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
+set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
+set g_balance_nexball_primary_speed 1000 "launching speed"
+set g_balance_nexball_primary_refire 0.7 "launching refire"
+set g_balance_nexball_primary_animtime 0.3 "launching animtime"
+set g_balance_nexball_secondary_animtime 0.3 "launching animtime"
+set g_balance_nexball_secondary_speed 3000 "stealing projectile speed"
+set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime"
+set g_balance_nexball_secondary_force 500 "stealing projectile force"
+set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
+set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
+set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
+set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads"
+set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
+set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
+set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads"
+set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
+set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
+set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
+set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
+set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
+set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
+set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
+set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
+set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
+set g_nexball_basketball_meter 1 "use the power meter for basketball"
+set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
+set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
+set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
+set g_nexball_delay_idle 10 "maximal idle time before a reset"
+set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
+set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
+set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
+set g_nexball_basketball_trail 1 "1 to leave a trail"
+set g_nexball_football_trail 0 "1 to leave a trail"
+set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
+set g_nexball_playerclip_collisions 1 "make the ball bounce off clips"
+set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
+seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
+seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
+seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
+seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
+seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
+seta g_nexball_tackling 1 "Allow ball theft?"
+
+
+// ===========
+// onslaught
+// ===========
+set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
+set g_onslaught_point_limit 1 "Onslaught point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_onslaught_warmup 5
+set g_onslaught_round_timelimit 280
+set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another"
+set g_onslaught_teleport_wait 5 "Time before player can teleport again"
+set g_onslaught_spawn_choose 1 "Allow players to choose the control point to be spawned at"
+set g_onslaught_click_radius 500 "When choosing from the map, this level of precision is required"
+
+set g_onslaught_gen_health 2500
+set g_onslaught_allow_vehicle_touch 0
+set g_onslaught_cp_health 1000
+set g_onslaught_cp_buildhealth 100
+set g_onslaught_cp_buildtime 5
+set g_onslaught_cp_regen 20
+set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them"
+set g_onslaught_cp_proxydecap_distance 512
+set g_onslaught_cp_proxydecap_dps 100
+set g_onslaught_shield_force 100
+set g_onslaught_spawn_at_controlpoints 0
+set g_onslaught_spawn_at_controlpoints_chance 0.5
+set g_onslaught_spawn_at_controlpoints_random 0
+set g_onslaught_spawn_at_generator 0
+set g_onslaught_spawn_at_generator_chance 0
+set g_onslaught_spawn_at_generator_random 0
+
+
+// ======
+// race
+// ======
+set g_race 0 "Race: be faster than your opponents"
+set g_race_qualifying_timelimit 0
+set g_race_qualifying_timelimit_override -1 "qualifying session time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
+
+// ==========
+// invasion
+// ==========
+set g_invasion 0 "Invasion: survive against waves of monsters"
+set g_invasion_round_timelimit 120 "maximum time to kill all monsters"
+set g_invasion_warmup 10 "time between waves to prepare for battle"
+set g_invasion_monster_count 10 "number of monsters on first wave (increments)"
+set g_invasion_zombies_only 0 "only spawn zombies"
+set g_invasion_spawn_delay 0.25
+set g_invasion_spawnpoint_spawn_delay 0.5
+set g_invasion_teams 0 "number of teams in invasion (note: use mapinfo to set this)"
+set g_invasion_team_spawns 1 "use team spawns in teamplay invasion mode"
+set g_invasion_type 0 "type of invasion mode - 0: round-based, 1: hunting, 2: complete the stage (note: use mapinfo to set this)"
+++ /dev/null
-// ===================================
-// Master config for core game modes
-// ===================================
-
-// global gametype setting (0 = deathmatch)
-set gamecfg 0
-
-// say aliases
-alias asay_ctf_flagcarrier "say_team flag carrier at %y"
-alias asay_ctf_haveflag "say_team (%l) have the flag"
-alias asay_willgo "say_team will go to %y"
-alias asay_support "say_team (%l) need help, %h%%"
-alias asay_killed "say_team got killed at %d"
-alias asay_noammo "say_team (%l) need %W for %w"
-alias asay_drop "say_team (%l) dropped %w ; impulse 17"
-
-
-// =================
-// gamestart hooks
-// =================
-seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to
-alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2"
-alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}"
-alias cl_hook_gamestart_all
-alias cl_hook_gamestart_nop //is only called when CSQC unloads before knowing the gametype, very unlikely
-alias cl_hook_gamestart_dm
-alias cl_hook_gamestart_tdm
-alias cl_hook_gamestart_dom
-alias cl_hook_gamestart_ctf
-alias cl_hook_gamestart_lms
-alias cl_hook_gamestart_ca
-alias cl_hook_gamestart_kh
-alias cl_hook_gamestart_ons
-alias cl_hook_gamestart_as
-alias cl_hook_gamestart_rc
-alias cl_hook_gamestart_nb
-alias cl_hook_gamestart_cts
-alias cl_hook_gamestart_ka
-alias cl_hook_gamestart_ft
-alias cl_hook_gamestart_inv
-alias cl_hook_gameend "rpn /cl_matchcount dup load 1 + =" // increase match count every time a game ends
-alias cl_hook_shutdown
-alias cl_hook_activeweapon
-
-alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2"
-alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}"
-alias sv_hook_gamestart_all
-alias sv_hook_gamestart_dm
-alias sv_hook_gamestart_tdm
-alias sv_hook_gamestart_dom
-alias sv_hook_gamestart_ctf
-alias sv_hook_gamestart_lms
-alias sv_hook_gamestart_ca
-alias sv_hook_gamestart_kh
-alias sv_hook_gamestart_ons
-alias sv_hook_gamestart_as
-alias sv_hook_gamestart_rc
-alias sv_hook_gamestart_nb
-alias sv_hook_gamestart_cts
-alias sv_hook_gamestart_ka
-alias sv_hook_gamestart_ft
-alias sv_hook_gamestart_inv
-alias sv_hook_gamerestart
-alias sv_hook_gameend
-
-
-// =====================
-// gametype vote hooks
-// =====================
-// These are called when the mode is switched via gametype vote screen,
-// earlier than gamestart hooks (useful for enabling per-gamemode mutators)
-// The _all hook is called before the specific one
-// here it sets g_maxplayers to undo what duel does
-alias sv_vote_gametype_hook_all "set g_maxplayers 0"
-alias sv_vote_gametype_hook_as
-alias sv_vote_gametype_hook_ca
-alias sv_vote_gametype_hook_ctf
-alias sv_vote_gametype_hook_cts
-alias sv_vote_gametype_hook_dm
-alias sv_vote_gametype_hook_dom
-alias sv_vote_gametype_hook_ft
-alias sv_vote_gametype_hook_inv
-alias sv_vote_gametype_hook_ka
-alias sv_vote_gametype_hook_kh
-alias sv_vote_gametype_hook_lms
-alias sv_vote_gametype_hook_nb
-alias sv_vote_gametype_hook_ons
-alias sv_vote_gametype_hook_rc
-alias sv_vote_gametype_hook_tdm
-
-// Preset to allow duel to be used for the gametype voting screen
-// sv_vote_gametype_*_type Must be set to the name of the gametype the option is based on
-// sv_vote_gametype_*_name Contains a human-readable name of the gametype
-// sv_vote_gametype_*_description Contains a longer description
-set sv_vote_gametype_duel_type dm
-set sv_vote_gametype_duel_name Duel
-set sv_vote_gametype_duel_description "One vs One match"
-alias sv_vote_gametype_hook_duel "set g_maxplayers 2"
-
-
-// ===========
-// leadlimit
-// ===========
-// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
-set leadlimit 0
-set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)"
-seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-
-
-// =================================
-// respawn delay/waves/weapon_stay
-// =================================
-// when variables are set to anything other than 0, they take over the global setting. Negative values force an output value of zero.
-set g_ctf_respawn_delay_small 1
-set g_ctf_respawn_delay_small_count 1
-set g_ctf_respawn_delay_large 5
-set g_ctf_respawn_delay_large_count 5
-set g_ctf_respawn_delay_max 0
-set g_ctf_respawn_waves 0
-set g_ctf_weapon_stay 0
-set g_dm_respawn_delay_small 0
-set g_dm_respawn_delay_small_count 0
-set g_dm_respawn_delay_large 0
-set g_dm_respawn_delay_large_count 0
-set g_dm_respawn_delay_max 0
-set g_dm_respawn_waves 0
-set g_dm_weapon_stay 0
-set g_dom_respawn_delay_small 0
-set g_dom_respawn_delay_small_count 0
-set g_dom_respawn_delay_large 0
-set g_dom_respawn_delay_large_count 0
-set g_dom_respawn_delay_max 0
-set g_dom_respawn_waves 0
-set g_dom_weapon_stay 0
-set g_lms_respawn_delay_small 0
-set g_lms_respawn_delay_small_count 0
-set g_lms_respawn_delay_large 0
-set g_lms_respawn_delay_large_count 0
-set g_lms_respawn_delay_max 0
-set g_lms_respawn_waves 0
-set g_lms_weapon_stay 0
-set g_tdm_respawn_delay_small 0
-set g_tdm_respawn_delay_small_count 0
-set g_tdm_respawn_delay_large 0
-set g_tdm_respawn_delay_large_count 0
-set g_tdm_respawn_delay_max 0
-set g_tdm_respawn_waves 0
-set g_tdm_weapon_stay 0
-set g_ka_respawn_delay_small 0
-set g_ka_respawn_delay_small_count 0
-set g_ka_respawn_delay_large 0
-set g_ka_respawn_delay_large_count 0
-set g_ka_respawn_delay_max 0
-set g_ka_respawn_waves 0
-set g_ka_weapon_stay 0
-set g_kh_respawn_delay_small 0
-set g_kh_respawn_delay_small_count 0
-set g_kh_respawn_delay_large 0
-set g_kh_respawn_delay_large_count 0
-set g_kh_respawn_delay_max 0
-set g_kh_respawn_waves 0
-set g_kh_weapon_stay 0
-set g_ca_respawn_delay_small 0
-set g_ca_respawn_delay_small_count 0
-set g_ca_respawn_delay_large 0
-set g_ca_respawn_delay_large_count 0
-set g_ca_respawn_delay_max 0
-set g_ca_respawn_waves 0
-set g_ca_weapon_stay 0
-set g_nb_respawn_delay_small 0
-set g_nb_respawn_delay_small_count 0
-set g_nb_respawn_delay_large 0
-set g_nb_respawn_delay_large_count 0
-set g_nb_respawn_delay_max 0
-set g_nb_respawn_waves 0
-set g_nb_weapon_stay 0
-set g_as_respawn_delay_small 0
-set g_as_respawn_delay_small_count 0
-set g_as_respawn_delay_large 0
-set g_as_respawn_delay_large_count 0
-set g_as_respawn_delay_max 0
-set g_as_respawn_waves 0
-set g_as_weapon_stay 0
-set g_ons_respawn_delay_small 0
-set g_ons_respawn_delay_small_count 0
-set g_ons_respawn_delay_large 0
-set g_ons_respawn_delay_large_count 0
-set g_ons_respawn_delay_max 0
-set g_ons_respawn_waves 0
-set g_ons_weapon_stay 0
-set g_rc_respawn_delay_small 0
-set g_rc_respawn_delay_small_count 0
-set g_rc_respawn_delay_large 0
-set g_rc_respawn_delay_large_count 0
-set g_rc_respawn_delay_max 0
-set g_rc_respawn_waves 0
-set g_rc_weapon_stay 0
-set g_cts_respawn_delay_small -1 // CTS shall have instant respawn.
-set g_cts_respawn_delay_small_count 0
-set g_cts_respawn_delay_large -1 // CTS shall have instant respawn.
-set g_cts_respawn_delay_large_count 0
-set g_cts_respawn_delay_max 0
-set g_cts_respawn_waves 0
-set g_cts_weapon_stay 2
-set g_ft_respawn_delay_small 0
-set g_ft_respawn_delay_small_count 0
-set g_ft_respawn_delay_large 0
-set g_ft_respawn_delay_large_count 0
-set g_ft_respawn_delay_max 0
-set g_ft_respawn_waves 0
-set g_ft_weapon_stay 0
-set g_inv_respawn_delay_small 0
-set g_inv_respawn_delay_small_count 0
-set g_inv_respawn_delay_large 0
-set g_inv_respawn_delay_large_count 0
-set g_inv_respawn_delay_max 0
-set g_inv_respawn_waves 0
-set g_inv_weapon_stay 0
-
-
-// =========
-// assault
-// =========
-set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
-
-
-// ============
-// clan arena
-// ============
-set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
-seta g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games"
-set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
-set g_ca_damage2score_multiplier 0.01
-set g_ca_round_timelimit 180 "round time limit in seconds"
-seta g_ca_teams_override 0
-set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
-set g_ca_teams 0
-
-
-// ==================
-// capture the flag
-// ==================
-set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
-set g_ctf_oneflag 0 "Allow oneflag CTF mode on maps that support it"
-set g_ctf_oneflag_reverse 0 "apply reverse mode to oneflag CTF (take flag to enemy bases to cap), overrides g_ctf_reverse only in oneflag, g_ctf_reverse still affects oneflag"
-set g_ctf_leaderboard 0 "show top capture times in the scoreboard"
-set g_ctf_flag_return 1 "auto return the flag to base when touched by a teammate"
-set g_ctf_flag_return_carrying 0 "(manual return mode) auto return the flag to base if touched by a flag carrier"
-set g_ctf_flag_return_carried_radius 100 "allow flags to be returned by carrier if base is within this radius"
-set g_ctf_flag_return_time 15 "automatically return the flag to base after this amount of time"
-set g_ctf_flag_return_dropped 100 "automatically return the flag to base if dropped within this distance from base (in qu)"
-set g_ctf_flag_return_damage 0 "allow the flag to be damaged, reducing time needed to automatically return to base"
-set g_ctf_flag_return_damage_delay 0 "how much time the flag takes to automatically return to base if it falls into lava/slime/trigger hurt"
-set g_ctf_flag_return_when_unreachable 1 "automatically return the flag if it falls into lava/slime/trigger hurt"
-set g_ctf_flagcarrier_auto_helpme_damage 100 "automatically place a helpme notification on flag carrier waypointsprite if they get hit and their health dips below this value"
-set g_ctf_flagcarrier_auto_helpme_time 2 "antispam time for the helpme notification"
-set g_ctf_flagcarrier_selfdamagefactor 1
-set g_ctf_flagcarrier_selfforcefactor 1
-set g_ctf_flagcarrier_damagefactor 1
-set g_ctf_flagcarrier_forcefactor 1
-set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have held the flags a certain amount of time"
-set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished: 1 = If ONE flag is no longer stale, 2 = If BOTH flags are no longer stale"
-set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
-set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
-set g_ctf_dropped_capture_delay 1 "dropped capture delay"
-set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
-set g_ctf_flag_damageforcescale 2
-set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
-set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
-set g_ctf_flag_collect_delay 1
-set g_ctf_flag_health 0
-set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
-set g_ctf_flag_dropped_floatinwater 200 "move upwards while in water at this velocity"
-set g_ctf_throw 1 "throwing allows circumventing carrierkill score, so enable this with care!"
-set g_ctf_throw_angle_max 90 "maximum upwards angle you can throw the flag"
-set g_ctf_throw_angle_min -90 "minimum downwards angle you can throw the flag"
-set g_ctf_throw_punish_count 2
-set g_ctf_throw_punish_delay 30
-set g_ctf_throw_punish_time 5
-set g_ctf_throw_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
-set g_ctf_throw_velocity_forward 500 "how fast or far a player can throw the flag"
-set g_ctf_throw_velocity_up 200 "upwards velocity added upon initial throw"
-set g_ctf_drop_velocity_up 200 "upwards velocity when a flag is dropped (i.e. when a flag carrier dies)"
-set g_ctf_drop_velocity_side 100 "randomized sideways velocity when a flag is dropped"
-set g_ctf_pass 1 "allow passing of flags to nearby team mates"
-set g_ctf_pass_arc 20 "upwards arcing of the flag path to look more like a throw"
-set g_ctf_pass_arc_max 200 "maximum height for upwards arcing of the flag path to look more like a throw"
-set g_ctf_pass_directional_max 200 "maximum radius from crosshair for line of sight selection when passing"
-set g_ctf_pass_directional_min 50 "minimum radius from crosshair for line of sight selection when passing"
-set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
-set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
-set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
-set g_ctf_pass_turnrate 50 "how well the flag follows the best direction to its target while passing"
-set g_ctf_pass_timelimit 2 "how long a flag can stay trying to pass before it gives up and just becomes dropped"
-set g_ctf_pass_velocity 750 "how fast or far a player can pass the flag"
-set g_ctf_allow_vehicle_touch 0 "allow flags to be picked up/captured/returned without even leaving the vehicle"
-set g_ctf_allow_vehicle_carry 1 "allow players to hold flags inside a vehicle"
-set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters"
-set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores"
-
-set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)"
-set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
-set g_ctf_shield_force 100 "push force of the shield"
-
-set g_ctf_flag_red_model "models/ctf/flags.md3"
-set g_ctf_flag_red_skin 0
-set g_ctf_flag_blue_model "models/ctf/flags.md3"
-set g_ctf_flag_blue_skin 1
-set g_ctf_flag_yellow_model "models/ctf/flags.md3"
-set g_ctf_flag_yellow_skin 2
-set g_ctf_flag_pink_model "models/ctf/flags.md3"
-set g_ctf_flag_pink_skin 3
-set g_ctf_flag_neutral_model "models/ctf/flags.md3"
-set g_ctf_flag_neutral_skin 4
-set g_ctf_flag_glowtrails 1
-set g_ctf_fullbrightflags 0
-set g_ctf_dynamiclights 0
-
-seta g_ctf_ignore_frags 0 "1: regular frags give no points"
-exec ctfscoring-samual.cfg
-
-
-// ====================
-// complete the stage
-// ====================
-set g_cts 0 "CTS: complete the stage"
-set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
-set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
-
-
-// ==========================
-// deathmatch (ffa or team)
-// ==========================
-set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
-set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
-set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
-seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
-set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-
-
-// ============
-// domination
-// ============
-set g_domination 0 "Domination: capture and hold control points to gain points"
-set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
-seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
-set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
-set g_domination_point_amt 0 "override: how many points to get per ping"
-set g_domination_point_fullbright 0 "domination point fullbright"
-set g_domination_point_rate 0 "override: how often to give those points"
-//set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)"
-set g_domination_point_glow 0 "domination point glow (warning, slow)"
-set g_domination_roundbased 0 "enable round-based domination (capture all control points to win the round)"
-set g_domination_roundbased_point_limit 5 "capture limit in round-based domination mode"
-set g_domination_round_timelimit 120
-set g_domination_warmup 5
-//set g_domination_balance_team_points 1 "# of points received is based on team sizes"
-
-
-// ===========
-// freezetag
-// ===========
-set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
-set g_freezetag_warmup 5 "Time players get to run around before the round starts"
-seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
-set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
-set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
-set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
-set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
-set g_freezetag_round_timelimit 180 "round time limit in seconds"
-set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
-seta g_freezetag_teams_override 0
-set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
-set g_freezetag_teams 0
-
-
-// ==========
-// keepaway
-// ==========
-set g_keepaway 0 "game mode which focuses around a ball"
-set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
-set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
-set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
-set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
-set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
-set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
-set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
-set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
-set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
-set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
-set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
-set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
-set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
-set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
-set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
-set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
-set g_keepawayball_trail_color 254 "particle trail color from player/ball"
-set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
-set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
-
-
-// ==========
-// key hunt
-// ==========
-set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score"
-set g_balance_keyhunt_return_when_unreachable 1 "automatically destroy a key if it falls into lava/slime/trigger hurt"
-set g_balance_keyhunt_delay_damage_return 5 "time a key takes to automatically destroy itself if it falls into lava/slime/trigger hurt"
-set g_balance_keyhunt_delay_return 60 "time a key takes to destroy itself if dropped"
-set g_balance_keyhunt_delay_round 5
-set g_balance_keyhunt_delay_tracking 10
-set g_balance_keyhunt_delay_fadeout 2
-set g_balance_keyhunt_delay_collect 1.5
-set g_balance_keyhunt_maxdist 150
-set g_balance_keyhunt_score_collect 3
-set g_balance_keyhunt_score_carrierfrag 2
-set g_balance_keyhunt_score_capture 100
-set g_balance_keyhunt_score_push 60
-set g_balance_keyhunt_score_destroyed 50
-set g_balance_keyhunt_score_destroyed_ownfactor 1
-set g_balance_keyhunt_dropvelocity 300
-set g_balance_keyhunt_throwvelocity 400
-set g_balance_keyhunt_protecttime 0.8
-set g_balance_keyhunt_damageforcescale 1
-seta g_keyhunt_teams_override 0
-set g_keyhunt_teams 0
-set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
-
-
-// ===================
-// last man standing
-// ===================
-set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
-set g_lms_lives_override -1
-set g_lms_extra_lives 0
-set g_lms_regenerate 0
-set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
-set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
-
-
-// =========
-// nexball
-// =========
-set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
-set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
-set g_balance_nexball_primary_speed 1000 "launching speed"
-set g_balance_nexball_primary_refire 0.7 "launching refire"
-set g_balance_nexball_primary_animtime 0.3 "launching animtime"
-set g_balance_nexball_secondary_animtime 0.3 "launching animtime"
-set g_balance_nexball_secondary_speed 3000 "stealing projectile speed"
-set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime"
-set g_balance_nexball_secondary_force 500 "stealing projectile force"
-set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
-set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
-set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
-set g_nexball_basketball_jumppad 1 "whether basketballs should be pushable by jumppads"
-set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
-set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
-set g_nexball_football_jumppad 1 "whether footballs should be pushable by jumppads"
-set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
-set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
-set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
-set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
-set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
-set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
-set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
-set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
-set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
-set g_nexball_basketball_meter 1 "use the power meter for basketball"
-set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
-set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
-set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
-set g_nexball_delay_idle 10 "maximal idle time before a reset"
-set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
-set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
-set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
-set g_nexball_basketball_trail 1 "1 to leave a trail"
-set g_nexball_football_trail 0 "1 to leave a trail"
-set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
-set g_nexball_playerclip_collisions 1 "make the ball bounce off clips"
-set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
-seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
-seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
-seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
-seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
-seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
-seta g_nexball_tackling 1 "Allow ball theft?"
-
-
-// ===========
-// onslaught
-// ===========
-set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
-set g_onslaught_point_limit 1 "Onslaught point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_onslaught_warmup 5
-set g_onslaught_round_timelimit 280
-set g_onslaught_teleport_radius 200 "Allows teleporting from a control point to another"
-set g_onslaught_teleport_wait 5 "Time before player can teleport again"
-set g_onslaught_spawn_choose 1 "Allow players to choose the control point to be spawned at"
-set g_onslaught_click_radius 500 "When choosing from the map, this level of precision is required"
-
-set g_onslaught_gen_health 2500
-set g_onslaught_allow_vehicle_touch 0
-set g_onslaught_cp_health 1000
-set g_onslaught_cp_buildhealth 100
-set g_onslaught_cp_buildtime 5
-set g_onslaught_cp_regen 20
-set g_onslaught_cp_proxydecap 0 "de-capture controlpoints by standing close to them"
-set g_onslaught_cp_proxydecap_distance 512
-set g_onslaught_cp_proxydecap_dps 100
-set g_onslaught_shield_force 100
-set g_onslaught_spawn_at_controlpoints 0
-set g_onslaught_spawn_at_controlpoints_chance 0.5
-set g_onslaught_spawn_at_controlpoints_random 0
-set g_onslaught_spawn_at_generator 0
-set g_onslaught_spawn_at_generator_chance 0
-set g_onslaught_spawn_at_generator_random 0
-
-
-// ======
-// race
-// ======
-set g_race 0 "Race: be faster than your opponents"
-set g_race_qualifying_timelimit 0
-set g_race_qualifying_timelimit_override -1 "qualifying session time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
-
-// ==========
-// invasion
-// ==========
-set g_invasion 0 "Invasion: survive against waves of monsters"
-set g_invasion_round_timelimit 120 "maximum time to kill all monsters"
-set g_invasion_warmup 10 "time between waves to prepare for battle"
-set g_invasion_monster_count 10 "number of monsters on first wave (increments)"
-set g_invasion_zombies_only 0 "only spawn zombies"
-set g_invasion_spawn_delay 0.25
-set g_invasion_spawnpoint_spawn_delay 0.5
-set g_invasion_teams 0 "number of teams in invasion (note: use mapinfo to set this)"
-set g_invasion_team_spawns 1 "use team spawns in teamplay invasion mode"
// ==========
// overkill
// ==========
-set g_overkill 0 "enable overkill"
+set g_overkill 0 "internal cvar, to enable overkill, use `exec defaultOverkill.cfg`"
set g_overkill_powerups_replace 1
set g_overkill_itemwaypoints 1
set g_globalforces_noself 1 "Global forces: ignore self damage"
set g_globalforces_self 1 "Global forces: knockback self scale"
set g_globalforces_range 1000 "Global forces: max range of effect"
+
+// =========
+// bugrigs
+// =========
+set g_bugrigs 0
+set g_bugrigs_planar_movement 1 "BROTRR bug emulation"
+set g_bugrigs_planar_movement_car_jumping 1 "my own bug"
+set g_bugrigs_reverse_speeding 1 "BROTRR bug emulation"
+set g_bugrigs_reverse_spinning 1 "BROTRR bug emulation"
+set g_bugrigs_reverse_stopping 1 "BROTRR bug emulation"
+set g_bugrigs_air_steering 1 "NFS bug emulation"
+set g_bugrigs_angle_smoothing 5 "smooth the car angle a bit, looks nice"
+set g_bugrigs_friction_floor 50 "units/sec friction on floor"
+set g_bugrigs_friction_brake 950 "units/sec friction for braking"
+set g_bugrigs_friction_air 0.00001 "(very small) v <- v - v^2 * g_bugrigs_friction_air"
+set g_bugrigs_accel 800 "acceleration"
+set g_bugrigs_speed_ref 400 "reference speed for accel and steer responsiveness"
+set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness"
+set g_bugrigs_steer 1 "steering amount"
+
+// ==============
+// running guns
+// ==============
+set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had."
// ==============
// Main options
// ==============
-seta cl_physics "default" "client selected physics set"
-
set g_physics_clientselect 0 "allow clients to select their physics set"
set g_physics_clientselect_options "xonotic nexuiz quake warsow defrag quake3 vecxis quake2 bones"
set g_physics_clientselect_default "" "override default physics"
VER = $(subst *,\*,$(QCCFLAGS_WATERMARK))
NDEBUG ?= 1
XONOTIC ?= 1
+ENABLE_EFFECTINFO ?= 0
+ENABLE_DEBUGDRAW ?= 0
+ENABLE_DEBUGTRACE ?= 0
BUILD_MOD ?=
ifndef ZIP
-DXONOTIC=$(XONOTIC) \
-DWATERMARK="$(QCCFLAGS_WATERMARK)" \
-DNDEBUG=$(NDEBUG) \
+ -DENABLE_EFFECTINFO=$(ENABLE_EFFECTINFO) \
+ -DENABLE_DEBUGDRAW=$(ENABLE_DEBUGDRAW) \
+ -DENABLE_DEBUGTRACE=$(ENABLE_DEBUGTRACE) \
$(if $(BUILD_MOD), -DBUILD_MOD="$(BUILD_MOD)" -I$(BUILD_MOD), ) \
$(QCCDEFS_EXTRA)
+++ /dev/null
-#include <client/_all.qh>
-#include "_mod.inc"
-
-#include "commands/_mod.inc"
-#include "hud/_mod.inc"
-#include "mutators/_mod.inc"
-#include "weapons/_mod.inc"
-
-#include <common/_all.inc>
-#include <common/effects/qc/all.qc>
-
-#include <lib/csqcmodel/cl_model.qc>
-#include <lib/csqcmodel/cl_player.qc>
-#include <lib/csqcmodel/interpolate.qc>
-
-#include <lib/warpzone/anglestransform.qc>
-#include <lib/warpzone/common.qc>
-#include <lib/warpzone/client.qc>
-#include <lib/warpzone/server.qc>
-#include <lib/warpzone/util_server.qc>
+++ /dev/null
-#pragma once
-//#include "_mod.qh"
-
-#include <common/util.qh>
-
-#include <common/effects/all.qh>
-#include <common/models/all.qh>
-#include <common/sounds/all.qh>
-
-#include "autocvars.qh"
-#include "defs.qh"
-#include "main.qh"
-#include "miscfunctions.qh"
-#include "view.qh"
-
-#include <common/ent_cs.qh>
-#include <common/wepent.qh>
#include <client/teamradar.qc>
#include <client/view.qc>
#include <client/wall.qc>
+
+#include <client/commands/_mod.inc>
+#include <client/hud/_mod.inc>
+#include <client/mutators/_mod.inc>
+#include <client/weapons/_mod.inc>
#include <client/teamradar.qh>
#include <client/view.qh>
#include <client/wall.qh>
+
+#include <client/commands/_mod.qh>
+#include <client/hud/_mod.qh>
+#include <client/mutators/_mod.qh>
+#include <client/weapons/_mod.qh>
float autocvar_crosshair_size;
int autocvar_ekg;
float autocvar_fov;
-float autocvar_g_balance_damagepush_speedfactor;
bool autocvar_hud_cursormode = true;
float autocvar_hud_colorflash_alpha;
bool autocvar_hud_configure_checkcollisions;
string autocvar__cl_playermodel;
float autocvar_cl_deathglow;
bool autocvar_developer_csqcentities;
-float autocvar_g_jetpack_attenuation;
+float autocvar_cl_jetpack_attenuation = 2;
bool autocvar_cl_showspectators;
int autocvar_cl_nade_timer;
bool autocvar_r_drawviewmodel;
+bool autocvar_cl_race_cptimes_onlyself;
+bool autocvar_cl_race_cptimes_showself = false;
#include "bgmscript.qh"
+#include <common/util.qh>
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/main.qh>
+
#define CONSTANT_SPEED_DECAY
float bgmscriptbuf;
e.bgmscriptline = e.bgmscriptline0 = i;
if(i >= bgmscriptbufsize)
{
- LOG_INFOF("ERROR: bgmscript does not define %s\n", e.bgmscript);
+ LOG_INFOF("ERROR: bgmscript does not define %s", e.bgmscript);
strunzone(e.bgmscript);
e.bgmscript = string_null;
}
blurtest_time1 = time + stof(argv(1));
blurtest_radius = stof(argv(2));
blurtest_power = stof(argv(3));
- LOG_INFO("Enabled blurtest\n");
+ LOG_INFO("Enabled blurtest");
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd blurtest\n");
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 cl_cmd blurtest");
+ LOG_INFO(" No arguments required.");
return;
}
}
#else
if (request)
{
- LOG_INFO("Blurtest is not enabled on this client.\n");
+ LOG_INFO("Blurtest is not enabled on this client.");
return;
}
#endif
default:
{
- LOG_INFO("Incorrect parameters for ^2boxparticles^7\n");
+ LOG_INFO("Incorrect parameters for ^2boxparticles^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 lv_cmd boxparticles effectname own org_from org_to, dir_from, dir_to, countmultiplier, flags\n");
- LOG_INFO(" 'effectname' is the name of a particle effect in effectinfo.txt\n");
- LOG_INFO(" 'own' is the entity number of the owner (negative for csqc ent, positive for svqc ent)\n");
- LOG_INFO(" 'org_from' is the starting origin of the box\n");
- LOG_INFO(" 'org_to' is the ending origin of the box\n");
- LOG_INFO(" 'dir_from' is the minimum velocity\n");
- LOG_INFO(" 'dir_to' is the maximum velocity\n");
- LOG_INFO(" 'countmultiplier' defines a multiplier for the particle count (affects count only, not countabsolute or trailspacing)\n");
- LOG_INFO(" 'flags' can contain:\n");
- LOG_INFO(" 1 to respect globals particles_alphamin, particles_alphamax (set right before via prvm_globalset client)\n");
- LOG_INFO(" 2 to respect globals particles_colormin, particles_colormax (set right before via prvm_globalset client)\n");
- LOG_INFO(" 4 to respect globals particles_fade (set right before via prvm_globalset client)\n");
- LOG_INFO(" 128 to draw a trail, not a box\n");
+ LOG_INFO(
+ "Usage:^3 lv_cmd boxparticles effectname own org_from org_to, dir_from, dir_to, countmultiplier, flags\n"
+ " 'effectname' is the name of a particle effect in effectinfo.txt\n"
+ " 'own' is the entity number of the owner (negative for csqc ent, positive for svqc ent)\n"
+ " 'org_from' is the starting origin of the box\n"
+ " 'org_to' is the ending origin of the box\n"
+ " 'dir_from' is the minimum velocity\n"
+ " 'dir_to' is the maximum velocity\n"
+ " 'countmultiplier' defines a multiplier for the particle count (affects count only, not countabsolute or trailspacing)\n"
+ " 'flags' can contain:\n"
+ " 1 to respect globals particles_alphamin, particles_alphamax (set right before via prvm_globalset client)\n"
+ " 2 to respect globals particles_colormin, particles_colormax (set right before via prvm_globalset client)\n"
+ " 4 to respect globals particles_fade (set right before via prvm_globalset client)\n"
+ " 128 to draw a trail, not a box\n"
+ );
return;
}
}
fputs(fh, strcat("\"angles\" \"", strcat(ftos(view_angles.x), " ", ftos(view_angles.y), " ", ftos(view_angles.z)), "\"\n"));
fputs(fh, "}\n");
- LOG_INFO("Completed screenshot entity dump in ^2data/data/", path, MapInfo_Map_bspname, "_scrshot_ent.txt^7.\n");
+ LOG_INFO("Completed screenshot entity dump in ^2data/data/", path, MapInfo_Map_bspname, "_scrshot_ent.txt^7.");
fclose(fh);
}
else
{
- LOG_INFO("^1Error: ^7Could not dump to file!\n");
+ LOG_INFO("^1Error: ^7Could not dump to file!");
}
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd create_scrshot_ent [path]\n");
- LOG_INFO(" Where 'path' can be the subdirectory of data/data in which the file is saved.\n");
+ LOG_INFO("Usage:^3 cl_cmd create_scrshot_ent [path]");
+ LOG_INFO(" Where 'path' can be the subdirectory of data/data in which the file is saved.");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd debugmodel model\n");
- LOG_INFO(" Where 'model' is a string of the model name to use for the debug model.\n");
+ LOG_INFO("Usage:^3 cl_cmd debugmodel model");
+ LOG_INFO(" Where 'model' is a string of the model name to use for the debug model.");
return;
}
}
default:
{
- LOG_INFO("Incorrect parameters for ^2handlevote^7\n");
+ LOG_INFO("Incorrect parameters for ^2handlevote^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd handlevote vote\n");
- LOG_INFO(" Where 'vote' is the selection for either the current poll or uid2name.\n");
+ LOG_INFO("Usage:^3 cl_cmd handlevote vote");
+ LOG_INFO(" Where 'vote' is the selection for either the current poll or uid2name.");
return;
}
}
{
if (argv(2) == "help")
{
- LOG_INFO(" quickmenu [[default | file | \"\"] submenu file]\n");
- LOG_INFO("Called without options (or with \"\") loads either the default quickmenu or a quickmenu file if hud_panel_quickmenu_file is set to a valid filename.\n");
- LOG_INFO("A submenu name can be given to open the quickmenu directly in a submenu; it requires to specify 'default', 'file' or '\"\"' option.\n");
- LOG_INFO("A file name can also be given to open a different quickmenu\n");
+ LOG_INFO(" quickmenu [[default | file | \"\"] submenu file]");
+ LOG_INFO("Called without options (or with \"\") loads either the default quickmenu or a quickmenu file if hud_panel_quickmenu_file is set to a valid filename.");
+ LOG_INFO("A submenu name can be given to open the quickmenu directly in a submenu; it requires to specify 'default', 'file' or '\"\"' option.");
+ LOG_INFO("A file name can also be given to open a different quickmenu");
return;
}
string file = ((argv(4) == "") ? autocvar_hud_panel_quickmenu_file : argv(4));
default:
{
- LOG_INFO("Incorrect parameters for ^2hud^7\n");
+ LOG_INFO("Incorrect parameters for ^2hud^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd hud action [configname | radartoggle | layout]\n");
- LOG_INFO(" Where 'action' is the command to complete,\n");
- LOG_INFO(" 'configname' is the name to save to for \"save\" action,\n");
- LOG_INFO(" 'radartoggle' is to control hud_panel_radar_maximized for \"radar\" action,\n");
- LOG_INFO(" and 'layout' is how to organize the scoreboard columns for the set action.\n");
- LOG_INFO(" Full list of commands here: \"configure, quickmenu, minigame, save, scoreboard_columns_help, scoreboard_columns_set, radar.\"\n");
+ LOG_INFO("Usage:^3 cl_cmd hud action [configname | radartoggle | layout]");
+ LOG_INFO(" Where 'action' is the command to complete,");
+ LOG_INFO(" 'configname' is the name to save to for \"save\" action,");
+ LOG_INFO(" 'radartoggle' is to control hud_panel_radar_maximized for \"radar\" action,");
+ LOG_INFO(" and 'layout' is how to organize the scoreboard columns for the set action.");
+ LOG_INFO(" Full list of commands here: \"configure, quickmenu, minigame, save, scoreboard_columns_help, scoreboard_columns_set, radar.\"");
return;
}
}
default:
{
- LOG_INFO("Incorrect parameters for ^2localprint^7\n");
+ LOG_INFO("Incorrect parameters for ^2localprint^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd localprint \"message\"\n");
- LOG_INFO(" 'message' is the centerprint message to send to yourself.\n");
+ LOG_INFO("Usage:^3 cl_cmd localprint \"message\"");
+ LOG_INFO(" 'message' is the centerprint message to send to yourself.");
return;
}
}
default:
{
- LOG_INFO("Incorrect parameters for ^2mv_download^7\n");
+ LOG_INFO("Incorrect parameters for ^2mv_download^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd mv_download mapid\n");
- LOG_INFO(" Where 'mapid' is the id number of the map to request an image of on the map vote selection menu.\n");
+ LOG_INFO("Usage:^3 cl_cmd mv_download mapid");
+ LOG_INFO(" Where 'mapid' is the id number of the map to request an image of on the map vote selection menu.");
return;
}
}
default:
{
- LOG_INFO("Incorrect parameters for ^2sendcvar^7\n");
+ LOG_INFO("Incorrect parameters for ^2sendcvar^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd sendcvar <cvar>\n");
- LOG_INFO(" Where 'cvar' is the cvar plus arguments to send to the server.\n");
+ LOG_INFO("Usage:^3 cl_cmd sendcvar <cvar>");
+ LOG_INFO(" Where 'cvar' is the cvar plus arguments to send to the server.");
return;
}
}
void LocalCommand_macro_help()
{
- FOREACH(CLIENT_COMMANDS, true, LOG_INFOF(" ^2%s^7: %s\n", it.m_name, it.m_description));
+ FOREACH(CLIENT_COMMANDS, true, LOG_INFOF(" ^2%s^7: %s", it.m_name, it.m_description));
}
bool LocalCommand_macro_command(int argc, string command)
{
if (argc == 1)
{
- LOG_INFO("\nClient console commands:\n");
+ LOG_INFO("Client console commands:");
LocalCommand_macro_help();
- LOG_INFO("\nGeneric commands shared by all programs:\n");
+ LOG_INFO("\nGeneric commands shared by all programs:");
GenericCommand_macro_help();
- LOG_INFO("\nUsage:^3 cl_cmd COMMAND...^7, where possible commands are listed above.\n");
- LOG_INFO("For help about a specific command, type cl_cmd help COMMAND\n");
+ LOG_INFO("\nUsage:^3 cl_cmd COMMAND...^7, where possible commands are listed above.");
+ LOG_INFO("For help about a specific command, type cl_cmd help COMMAND");
return;
}
) return;
// nothing above caught the command, must be invalid
- LOG_INFO(((command != "") ? strcat("Unknown client command \"", command, "\"") : "No command provided"), ". For a list of supported commands, try cl_cmd help.\n");
+ LOG_INFO(((command != "") ? strcat("Unknown client command \"", command, "\"") : "No command provided"), ". For a list of supported commands, try cl_cmd help.");
}
#include "csqcmodel_hooks.qh"
+#include "autocvars.qh"
+#include "csqcmodel_hooks.qh"
+#include "miscfunctions.qh"
#include "mutators/events.qh"
#include "player_skeleton.qh"
#include "weapons/projectile.qh"
#include <common/ent_cs.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <common/viewloc.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
#include <lib/csqcmodel/cl_model.qh>
#include <lib/csqcmodel/cl_player.qh>
#include <lib/csqcmodel/interpolate.qh>
this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
if(!this.forceplayermodels_isgoodmodel)
- LOG_INFOF("Warning: missing model %s has been used\n", this.forceplayermodels_savemodel);
+ LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
}
}
void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
{
+ if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
+ goto skipforcemodels;
+
// FORCEMODEL
// which one is ALWAYS good?
if (!forceplayermodels_goodmodel)
this.colormap = player_localnum + 1;
}
+ LABEL(skipforcemodels)
+
// GLOWMOD AND DEATH FADING
if(this.colormap > 0)
this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
{
if(!this.snd_looping)
{
- sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation);
+ sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
this.snd_looping = CH_TRIGGER_SINGLE;
}
}
{
if(this.snd_looping)
{
- sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
+ sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
this.snd_looping = 0;
}
}
float race_laptime;
float race_checkpointtime;
float race_previousbesttime;
+float race_mypreviousbesttime;
string race_previousbestname;
float race_nextcheckpoint;
float race_nextbesttime;
+float race_mybesttime;
string race_nextbestname;
float race_penaltyaccumulator; // qualifying: total penalty time in tenths
float race_penaltyeventtime; // time when the player got the penalty
#include "hud.qh"
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "panel/scoreboard.qh"
#include "hud_config.qh"
#include "../mapvoting.qh"
#include <common/minigames/cl_minigames.qh>
#include <common/t_items.qh>
#include <common/deathtypes/all.qh>
+#include <common/ent_cs.qh>
#include <common/items/_mod.qh>
#include <common/mapinfo.qh>
#include <common/vehicles/all.qh>
void HUD_Main ();
int race_CheckName(string net_name);
-string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname);
+string MakeRaceString(int cp, float mytime, float theirtime, float othertime, float lapdelta, string theirname);
int vote_yescount;
int vote_nocount;
#include "hud.qh"
#include "panel/scoreboard.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#define HUD_Write(s) fputs(fh, s)
#define HUD_Write_Cvar(cvar) HUD_Write(strcat("seta ", cvar, " \"", cvar_string(cvar), "\"\n"))
HUD_Write("menu_sync\n"); // force the menu to reread the cvars, so that the dialogs are updated
- LOG_INFOF(_("^2Successfully exported to %s! (Note: It's saved in data/data/)\n"), filename);
+ LOG_INFOF(_("^2Successfully exported to %s! (Note: It's saved in data/data/)"), filename);
fclose(fh);
}
else
- LOG_INFOF(_("^1Couldn't write to %s\n"), filename);
+ LOG_INFOF(_("^1Couldn't write to %s"), filename);
}
void HUD_Configure_Exit_Force()
#include "ammo.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
#include <common/t_items.qh>
+#include <common/wepent.qh>
// Ammo (#1)
#include "scoreboard.qh"
#include <common/notifications/all.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
// CenterPrint (#16)
#include "chat.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
// Chat (#12)
void HUD_Chat()
#include "engineinfo.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
+
// Engine info (#13)
float prevfps;
#include "healtharmor.qh"
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
#include <common/deathtypes/all.qh>
// Health/armor (#3)
#include "infomessages.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
+
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include "modicons.qh"
+#include <client/miscfunctions.qh>
+#include <client/autocvars.qh>
#include <common/mapinfo.qh>
#include <common/ent_cs.qh>
#include <common/scores.qh>
void HUD_Mod_Race(vector pos, vector mySize)
{
- entity me;
- me = playerslots[player_localnum];
- float score;
- score = me.(scores(ps_primary));
+ entity me = playerslots[player_localnum];
+ float score = me.(scores(ps_primary));
if(!(scores_flags(ps_primary) & SFL_TIME) || teamplay) // race/cts record display on HUD
{
}
// race "awards"
- float a;
- a = bound(0, race_status_time - time, 1);
+ float a = bound(0, race_status_time - time, 1);
+ string s = textShortenToWidth(ColorTranslateRGB(race_status_name), squareSize, '1 1 0' * 0.1 * squareSize, stringwidth_colors);
- string s;
- s = textShortenToWidth(ColorTranslateRGB(race_status_name), squareSize, '1 1 0' * 0.1 * squareSize, stringwidth_colors);
-
- float rank;
+ float rank = 0;
if(race_status > 0)
rank = race_CheckName(race_status_name);
- else
- rank = 0;
- string rankname;
- rankname = count_ordinal(rank);
-
- vector namepos;
- namepos = medalPos + '0 0.8 0' * squareSize;
- vector rankpos;
- rankpos = medalPos + '0 0.15 0' * squareSize;
+ string rankname = count_ordinal(rank);
+ vector namepos = medalPos + '0 0.8 0' * squareSize;
+ vector rankpos = medalPos + '0 0.15 0' * squareSize;
if(race_status == 0)
drawpic_aspect_skin(medalPos, "race_newfail", '1 1 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
#include "notify.qh"
+#include <client/autocvars.qh>
+#include <client/miscfunctions.qh>
// Notifications (#4)
#include "physics.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <client/main.qh>
#include <common/mapinfo.qh>
#include <lib/csqcmodel/cl_player.qh>
#include "powerups.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/items/_mod.qh>
// Powerups (#2)
#include "pressedkeys.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
// Pressed keys (#11)
#include "quickmenu.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/ent_cs.qh>
#include <client/hud/_mod.qh>
#include <client/mapvoting.qh>
if(mode == "file")
{
if(file == "" || file == "0")
- LOG_INFO("No file name is set in hud_panel_quickmenu_file, loading default quickmenu\n");
+ LOG_INFO("No file name is set in hud_panel_quickmenu_file, loading default quickmenu");
else
{
fh = fopen(file, FILE_READ);
if(fh < 0)
- LOG_INFOF("Couldn't open file \"%s\", loading default quickmenu\n", file);
+ LOG_INFOF("Couldn't open file \"%s\", loading default quickmenu", file);
}
if(fh < 0)
mode = "default";
#include "racetimer.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/mapinfo.qh>
// Race timer (#6)
// return the string of the onscreen race timer
-string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname)
+string MakeRaceString(int cp, float mytime, float theirtime, float othertime, float lapdelta, string theirname)
{
TC(int, cp);
- string col;
- string timestr;
- string cpname;
- string lapstr;
- lapstr = "";
+ string cpname, lapstr = "", timestr = "", col = "^7", othercol = "^7", othertimestr = "";
+ if(theirname == "" || !autocvar_cl_race_cptimes_showself)
+ othertime = 0; // don't count personal time
if(theirtime == 0) // goal hit
{
col = "^2";
}
+ if(othertime > 0)
+ {
+ othertimestr = strcat("+", ftos_decimals(+othertime, TIME_DECIMALS));
+ othercol = "^1";
+ }
+ else if(othertime == 0)
+ {
+ othertimestr = "+0.0";
+ othercol = "^3";
+ }
+ else
+ {
+ othertimestr = strcat("-", ftos_decimals(-othertime, TIME_DECIMALS));
+ othercol = "^2";
+ }
+
if(lapdelta > 0)
{
lapstr = sprintf(_(" (-%dL)"), lapdelta);
else
timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(theirtime));
col = "^3";
- }
- else
- {
- col = "^7";
- timestr = "";
+ if(mytime >= othertime)
+ othertimestr = strcat("+", ftos_decimals(mytime - othertime, TIME_DECIMALS));
+ else
+ othertimestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(othertime));
+ othercol = "^7";
}
if(cp == 254)
return strcat(col, cpname);
else if(theirname == "")
return strcat(col, sprintf("%s (%s)", cpname, timestr));
+ else if(othertime)
+ return strcat(col, sprintf("%s %s(%s)%s (%s %s)", cpname, othercol, othertimestr, col, timestr, strcat(ColorTranslateRGB(theirname), col, lapstr)));
else
return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(ColorTranslateRGB(theirname), col, lapstr)));
}
if(race_checkpoint != 254)
{
if(race_time && race_previousbesttime)
- s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
+ s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, ((race_mypreviousbesttime) ? TIME_DECODE(race_time) - TIME_DECODE(race_mypreviousbesttime) : 0), 0, race_previousbestname);
else
- s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
+ s = MakeRaceString(race_checkpoint, 0, -1, 0, 0, race_previousbestname);
if(race_time)
forcetime = TIME_ENCODED_TOSTRING(race_time);
}
}
else
{
- if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
+ if(race_laptime && race_nextcheckpoint != 254)
{
- a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
- if(a > 0) // next one?
- s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
+ if(race_nextbesttime)
+ {
+ a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
+ float a2 = ((race_mybesttime) ? bound(0, 2 - ((race_laptime + TIME_DECODE(race_mybesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1) : 0);
+ if(a > 0) // next one?
+ s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), ((a2 > 0) ? TIME_DECODE(race_mybesttime) : 0), 0, race_nextbestname);
+ }
}
}
if(race_mycheckpointtime)
{
a = bound(0, 2 - (time - race_mycheckpointtime), 1);
- s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
+ s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), 0, race_mycheckpointlapsdelta, race_mycheckpointenemy);
str_pos = pos + vec2(0.5 * (mySize.x - stringwidth(s, true, '1 1 0' * 0.2 * mySize.y)), 0.6 * mySize.y);
drawcolorcodedstring(str_pos, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
if(race_othercheckpointtime && race_othercheckpointenemy != "")
{
a = bound(0, 2 - (time - race_othercheckpointtime), 1);
- s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
+ s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), 0, race_othercheckpointlapsdelta, race_othercheckpointenemy);
str_pos = pos + vec2(0.5 * (mySize.x - stringwidth(s, true, '1 1 0' * 0.2 * mySize.y)), 0.6 * mySize.y);
drawcolorcodedstring(str_pos, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
#include "radar.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include <client/mapvoting.qh>
#include "score.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "scoreboard.qh"
#include <common/ent_cs.qh>
#include <common/mapinfo.qh>
#include "scoreboard.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include "quickmenu.qh"
#include <common/ent_cs.qh>
#include <common/constants.qh>
//float lastpnum;
void Scoreboard_UpdatePlayerTeams()
{
- float Team;
entity pl, tmp;
//int num = 0;
for(pl = players.sort_next; pl; pl = pl.sort_next)
{
//num += 1;
- Team = entcs_GetScoreTeam(pl.sv_entnum);
+ int Team = entcs_GetScoreTeam(pl.sv_entnum);
if(SetTeam(pl, Team))
{
tmp = pl.sort_prev;
void Cmd_Scoreboard_Help()
{
- LOG_INFO(_("You can modify the scoreboard using the ^2scoreboard_columns_set command.\n"));
- LOG_INFO(_("^3|---------------------------------------------------------------|\n"));
- LOG_INFO(_("Usage:\n"));
- LOG_INFO(_("^2scoreboard_columns_set default\n"));
- LOG_INFO(_("^2scoreboard_columns_set ^7field1 field2 ...\n"));
- LOG_INFO(_("The following field names are recognized (case insensitive):\n"));
- LOG_INFO(_("You can use a ^3|^7 to start the right-aligned fields.\n"));
- LOG_INFO("\n");
-
- LOG_INFO(_("^3name^7 or ^3nick^7 Name of a player\n"));
- LOG_INFO(_("^3ping^7 Ping time\n"));
- LOG_INFO(_("^3pl^7 Packet loss\n"));
- LOG_INFO(_("^3elo^7 Player ELO\n"));
- LOG_INFO(_("^3kills^7 Number of kills\n"));
- LOG_INFO(_("^3deaths^7 Number of deaths\n"));
- LOG_INFO(_("^3suicides^7 Number of suicides\n"));
- LOG_INFO(_("^3frags^7 kills - suicides\n"));
- LOG_INFO(_("^3kd^7 The kill-death ratio\n"));
- LOG_INFO(_("^3dmg^7 The total damage done\n"));
- LOG_INFO(_("^3dmgtaken^7 The total damage taken\n"));
- LOG_INFO(_("^3sum^7 frags - deaths\n"));
- LOG_INFO(_("^3caps^7 How often a flag (CTF) or a key (KeyHunt) was captured\n"));
- LOG_INFO(_("^3pickups^7 How often a flag (CTF) or a key (KeyHunt) or a ball (Keepaway) was picked up\n"));
- LOG_INFO(_("^3captime^7 Time of fastest cap (CTF)\n"));
- LOG_INFO(_("^3fckills^7 Number of flag carrier kills\n"));
- LOG_INFO(_("^3returns^7 Number of flag returns\n"));
- LOG_INFO(_("^3drops^7 Number of flag drops\n"));
- LOG_INFO(_("^3lives^7 Number of lives (LMS)\n"));
- LOG_INFO(_("^3rank^7 Player rank\n"));
- LOG_INFO(_("^3pushes^7 Number of players pushed into void\n"));
- LOG_INFO(_("^3destroyed^7 Number of keys destroyed by pushing them into void\n"));
- LOG_INFO(_("^3kckills^7 Number of keys carrier kills\n"));
- LOG_INFO(_("^3losses^7 Number of times a key was lost\n"));
- LOG_INFO(_("^3laps^7 Number of laps finished (race/cts)\n"));
- LOG_INFO(_("^3time^7 Total time raced (race/cts)\n"));
- LOG_INFO(_("^3fastest^7 Time of fastest lap (race/cts)\n"));
- LOG_INFO(_("^3ticks^7 Number of ticks (DOM)\n"));
- LOG_INFO(_("^3takes^7 Number of domination points taken (DOM)\n"));
- LOG_INFO(_("^3bckills^7 Number of ball carrier kills\n"));
- LOG_INFO(_("^3bctime^7 Total amount of time holding the ball in Keepaway\n"));
- LOG_INFO(_("^3score^7 Total score\n"));
- LOG_INFO("\n");
+ LOG_INFO(_("You can modify the scoreboard using the ^2scoreboard_columns_set command."));
+ LOG_INFO(_("^3|---------------------------------------------------------------|"));
+ LOG_INFO(_("Usage:"));
+ LOG_INFO(_("^2scoreboard_columns_set default"));
+ LOG_INFO(_("^2scoreboard_columns_set ^7field1 field2 ..."));
+ LOG_INFO(_("The following field names are recognized (case insensitive):"));
+ LOG_INFO(_("You can use a ^3|^7 to start the right-aligned fields."));
+ LOG_INFO("");
+
+ LOG_INFO(_("^3name^7 or ^3nick^7 Name of a player"));
+ LOG_INFO(_("^3ping^7 Ping time"));
+ LOG_INFO(_("^3pl^7 Packet loss"));
+ LOG_INFO(_("^3elo^7 Player ELO"));
+ LOG_INFO(_("^3kills^7 Number of kills"));
+ LOG_INFO(_("^3deaths^7 Number of deaths"));
+ LOG_INFO(_("^3suicides^7 Number of suicides"));
+ LOG_INFO(_("^3frags^7 kills - suicides"));
+ LOG_INFO(_("^3kd^7 The kill-death ratio"));
+ LOG_INFO(_("^3dmg^7 The total damage done"));
+ LOG_INFO(_("^3dmgtaken^7 The total damage taken"));
+ LOG_INFO(_("^3sum^7 frags - deaths"));
+ LOG_INFO(_("^3caps^7 How often a flag (CTF) or a key (KeyHunt) was captured"));
+ LOG_INFO(_("^3pickups^7 How often a flag (CTF) or a key (KeyHunt) or a ball (Keepaway) was picked up"));
+ LOG_INFO(_("^3captime^7 Time of fastest cap (CTF)"));
+ LOG_INFO(_("^3fckills^7 Number of flag carrier kills"));
+ LOG_INFO(_("^3returns^7 Number of flag returns"));
+ LOG_INFO(_("^3drops^7 Number of flag drops"));
+ LOG_INFO(_("^3lives^7 Number of lives (LMS)"));
+ LOG_INFO(_("^3rank^7 Player rank"));
+ LOG_INFO(_("^3pushes^7 Number of players pushed into void"));
+ LOG_INFO(_("^3destroyed^7 Number of keys destroyed by pushing them into void"));
+ LOG_INFO(_("^3kckills^7 Number of keys carrier kills"));
+ LOG_INFO(_("^3losses^7 Number of times a key was lost"));
+ LOG_INFO(_("^3laps^7 Number of laps finished (race/cts)"));
+ LOG_INFO(_("^3time^7 Total time raced (race/cts)"));
+ LOG_INFO(_("^3fastest^7 Time of fastest lap (race/cts)"));
+ LOG_INFO(_("^3ticks^7 Number of ticks (DOM)"));
+ LOG_INFO(_("^3takes^7 Number of domination points taken (DOM)"));
+ LOG_INFO(_("^3bckills^7 Number of ball carrier kills"));
+ LOG_INFO(_("^3bctime^7 Total amount of time holding the ball in Keepaway"));
+ LOG_INFO(_("^3score^7 Total score"));
+ LOG_INFO("");
LOG_INFO(_("Before a field you can put a + or - sign, then a comma separated list\n"
"of game types, then a slash, to make the field show up only in these\n"
LOG_INFO(_("The special game type names 'teams' and 'noteams' can be used to\n"
"include/exclude ALL teams/noteams game modes.\n\n"));
- LOG_INFO(_("Example: scoreboard_columns_set name ping pl | +ctf/field3 -dm/field4\n"));
- LOG_INFO(_("will display name, ping and pl aligned to the left, and the fields\n"
+ LOG_INFO(_("Example: scoreboard_columns_set name ping pl | +ctf/field3 -dm/field4"));
+ LOG_INFO(_("will display name, ping and pl aligned to the left, and the fields"
"right of the vertical bar aligned to the right.\n"));
- LOG_INFO(_("'field3' will only be shown in CTF, and 'field4' will be shown in all\n"
- "other gamemodes except DM.\n"));
+ LOG_INFO(_("'field3' will only be shown in CTF, and 'field4' will be shown in all\nother gamemodes except DM.\n"));
}
// NOTE: adding a gametype with ? to not warn for an optional field
else
{
if(!nocomplain)
- LOG_INFOF("^1Error:^7 Unknown score field: '%s'\n", str);
+ LOG_INFOF("^1Error:^7 Unknown score field: '%s'", str);
continue;
}
LABEL(found)
sbt_field_title[0] = strzone(TranslateScoresLabel("name"));
sbt_field[0] = SP_NAME;
++sbt_num_fields;
- LOG_INFO("fixed missing field 'name'\n");
+ LOG_INFO("fixed missing field 'name'");
if(!have_separator)
{
sbt_field[1] = SP_SEPARATOR;
sbt_field_size[1] = stringwidth("|", false, hud_fontsize);
++sbt_num_fields;
- LOG_INFO("fixed missing field '|'\n");
+ LOG_INFO("fixed missing field '|'");
}
}
else if(!have_separator)
sbt_field_size[sbt_num_fields] = stringwidth("|", false, hud_fontsize);
sbt_field[sbt_num_fields] = SP_SEPARATOR;
++sbt_num_fields;
- LOG_INFO("fixed missing field '|'\n");
+ LOG_INFO("fixed missing field '|'");
}
if(!have_secondary)
{
sbt_field_size[sbt_num_fields] = stringwidth(sbt_field_title[sbt_num_fields], false, hud_fontsize);
sbt_field[sbt_num_fields] = ps_secondary;
++sbt_num_fields;
- LOG_INFOF("fixed missing field '%s'\n", scores_label(ps_secondary));
+ LOG_INFOF("fixed missing field '%s'", scores_label(ps_secondary));
}
if(!have_primary)
{
sbt_field_size[sbt_num_fields] = stringwidth(sbt_field_title[sbt_num_fields], false, hud_fontsize);
sbt_field[sbt_num_fields] = ps_primary;
++sbt_num_fields;
- LOG_INFOF("fixed missing field '%s'\n", scores_label(ps_primary));
+ LOG_INFOF("fixed missing field '%s'", scores_label(ps_primary));
}
}
#include "timer.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+
// Timer (#5)
void HUD_Timer()
#include "vote.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
#include <common/mapinfo.qh>
// Vote (#9)
{
vote_yescount = 0;
vote_nocount = 0;
- LOG_INFO(_("^1You must answer before entering hud configure mode\n"));
+ LOG_INFO(_("^1You must answer before entering hud configure mode"));
cvar_set("_hud_configure", "0");
}
if(vote_called_vote)
#include "weapons.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
+#include <common/wepent.qh>
// Weapons (#0)
#include "main.qh"
-#include <common/effects/qc/all.qh>
+#include "defs.qh"
+#include <common/ent_cs.qh>
+#include "miscfunctions.qh"
+#include <common/effects/effect.qh>
+#include <common/effects/qc/_mod.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include "mutators/events.qh"
prvm_language = strzone(cvar_string("prvm_language"));
#ifdef WATERMARK
- LOG_INFOF("^4CSQC Build information: ^1%s\n", WATERMARK);
+ LOG_INFOF("^4CSQC Build information: ^1%s", WATERMARK);
#endif
{
registercvar("cl_spawn_near_teammate", "1");
- registercvar("cl_race_cptimes_onlyself", "0");
-
if(autocvar_cl_lockview)
cvar_set("cl_lockview", "0");
GetTeam(NUM_SPECTATOR, true); // add specs first
+ for (int w = 0; w <= WEP_LAST - WEP_FIRST; ++w)
+ weapon_accuracy[w] = -1;
+
// precaches
if(autocvar_cl_reticle)
if(!isNew && n != this.sv_entnum)
{
//print("A CSQC entity changed its owner!\n");
- LOG_INFOF("A CSQC entity changed its owner! (edict: %d, classname: %s)\n", etof(this), this.classname);
+ LOG_INFOF("A CSQC entity changed its owner! (edict: %d, classname: %s)", etof(this), this.classname);
isNew = true;
Ent_Remove(this);
}
int f = ReadByte();
- scoreboard_showscores_force = (f & 1);
+ scoreboard_showscores_force = (f & BIT(0));
- if(f & 2)
+ if(f & BIT(1))
{
newspectatee_status = ReadByte();
if(newspectatee_status == player_localnum + 1)
else
newspectatee_status = 0;
- spectatorbutton_zoom = (f & 4);
+ spectatorbutton_zoom = (f & BIT(2));
- if(f & 16)
+ if(f & BIT(4))
{
num_spectators = ReadByte();
void Spawn_Draw(entity this)
{
+ if(this.alpha <= 0)
+ return;
+
__pointparticles(this.cnt, this.origin + '0 0 28', '0 0 2', bound(0, frametime, 0.1));
}
float alph;
vector org = getpropertyvec(VF_ORIGIN);
if(this.fade_start)
- alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ {
+ if(vdist(org - this.origin, >, this.fade_end))
+ alph = 0; // save on some processing
+ else if(vdist(org - this.origin, <, this.fade_start))
+ alph = 1; // more processing saved
+ else
+ alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ }
else
alph = 1;
//printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
{
if (t != this.enttype || isnew)
{
- LOG_INFOF("A CSQC entity changed its type! (edict: %d, server: %d, type: %d -> %d)\n", etof(this), this.entnum, this.enttype, t);
+ LOG_INFOF("A CSQC entity changed its type! (edict: %d, server: %d, type: %d -> %d)", etof(this), this.entnum, this.enttype, t);
Ent_Remove(this);
clearentity(this);
isnew = true;
{
if (!isnew)
{
- LOG_INFOF("A CSQC entity appeared out of nowhere! (edict: %d, server: %d, type: %d)\n", etof(this), this.entnum, t);
+ LOG_INFOF("A CSQC entity appeared out of nowhere! (edict: %d, server: %d, type: %d)", etof(this), this.entnum, t);
isnew = true;
}
}
FOREACH(LinkedEntities, it.m_id == t, {
if (isnew) this.classname = it.netname;
if (autocvar_developer_csqcentities)
- LOG_INFOF("CSQC_Ent_Update(%d) at %f with this=%i {.entnum=%d, .enttype=%d} t=%s (%d)\n", isnew, savetime, this, this.entnum, this.enttype, this.classname, t);
+ LOG_INFOF("CSQC_Ent_Update(%d) at %f with this=%i {.entnum=%d, .enttype=%d} t=%s (%d)", isnew, savetime, this, this.entnum, this.enttype, this.classname, t);
done = it.m_read(this, NULL, isnew);
MUTATOR_CALLHOOK(Ent_Update, this, isnew);
break;
if(this.snd_looping > 0)
{
- sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
+ sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
this.snd_looping = 0;
}
// CSQC_Ent_Remove : Called when the server requests a SSQC / CSQC entity to be removed. Essentially call remove(this) as well.
void CSQC_Ent_Remove(entity this)
{
- if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Ent_Remove() with this=%i {.entnum=%d, .enttype=%d}\n", this, this.entnum, this.enttype);
+ if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Ent_Remove() with this=%i {.entnum=%d, .enttype=%d}", this, this.entnum, this.enttype);
if (wasfreed(this))
{
LOG_WARN("CSQC_Ent_Remove called for already removed entity. Packet loss?");
// CSQC_Parse_StuffCmd : Provides the stuffcmd string in the first parameter that the server provided. To execute standard behavior, simply execute localcmd with the string.
void CSQC_Parse_StuffCmd(string strMessage)
{
- if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_StuffCmd(\"%s\")\n", strMessage);
+ if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_StuffCmd(\"%s\")", strMessage);
localcmd(strMessage);
}
// CSQC_Parse_Print : Provides the print string in the first parameter that the server provided. To execute standard behavior, simply execute print with the string.
void CSQC_Parse_Print(string strMessage)
{
- if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_Print(\"%s\")\n", strMessage);
+ if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_Print(\"%s\")", strMessage);
print(ColorTranslateRGB(strMessage));
}
// CSQC_Parse_CenterPrint : Provides the centerprint_hud string in the first parameter that the server provided.
void CSQC_Parse_CenterPrint(string strMessage)
{
- if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_CenterPrint(\"%s\")\n", strMessage);
+ if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Parse_CenterPrint(\"%s\")", strMessage);
centerprint_hud(strMessage);
}
FOREACH(TempEntities, it.m_id == nTEID, {
if (autocvar_developer_csqcentities)
- LOG_INFOF("CSQC_Parse_TempEntity() nTEID=%s (%d)\n", it.netname, nTEID);
+ LOG_INFOF("CSQC_Parse_TempEntity() nTEID=%s (%d)", it.netname, nTEID);
return it.m_read(NULL, NULL, true);
});
if (autocvar_developer_csqcentities)
- LOG_INFOF("CSQC_Parse_TempEntity() with nTEID=%d\n", nTEID);
+ LOG_INFOF("CSQC_Parse_TempEntity() with nTEID=%d", nTEID);
// No special logic for this temporary entity; return 0 so the engine can handle it
return false;
forcefog = strzone(ReadString());
armorblockpercent = ReadByte() / 255.0;
+ damagepush_speedfactor = ReadByte() / 255.0;
serverflags = ReadByte();
race_checkpoint = ReadByte();
race_time = ReadInt24_t();
race_previousbesttime = ReadInt24_t();
+ race_mypreviousbesttime = ReadInt24_t();
if(race_previousbestname)
strunzone(race_previousbestname);
- race_previousbestname = strzone(ReadString());
-
- race_checkpointtime = time;
-
- if(race_checkpoint == 0 || race_checkpoint == 254)
+ string pbestname = ReadString();
+ if(autocvar_cl_race_cptimes_onlyself)
{
- race_penaltyaccumulator = 0;
- race_laptime = time; // valid
+ race_previousbesttime = race_mypreviousbesttime;
+ race_mypreviousbesttime = 0;
+ race_previousbestname = strzone("");
}
- break;
- case RACE_NET_CHECKPOINT_HIT_SELF_QUALIFYING:
- race_checkpoint = ReadByte();
- race_time = ReadInt24_t();
- race_previousbesttime = ReadInt24_t();
- if(race_previousbestname)
- strunzone(race_previousbestname);
- race_previousbestname = strzone(""); // handled by MakeRaceString
+ else
+ race_previousbestname = strzone(pbestname);
race_checkpointtime = time;
race_nextcheckpoint = ReadByte();
race_nextbesttime = ReadInt24_t();
+ if(b != RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING) // not while spectating (matches server)
+ race_mybesttime = ReadInt24_t();
if(race_nextbestname)
strunzone(race_nextbestname);
- race_nextbestname = strzone(ReadString());
- break;
-
- case RACE_NET_CHECKPOINT_NEXT_SELF_QUALIFYING:
- race_nextcheckpoint = ReadByte();
-
- race_nextbesttime = ReadInt24_t();
- if(race_nextbestname)
- strunzone(race_nextbestname);
- race_nextbestname = strzone(""); // handled by MakeRaceString
+ string newname = ReadString();
+ if(autocvar_cl_race_cptimes_onlyself && b != RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING)
+ {
+ race_nextbesttime = race_mybesttime;
+ race_mybesttime = 0;
+ race_nextbestname = strzone("");
+ }
+ else
+ race_nextbestname = strzone(newname);
break;
case RACE_NET_CHECKPOINT_HIT_RACE:
const float ALPHA_MIN_VISIBLE = 0.003;
float armorblockpercent;
+float damagepush_speedfactor;
//hooks
int calledhooks;
#include "mapvoting.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
+#include "defs.qh"
#include "hud/_mod.qh"
#include "hud/panel/scoreboard.qh"
if(argc != 2 || !mv_pk3list)
{
- LOG_INFO(_("mv_mapdownload: ^3You're not supposed to use this command on your own!\n"));
+ LOG_INFO(_("mv_mapdownload: ^3You're not supposed to use this command on your own!"));
return;
}
break;
if(!pak || pak.sv_entnum != id) {
- LOG_INFO(_("^1Error:^7 Couldn't find pak index.\n"));
+ LOG_INFO(_("^1Error:^7 Couldn't find pak index."));
return;
}
mv_preview[id] = true;
return;
} else {
- LOG_INFO(_("Requesting preview...\n"));
+ LOG_INFO(_("Requesting preview..."));
localcmd(strcat("\ncmd mv_getpicture ", ftos(id), "\n"));
}
}
#include "miscfunctions.qh"
+#include "autocvars.qh"
+#include "defs.qh"
#include "hud/_mod.qh"
#include <common/command/_mod.qh>
}
else
{
- LOG_INFOF("Received HTTP request data for an invalid id %d.\n", id);
+ LOG_INFOF("Received HTTP request data for an invalid id %d.", id);
}
}
if(acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
if(acc_levels < 2)
- LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values\n");
+ LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values");
int i;
for(i = 0; i < acc_levels; ++i)
/** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
/**/
MUTATOR_HOOKABLE(DrawViewModel, EV_DrawViewModel);
+
+/** Called when updating the view's liquid contents, return true to disable the standard checks and apply your own */
+MUTATOR_HOOKABLE(HUD_Contents, EV_NO_ARGS);
+
+/** Return true to disable player model/color forcing */
+#define EV_ForcePlayermodels_Skip(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is local */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(ForcePlayermodels_Skip, EV_ForcePlayermodels_Skip);
+
+/** Called when damage info is received on the client, useful for playing explosion effects */
+#define EV_DamageInfo(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** death type */ i(int, MUTATOR_ARGV_1_int) \
+ /** hit origin */ i(vector, MUTATOR_ARGV_2_vector) \
+ /**/
+MUTATOR_HOOKABLE(DamageInfo, EV_DamageInfo);
#include "player_skeleton.qh"
#include <common/physics/movetypes/movetypes.qh>
+#include <common/physics/player.qh>
#include "mutators/events.qh"
#include "../lib/csqcmodel/cl_player.qh"
#include "../lib/warpzone/anglestransform.qh"
-.vector v_angle;
.float v_angle_save_x;
class(Skeleton) .float skeleton_info_modelindex;
#pragma once
+#include <common/util.qh>
+
void free_skeleton_from_frames(entity e);
void skeleton_from_frames(entity e, float is_dead);
void skeleton_loadinfo(entity e);
#include <lib/_all.inc>
#if XONOTIC
-#include <client/_all.inc>
+
+#include <client/_mod.inc>
+
+#include <common/_all.inc>
+#include <common/effects/qc/_mod.inc>
+
+#include <lib/csqcmodel/cl_model.qc>
+#include <lib/csqcmodel/cl_player.qc>
+#include <lib/csqcmodel/interpolate.qc>
+
+#include <lib/warpzone/anglestransform.qc>
+#include <lib/warpzone/common.qc>
+#include <lib/warpzone/client.qc>
+#include <lib/warpzone/server.qc>
+#include <lib/warpzone/util_server.qc>
#include <ecs/_mod.inc>
#endif
#include "shownames.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "hud/_mod.qh"
#include <common/ent_cs.qh>
#include "teamradar.qh"
+#include "autocvars.qh"
#include "hud/_mod.qh"
#include <common/mutators/mutator/waypoints/all.qh>
#include "view.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "announcer.qh"
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
+#include <common/wepent.qh>
#include <common/weapons/weapon/tuba.qh>
e.csqcmodel_effects = fx;
CSQCModel_Effects_Apply(e);
}
+ if(a >= 0)
{
string name = wep.mdl;
string newname = wep.wr_viewmodel(wep, this);
}
}
+const int MAX_SPECIALCOMMAND = 15;
+vector specialcommand_slots[MAX_SPECIALCOMMAND];
+vector specialcommand_colors[MAX_SPECIALCOMMAND];
+const float SPECIALCOMMAND_SPEED = 150;
+const float SPECIALCOMMAND_TURNSPEED = 2;
+const float SPECIALCOMMAND_SIZE = 0.025;
+const float SPECIALCOMMAND_CHANCE = 0.35;
+float sc_spawntime, sc_changetime;
+vector sc_color = '1 1 1';
+void SpecialCommand()
+{
+ if(!STAT(MOVEVARS_SPECIALCOMMAND))
+ return;
+
+ if(time >= sc_changetime)
+ {
+ sc_changetime = time + 1;
+ sc_color = randomvec() * 1.5;
+ sc_color.x = bound(0.2, sc_color.x, 0.75);
+ sc_color.y = bound(0.2, sc_color.y, 0.75);
+ sc_color.z = bound(0.2, sc_color.z, 0.75);
+ }
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
+
+ if(!precache_pic("gfx/smile"))
+ return; // damn party poopers
+
+ for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
+ {
+ vector slot = specialcommand_slots[j];
+ if(slot.y)
+ slot.y += SPECIALCOMMAND_SPEED * frametime;
+ if(slot.z)
+ slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+ if(slot.y >= vid_conheight)
+ slot = '0 0 0';
+
+ if(slot == '0 0 0')
+ {
+ if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
+ {
+ slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
+ slot.y = 1; // start it off 0 so we can use it
+ slot.z = random();
+ sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
+ vector newcolor = randomvec() * 2;
+ newcolor.x = bound(0.4, newcolor.x, 1);
+ newcolor.y = bound(0.4, newcolor.y, 1);
+ newcolor.z = bound(0.4, newcolor.z, 1);
+ specialcommand_colors[j] = newcolor;
+ }
+ }
+ else
+ {
+ vector splash_size = '0 0 0';
+ splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+ splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+ drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ }
+
+ specialcommand_slots[j] = slot;
+ }
+}
+
void HUD_Draw(entity this)
{
// if we don't know gametype and scores yet avoid drawing the scoreboard
}
// crosshair goes VERY LAST
+ SpecialCommand();
UpdateDamage();
HUD_Crosshair(this);
HitSound();
ov_enabled = true;
#if 0
- LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
vtos(ov_org),
vtos(getpropertyvec(VF_ANGLES)),
ov_distance,
// improved polyblend
- if(autocvar_hud_contents)
+ if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
{
float contentalpha_temp, incontent, liquidalpha, contentfadetime;
vector liquidcolor;
// draw 2D entities
IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
-#ifdef DEBUGDRAW
+#if ENABLE_DEBUGDRAW
Debug_Draw();
#endif
#pragma once
+#include <common/weapons/weapon.qh>
+
vector crosshair_getcolor(entity this, float health_stat);
entity viewmodels[MAX_WEAPONSLOTS];
#include "wall.qh"
+#include "autocvars.qh"
+#include "main.qh"
#include "bgmscript.qh"
#include "../mutators/events.qh"
#include <common/constants.qh>
+#include <common/effects/effect.qh>
+#include <common/effects/all.qh>
#include <common/net_linked.qh>
#include <common/physics/movetypes/movetypes.qh>
#pragma once
+#include <common/sounds/sound.qh>
+
entityclass(Projectile);
class(Projectile).int traileffect;
#include "items/_mod.inc"
#include "weapons/_all.inc"
#include "monsters/_mod.inc"
- #include "turrets/all.qc"
- #include "vehicles/all.qc"
+ #include "turrets/_mod.inc"
+ #include "vehicles/_mod.inc"
#include "mutators/_mod.inc"
#include "gamemodes/_mod.inc"
}
else // add it to the end of the list if the list doesn't already have it
{
- argc = tokenizebyseparator(cvar_string(original_cvar), " ");
- int i;
- for(i = 0; i < argc; ++i)
- if(argv(i) == tmp_string)
- return; // already in list
+ FOREACH_WORD(cvar_string(original_cvar), it == tmp_string,
+ {
+ return; // already in the list
+ });
- cvar_set(original_cvar, strcat(tmp_string, " ", cvar_string(original_cvar)));
+ cvar_set(original_cvar, cons(cvar_string(original_cvar), tmp_string));
}
return;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2addtolist^7\n");
+ LOG_INFO("Incorrect parameters for ^2addtolist^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " addtolist variable value\n"));
- LOG_INFO(" Where 'variable' is what to add 'value' to.\n");
- LOG_INFO("See also: ^2removefromlist^7\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " addtolist variable value");
+ LOG_INFO(" Where 'variable' is what to add 'value' to.");
+ LOG_INFO("See also: ^2removefromlist^7");
return;
}
}
curl_uri_get_pos = (curl_uri_get_pos + 1) % (URI_GET_CURL_END - URI_GET_CURL + 1);
}
else
- LOG_INFO(_("error creating curl handle\n"));
+ LOG_INFO(_("error creating curl handle"));
buf_del(buf);
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " qc_curl [--key N] [--cvar] [--exec] URL [postargs...]"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " qc_curl [--key N] [--cvar] [--exec] URL [postargs...]");
return;
}
}
CMD_Write("\ndump of generic commands:\n");
GenericCommand_macro_write_aliases(fh);
- LOG_INFO("Completed dump of aliases in ^2data/data/", GetProgramCommandPrefix(), "_dump.txt^7.\n");
+ LOG_INFO("Completed dump of aliases in ^2data/data/", GetProgramCommandPrefix(), "_dump.txt^7.");
fclose(fh);
}
else
{
- LOG_INFO("^1Error: ^7Could not dump to file!\n");
+ LOG_INFO("^1Error: ^7Could not dump to file!");
}
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpcommands"));
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpcommands");
+ LOG_INFO(" No arguments required.");
return;
}
}
{
if (!fexists(strcat("maps/", argv(2), ".bsp")))
{
- LOG_INFO("maplist: ERROR: ", argv(2), " does not exist!\n");
+ LOG_INFO("maplist: ERROR: ", argv(2), " does not exist!");
break;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2maplist^7\n");
+ LOG_INFO("Incorrect parameters for ^2maplist^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " maplist action [map]\n"));
- LOG_INFO(" Where 'action' is the command to complete,\n");
- LOG_INFO(" and 'map' is what it acts upon (if required).\n");
- LOG_INFO(" Full list of commands here: \"add, cleanup, remove, shuffle.\"\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " maplist action [map]");
+ LOG_INFO(" Where 'action' is the command to complete,");
+ LOG_INFO(" and 'map' is what it acts upon (if required).");
+ LOG_INFO(" Full list of commands here: \"add, cleanup, remove, shuffle.\"");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " nextframe command...\n"));
- LOG_INFO(" Where command will be executed next frame of this VM\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " nextframe command...");
+ LOG_INFO(" Where command will be executed next frame of this VM");
return;
}
}
{
if(argc == 3)
{
- float i;
string original_cvar = argv(1);
string removal = argv(2);
- string tmp_string;
-
- argc = tokenizebyseparator(cvar_string(original_cvar), " ");
- tmp_string = "";
- for(i = 0; i < argc; ++i)
- if(argv(i) != removal)
- tmp_string = strcat(tmp_string, " ", argv(i));
+ string tmp_string = "";
+ FOREACH_WORD(cvar_string(original_cvar), it != removal,
+ {
+ tmp_string = cons(tmp_string, it);
+ });
- tmp_string = substring(tmp_string, 1, strlen(tmp_string) - 1);
cvar_set(original_cvar, tmp_string);
return;
}
default:
- LOG_INFO("Incorrect parameters for ^2removefromlist^7\n");
+ LOG_INFO("Incorrect parameters for ^2removefromlist^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " removefromlist variable value\n"));
- LOG_INFO(" Where 'variable' is what cvar to remove 'value' from.\n");
- LOG_INFO("See also: ^2addtolist^7\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " removefromlist variable value");
+ LOG_INFO(" Where 'variable' is what cvar to remove 'value' from.");
+ LOG_INFO("See also: ^2addtolist^7");
return;
}
}
int NOTIF_MULTI_COUNT = 0; FOREACH(Notifications, it.nent_type == MSG_MULTI, { ++NOTIF_MULTI_COUNT; });
int NOTIF_CHOICE_COUNT = 0; FOREACH(Notifications, it.nent_type == MSG_CHOICE, { ++NOTIF_CHOICE_COUNT; });
LOG_INFOF(
- strcat(
- "Restart_Notifications(): Restarting %d notifications... ",
- "Counts: MSG_ANNCE = %d, MSG_INFO = %d, MSG_CENTER = %d, MSG_MULTI = %d, MSG_CHOICE = %d\n"
- ),
+ (
+ "Restart_Notifications(): Restarting %d notifications... "
+ "Counts: MSG_ANNCE = %d, MSG_INFO = %d, MSG_CENTER = %d, MSG_MULTI = %d, MSG_CHOICE = %d"
+ ),
(
NOTIF_ANNCE_COUNT +
NOTIF_INFO_COUNT +
Destroy_All_Notifications();
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
#else
- LOG_INFO(_("Notification restart command only works with cl_cmd and sv_cmd.\n"));
+ LOG_INFO(_("Notification restart command only works with cl_cmd and sv_cmd."));
#endif
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " restartnotifs"));
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " restartnotifs");
+ LOG_INFO(" No arguments required.");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2settemp^7\n");
+ LOG_INFO("Incorrect parameters for ^2settemp^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " settemp \"cvar\" \"arguments\"\n"));
- LOG_INFO(" Where 'cvar' is the cvar you want to temporarily set with 'arguments'.\n");
- LOG_INFO("See also: ^2settemp_restore^7\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " settemp \"cvar\" \"arguments\"");
+ LOG_INFO(" Where 'cvar' is the cvar you want to temporarily set with 'arguments'.");
+ LOG_INFO("See also: ^2settemp_restore^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " settemp_restore\n"));
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2settemp^7\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " settemp_restore");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2settemp^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " [function to run]"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " [function to run]");
return;
}
}
void GenericCommand_macro_help()
{
- FOREACH(GENERIC_COMMANDS, true, LOG_INFOF(" ^2%s^7: %s\n", it.m_name, it.m_description));
+ FOREACH(GENERIC_COMMANDS, true, LOG_INFOF(" ^2%s^7: %s", it.m_name, it.m_description));
}
float GenericCommand_macro_command(float argc, string command)
--rpn_sp;
return rpn_stack[rpn_sp];
} else {
- LOG_INFO("rpn: stack underflow\n");
+ LOG_INFO("rpn: stack underflow");
rpn_error = true;
return "";
}
rpn_stack[rpn_sp] = s;
++rpn_sp;
} else {
- LOG_INFO("rpn: stack overflow\n");
+ LOG_INFO("rpn: stack overflow");
rpn_error = true;
}
}
if(rpn_sp > 0) {
return rpn_stack[rpn_sp - 1];
} else {
- LOG_INFO("rpn: empty stack\n");
+ LOG_INFO("rpn: empty stack");
rpn_error = true;
return "";
}
if(rpn_sp > 0) {
rpn_stack[rpn_sp - 1] = s;
} else {
- LOG_INFO("rpn: empty stack\n");
+ LOG_INFO("rpn: empty stack");
rpn_error = true;
}
}
}
else
{
- LOG_INFO("rpn: empty cvar name for 'def'\n");
+ LOG_INFO("rpn: empty cvar name for 'def'");
rpn_error = true;
}
} else if(rpncmd == "defs" || rpncmd == "@") {
}
else
{
- LOG_INFO("rpn: empty cvar name for 'defs'\n");
+ LOG_INFO("rpn: empty cvar name for 'defs'");
rpn_error = true;
}
} else if(rpncmd == "load") {
db_put(rpn_db, "stack.pos", ftos(i-2));
} else {
rpn_error = 1;
- LOG_INFO("rpn: database underflow\n");
+ LOG_INFO("rpn: database underflow");
}
} else if(rpncmd == "dbget") {
rpn_push(db_get(rpn_db, strcat("stack.", ftos(i-1))));
} else {
rpn_error = 1;
- LOG_INFO("rpn: database empty\n");
+ LOG_INFO("rpn: database empty");
}
} else if(rpncmd == "dblen") {
rpn_push(db_get(rpn_db, "stack.pointer"));
if(!j)
{
rpn_error = true;
- LOG_INFO("rpn: empty database\n");
+ LOG_INFO("rpn: empty database");
} else {
--j;
rpn_push(db_get(rpn_db, strcat("stack.", ftos(i))));
rpn_push(db_get(rpn_db, strcat("stack.", s)));
} else {
rpn_error = 1;
- LOG_INFO("rpn: empty database\n");
+ LOG_INFO("rpn: empty database");
}
} else if(rpncmd == "dbat") {
rpn_push(db_get(rpn_db, "stack.pos"));
{
if(i < 0 || i >= j)
{
- LOG_INFO("rpn: database cursor out of bounds\n");
+ LOG_INFO("rpn: database cursor out of bounds");
rpn_error = true;
}
if(!rpn_error)
if(!j)
{
rpn_error = true;
- LOG_INFO("rpn: empty database, cannot move cursor\n");
+ LOG_INFO("rpn: empty database, cannot move cursor");
}
if(!rpn_error)
{
j = stof(db_get(rpn_db, "stack.pointer"));
if(i < 0 || i >= j)
{
- LOG_INFO("rpn: database cursor destination out of bounds\n");
+ LOG_INFO("rpn: database cursor destination out of bounds");
rpn_error = true;
}
if(!rpn_error)
{
if (!fexists(s))
{
- LOG_INFO("rpn: ERROR: ", s, " does not exist!\n");
+ LOG_INFO("rpn: ERROR: ", s, " does not exist!");
rpn_error = true;
}
}
while(rpn_sp > 0)
{
s = rpn_pop();
- LOG_INFO("rpn: still on stack: ", s, "\n");
+ LOG_INFO("rpn: still on stack: ", s);
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " rpn EXPRESSION...\n"));
- LOG_INFO(" Operator description (x: string, s: set, f: float):\n");
- LOG_INFO(" x pop -----------------------------> : removes the top\n");
- LOG_INFO(" x dup -----------------------------> x x : duplicates the top\n");
- LOG_INFO(" x x exch --------------------------> x x : swap the top two\n");
- LOG_INFO(" /cvarname load --------------------> x : loads a cvar\n");
- LOG_INFO(" /cvarname x def -------------------> : writes to a cvar\n");
- LOG_INFO(" f f add|sub|mul|div|mod|pow -------> f : adds/... two numbers\n");
- LOG_INFO(" f f and|or|xor|bitand|bitor|bitxor > f : logical and bitwise operations\n");
- LOG_INFO(" f f eq|ne|gt|ge|lt|le|max|min -----> f : compares two numbers\n");
- LOG_INFO(" f neg|abs|sgn|rand|floor|ceil------> f : negates/... a number\n");
- LOG_INFO(" f not|bitnot ----------------------> f : logical and bitwise negation\n");
- LOG_INFO(" f exp|log|sin|cos -----------------> f : exponential function & Co.\n");
- LOG_INFO(" f f f bound -----------------------> f : bounds the middle number\n");
- LOG_INFO(" f1 f2 b when ----------------------> f : f1 if b, f2 otherwise\n");
- LOG_INFO(" s s union|intersection|difference -> s : set operations\n");
- LOG_INFO(" s shuffle -------------------------> s : randomly arrange elements\n");
- LOG_INFO(" /key /value put -------------------> : set a database key\n");
- LOG_INFO(" /key get --------------------------> s : get a database value\n");
- LOG_INFO(" x dbpush --------------------------> : pushes the top onto the database\n");
- LOG_INFO(" dbpop|dbget -----------------------> x : removes/reads DB's top\n");
- LOG_INFO(" dblen|dbat ------------------------> f : gets the DB's size/cursor pos\n");
- LOG_INFO(" dbclr -----------------------------> : clear the DB\n");
- LOG_INFO(" s dbsave|dbload--------------------> : save/load the DB to/from a file\n");
- LOG_INFO(" x dbins ---------------------------> : moves the top into the DB\n");
- LOG_INFO(" dbext|dbread ----------------------> x : extract/get from the DB's cursor\n");
- LOG_INFO(" f dbmov|dbgoto --------------------> : move or set the DB's cursor\n");
- LOG_INFO(" s localtime -----------------------> s : formats the current local time\n");
- LOG_INFO(" s gmtime --------------------------> s : formats the current UTC time\n");
- LOG_INFO(" time ------------------------------> f : seconds since VM start\n");
- LOG_INFO(" s /MD4 digest ---------------------> s : MD4 digest\n");
- LOG_INFO(" s /SHA256 digest ------------------> s : SHA256 digest\n");
- LOG_INFO(" s /formatstring sprintf1s ---------> s : sprintf with 1 string (pad, cut)\n");
- LOG_INFO(" s eval ----------------------------> : does something eval\n");
- LOG_INFO(" Set operations operate on 'such''strings'.\n");
- LOG_INFO(" Unknown tokens insert their cvar value.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " rpn EXPRESSION...");
+ LOG_INFO(" Operator description (x: string, s: set, f: float):");
+ LOG_INFO(" x pop -----------------------------> : removes the top");
+ LOG_INFO(" x dup -----------------------------> x x : duplicates the top");
+ LOG_INFO(" x x exch --------------------------> x x : swap the top two");
+ LOG_INFO(" /cvarname load --------------------> x : loads a cvar");
+ LOG_INFO(" /cvarname x def -------------------> : writes to a cvar");
+ LOG_INFO(" f f add|sub|mul|div|mod|pow -------> f : adds/... two numbers");
+ LOG_INFO(" f f and|or|xor|bitand|bitor|bitxor > f : logical and bitwise operations");
+ LOG_INFO(" f f eq|ne|gt|ge|lt|le|max|min -----> f : compares two numbers");
+ LOG_INFO(" f neg|abs|sgn|rand|floor|ceil------> f : negates/... a number");
+ LOG_INFO(" f not|bitnot ----------------------> f : logical and bitwise negation");
+ LOG_INFO(" f exp|log|sin|cos -----------------> f : exponential function & Co.");
+ LOG_INFO(" f f f bound -----------------------> f : bounds the middle number");
+ LOG_INFO(" f1 f2 b when ----------------------> f : f1 if b, f2 otherwise");
+ LOG_INFO(" s s union|intersection|difference -> s : set operations");
+ LOG_INFO(" s shuffle -------------------------> s : randomly arrange elements");
+ LOG_INFO(" /key /value put -------------------> : set a database key");
+ LOG_INFO(" /key get --------------------------> s : get a database value");
+ LOG_INFO(" x dbpush --------------------------> : pushes the top onto the database");
+ LOG_INFO(" dbpop|dbget -----------------------> x : removes/reads DB's top");
+ LOG_INFO(" dblen|dbat ------------------------> f : gets the DB's size/cursor pos");
+ LOG_INFO(" dbclr -----------------------------> : clear the DB");
+ LOG_INFO(" s dbsave|dbload--------------------> : save/load the DB to/from a file");
+ LOG_INFO(" x dbins ---------------------------> : moves the top into the DB");
+ LOG_INFO(" dbext|dbread ----------------------> x : extract/get from the DB's cursor");
+ LOG_INFO(" f dbmov|dbgoto --------------------> : move or set the DB's cursor");
+ LOG_INFO(" s localtime -----------------------> s : formats the current local time");
+ LOG_INFO(" s gmtime --------------------------> s : formats the current UTC time");
+ LOG_INFO(" time ------------------------------> f : seconds since VM start");
+ LOG_INFO(" s /MD4 digest ---------------------> s : MD4 digest");
+ LOG_INFO(" s /SHA256 digest ------------------> s : SHA256 digest");
+ LOG_INFO(" s /formatstring sprintf1s ---------> s : sprintf with 1 string (pad, cut)");
+ LOG_INFO(" s eval ----------------------------> : does something eval");
+ LOG_INFO(" Set operations operate on 'such''strings'.");
+ LOG_INFO(" Unknown tokens insert their cvar value.");
return;
}
}
# define TAG_VIEWLOC_TYPE entity
#endif
-// new fields
-.vector v_angle;
-
// add properties you want networked to CSQC here
#define CSQCMODEL_EXTRAPROPERTIES \
CSQCMODEL_PROPERTY(BIT(0), int, ReadShort, WriteShort, colormap) \
}
#endif
-#ifdef DEBUGDRAW
+#if ENABLE_DEBUGDRAW
#ifdef GAMEQC
/**
* 0: off
e.debug = true;
--rem;
}
- LOG_INFOF("%d server entities sent\n", n - rem);
+ LOG_INFOF("%d server entities sent", n - rem);
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " debugdraw_sv"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " debugdraw_sv");
return;
}
}
int bufhandle = stof(argv(1));
int string_index = stof(argv(2));
string s = bufstr_get(bufhandle, string_index);
- LOG_INFOF("%s\n", s);
+ LOG_INFOF("%s", s);
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " bufstr_get bufhandle string_index"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " bufstr_get bufhandle string_index");
return;
}
}
{
case CMD_REQUEST_COMMAND:
{
- LOG_INFO(WATERMARK "\n");
+ LOG_INFO(WATERMARK);
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " version"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " version");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " cvar_localchanges"));
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " cvar_localchanges");
return;
}
}
}
-#ifdef DEBUGTRACE
+#if ENABLE_DEBUGTRACE
REGISTER_STAT(TRACE_ENT, int)
#ifdef SVQC
bool autocvar_debugtrace;
int entcnt = 0;
FOREACH_ENTITY_CLASS_ORDERED(argv(1), true,
{
- LOG_INFOF("%i (%s)\n", it, it.classname);
+ LOG_INFOF("%i (%s)", it, it.classname);
++entcnt;
});
if(entcnt)
- LOG_INFOF("Found %d entities\n", entcnt);
+ LOG_INFOF("Found %d entities", entcnt);
return;
}
default:
{
- LOG_INFO("Incorrect parameters for ^2find^7\n");
+ LOG_INFO("Incorrect parameters for ^2find^7");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 " GetProgramCommandPrefix() " find classname\n");
- LOG_INFO(" Where 'classname' is the classname to search for.\n");
+ LOG_INFO("Usage:^3 " GetProgramCommandPrefix() " find classname");
+ LOG_INFO(" Where 'classname' is the classname to search for.");
return;
}
}
case CMD_REQUEST_COMMAND:
{
vector match = stov(argv(1));
- FOREACH_ENTITY_ORDERED(it.origin == match, LOG_INFOF("%i (%s)\n", it, it.classname));
+ FOREACH_ENTITY_ORDERED(it.origin == match, LOG_INFOF("%i (%s)", it, it.classname));
return;
}
default:
- LOG_INFO("Incorrect parameters for ^2findat^7\n");
+ LOG_INFO("Incorrect parameters for ^2findat^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 " GetProgramCommandPrefix() " findat \"0 0 0\"\n");
+ LOG_INFO("Usage:^3 " GetProgramCommandPrefix() " findat \"0 0 0\"");
return;
}
}
+#pragma once
// Global list of effects, networked to CSQC by ID to save bandwidth and to use client particle numbers (allows mismatching effectinfos to some degree)
// Not too concerned about the order of this list, just keep the weapon effects together!
}
#endif
-#ifdef EFFECTINFO_ENABLED
+#if ENABLE_EFFECTINFO
#include "effectinfo.qc"
#endif
int fh = fopen(filename, FILE_WRITE);
if (fh >= 0) {
effectinfo_dump(fh, alsoprint);
- LOG_INFOF("Dumping effectinfo... File located at ^2data/data/%s^7.\n", filename);
- LOG_INFOF("Reload with ^2cl_particles_reloadeffects data/%s^7.\n", filename);
+ LOG_INFOF("Dumping effectinfo... File located at ^2data/data/%s^7.", filename);
+ LOG_INFOF("Reload with ^2cl_particles_reloadeffects data/%s^7.", filename);
fclose(fh);
} else {
LOG_WARNF("Could not open file '%s'!", filename);
}
default:
case CMD_REQUEST_USAGE: {
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpeffectinfo [filename]"));
- LOG_INFO(" Where 'filename' is the file to write (default is effectinfo_dump.txt),\n");
- LOG_INFO(" if supplied with '-' output to console as well as default,\n");
- LOG_INFO(" if left blank, it will only write to default.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpeffectinfo [filename]");
+ LOG_INFO(" Where 'filename' is the file to write (default is effectinfo_dump.txt),");
+ LOG_INFO(" if supplied with '-' output to console as well as default,");
+ LOG_INFO(" if left blank, it will only write to default.");
return;
}
}
// generated file; do not modify
-#include <common/effects/qc/all.qc>
#include <common/effects/qc/casings.qc>
#include <common/effects/qc/damageeffects.qc>
#include <common/effects/qc/gibs.qc>
// generated file; do not modify
-#include <common/effects/qc/all.qh>
#include <common/effects/qc/casings.qh>
#include <common/effects/qc/damageeffects.qh>
#include <common/effects/qc/gibs.qh>
+++ /dev/null
-#include "casings.qc"
-#include "damageeffects.qc"
-#include "gibs.qc"
-#include "globalsound.qc"
-#include "lightningarc.qc"
-#include "modeleffects.qc"
+++ /dev/null
-#include "all.qh"
-
-#define IMPLEMENTATION
-#include "all.inc"
-#undef IMPLEMENTATION
+++ /dev/null
-#pragma once
-
-#include "all.inc"
#include "casings.qh"
-#ifdef SVQC
-void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
-#endif
-
-#ifdef IMPLEMENTATION
#include <common/util.qh>
}
#endif
-#endif
#pragma once
+
+#ifdef SVQC
+void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
+#endif
#include "damageeffects.qh"
-#ifdef IMPLEMENTATION
-
REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
#ifdef SVQC
if(it.damageforcescale)
if(vdist(thisforce, !=, 0))
{
- it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, autocvar_g_balance_damagepush_speedfactor);
+ it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
UNSET_ONGROUND(it);
}
}
}
+ MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
+
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
}
#endif
-
-#endif
#include "gibs.qh"
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(net_gibsplash)
#ifdef SVQC
delete(this);
}
#endif
-
-#endif
#include <common/ent_cs.qh>
-#ifdef IMPLEMENTATION
#include <common/animdecide.qh>
#ifdef SVQC
msg_entity = this.pusher;
if (IS_REAL_CLIENT(msg_entity))
{
- float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
+ float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten);
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten);
else soundto(MSG_ONE, this, chan, sample, vol, atten);
#define X() \
MACRO_BEGIN \
{ \
- float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
+ float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
else soundto(MSG_ONE, this, chan, sample, vol, atten); \
#define X() \
MACRO_BEGIN \
{ \
- if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < msg_entity.cvar_cl_autotaunt) \
+ if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS(msg_entity).cvar_cl_autotaunt) \
{ \
- float atten = (msg_entity.cvar_cl_voice_directional >= 1) \
- ? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, \
+ float atten = (CS(msg_entity).cvar_cl_voice_directional >= 1) \
+ ? bound(ATTEN_MIN, CS(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
}
#endif
-#endif
#include "lightningarc.qh"
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(TE_CSQC_ARC)
#if defined(SVQC)
}
#endif
-
-#endif
#include "modeleffects.qh"
-#ifdef IMPLEMENTATION
-
REGISTER_NET_LINKED(ENT_CLIENT_MODELEFFECT)
#ifdef SVQC
return true;
}
#endif
-
-#endif
#pragma once
+#ifdef CSQC
+#include <client/defs.qh>
+#endif
+
REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
REGISTER_NET_TEMP(CLIENT_ENTCS)
// generated file; do not modify
+#include <common/gamemodes/rules.qc>
+#ifdef SVQC
+ #include <common/gamemodes/sv_rules.qc>
+#endif
#include <common/gamemodes/gamemode/_mod.inc>
// generated file; do not modify
+#include <common/gamemodes/rules.qh>
+#ifdef SVQC
+ #include <common/gamemodes/sv_rules.qh>
+#endif
#include <common/gamemodes/gamemode/_mod.qh>
// generated file; do not modify
#include <common/gamemodes/gamemode/nexball/nexball.qc>
#include <common/gamemodes/gamemode/nexball/weapon.qc>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/nexball/sv_weapon.qc>
+#endif
// generated file; do not modify
#include <common/gamemodes/gamemode/nexball/nexball.qh>
#include <common/gamemodes/gamemode/nexball/weapon.qh>
+#ifdef SVQC
+ #include <common/gamemodes/gamemode/nexball/sv_weapon.qh>
+#endif
#ifdef SVQC
.float metertime = _STAT(NB_METERSTART);
+.entity ballcarried;
+
int autocvar_g_nexball_goalleadlimit;
#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
return e.team;
}
-const float ST_NEXBALL_GOALS = 1;
+const int ST_NEXBALL_GOALS = 1;
void nb_ScoreRules(int teams)
{
- ScoreRules_basics(teams, 0, 0, true);
- ScoreInfo_SetLabel_TeamScore( ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore( SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, 0, 0, {
+ field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+ field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+ field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
+ });
}
void LogNB(string mode, entity actor)
tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
if(trace_startsolid)
{
- vector o;
- o = this.origin;
- if(!move_out_of_solid(this))
+ vector o = this.origin;
+ if (!move_out_of_solid(this)) {
objerror(this, "could not get out of solid at all!");
- LOG_INFO("^1NOTE: this map needs FIXING. ", this.classname, " at ", vtos(o - '0 0 1'));
- LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
- LOG_INFO(" ", ftos(this.origin.y - o.y));
- LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
+ }
+ LOG_INFOF(
+ "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
+ this.classname,
+ vtos(o - '0 0 1'),
+ vtos(this.origin - o)
+ );
this.origin = o;
}
}
{
ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
ownr.ballcarried = NULL;
+ GameRules_scoring_vip(ownr, false);
if(ownr.metertime)
{
ownr.metertime = 0;
ball.weaponentity_fld = weaponentity;
ball.team = plyr.team;
plyr.ballcarried = ball;
+ GameRules_scoring_vip(plyr, true);
ball.nb_dropper = plyr;
plyr.effects |= autocvar_g_nexball_basketball_effects_default;
WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- ball.owner.ballcarried = NULL;
- ball.owner = NULL;
+ entity e = ball.owner; ball.owner = NULL;
+ e.ballcarried = NULL;
+ GameRules_scoring_vip(e, false);
}
void InitBall(entity this)
if(isclient)
{
if(pscore > 0)
- PlayerScore_Add(ball.pusher, SP_NEXBALL_GOALS, pscore);
+ GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
else if(pscore < 0)
- PlayerScore_Add(ball.pusher, SP_NEXBALL_FAULTS, -pscore);
+ GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
}
if(ball.owner) // Happens on spawnflag GOAL_TOUCHPLAYER
spawnfunc_nexball_out(this);
}
-//=======================//
-// Weapon code //
-//=======================//
-
-
-void W_Nexball_Think(entity this)
-{
- //dprint("W_Nexball_Think\n");
- //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
- vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
- vector old_dir = normalize(this.velocity);
- float _speed = vlen(this.velocity);
- vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
- //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
-
- this.velocity = new_vel;
-
- this.nextthink = time;
-}
-
-void W_Nexball_Touch(entity this, entity toucher)
-{
- entity ball, attacker;
- attacker = this.owner;
- //this.think = func_null;
- //this.enemy = NULL;
-
- PROJECTILE_TOUCH(this, toucher);
- if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
- if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
- {
- toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
- UNSET_ONGROUND(toucher);
- if(!attacker.ballcarried)
- {
- LogNB("stole", attacker);
- _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
-
- if(SAME_TEAM(attacker, toucher) && time > attacker.teamkill_complain)
- {
- attacker.teamkill_complain = time + 5;
- attacker.teamkill_soundtime = time + 0.4;
- attacker.teamkill_soundsource = toucher;
- }
-
- GiveBall(attacker, toucher.ballcarried);
- }
- }
- delete(this);
-}
-
-void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
-{
- entity ball;
- float mul, mi, ma;
- if(!(ball = actor.ballcarried))
- return;
-
- W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
- tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
- if(trace_startsolid)
- {
- if(actor.metertime)
- actor.metertime = 0; // Shot failed, hide the power meter
- return;
- }
-
- //Calculate multiplier
- if(t < 0)
- mul = 1;
- else
- {
- mi = autocvar_g_nexball_basketball_meter_minpower;
- ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
- //One triangle wave period with 1 as max
- mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
- if(mul > 1)
- mul = 2 - mul;
- mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
- }
-
- DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
-
-
- //TODO: use the speed_up cvar too ??
-}
-
-vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-
-void W_Nexball_Attack2(entity actor, .entity weaponentity)
-{
- if(actor.ballcarried.enemy)
- {
- entity _ball = actor.ballcarried;
- W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
- DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
- setthink(_ball, W_Nexball_Think);
- _ball.nextthink = time;
- return;
- }
-
- if(!autocvar_g_nexball_tackling)
- return;
-
- W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
- entity missile = new(ballstealer);
-
- missile.owner = actor;
-
- set_movetype(missile, MOVETYPE_FLY);
- PROJECTILE_MAKETRIGGER(missile);
-
- //setmodel(missile, "models/elaser.mdl"); // precision set below
- setsize(missile, '0 0 0', '0 0 0');
- setorigin(missile, w_shotorg);
-
- W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
- missile.angles = vectoangles(missile.velocity);
- settouch(missile, W_Nexball_Touch);
- setthink(missile, SUB_Remove);
- missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
-
- missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
- missile.flags = FL_PROJECTILE;
- IL_PUSH(g_projectiles, missile);
- IL_PUSH(g_bot_dodge, missile);
-
- CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
-}
-
bool ball_customize(entity this, entity client)
{
if(!this.owner)
return true;
}
-METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
-{
- TC(BallStealer, thiswep);
- if(fire & 1)
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
- if(autocvar_g_nexball_basketball_meter)
- {
- if(actor.ballcarried && !actor.metertime)
- actor.metertime = time;
- else
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- else
- {
- W_Nexball_Attack(actor, weaponentity, -1);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
- {
- W_Nexball_Attack2(actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
- }
-
- if(!(fire & 1) && actor.metertime && actor.ballcarried)
- {
- W_Nexball_Attack(actor, weaponentity, time - actor.metertime);
- // DropBall or stealing will set metertime back to 0
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
- }
-}
-
-METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
-{
- TC(BallStealer, this);
- //weapon_setup(WEP_PORTO.m_id);
-}
-
-METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-{
- TC(BallStealer, this);
-}
-
-METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
-{
- TC(BallStealer, this);
- return true;
-}
-
-METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
-{
- TC(BallStealer, this);
- return true;
-}
-
void nb_DropBall(entity player)
{
if(player.ballcarried && g_nexball)
REGISTER_MUTATOR(nb, g_nexball)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
g_nexball_meter_period = autocvar_g_nexball_meter_period;
InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
- ActivateTeamplay();
- SetLimits(autocvar_g_nexball_goallimit, autocvar_g_nexball_goalleadlimit, autocvar_timelimit_override, -1);
- have_team_spawns = -1; // request team spawns
+ GameRules_teams(true);
+ GameRules_limit_score(autocvar_g_nexball_goallimit);
+ GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
}
MUTATOR_ONROLLBACK_OR_REMOVE
{
WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
- // we actually cannot roll back nb_delayedinit here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
}
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
return 0;
}
--- /dev/null
+#include "sv_weapon.qh"
+
+void W_Nexball_Attack(entity actor, .entity weaponentity, float t);
+void W_Nexball_Attack2(entity actor, .entity weaponentity);
+vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
+
+METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
+{
+ TC(BallStealer, thiswep);
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_balance_nexball_primary_refire))
+ if(autocvar_g_nexball_basketball_meter)
+ {
+ if(actor.ballcarried && !actor.metertime)
+ actor.metertime = time;
+ else
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ else
+ {
+ W_Nexball_Attack(actor, weaponentity, -1);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_nexball_secondary_refire))
+ {
+ W_Nexball_Attack2(actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_nexball_secondary_animtime, w_ready);
+ }
+
+ if(!(fire & 1) && actor.metertime && actor.ballcarried)
+ {
+ W_Nexball_Attack(actor, weaponentity, time - actor.metertime);
+ // DropBall or stealing will set metertime back to 0
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
+ }
+}
+
+METHOD(BallStealer, wr_setup, void(BallStealer this, entity actor, .entity weaponentity))
+{
+ TC(BallStealer, this);
+ //weapon_setup(WEP_PORTO.m_id);
+}
+
+METHOD(BallStealer, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ TC(BallStealer, this);
+}
+
+METHOD(BallStealer, wr_checkammo1, bool(BallStealer this, entity actor, .entity weaponentity))
+{
+ TC(BallStealer, this);
+ return true;
+}
+
+METHOD(BallStealer, wr_checkammo2, bool(BallStealer this, entity actor, .entity weaponentity))
+{
+ TC(BallStealer, this);
+ return true;
+}
+
+void W_Nexball_Think(entity this)
+{
+ //dprint("W_Nexball_Think\n");
+ //vector new_dir = steerlib_arrive(this.enemy.origin, 2500);
+ vector new_dir = normalize(this.enemy.origin + '0 0 50' - this.origin);
+ vector old_dir = normalize(this.velocity);
+ float _speed = vlen(this.velocity);
+ vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
+ //vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
+
+ this.velocity = new_vel;
+
+ this.nextthink = time;
+}
+
+void W_Nexball_Touch(entity this, entity toucher)
+{
+ entity ball, attacker;
+ attacker = this.owner;
+ //this.think = func_null;
+ //this.enemy = NULL;
+
+ PROJECTILE_TOUCH(this, toucher);
+ if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
+ if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
+ {
+ toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
+ UNSET_ONGROUND(toucher);
+ if(!attacker.ballcarried)
+ {
+ LogNB("stole", attacker);
+ _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
+
+ if(SAME_TEAM(attacker, toucher) && time > CS(attacker).teamkill_complain)
+ {
+ CS(attacker).teamkill_complain = time + 5;
+ CS(attacker).teamkill_soundtime = time + 0.4;
+ CS(attacker).teamkill_soundsource = toucher;
+ }
+
+ GiveBall(attacker, toucher.ballcarried);
+ }
+ }
+ delete(this);
+}
+
+void W_Nexball_Attack(entity actor, .entity weaponentity, float t)
+{
+ entity ball;
+ float mul, mi, ma;
+ if(!(ball = actor.ballcarried))
+ return;
+
+ W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ tracebox(w_shotorg, BALL_MINS, BALL_MAXS, w_shotorg, MOVE_WORLDONLY, NULL);
+ if(trace_startsolid)
+ {
+ if(actor.metertime)
+ actor.metertime = 0; // Shot failed, hide the power meter
+ return;
+ }
+
+ //Calculate multiplier
+ if(t < 0)
+ mul = 1;
+ else
+ {
+ mi = autocvar_g_nexball_basketball_meter_minpower;
+ ma = max(mi, autocvar_g_nexball_basketball_meter_maxpower); // avoid confusion
+ //One triangle wave period with 1 as max
+ mul = 2 * (t % g_nexball_meter_period) / g_nexball_meter_period;
+ if(mul > 1)
+ mul = 2 - mul;
+ mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
+ }
+
+ DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(actor, actor.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, false));
+
+
+ //TODO: use the speed_up cvar too ??
+}
+
+void W_Nexball_Attack2(entity actor, .entity weaponentity)
+{
+ if(actor.ballcarried.enemy)
+ {
+ entity _ball = actor.ballcarried;
+ W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
+ DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
+ setthink(_ball, W_Nexball_Think);
+ _ball.nextthink = time;
+ return;
+ }
+
+ if(!autocvar_g_nexball_tackling)
+ return;
+
+ W_SetupShot(actor, weaponentity, false, 2, SND_NB_SHOOT2, CH_WEAPON_A, 0);
+ entity missile = new(ballstealer);
+
+ missile.owner = actor;
+
+ set_movetype(missile, MOVETYPE_FLY);
+ PROJECTILE_MAKETRIGGER(missile);
+
+ //setmodel(missile, "models/elaser.mdl"); // precision set below
+ setsize(missile, '0 0 0', '0 0 0');
+ setorigin(missile, w_shotorg);
+
+ W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
+ missile.angles = vectoangles(missile.velocity);
+ settouch(missile, W_Nexball_Touch);
+ setthink(missile, SUB_Remove);
+ missile.nextthink = time + autocvar_g_balance_nexball_secondary_lifetime; //FIXME: use a distance instead?
+
+ missile.effects = EF_BRIGHTFIELD | EF_LOWPRECISION;
+ missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
+
+ CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
+}
--- /dev/null
+#pragma once
pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_CPDESTROYED), this.owner.message, attacker.netname);
- PlayerScore_Add(attacker, SP_ONS_TAKES, 1);
- PlayerScore_Add(attacker, SP_SCORE, 10);
+ GameRules_scoring_add(attacker, ONS_TAKES, 1);
+ GameRules_scoring_add(attacker, SCORE, 10);
this.owner.goalentity = NULL;
this.owner.islinked = false;
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ONSLAUGHT_CAPTURE, this.owner.ons_toucher.netname, this.owner.message);
Send_Notification(NOTIF_ALL_EXCEPT, this.owner.ons_toucher, MSG_CENTER, APP_TEAM_NUM(this.owner.ons_toucher.team, CENTER_ONS_CAPTURE_TEAM), this.owner.message);
Send_Notification(NOTIF_ONE, this.owner.ons_toucher, MSG_CENTER, CENTER_ONS_CAPTURE, this.owner.message);
- PlayerScore_Add(this.owner.ons_toucher, SP_ONS_CAPS, 1);
- PlayerTeamScore_AddScore(this.owner.ons_toucher, 10);
+ GameRules_scoring_add(this.owner.ons_toucher, ONS_CAPS, 1);
+ GameRules_scoring_add_team(this.owner.ons_toucher, SCORE, 10);
}
this.owner.ons_toucher = NULL;
else
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_ONSLAUGHT_GENDESTROYED));
- PlayerScore_Add(attacker, SP_SCORE, 100);
+ GameRules_scoring_add(attacker, SCORE, 100);
}
this.iscaptured = false;
this.islinked = false;
best.cnt += 1;
this.havocbot_attack_time = 0;
- if(checkpvs(this.view_ofs,cp))
- if(checkpvs(this.view_ofs,best))
+ if(checkpvs(this.origin + this.view_ofs, cp))
+ if(checkpvs(this.origin + this.view_ofs, best))
this.havocbot_attack_time = time + 2;
}
else
bestwp.cnt += 1;
this.havocbot_attack_time = 0;
- if(checkpvs(this.view_ofs,g))
- if(checkpvs(this.view_ofs,bestwp))
+ if(checkpvs(this.origin + this.view_ofs, g))
+ if(checkpvs(this.origin + this.view_ofs, bestwp))
this.havocbot_attack_time = time + 5;
return true;
if(c2 >= 0) teams |= BIT(1);
if(c3 >= 0) teams |= BIT(2);
if(c4 >= 0) teams |= BIT(3);
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
- ScoreInfo_SetLabel_TeamScore (ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_ONS_TAKES, "takes", 0);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_ONS_CAPS, "destroyed", SFL_SORT_PRIO_PRIMARY);
+ field(SP_ONS_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+ field(SP_ONS_TAKES, "takes", 0);
+ });
}
void ons_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up
REGISTER_MUTATOR(ons, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- ons_Initialize();
-
- ActivateTeamplay();
- SetLimits(autocvar_g_onslaught_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
- have_team_spawns = -1; // request team spawns
- }
+ GameRules_teams(true);
+ GameRules_limit_score(autocvar_g_onslaught_point_limit);
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back ons_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ ons_Initialize();
}
-
return false;
}
--- /dev/null
+#include "rules.qh"
--- /dev/null
+#pragma once
+
+#ifdef SVQC
+#include <common/gamemodes/sv_rules.qh>
+#endif
--- /dev/null
+#include "sv_rules.qh"
+
+#include <server/teamplay.qh>
+
+void GameRules_teams(bool value)
+{
+ if (value) {
+ serverflags |= SERVERFLAG_TEAMPLAY;
+ teamplay = 1;
+ cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
+ GameRules_spawning_teams(true);
+ } else {
+ serverflags &= ~SERVERFLAG_TEAMPLAY;
+ teamplay = 0;
+ cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
+ GameRules_spawning_teams(false);
+ }
+}
+
+void GameRules_spawning_teams(bool value)
+{
+ have_team_spawns = value ? -1 : 0;
+}
+
+bool _GameRules_score_enabled = true;
+void GameRules_score_enabled(bool value)
+{
+ _GameRules_score_enabled = value;
+}
+
+bool GameRules_limit_score_initialized;
+void GameRules_limit_score(int limit)
+{
+ if (GameRules_limit_score_initialized) return;
+ if (autocvar_g_campaign) return;
+ if (limit < 0) return;
+ cvar_set("fraglimit", ftos(limit));
+ GameRules_limit_score_initialized = true;
+}
+
+bool GameRules_limit_lead_initialized;
+void GameRules_limit_lead(int limit)
+{
+ if (GameRules_limit_lead_initialized) return;
+ if (autocvar_g_campaign) return;
+ if (limit < 0) return;
+ cvar_set("leadlimit", ftos(limit));
+ GameRules_limit_lead_initialized = true;
+}
+
+bool GameRules_limit_time_initialized;
+void GameRules_limit_time(int limit)
+{
+ if (GameRules_limit_time_initialized) return;
+ if (autocvar_g_campaign) return;
+ if (limit < 0) return;
+ cvar_set("timelimit", ftos(limit));
+ GameRules_limit_time_initialized = true;
+}
+
+bool GameRules_limit_time_qualifying_initialized;
+void GameRules_limit_time_qualifying(int limit)
+{
+ if (GameRules_limit_time_qualifying_initialized) return;
+ if (autocvar_g_campaign) return;
+ if (limit < 0) return;
+ cvar_set("g_race_qualifying_timelimit", ftos(limit));
+ GameRules_limit_time_qualifying_initialized = true;
+}
+
+void GameRules_limit_fallbacks()
+{
+ GameRules_limit_score(autocvar_fraglimit_override);
+ GameRules_limit_lead(autocvar_leadlimit_override);
+ GameRules_limit_time(autocvar_timelimit_override);
+}
+
+void _GameRules_scoring_begin(int teams, float spprio, float stprio)
+{
+ ScoreRules_basics(teams, spprio, stprio, _GameRules_score_enabled);
+}
+void _GameRules_scoring_field(entity i, string label, int scoreflags)
+{
+ ScoreInfo_SetLabel_PlayerScore(i, label, scoreflags);
+}
+void _GameRules_scoring_field_team(float i, string label, int scoreflags)
+{
+ ScoreInfo_SetLabel_TeamScore(i, label, scoreflags);
+}
+void _GameRules_scoring_end()
+{
+ ScoreRules_basics_end();
+}
+
+.bool m_GameRules_scoring_vip;
+void GameRules_scoring_vip(entity player, bool value)
+{
+ player.m_GameRules_scoring_vip = value;
+}
+bool GameRules_scoring_is_vip(entity player)
+{
+ return player.m_GameRules_scoring_vip;
+}
+
+float _GameRules_scoring_add(entity client, entity sp, float value)
+{
+ return PlayerScore_Add(client, sp, value);
+}
+float _GameRules_scoring_add_team(entity client, entity sp, int st, float value)
+{
+ return PlayerTeamScore_Add(client, sp, st, value);
+}
--- /dev/null
+#pragma once
+
+// todo: accept the number of teams as a parameter
+void GameRules_teams(bool value);
+
+/**
+ * Used to disable team spawns in team modes
+ */
+void GameRules_spawning_teams(bool value);
+
+/**
+ * Disabling score disables the "score" column on the scoreboard
+ */
+void GameRules_score_enabled(bool value);
+
+void GameRules_limit_score(int limit);
+void GameRules_limit_lead(int limit);
+void GameRules_limit_time(int limit);
+void GameRules_limit_time_qualifying(int limit);
+
+/**
+ * Set any unspecified rules to their defaults
+ */
+void GameRules_limit_fallbacks();
+
+/**
+ * @param teams a bitmask of active teams
+ * @param spprio player score priority (if frags aren't enabled)
+ * @param stprio team score priority (if frags aren't enabled)
+ */
+#define GameRules_scoring(teams, spprio, stprio, fields) MACRO_BEGIN { \
+ _GameRules_scoring_begin((teams), (spprio), (stprio)); \
+ noref void(entity, string, float) field = _GameRules_scoring_field; \
+ /* todo: just have the one `field` function */ \
+ noref void(int, string, float) field_team = _GameRules_scoring_field_team; \
+ LAMBDA(fields); \
+ _GameRules_scoring_end(); \
+} MACRO_END
+
+void _GameRules_scoring_begin(int teams, float spprio, float stprio);
+void _GameRules_scoring_field(entity i, string label, int scoreflags);
+void _GameRules_scoring_field_team(float i, string label, int scoreflags);
+void _GameRules_scoring_end();
+
+/**
+ * Mark a player as being 'important' (flag carrier, ball carrier, etc)
+ * @param player the entity to mark
+ * @param value VIP status
+ */
+void GameRules_scoring_vip(entity player, bool value);
+bool GameRules_scoring_is_vip(entity player);
+
+#define GameRules_scoring_add(client, fld, value) _GameRules_scoring_add(client, SP_##fld, value)
+float _GameRules_scoring_add(entity client, entity sp, float value);
+#define GameRules_scoring_add_team(client, fld, value) _GameRules_scoring_add_team(client, SP_##fld, ST_##fld, value)
+float _GameRules_scoring_add_team(entity client, entity sp, int st, float value);
REGISTRY(Items, BITS(7))
#define Items_from(i) _Items_from(i, NULL)
+#ifdef GAMEQC
+REGISTRY_DEPENDS(Items, Models)
+#endif
REGISTER_REGISTRY(Items)
#define REGISTER_ITEM(id, class) REGISTER(Items, ITEM, id, m_id, NEW(class))
}
default:
case CMD_REQUEST_USAGE: {
- LOG_INFOF("\nUsage:^3 %s dumpitems", GetProgramCommandPrefix());
+ LOG_INFOF("Usage:^3 %s dumpitems", GetProgramCommandPrefix());
return;
}
}
#pragma once
#include <common/t_items.qh>
+#ifdef GAMEQC
+#include <common/sounds/all.qh>
+#include <common/sounds/all.inc>
+#endif
+
const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
METHOD(GameItem, show, void(GameItem this))
{
TC(GameItem, this);
- LOG_INFO("A game item\n");
+ LOG_INFO("A game item");
}
void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
ENDCLASS(GameItem)
#include <common/items/item.qh>
#include <common/t_items.qh>
+#ifdef GAMEQC
+#include <common/models/all.qh>
+#include <common/sounds/all.qh>
+#include <common/sounds/all.inc>
+#endif
+
CLASS(Pickup, GameItem)
#ifdef GAMEQC
ATTRIB(Pickup, m_model, Model);
METHOD(Pickup, show, void(Pickup this))
{
TC(Pickup, this);
- LOG_INFOF("%s: %s\n", etos(this), this.m_name);
+ LOG_INFOF("%s: %s", etos(this), this.m_name);
}
ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
}
if(fh < 0)
return 0;
- LOG_INFO("Analyzing ", fn, " to generate initial mapinfo\n");
+ LOG_INFO("Analyzing ", fn, " to generate initial mapinfo");
inWorldspawn = 2;
MapInfo_Map_flags = 0;
// MapInfo_SwitchGameType(MAPINFO_TYPE_DEATHMATCH.m_flags);
//}
- LOG_INFO("Switching to map ", s, "\n");
+ LOG_INFO("Switching to map ", s);
cvar_settemp_restore();
if(reinit)
CLASS(Invasion, Gametype)
INIT(Invasion)
{
- this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"));
+ this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters"));
}
METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
{
case "teams":
cvar_set("g_invasion_teams", v);
return true;
+ case "type":
+ cvar_set("g_invasion_type", v);
+ return true;
}
return false;
}
#include "cl_minigames_hud.qh"
+#include <client/autocvars.qh>
#include <common/ent_cs.qh>
#include "minigames.qh"
entity dozer = bd_find_dozer(minigame);
if(!dozer)
{
- LOG_INFO("Dozer wasn't found!\n");
+ LOG_INFO("Dozer wasn't found!");
return; // should not happen... TODO: end match?
}
if(boulder_count != target_count)
{
- LOG_INFO("Not enough targets or boulders, fix your level!\n");
+ LOG_INFO("Not enough targets or boulders, fix your level!");
return false;
}
file_get = fopen(file_name, FILE_READ);
if(file_get < 0)
{
- LOG_INFO("^3BULLDOZER: ^7could not find storage file ^3", file_name, "^7, no items were loaded\n");
+ LOG_INFO("^3BULLDOZER: ^7could not find storage file ^3", file_name, "^7, no items were loaded");
}
else
{
entity dozer = bd_find_dozer(minigame);
if(!dozer)
{
- LOG_INFO("You need to place a bulldozer on the level to save it!\n");
+ LOG_INFO("You need to place a bulldozer on the level to save it!");
return;
}
}
else
{
- LOG_INFO("You need to set the level name!\n");
+ LOG_INFO("You need to set the level name!");
return;
}
}
minigame_drawpic_centered( tile_pos,
minigame_texture(thepiece),
tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
- }
+ }
}
else if ( e.classname == "minigame_board_piece" )
{
default:
case BD_DIR_DN: theang = M_PI; break;
case BD_DIR_LF: theang = M_PI * 3 / 2; break;
- case BD_DIR_RT: theang = M_PI / 2; break;
+ case BD_DIR_RT: theang = M_PI / 2; break;
}
drawrotpic(tile_pos, theang, minigame_texture("bd/dozer"),
#include "nmm.qh"
+
+#ifdef CSQC
+#include <client/miscfunctions.qh>
+#endif
+
REGISTER_MINIGAME(nmm, "Nine Men's Morris");
const int NMM_TURN_PLACE = 0x0100; // player has to place a piece on the board
return true;
case "pong_aimore":
{
+ // keep declaration here, moving it into for() reverses weapon order
+ // potentially compiler bug
+ int j;
if ( minigame.minigame_flags & PONG_STATUS_WAIT )
- for ( int j = 0; j < PONG_MAX_PLAYERS; j++ )
+ for ( j = 0; j < PONG_MAX_PLAYERS; j++ )
+ //for ( int j = 0; j < PONG_MAX_PLAYERS; j++ )
{
if ( minigame.pong_paddles[j] == NULL )
{
void player_clear_minigame(entity player)
{
- player.active_minigame = NULL;
+ CS(player).active_minigame = NULL;
player.minigame_players = NULL;
if ( IS_PLAYER(player) )
set_movetype(player, MOVETYPE_WALK);
GameLogEcho(strcat(":minigame:part:",minigame_session.netname,":",
ftos(etof(player)),":",player.netname));
minigame_session.minigame_players = p.list_next;
- delete ( p );
+ delete( p );
player_clear_minigame(player);
}
else
int minigame_addplayer(entity minigame_session, entity player)
{
- if ( player.active_minigame )
+ if ( CS(player).active_minigame )
{
- if ( player.active_minigame == minigame_session )
+ if ( CS(player).active_minigame == minigame_session )
return 0;
- minigame_rmplayer(player.active_minigame,player);
+ minigame_rmplayer(CS(player).active_minigame,player);
}
entity player_pointer = new(minigame_player);
int mgteam = minigame_session.minigame_event(minigame_session,"join",player,player_pointer);
player_pointer.team = mgteam;
player_pointer.list_next = minigame_session.minigame_players;
minigame_session.minigame_players = player_pointer;
- player.active_minigame = minigame_session;
+ CS(player).active_minigame = minigame_session;
player.minigame_players = player_pointer;
setcefc(player_pointer, minigame_CheckSend);
Net_LinkEntity(player_pointer, false, 0, minigame_SendEntity);
void part_minigame(entity player )
{
- entity minig = player.active_minigame;
+ entity minig = CS(player).active_minigame;
if ( minig && minig.classname == "minigame" )
minigame_rmplayer(minig,player);
string invite_minigame(entity inviter, entity player)
{
- if ( !inviter || !inviter.active_minigame )
+ if ( !inviter || !CS(inviter).active_minigame )
return "Invalid minigame";
if ( VerifyClientEntity(player, true, false) <= 0 )
return "Invalid player";
if ( inviter == player )
return "You can't invite yourself";
- if ( player.active_minigame == inviter.active_minigame )
+ if ( CS(player).active_minigame == CS(inviter).active_minigame )
return strcat(player.netname," is already playing");
Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_MINIGAME_INVITE,
- inviter.active_minigame.netname, inviter.netname );
+ CS(inviter).active_minigame.netname, inviter.netname );
- GameLogEcho(strcat(":minigame:invite:",inviter.active_minigame.netname,":",
+ GameLogEcho(strcat(":minigame:invite:",CS(inviter).active_minigame.netname,":",
ftos(etof(player)),":",player.netname));
return "";
entity minigame_find_player(entity client)
{
- if ( ! client.active_minigame )
+ if ( ! CS(client).active_minigame )
return NULL;
entity e;
- for ( e = client.active_minigame.minigame_players; e; e = e.list_next )
+ for ( e = CS(client).active_minigame.minigame_players; e; e = e.list_next )
if ( e.minigame_players == client )
return e;
return NULL;
bool MinigameImpulse(entity this, int imp)
{
- if (!this.active_minigame) return false;
+ if (!CS(this).active_minigame) return false;
entity e = minigame_find_player(this);
- if ( imp && this.active_minigame && e )
+ if ( imp && CS(this).active_minigame && e )
{
- return this.active_minigame.minigame_event(this.active_minigame,"impulse",e,imp);
+ return CS(this).active_minigame.minigame_event(CS(this).active_minigame,"impulse",e,imp);
}
return false;
}
}
else if ( minig_cmd == "end" || minig_cmd == "part" )
{
- if ( caller.active_minigame )
+ if ( CS(caller).active_minigame )
{
part_minigame(caller);
sprint(caller,"Left minigame session\n");
}
else if ( minig_cmd == "invite" && argc > 2 )
{
- if ( caller.active_minigame )
+ if ( CS(caller).active_minigame )
{
entity client = GetIndexedEntity(argc, 2);
string error = invite_minigame(caller,client);
if ( error == "" )
{
sprint(caller,"You have invited ",client.netname,
- " to join your game of ", caller.active_minigame.descriptor.message, "\n");
+ " to join your game of ", CS(caller).active_minigame.descriptor.message, "\n");
}
else
sprint(caller,"Could not invite: ", error, ".\n");
sprint(caller,"You aren't playing any minigame...\n");
return;
}
- else if ( caller.active_minigame )
+ else if ( CS(caller).active_minigame )
{
entity e = minigame_find_player(caller);
string subcommand = substring(command,argv_end_index(0),-1);
int arg_c = tokenize_console(subcommand);
- if ( caller.active_minigame.minigame_event(caller.active_minigame,"cmd",e,arg_c,subcommand) )
+ if ( CS(caller).active_minigame.minigame_event(CS(caller).active_minigame,"cmd",e,arg_c,subcommand) )
return;
}
MODEL(VEH_SPIDERBOT_VIEW, "models/vehicles/spiderbot_cockpit.dpm");
MODEL(CHAT, "models/misc/chatbubble.spr");
+MODEL(CHAT_MINIGAME, "models/sprites/minigame_busy.iqm");
MODEL(0, "models/sprites/0.spr32");
MODEL(1, "models/sprites/1.spr32");
#ifdef SVQC
#include <common/monsters/sv_spawn.qh>
#endif
+#ifdef SVQC
+ #include <common/monsters/sv_spawner.qh>
+#endif
#include <common/monsters/monster/_mod.qh>
Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
- delete (this);
+ delete(this);
}
void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
}
-#include <common/effects/qc/all.qh>
+#include <common/effects/qc/_mod.qh>
void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
{
if(IS_PLAYER(attacker))
if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
- PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
+ GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
if(gibbed)
{
//if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
setorigin(e, orig);
+ bool allow_any = boolean(monster == "anyrandom");
- if(monster == "random")
+ if(monster == "random" || allow_any)
{
- RandomSelection_Init();
- FOREACH(Monsters, it != MON_Null && !(it.spawnflags & MONSTER_TYPE_PASSIVE) && !(it.spawnflags & MON_FLAG_HIDDEN),
+ RandomSelection_Init();
+ FOREACH(Monsters, it != MON_Null && (allow_any || (!(it.spawnflags & MONSTER_TYPE_PASSIVE) && !(it.spawnflags & MON_FLAG_HIDDEN))),
{
RandomSelection_AddEnt(it, 1, 1);
});
+#include "sv_spawner.qh"
#include "sv_spawn.qh"
void spawner_use(entity this, entity actor, entity trigger)
--- /dev/null
+#pragma once
#pragma once
+#ifdef CSQC
+#include <client/main.qh>
+#endif
+
const int CBC_ORDER_FIRST = 1;
const int CBC_ORDER_LAST = 2;
const int CBC_ORDER_EXCLUSIVE = 3;
void NET_Mutator_Remove(entity this)
{
string s = this.netname;
- WITH(bool, mutator_log, true, LAMBDA(
+ WITH(bool, mutator_log, true, {
FOREACH(Mutators, it.registered_id == s, Mutator_Remove(it));
- ));
+ });
}
NET_HANDLE(Mutator, bool isNew)
{
make_pure(this);
this.entremove = NET_Mutator_Remove;
int added = 0;
- WITH(bool, mutator_log, true, LAMBDA(
+ WITH(bool, mutator_log, true, {
FOREACH(Mutators, it.registered_id == s, { Mutator_Add(it); ++added; });
- ));
+ });
if (added > 1) LOG_WARNF("Added more than one mutator for %s", s);
}
}
#define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
#define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING)
#define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
+
+#define MUTATOR_STATIC() MACRO_BEGIN { \
+ MUTATOR_ONADD { \
+ /* game loads at time 1 */ \
+ if (time > 1) { \
+ error("This is a game type and it cannot be added at runtime."); \
+ } \
+ } \
+ MUTATOR_ONREMOVE { \
+ LOG_INFO("This is a game type and it cannot be removed at runtime."); \
+ return -1; \
+ } \
+} MACRO_END
+
#define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name)
#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name)
#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
#define MUTATOR_HOOK(cb, func, order) MACRO_BEGIN { \
MUTATOR_ONADD { \
if (!CallbackChain_Add(HOOK_##cb, CALLBACK_##func, order)) { \
- LOG_INFO("HOOK FAILED: ", #cb, ":", #func, "\n"); \
+ LOG_INFO("HOOK FAILED: ", #cb, ":", #func); \
return true; \
} \
} \
{
if (flags)
{
- FOREACH(Buffs, it.m_itemid & _buffs, LAMBDA(return it));
+ FOREACH(Buffs, it.m_itemid & _buffs, { return it; });
}
return BUFF_Null;
}
MUTATOR_HOOKFUNCTION(cl_buffs, HUD_Powerups_add)
{
int allBuffs = STAT(BUFFS);
- FOREACH(Buffs, it.m_itemid & allBuffs, LAMBDA(
+ FOREACH(Buffs, it.m_itemid & allBuffs, {
addPowerupItem(it.m_prettyName, strcat("buff_", it.m_name), it.m_color, bound(0, STAT(BUFF_TIME) - time, 99), 60);
- ));
+ });
}
MUTATOR_HOOKFUNCTION(cl_buffs, WP_Format)
{
if (view.buffs)
{
- return view.cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
+ return CS(view).cvar_cl_buffs_autoreplace == false || view.buffs != this.owner.buffs;
}
return WaypointSprite_visible_for_player(this, player, view);
return;
}
- if((this.team && DIFF_TEAM(toucher, this))
- || (STAT(FROZEN, toucher))
- || (toucher.vehicle)
- || (time < toucher.buff_shield)
- || (!this.buff_active)
- )
- {
- // can't touch this
+ if(!this.buff_active)
return;
- }
if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
return;
if(!IS_PLAYER(toucher))
return; // incase mutator changed toucher
+ if((this.team && DIFF_TEAM(toucher, this))
+ || (STAT(FROZEN, toucher))
+ || (toucher.vehicle)
+ || (time < PS(toucher).buff_shield)
+ )
+ {
+ // can't touch this
+ return;
+ }
+
if (toucher.buffs)
{
- if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
+ if (CS(toucher).cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
{
int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
//Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
player.buffs = 0;
player.buff_time = 0;
- player.buff_shield = time + 0.5; // prevent picking up buffs immediately
+ PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
// reset timers here to prevent them continuing after re-spawn
player.buff_disability_time = 0;
player.buff_disability_effect_time = 0;
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
player.buffs = 0;
- player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
+ PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay);
//player.buff_time = 0; // already notified
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
return true;
{
float best_distance = autocvar_g_buffs_swapper_range;
entity closest = NULL;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(!IS_DEAD(it) && !STAT(FROZEN, it) && !it.vehicle)
if(DIFF_TEAM(it, player))
{
closest = it;
}
}
- ));
+ });
if(closest)
{
else
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
player.buffs = 0;
- player.buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
+ PS(player).buff_shield = time + max(0, autocvar_g_buffs_pickup_delay); // always put in a delay, even if small
}
}
#endif
+float racecar_angle(float forward, float down)
+{
+ if (forward < 0)
+ {
+ forward = -forward;
+ down = -down;
+ }
+
+ float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+
+ float angle_mult = forward / (800 + forward);
+
+ if (ret > 180)
+ return ret * angle_mult + 360 * (1 - angle_mult);
+ else
+ return ret * angle_mult;
+}
+
void RaceCarPhysics(entity this, float dt)
{
// using this move type for "big rigs"
vector rigvel;
vector angles_save = this.angles;
- float accel = bound(-1, this.movement.x / PHYS_MAXSPEED(this), 1);
- float steer = bound(-1, this.movement.y / PHYS_MAXSPEED(this), 1);
+ float accel = bound(-1, PHYS_CS(this).movement.x / PHYS_MAXSPEED(this), 1);
+ float steer = bound(-1, PHYS_CS(this).movement.y / PHYS_MAXSPEED(this), 1);
if (PHYS_BUGRIGS_REVERSE_SPEEDING(this))
{
{
// now set angles_x so that the car points parallel to the surface
this.angles = vectoangles(
- '1 0 0' * v_forward_x * trace_plane_normal_z
+ '1 0 0' * v_forward.x * trace_plane_normal.z
+
- '0 1 0' * v_forward_y * trace_plane_normal_z
+ '0 1 0' * v_forward.y * trace_plane_normal.z
+
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
+ '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
);
SET_ONGROUND(this);
}
if (trace_fraction != 1)
{
this.angles = vectoangles2(
- '1 0 0' * v_forward_x * trace_plane_normal_z
+ '1 0 0' * v_forward.x * trace_plane_normal.z
+
- '0 1 0' * v_forward_y * trace_plane_normal_z
+ '0 1 0' * v_forward.y * trace_plane_normal.z
+
- '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
+ '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
trace_plane_normal
);
}
{
vector vel_local;
- vel_local_x = v_forward * this.velocity;
- vel_local_y = v_right * this.velocity;
- vel_local_z = v_up * this.velocity;
+ vel_local.x = v_forward * this.velocity;
+ vel_local.y = v_right * this.velocity;
+ vel_local.z = v_up * this.velocity;
- this.angles_x = racecar_angle(vel_local_x, vel_local_z);
- this.angles_z = racecar_angle(-vel_local_y, vel_local_z);
+ this.angles_x = racecar_angle(vel_local.x, vel_local.z);
+ this.angles_z = racecar_angle(-vel_local.y, vel_local.z);
}
// smooth the angles
vf1 = vf1 + v_forward * (1 - f);
vu1 = vu1 + v_up * (1 - f);
smoothangles = vectoangles2(vf1, vu1);
- this.angles_x = -smoothangles_x;
- this.angles_z = smoothangles_z;
+ this.angles_x = -smoothangles.x;
+ this.angles_z = smoothangles.z;
}
#ifdef SVQC
.float campcheck_nextcheck;
.float campcheck_traveled_distance;
+.vector campcheck_prevorigin;
+
MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
{
entity frag_target = M_ARGV(2, entity);
MUTATOR_HOOKFUNCTION(campcheck, PlayerPreThink)
{
entity player = M_ARGV(0, entity);
+ bool checked = false;
- if(!game_stopped)
- if(!warmup_stage) // don't consider it camping during warmup?
- if(time >= game_starttime)
+ if(autocvar_g_campcheck_interval)
+ if(!game_stopped && !warmup_stage && time >= game_starttime)
if(IS_PLAYER(player))
- if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
if(!IS_DEAD(player))
- if(!forbidWeaponUse(player))
if(!STAT(FROZEN, player))
if(!PHYS_INPUT_BUTTON_CHAT(player))
- if(autocvar_g_campcheck_interval)
+ if(IS_REAL_CLIENT(player)) // bots may camp, but that's no reason to constantly kill them
+ if(!forbidWeaponUse(player))
{
- vector dist;
-
// calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
- dist = player.prevorigin - player.origin;
- dist.z = 0;
+ vector dist = vec2(player.campcheck_prevorigin - player.origin);
player.campcheck_traveled_distance += fabs(vlen(dist));
if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
player.campcheck_traveled_distance = 0;
}
- return;
+ checked = true;
}
- player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
+ if(!checked)
+ player.campcheck_nextcheck = time + autocvar_g_campcheck_interval; // one of the above checks failed, so keep the timer up to date
+
+ player.campcheck_prevorigin = player.origin;
+}
+
+MUTATOR_HOOKFUNCTION(campcheck, CopyBody)
+{
+ entity player = M_ARGV(0, entity);
+ entity clone = M_ARGV(1, entity);
+
+ clone.campcheck_prevorigin = player.campcheck_prevorigin;
}
MUTATOR_HOOKFUNCTION(campcheck, PlayerSpawn)
#include "sv_damagetext.qh"
-AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: visible to spectators, >= 2: visible to attacker, >= 3: all players see everyone's damage");
REGISTER_MUTATOR(damagetext, true);
-#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
-#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
-#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
-#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
+#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 || autocvar_g_instagib)
+#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1)
+#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2)
+#define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3)
MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
if (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
const float potential_damage = M_ARGV(6, float);
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
if (
(SV_DAMAGETEXT_ALL()) ||
(SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
}
}
- ));
+ });
}
#define PHYS_DODGING_WALL autocvar_sv_dodging_wall_dodging
#define PHYS_DODGING_AIR autocvar_sv_dodging_air_dodging
#define PHYS_DODGING_MAXSPEED autocvar_sv_dodging_maxspeed
-#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
// we ran out of stats slots! TODO: re-enable this when prediction is available for dodging
#if 0
#ifdef CSQC
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
+ #define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
#elif defined(SVQC)
#define PHYS_DODGING_FRAMETIME sys_frametime
- #define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
+ #define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
+ #define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
#endif
#ifdef SVQC
#include <common/animdecide.qh>
#include <common/physics/player.qh>
-.float cvar_cl_dodging_timeout = _STAT(DODGING_TIMEOUT);
+.float cvar_cl_dodging_timeout;
REGISTER_MUTATOR(dodging, cvar("g_dodging"))
{
float tap_direction_x = 0;
float tap_direction_y = 0;
bool dodge_detected = false;
+ vector mymovement = PHYS_CS(this).movement;
#define X(COND,BTN,RESULT) \
- if (this.movement_##COND) \
+ if (mymovement_##COND) \
/* is this a state change? */ \
if(!(PHYS_DODGING_PRESSED_KEYS(this) & KEY_##BTN) || frozen_no_doubletap) { \
tap_direction_##RESULT; \
if (this.dodging_action == 1)
{
//disable jump key during dodge accel phase
- if(this.movement_z > 0) { this.movement_z = 0; }
+ if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }
this.velocity += ((this.dodging_direction_y * velocity_difference) * v_right)
+ ((this.dodging_direction_x * velocity_difference) * v_forward);
PM_dodging_checkpressedkeys(this);
int keys = this.pressedkeys;
- keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
- keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
- keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
- keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+ keys = BITSET(keys, KEY_FORWARD, PHYS_CS(this).movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, PHYS_CS(this).movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, PHYS_CS(this).movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, PHYS_CS(this).movement.y < 0);
keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
+MUTATOR_HOOKFUNCTION(dodging, PlayerPreThink)
+{
+ entity player = M_ARGV(0, entity);
+
+ STAT(DODGING_TIMEOUT, player) = CS(player).cvar_cl_dodging_timeout;
+}
+
MUTATOR_HOOKFUNCTION(dodging, GetPressedKeys)
{
entity player = M_ARGV(0, entity);
MUTATOR_HOOKFUNCTION(mutator_instagib, MatchEnd)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(instagib_stop_countdown(it)));
+ FOREACH_CLIENT(IS_PLAYER(it), { instagib_stop_countdown(it); });
}
MUTATOR_HOOKFUNCTION(mutator_instagib, MonsterDropItem)
#ifdef CSQC
void Item_ItemsTime_Init()
{
- FOREACH(Items, true, LAMBDA(
+ FOREACH(Items, true, {
ItemsTime_time[it.m_id] = -1;
- ));
+ });
ItemsTime_time[Items_MAX] = -1;
}
void Item_ItemsTime_Init()
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
it_times[it.m_id] = -1;
- ));
+ });
it_times[Items_MAX] = -1;
}
void Item_ItemsTime_ResetTimes()
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
it_times[it.m_id] = (it_times[it.m_id] == -1) ? -1 : 0;
- ));
+ });
it_times[Items_MAX] = (it_times[Items_MAX] == -1) ? -1 : 0;
}
void Item_ItemsTime_ResetTimesForPlayer(entity e)
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
IT_Write(e, it.m_id, (it_times[it.m_id] == -1) ? -1 : 0);
- ));
+ });
IT_Write(e, Items_MAX, (it_times[Items_MAX] == -1) ? -1 : 0);
}
void Item_ItemsTime_SetTimesForPlayer(entity e)
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
IT_Write(e, it.m_id, it_times[it.m_id]);
- ));
+ });
IT_Write(e, Items_MAX, it_times[Items_MAX]);
}
void Item_ItemsTime_SetTimesForAllPlayers()
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it) || autocvar_sv_itemstime == 2), LAMBDA(Item_ItemsTime_SetTimesForPlayer(it)));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (warmup_stage || !IS_PLAYER(it) || autocvar_sv_itemstime == 2), { Item_ItemsTime_SetTimesForPlayer(it); });
}
float Item_ItemsTime_UpdateTime(entity e, float t)
int count = 0;
if (autocvar_hud_panel_itemstime_hidespawned == 1)
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
count += (Item_ItemsTime_GetTime(it.m_id) > time || -Item_ItemsTime_GetTime(it.m_id) > time);
- ));
+ });
count += (Item_ItemsTime_GetTime(Items_MAX) > time || -Item_ItemsTime_GetTime(Items_MAX) > time);
}
else if (autocvar_hud_panel_itemstime_hidespawned == 2)
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
count += (Item_ItemsTime_GetTime(it.m_id) > time);
- ));
+ });
count += (Item_ItemsTime_GetTime(Items_MAX) > time);
}
else
{
- FOREACH(Items, Item_ItemsTime_Allow(it), LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it), {
count += (Item_ItemsTime_GetTime(it.m_id) != -1);
- ));
+ });
count += (Item_ItemsTime_GetTime(Items_MAX) != -1);
}
if (count == 0)
bool item_available;
int id = 0;
string icon = "";
- FOREACH(Items, Item_ItemsTime_Allow(it) && Item_ItemsTime_GetTime(it.m_id) != -1, LAMBDA(
+ FOREACH(Items, Item_ItemsTime_Allow(it) && Item_ItemsTime_GetTime(it.m_id) != -1, {
id = it.m_id;
icon = it.m_icon;
}
if(id == Items_MAX) // can happen only in the last fake iteration
break;
- ));
+ });
// add another fake iteration for superweapons time
if(id < Items_MAX && Item_ItemsTime_GetTime(Items_MAX) != -1)
{
#elif defined(SVQC)
.bool cvar_cl_multijump;
- #define PHYS_MULTIJUMP_CLIENT(s) (s).cvar_cl_multijump
+ #define PHYS_MULTIJUMP_CLIENT(s) CS(s).cvar_cl_multijump
#endif
MUTATOR_HOOKFUNCTION(multijump, PlayerPhysics)
if(M_ARGV(2, bool))
{
if(PHYS_MULTIJUMP_DODGING(player))
- if(player.movement_x != 0 || player.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ if(PHYS_CS(player).movement_x != 0 || PHYS_CS(player).movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
{
float curspeed;
vector wishvel, wishdir;
//#endif
makevectors(player.v_angle_y * '0 1 0');
- wishvel = v_forward * player.movement_x + v_right * player.movement_y;
+ wishvel = v_forward * PHYS_CS(player).movement_x + v_right * PHYS_CS(player).movement_y;
wishdir = normalize(wishvel);
player.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
case PROJECTILE_NADE_BURN: return EFFECT_NADE_TRAIL_BURN(nade_team);
}
- FOREACH(Nades, true, LAMBDA(
+ FOREACH(Nades, true, {
for (int j = 0; j < 2; j++)
{
if (it.m_projectile[j] == proj)
break;
}
}
- ));
+ });
return EFFECT_Null;
}
}
else
{
- ntype = ((autocvar_g_nades_client_select) ? this.cvar_cl_nade_type : autocvar_g_nades_nade_type);
- pntype = ((autocvar_g_nades_client_select) ? this.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ ntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ pntype = ((autocvar_g_nades_client_select) ? CS(this).cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
}
spawn_held_nade(this, this, autocvar_g_nades_nade_lifetime, ntype, pntype);
FOR_EACH_KH_KEY(key) if(key.owner == player) { ++key_count; }
float time_score;
- if(player.flagcarried || player.ballcarried) // this player is important
+ if(GameRules_scoring_is_vip(player))
time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
else
time_score = autocvar_g_nades_bonus_score_time;
if(autocvar_g_nades_bonus_client_select)
{
- player.nade_type = player.cvar_cl_nade_type;
- player.pokenade_type = player.cvar_cl_pokenade_type;
+ player.nade_type = CS(player).cvar_cl_nade_type;
+ player.pokenade_type = CS(player).cvar_cl_pokenade_type;
}
else
{
{
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(!IS_DEAD(it))
if(STAT(FROZEN, it) == 0)
if(SAME_TEAM(it, player))
it.reviving = true;
++n;
}
- ));
+ });
}
if(n && STAT(FROZEN, player) == 3) // OK, there is at least one teammate reviving us
Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
}
- FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
it.revive_progress = player.revive_progress;
it.reviving = false;
- ));
+ });
}
}
player.nade_refire = time + autocvar_g_nades_nade_refire;
if(autocvar_g_nades_bonus_client_select)
- player.nade_type = player.cvar_cl_nade_type;
+ player.nade_type = CS(player).cvar_cl_nade_type;
player.nade_timer = 0;
if(!STAT(FROZEN, frag_target) || !autocvar_g_freezetag_revive_nade)
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);
-
if(IS_PLAYER(frag_attacker))
{
+ float killcount_bonus = ((CS(frag_attacker).killcount >= 1) ? bound(0, autocvar_g_nades_bonus_score_minor * CS(frag_attacker).killcount, autocvar_g_nades_bonus_score_medium) : autocvar_g_nades_bonus_score_minor);
+
if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
nades_RemoveBonus(frag_attacker);
- else if(frag_target.flagcarried)
+ else if(GameRules_scoring_is_vip(frag_target))
nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
- else if(autocvar_g_nades_bonus_score_spree && frag_attacker.killcount > 1)
+ else if(autocvar_g_nades_bonus_score_spree && CS(frag_attacker).killcount > 1)
{
#define SPREE_ITEM(counta,countb,center,normal,gentle) \
case counta: { nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_spree); break; }
- switch(frag_attacker.killcount)
+ switch(CS(frag_attacker).killcount)
{
KILL_SPREE_LIST
default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
}
-MUTATOR_HOOKFUNCTION(nades, BuildMutatorsPrettyString)
-{
- M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Nades");
-}
-
MUTATOR_HOOKFUNCTION(nades, BuildGameplayTipsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), "\n\n^3nades^8 are enabled, press 'g' to use them\n");
Nade Nade_FromProjectile(int proj)
{
- FOREACH(Nades, true, LAMBDA(
+ FOREACH(Nades, true, {
for (int j = 0; j < 2; j++)
{
if (it.m_projectile[j] == proj) return it;
}
- ));
+ });
return NADE_TYPE_Null;
}
error("This cannot be added at runtime\n");
// mark the guns as ok to use by e.g. impulse 99
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(nt_IsNewToy(it.m_id))
it.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
- ));
+ });
}
MUTATOR_ONROLLBACK_OR_REMOVE
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(nt_IsNewToy(it.m_id))
it.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
- ));
+ });
}
MUTATOR_ONREMOVE
{
- LOG_INFO("This cannot be removed at runtime\n");
+ LOG_INFO("This cannot be removed at runtime");
return -1;
}
WepSet seti = '0 0 0';
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
seti = it.m_wepset;
n = tokenize_console(nt_GetReplacement(it.netname, autocvar_g_new_toys_autoreplace));
for(j = 0; j < n; ++j)
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == argv(j))
{
WepSet setk = it.m_wepset;
if(start_weapons & seti) newdefault |= setk;
if(warmup_start_weapons & seti) warmup_newdefault |= setk;
}
- ));
- ));
+ });
+ });
newdefault &= start_weapons_defaultmask;
start_weapons &= ~start_weapons_defaultmask;
nix_nextchange = 0;
nix_nextweapon = 0;
- FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), LAMBDA(it.wr_init(it)));
+ FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), { it.wr_init(it); });
}
MUTATOR_ONROLLBACK_OR_REMOVE
void NIX_ChooseNextWeapon()
{
RandomSelection_Init();
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(NIX_CanChooseWeapon(it.m_id))
RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
- ));
+ });
nix_nextweapon = RandomSelection_chosen_float;
}
RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity);
- delete (this);
+ delete(this);
}
void W_RocketPropelledChainsaw_Explode_think(entity this)
CLASS(RocketPropelledChainsaw, Weapon)
/* ammotype */ ATTRIB(RocketPropelledChainsaw, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 7);
+/* impulse */ ATTRIB(RocketPropelledChainsaw, impulse, int, 9);
/* flags */ ATTRIB(RocketPropelledChainsaw, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_SUPERWEAPON);
/* rating */ ATTRIB(RocketPropelledChainsaw, bot_pickupbasevalue, float, 10000);
/* color */ ATTRIB(RocketPropelledChainsaw, wpcolor, vector, '0.5 0.5 0');
if(IS_DEAD(player) || !IS_PLAYER(player) || STAT(FROZEN, player))
return;
- if(PHYS_INPUT_BUTTON_ATCK2(player))
+ if(PHYS_INPUT_BUTTON_ATCK2(player) && time >= player.jump_interval)
if( !forbidWeaponUse(player)
|| (round_handler_IsActive() && !round_handler_IsRoundStarted()) )
- if(time >= player.jump_interval)
{
player.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor(player);
makevectors(player.v_angle);
MUTATOR_ONREMOVE
{
- LOG_INFO("This cannot be removed at runtime\n");
+ LOG_INFO("This cannot be removed at runtime");
return -1;
}
if(frag_target.(weaponentity).m_weapon == WEP_Null)
continue;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(frag_target.weapons & WepSet_FromWeapon(it))
if(frag_target.(weaponentity).m_weapon != it)
if(W_IsWeaponThrowable(frag_target, it.m_id))
W_ThrowNewWeapon(frag_target, it.m_id, false, CENTER_OR_VIEWOFS(frag_target), randomvec() * 175 + '0 0 325', weaponentity);
- ));
+ });
}
return true;
// since if the owning player disconnects, the object's owner should also be reset.
// bots can't have objects
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if(this.crypto_idfp == it.crypto_idfp)
{
this.realowner = it;
break;
}
this.realowner = NULL;
- ));
+ });
this.nextthink = time;
sandbox_ObjectAttach_Remove(e); // detach child objects
// if the object being removed has been selected for attachment by a player, unset it
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it.object_attach == e, LAMBDA(it.object_attach = NULL));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it.object_attach == e, { it.object_attach = NULL; });
if(e.material) { strunzone(e.material); e.material = string_null; }
if(e.crypto_idfp) { strunzone(e.crypto_idfp); e.crypto_idfp = string_null; }
if(file_get < 0)
{
if(autocvar_g_sandbox_info > 0)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7could not find storage file ^3", file_name, "^7, no objects were loaded\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7could not find storage file ^3", file_name, "^7, no objects were loaded");
}
else
{
}
}
if(autocvar_g_sandbox_info > 0)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7successfully loaded storage file ^3", file_name, "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7successfully loaded storage file ^3", file_name);
}
fclose(file_get);
}
_setmodel(e, argv(2));
if(autocvar_g_sandbox_info > 0)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " spawned an object at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " spawned an object at origin ^3", vtos(e.origin));
return true;
// ---------------- COMMAND: OBJECT, REMOVE ----------------
if(e != NULL)
{
if(autocvar_g_sandbox_info > 0)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " removed an object at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " removed an object at origin ^3", vtos(e.origin));
sandbox_ObjectRemove(e);
return true;
}
print_to(player, "^2SANDBOX - INFO: ^7Object pasted successfully");
if(autocvar_g_sandbox_info > 0)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " pasted an object at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " pasted an object at origin ^3", vtos(e.origin));
return true;
}
return true;
player.object_attach = NULL; // object was attached, no longer keep it scheduled for attachment
print_to(player, "^2SANDBOX - INFO: ^7Object attached successfully");
if(autocvar_g_sandbox_info > 1)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " attached objects at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " attached objects at origin ^3", vtos(e.origin));
return true;
}
print_to(player, "^1SANDBOX - WARNING: ^7Object could not be attached to the parent. Make sure you are facing an object that you have edit rights over");
sandbox_ObjectAttach_Remove(e);
print_to(player, "^2SANDBOX - INFO: ^7Child objects detached successfully");
if(autocvar_g_sandbox_info > 1)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " detached objects at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " detached objects at origin ^3", vtos(e.origin));
return true;
}
print_to(player, "^1SANDBOX - WARNING: ^7Child objects could not be detached. Make sure you are facing an object that you have edit rights over");
e.message2 = strzone(strftime(true, "%d-%m-%Y %H:%M:%S"));
if(autocvar_g_sandbox_info > 1)
- LOG_INFO(strcat("^3SANDBOX - SERVER: ^7", player.netname, " edited property ^3", argv(2), " ^7of an object at origin ^3", vtos(e.origin), "\n"));
+ LOG_INFO("^3SANDBOX - SERVER: ^7", player.netname, " edited property ^3", argv(2), " ^7of an object at origin ^3", vtos(e.origin));
return true;
}
entity spawn_spot = M_ARGV(1, entity);
vector spawn_score = M_ARGV(2, vector);
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
return;
spawn_spot.msnt_lookat = NULL;
return;
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player && SAME_TEAM(it, player) && !IS_DEAD(it), {
if(vdist(spawn_spot.origin - it.origin, >, autocvar_g_spawn_near_teammate_distance))
continue;
if(vdist(spawn_spot.origin - it.origin, <, 48))
if(!checkpvs(spawn_spot.origin, it))
continue;
RandomSelection_AddEnt(it, 1, 1);
- ));
+ });
if(RandomSelection_chosen_ent)
{
return; // at least 1 team has only 1 player, let's not give the bigger team too much of an advantage!
// Note: when entering this, fixangle is already set.
- if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && player.cvar_cl_spawn_near_teammate))
+ if(autocvar_g_spawn_near_teammate_ignore_spawnpoint == 1 || (autocvar_g_spawn_near_teammate_ignore_spawnpoint == 2 && CS(player).cvar_cl_spawn_near_teammate))
{
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death)
player.msnt_timer = time + autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
vector best_pos = '0 0 0';
float best_dist2 = FLOAT_MAX;
int tested = 0;
- FOREACH_CLIENT_RANDOM(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it), {
if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_max && tested >= autocvar_g_spawn_near_teammate_ignore_spawnpoint_max) break;
if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
break; // don't test the other spots near this teammate, go to the next one
}
}
- ));
+ });
if(autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath)
if(best_mate)
entity item = M_ARGV(0, entity);
entity toucher = M_ARGV(1, entity);
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(!IS_SPEC(it) && !IS_OBSERVER(it))
continue;
if(it.superspec_flags & SSF_ITEMMSG)
}
}
}
- ));
+ });
return MUT_ITEMTOUCH_CONTINUE;
}
if(cmd_name == "followpowerup")
{
- FOREACH_CLIENT(IS_PLAYER(it) && (it.strength_finished > time || it.invincible_finished > time), LAMBDA(return superspec_Spectate(player, it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && (it.strength_finished > time || it.invincible_finished > time), { return superspec_Spectate(player, it); });
superspec_msg("", "", player, "No active powerup\n", 1);
return true;
if(cmd_name == "followstrength")
{
- FOREACH_CLIENT(IS_PLAYER(it) && it.strength_finished > time, LAMBDA(return superspec_Spectate(player, it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.strength_finished > time, { return superspec_Spectate(player, it); });
superspec_msg("", "", player, "No active Strength\n", 1);
return true;
if(cmd_name == "followshield")
{
- FOREACH_CLIENT(IS_PLAYER(it) && it.invincible_finished > time, LAMBDA(return superspec_Spectate(player, it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.invincible_finished > time, { return superspec_Spectate(player, it); });
superspec_msg("", "", player, "No active Shield\n", 1);
return true;
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- FOREACH_CLIENT(IS_SPEC(it), LAMBDA(
+ FOREACH_CLIENT(IS_SPEC(it), {
if(it.autospec_flags & ASF_FOLLOWKILLER && IS_PLAYER(frag_attacker) && it.enemy == frag_target)
{
if(it.autospec_flags & ASF_SHOWWHAT)
superspec_Spectate(it, frag_attacker);
}
- ));
+ });
}
MUTATOR_HOOKFUNCTION(superspec, ClientDisconnect)
if(IS_PLAYER(player))
if(!IS_DEAD(player))
if(!IS_INDEPENDENT_PLAYER(player))
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(time > it.touchexplode_time)
if(!STAT(FROZEN, it))
if(!IS_DEAD(it))
PlayerTouchExplode(player, it);
player.touchexplode_time = it.touchexplode_time = time + 0.2;
}
- ));
+ });
}
if(frag_target != frag_attacker)
if(!IS_DEAD(frag_target))
{
- frag_attacker.health += bound(0, damage_take, frag_target.health);
- frag_attacker.health = bound(0, frag_attacker.health, autocvar_g_balance_health_limit);
+ GivePlayerHealth(frag_attacker, bound(0, damage_take, frag_target.health));
}
}
if(!IS_DEAD(player))
{
vector plane_normal = PlayerTouchWall(player);
-
+
if(plane_normal != '0 0 0')
{
float wj_force = PHYS_WALLJUMP_FORCE(player);
}
// need to loop, as our netname could be one of three
- FOREACH(Waypoints, it.netname == s, LAMBDA(
+ FOREACH(Waypoints, it.netname == s, {
return it.m_name;
- ));
+ });
return s;
}
if (rgb == '0 0 0')
{
this.teamradar_color = '1 0 1';
- LOG_INFOF("WARNING: sprite of name %s has no color, using pink so you notice it\n", spriteimage);
+ LOG_INFOF("WARNING: sprite of name %s has no color, using pink so you notice it", spriteimage);
}
if (time - floor(time) > 0.5)
class(WaypointSprite) .float build_starthealth;
class(WaypointSprite) .float build_finished;
-bool autocvar_g_waypointsprite_uppercase;
float autocvar_g_waypointsprite_alpha;
float autocvar_g_waypointsprite_crosshairfadealpha;
float autocvar_g_waypointsprite_crosshairfadedistance;
float autocvar_g_waypointsprite_timealphaexponent;
bool autocvar_g_waypointsprite_turrets = true;
float autocvar_g_waypointsprite_turrets_maxdist = 5000;
+bool autocvar_g_waypointsprite_uppercase;
float waypointsprite_fadedistance;
float waypointsprite_normdistance;
MSG_INFO_NOTIF(CHAT_NOSPECTATORS, N_CHATCON, 0, 0, "", "", "", _("^F4NOTE: ^BGSpectator chat is not sent to players during the match"), "")
MULTITEAM_INFO(CTF_CAPTURE, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag"), "", FLAG)
- MULTITEAM_INFO(CTF_CAPTURE_BROKEN, 4, N_CONSOLE, 2, 2, "s1 f1p2dec s2 f2p2dec", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds, breaking ^BG%s^BG's previous record of ^F2%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_BROKEN, 4, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds, breaking ^BG%s^BG's previous record of ^F2%s^BG seconds"), "", FLAG)
MSG_INFO_NOTIF(CTF_CAPTURE_NEUTRAL, N_CONSOLE, 1, 0, "s1", "s1", "notify_neutral_captured", _("^BG%s^BG captured the flag"), "")
- MULTITEAM_INFO(CTF_CAPTURE_TIME, 4, N_CONSOLE, 1, 1, "s1 f1p2dec", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds"), "", FLAG)
- MULTITEAM_INFO(CTF_CAPTURE_UNBROKEN, 4, N_CONSOLE, 2, 2, "s1 f1p2dec s2 f2p2dec", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F2%s^BG seconds, failing to break ^BG%s^BG's previous record of ^F1%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_TIME, 4, N_CONSOLE, 1, 1, "s1 f1dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_UNBROKEN, 4, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F2%s^BG seconds, failing to break ^BG%s^BG's previous record of ^F1%s^BG seconds"), "", FLAG)
MULTITEAM_INFO(CTF_FLAGRETURN_ABORTRUN, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was returned to base by its owner"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_ABORTRUN_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag was returned by its owner"), "")
MULTITEAM_INFO(CTF_FLAGRETURN_DAMAGED, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was destroyed and returned to base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_DROPPED_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag was dropped in the base and returned itself"), "")
MULTITEAM_INFO(CTF_FLAGRETURN_NEEDKILL, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag fell somewhere it couldn't be reached and returned to base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_NEEDKILL_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag fell somewhere it couldn't be reached and returned to base"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_SPEEDRUN, 4, N_CONSOLE, 0, 1, "f1p2dec", "", "", _("^BGThe ^TC^TT^BG flag became impatient after ^F1%.2f^BG seconds and returned itself"), "", FLAG)
- MSG_INFO_NOTIF(CTF_FLAGRETURN_SPEEDRUN_NEUTRAL, N_CONSOLE, 0, 1, "f1p2dec", "", "", _("^BGThe flag became impatient after ^F1%.2f^BG seconds and returned itself"), "")
+ MULTITEAM_INFO(CTF_FLAGRETURN_SPEEDRUN, 4, N_CONSOLE, 0, 1, "f1dtime", "", "", _("^BGThe ^TC^TT^BG flag became impatient after ^F1%.2f^BG seconds and returned itself"), "", FLAG)
+ MSG_INFO_NOTIF(CTF_FLAGRETURN_SPEEDRUN_NEUTRAL, N_CONSOLE, 0, 1, "f1dtime", "", "", _("^BGThe flag became impatient after ^F1%.2f^BG seconds and returned itself"), "")
MULTITEAM_INFO(CTF_FLAGRETURN_TIMEOUT, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag has returned to the base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_TIMEOUT_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag has returned to the base"), "")
MULTITEAM_INFO(CTF_LOST, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_lost", _("^BG%s^BG lost the ^TC^TT^BG flag"), "", FLAG)
LOG_INFOF(
(
"^1TRAILING NEW LINE AT END OF NOTIFICATION: "
- "^7net_type = %s, net_name = %s, string = %s.\n"
+ "^7net_type = %s, net_name = %s, string = %s."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION HAS TOO MANY ARGUMENTS: "
- "^7net_type = %s, net_name = %s, max args = %d.\n"
+ "^7net_type = %s, net_name = %s, max args = %d."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION WITH UNKNOWN TOKEN IN ARGUMENT STRING: "
- "^7net_type = %s, net_name = %s, args arg = '%s'.\n"
+ "^7net_type = %s, net_name = %s, args arg = '%s'."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION HAS TOO MANY ARGUMENTS: "
- "^7net_type = %s, net_name = %s, max hudargs = %d.\n"
+ "^7net_type = %s, net_name = %s, max hudargs = %d."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION WITH UNKNOWN TOKEN IN ARGUMENT STRING: "
- "^7net_type = %s, net_name = %s, hudargs arg = '%s'.\n"
+ "^7net_type = %s, net_name = %s, hudargs arg = '%s'."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION HAS TOO MANY ARGUMENTS: "
- "^7net_type = %s, net_name = %s, max durcnt = %d.\n"
+ "^7net_type = %s, net_name = %s, max durcnt = %d."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION WITH UNKNOWN TOKEN IN ARGUMENT STRING: "
- "^7net_type = %s, net_name = %s, durcnt arg = '%s'.\n"
+ "^7net_type = %s, net_name = %s, durcnt arg = '%s'."
),
notiftype,
notifname,
LOG_INFOF(
(
"^1NOTIFICATION WITH IMPROPER TYPE: "
- "^7net_type = %d, net_name = %s.\n"
+ "^7net_type = %d, net_name = %s."
),
typeId,
namestring
LOG_INFOF(
(
"^1NOTIFICATION WITH NO SOUND: "
- "^7net_type = %s, net_name = %s.\n"
+ "^7net_type = %s, net_name = %s."
),
typestring,
namestring
LOG_INFOF(
(
"^1NOTIFICATION HAS ARG COUNTS BUT NO ARGS OR HUDARGS OR DURCNT: "
- "^7net_type = %s, net_name = %s, strnum = %d, flnum = %d\n"
+ "^7net_type = %s, net_name = %s, strnum = %d, flnum = %d"
),
typestring,
namestring,
LOG_INFOF(
(
"^1NOTIFICATION HAS HUDARGS BUT NO ICON: "
- "^7net_type = %s, net_name = %s.\n"
+ "^7net_type = %s, net_name = %s."
),
typestring,
namestring
LOG_INFOF(
(
"^1EMPTY NOTIFICATION: "
- "^7net_type = %s, net_name = %s.\n"
+ "^7net_type = %s, net_name = %s."
),
typestring,
namestring
LOG_INFOF(
(
"^1NOTIFICATION WITH NO SUBCALLS: "
- "^7net_type = %s, net_name = %s.\n"
+ "^7net_type = %s, net_name = %s."
),
typestring,
namestring
LOG_INFOF(
(
"^1NOTIFICATION IS MISSING CHOICE PARAMS: "
- "^7net_type = %s, net_name = %s.\n"
+ "^7net_type = %s, net_name = %s."
),
typestring,
namestring
FOREACH(Notifications, it.nent_type == MSG_CHOICE, {
GetCvars_handleFloat(
this,
+ CS(this),
get_cvars_s,
get_cvars_f,
msg_choice_choices[it.nent_choice_idx],
#define RECURSE_FROM_CHOICE(ent,action) MACRO_BEGIN { \
if (notif.nent_challow_var && (warmup_stage || (notif.nent_challow_var == 2))) { \
- switch (ent.msg_choice_choices[net_name.nent_choice_idx]) \
+ switch (CS(ent).msg_choice_choices[net_name.nent_choice_idx]) \
{ \
case 1: found_choice = notif.nent_optiona; break; \
case 2: found_choice = notif.nent_optionb; break; \
#include <common/teams.qh>
#include <common/util.qh>
+#ifdef CSQC
+#include <client/autocvars.qh>
+#endif
+
/** main types/groups of notifications */
ENUMCLASS(MSG)
/** "Global" AND "personal" announcer messages */
if (fh >= 0)
{
Dump_Notifications(fh, alsoprint);
- LOG_INFOF("Dumping notifications... File located in ^2data/data/%s^7.\n", filename);
+ LOG_INFOF("Dumping notifications... File located in ^2data/data/%s^7.", filename);
fclose(fh);
}
else
{
- LOG_INFOF("^1Error: ^7Could not open file '%s'!\n", filename);
+ LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
}
#else
- LOG_INFO(_("Notification dump command only works with cl_cmd and sv_cmd.\n"));
+ LOG_INFO(_("Notification dump command only works with cl_cmd and sv_cmd."));
#endif
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpnotifs [filename]"));
- LOG_INFO(" Where 'filename' is the file to write (default is notifications_dump.cfg),\n");
- LOG_INFO(" if supplied with '-' output to console as well as default,\n");
- LOG_INFO(" if left blank, it will only write to default.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpnotifs [filename]");
+ LOG_INFO(" Where 'filename' is the file to write (default is notifications_dump.cfg),");
+ LOG_INFO(" if supplied with '-' output to console as well as default,");
+ LOG_INFO(" if left blank, it will only write to default.");
return;
}
}
ARG_CASE(ARG_CS_SV_DC, "f2", ftos(f2)) \
ARG_CASE(ARG_CS_SV, "f3", ftos(f3)) \
ARG_CASE(ARG_CS_SV, "f4", ftos(f4)) \
- ARG_CASE(ARG_CS_SV, "f1p2dec", ftos_decimals(f1/100, 2)) \
- ARG_CASE(ARG_CS_SV, "f2p2dec", ftos_decimals(f2/100, 2)) \
+ ARG_CASE(ARG_CS_SV, "f1dtime", ftos_decimals(TIME_DECODE(f1), 2)) \
+ ARG_CASE(ARG_CS_SV, "f2dtime", ftos_decimals(TIME_DECODE(f2), 2)) \
ARG_CASE(ARG_CS, "f2primsec", (f2 ? _("secondary") : _("primary"))) \
ARG_CASE(ARG_CS, "f3primsec", (f3 ? _("secondary") : _("primary"))) \
ARG_CASE(ARG_CS, "f1secs", count_seconds(f1)) \
float Physics_ClientOption(entity this, string option, float defaultval)
{
- if(IS_REAL_CLIENT(this) && Physics_Valid(this.cvar_cl_physics))
+ if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
{
- string s = strcat("g_physics_", this.cvar_cl_physics, "_", option);
+ string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
return defaultval;
}
-void Physics_UpdateStats(entity this, float maxspd_mod)
+void Physics_UpdateStats(entity this)
{
+ // update this first, as it's used on all stats (wouldn't want to update them all manually from a mutator hook now, would we?)
+ STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
+
+ MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
+ float maxspd_mod = PHYS_HIGHSPEED(this);
+
STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
{
- float movity = IsMoveInDirection(this.movement, 0);
+ float movity = IsMoveInDirection(PHYS_CS(this).movement, 0);
if(PHYS_AIRCONTROL_BACKWARDS(this))
- movity += IsMoveInDirection(this.movement, 180);
+ movity += IsMoveInDirection(PHYS_CS(this).movement, 180);
if(PHYS_AIRCONTROL_SIDEWARDS(this))
{
- movity += IsMoveInDirection(this.movement, 90);
- movity += IsMoveInDirection(this.movement, -90);
+ movity += IsMoveInDirection(PHYS_CS(this).movement, 90);
+ movity += IsMoveInDirection(PHYS_CS(this).movement, -90);
}
float k = 32 * (2 * movity - 1);
#ifdef SVQC
- #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+ #define JETPACK_JUMP(s) CS(s).cvar_cl_jetpack_jump
#elif defined(CSQC)
float autocvar_cl_jetpack_jump;
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
CheckWaterJump(this);
}
-float racecar_angle(float forward, float down)
-{
- if (forward < 0)
- {
- forward = -forward;
- down = -down;
- }
-
- float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
-
- float angle_mult = forward / (800 + forward);
-
- if (ret > 180)
- return ret * angle_mult + 360 * (1 - angle_mult);
- else
- return ret * angle_mult;
-}
-
#ifdef SVQC
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand(entity this)
{
- if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
- LOG_INFO("A hollow voice says \"Plugh\".\n");
+ if(autocvar_sv_cheats || this.maycheat)
+ {
+ if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
+ LOG_INFO("A hollow voice says \"Plugh\".");
+ }
+ else
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
}
#endif
else
c = "?";
- if (c == substring(specialcommand, this.specialcommand_pos, 1))
+ if (c == substring(specialcommand, CS(this).specialcommand_pos, 1))
{
- this.specialcommand_pos += 1;
- if (this.specialcommand_pos >= strlen(specialcommand))
+ CS(this).specialcommand_pos += 1;
+ if (CS(this).specialcommand_pos >= strlen(specialcommand))
{
- this.specialcommand_pos = 0;
+ CS(this).specialcommand_pos = 0;
SpecialCommand(this);
return true;
}
}
- else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
- this.specialcommand_pos = 0;
+ else if (CS(this).specialcommand_pos && (c != substring(specialcommand, CS(this).specialcommand_pos - 1, 1)))
+ CS(this).specialcommand_pos = 0;
#endif
return false;
}
if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
- this.movement = -1 * this.movement;
+ PHYS_CS(this).movement = -1 * PHYS_CS(this).movement;
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
#endif
)
{
- this.movement_x = bound(-5, this.movement.x, 5);
- this.movement_y = bound(-5, this.movement.y, 5);
- this.movement_z = bound(-5, this.movement.z, 5);
+ PHYS_CS(this).movement_x = bound(-5, PHYS_CS(this).movement.x, 5);
+ PHYS_CS(this).movement_y = bound(-5, PHYS_CS(this).movement.y, 5);
+ PHYS_CS(this).movement_z = bound(-5, PHYS_CS(this).movement.z, 5);
}
else
- this.movement = '0 0 0';
+ PHYS_CS(this).movement = '0 0 0';
vector midpoint = ((this.absmin + this.absmax) * 0.5);
if (pointcontents(midpoint) == CONTENT_WATER)
#ifdef SVQC
if (!this.player_blocked)
return;
- this.movement = '0 0 0';
+ PHYS_CS(this).movement = '0 0 0';
this.disableclientprediction = 1;
#endif
}
{
//makevectors(this.v_angle.y * '0 1 0');
makevectors(this.v_angle);
- vector wishvel = v_forward * this.movement_x
- + v_right * this.movement_y;
+ vector wishvel = v_forward * PHYS_CS(this).movement_x
+ + v_right * PHYS_CS(this).movement_y;
// add remaining speed as Z component
float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
// fix speedhacks :P
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
{
+#ifdef SVQC
+ // needs to be called before physics are run!
+ if(IS_REAL_CLIENT(this))
+ PM_UpdateButtons(this, CS(this));
+#endif
+
sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
#ifdef SVQC
- this.pm_frametime = frametime;
+ CS(this).pm_frametime = frametime;
#elif defined(CSQC)
if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
this.csqcmodel_modelflags |= MF_ROCKET;
// Client/server mappings
-.float pm_frametime;
+#ifdef SVQC
+// TODO: get rid of this random dumb include!
+ #include <common/state.qh>
+#endif
.entity conveyor;
.float spectatorspeed;
#endif
+.int buttons_old;
.vector movement_old;
-.float buttons_old;
.vector v_angle_old;
.string lastclassname;
.int items;
.vector movement;
+
+ // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
+ // x is pitch: positive means down (unlike .angles)
+ // y is yaw: between -180 and 180, increases when turning left
+ // z is roll: positive means tilted clockwise, usually is 0
+ // when .fixangle is set, the player's view will change to the direction where the model is facing
+ // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
.vector v_angle;
.entity hook;
#define PHYS_INPUT_FRAMETIME serverdeltatime
#define PHYS_INPUT_MOVEVALUES(s) input_movevalues
+ #define PHYS_CS(s) (s)
#define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
#define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
bool Physics_Valid(string thecvar);
- void Physics_UpdateStats(entity this, float maxspd_mod);
+ void Physics_UpdateStats(entity this);
+
+ void PM_UpdateButtons(entity this, entity store);
.float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
.float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
#define PHYS_INPUT_TIMELENGTH frametime
#define PHYS_INPUT_FRAMETIME sys_frametime
- #define PHYS_INPUT_MOVEVALUES(s) ((s).movement)
-
- #define PHYS_INPUT_BUTTON_BUTTON1(s) ((s).button0)
- #define PHYS_INPUT_BUTTON_BUTTON2(s) ((s).button2)
- #define PHYS_INPUT_BUTTON_BUTTON3(s) ((s).button3)
- #define PHYS_INPUT_BUTTON_BUTTON4(s) ((s).button4)
- #define PHYS_INPUT_BUTTON_BUTTON5(s) ((s).button5)
- #define PHYS_INPUT_BUTTON_BUTTON6(s) ((s).button6)
- #define PHYS_INPUT_BUTTON_BUTTON7(s) ((s).button7)
- #define PHYS_INPUT_BUTTON_BUTTON8(s) ((s).button8)
- #define PHYS_INPUT_BUTTON_BUTTON_USE(s) ((s).buttonuse)
- #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) ((s).buttonchat)
- #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) ((s).cursor_active)
- #define PHYS_INPUT_BUTTON_BUTTON9(s) ((s).button9)
- #define PHYS_INPUT_BUTTON_BUTTON10(s) ((s).button10)
- #define PHYS_INPUT_BUTTON_BUTTON11(s) ((s).button11)
- #define PHYS_INPUT_BUTTON_BUTTON12(s) ((s).button12)
- #define PHYS_INPUT_BUTTON_BUTTON13(s) ((s).button13)
- #define PHYS_INPUT_BUTTON_BUTTON14(s) ((s).button14)
- #define PHYS_INPUT_BUTTON_BUTTON15(s) ((s).button15)
- #define PHYS_INPUT_BUTTON_BUTTON16(s) ((s).button16)
+ #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
+ #define PHYS_CS(s) CS(s)
+
+ #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
+ #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
+ #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
+ #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
+ #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
+ #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
+ #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
+ #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
+ #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
+ #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
+ #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
+ #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
+ #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
+ #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
+ #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
+ #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
+ #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
+ #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
+ #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
#define IS_DUCKED(s) ((s).crouch)
#define SET_DUCKED(s) ((s).crouch = true)
#define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
#define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
- #define PHYS_CL_TRACK_CANJUMP(s) ((s).cvar_cl_movement_track_canjump)
+ #define PHYS_CL_TRACK_CANJUMP(s) (CS(s).cvar_cl_movement_track_canjump)
#endif
// set up player identification
string s = "";
- if((e.crypto_idfp != "") && (e.cvar_cl_allow_uidtracking == 1))
+ if((e.crypto_idfp != "") && (CS(e).cvar_cl_allow_uidtracking == 1))
{ s = e.crypto_idfp; }
else if(IS_BOT_CLIENT(e))
{ s = sprintf("bot#%g#%s", skill, e.cleanname); }
void PlayerStats_GameReport_Accuracy(entity p)
{
#define ACCMAC(suffix, field) \
- PS_GR_P_ADDVAL(p, sprintf("acc-%s-%s", it.netname, suffix), p.accuracy.(field[i-1]));
+ PS_GR_P_ADDVAL(p, sprintf("acc-%s-%s", it.netname, suffix), CS(p).accuracy.(field[i-1]));
FOREACH(Weapons, it != WEP_Null, {
ACCMAC("hit", accuracy_hit)
ACCMAC("fired", accuracy_fired)
db_put(PS_GR_OUT_DB, sprintf("%s:_playerid", p.playerstats_id), ftos(p.playerid));
- if(p.cvar_cl_allow_uid2name == 1 || IS_BOT_CLIENT(p))
+ if(CS(p).cvar_cl_allow_uid2name == 1 || IS_BOT_CLIENT(p))
db_put(PS_GR_OUT_DB, sprintf("%s:_netname", p.playerstats_id), playername(p, false));
if(teamplay)
if(IS_REAL_CLIENT(p))
{
- if(p.latency_cnt)
+ if(CS(p).latency_cnt)
{
- float latency = (p.latency_sum / p.latency_cnt);
+ float latency = (CS(p).latency_sum / CS(p).latency_cnt);
if(latency) { PS_GR_P_ADDVAL(p, PLAYERSTATS_AVGLATENCY, latency); }
}
}
case URL_READY_ERROR:
default:
{
- LOG_INFO("Player stats writing failed: ", ftos(status), "\n");
+ LOG_INFO("Player stats writing failed: ", ftos(status));
PlayerStats_GameReport_DelayMapVote = false;
if(PS_GR_OUT_DB >= 0)
{
void PlayerStats_PlayerBasic(entity joiningplayer, float newrequest)
{
- PlayerScore_Add(joiningplayer, SP_ELO, -1);
+ GameRules_scoring_add(joiningplayer, ELO, -1);
// http://stats.xonotic.org/player/GgXRw6piDtFIbMArMuiAi8JG4tiin8VLjZgsKB60Uds=/elo.txt
if(autocvar_g_playerstats_playerbasic_uri != "")
{
string uri = autocvar_g_playerstats_playerbasic_uri;
if (joiningplayer.crypto_idfp == "") {
- PlayerScore_Add(joiningplayer, SP_ELO, -1);
+ GameRules_scoring_add(joiningplayer, ELO, -1);
} else {
// create the database if it doesn't already exist
if(PS_B_IN_DB < 0)
else
{
// server has this disabled, kill the DB and set status to idle
- PlayerScore_Add(joiningplayer, SP_ELO, -1);
+ GameRules_scoring_add(joiningplayer, ELO, -1);
if(PS_B_IN_DB >= 0)
{
db_close(PS_B_IN_DB);
if (gt == PlayerStats_GetGametype()) {
handled = true;
float e = stof(data);
- PlayerScore_Add(p, SP_ELO, +1 + e);
+ GameRules_scoring_add(p, ELO, +1 + e);
}
if (gt == "") {
// PlayerInfo_AddItem(p, value, data);
case URL_READY_CLOSED:
{
// url_fclose has finished
- LOG_INFO("Player stats synchronized with server\n");
+ LOG_INFO("Player stats synchronized with server");
return;
}
case URL_READY_ERROR:
default:
{
- LOG_INFO("Receiving player stats failed: ", ftos(status), "\n");
+ LOG_INFO("Receiving player stats failed: ", ftos(status));
break;
}
}
- PlayerScore_Add(p, SP_ELO, -1);
+ GameRules_scoring_add(p, ELO, -1);
}
#endif // SVQC
float i = 0;
for(e = PS_D_IN_EVL; (en = db_get(PS_D_IN_DB, e)) != ""; e = en)
{
- LOG_INFO(sprintf("%d:%s:%s\n", i, e, db_get(PS_D_IN_DB, sprintf("#%s", e))));
+ LOG_INFOF("%d:%s:%s", i, e, db_get(PS_D_IN_DB, sprintf("#%s", e)));
++i;
}
#endif
float gamecount = cvar("cl_matchcount");
#if 0
- LOG_INFOF("PlayerStats_PlayerDetail_CheckUpdate(): %f >= %f, %d > %d\n",
+ LOG_INFOF("PlayerStats_PlayerDetail_CheckUpdate(): %f >= %f, %d > %d",
time,
PS_D_NEXTUPDATETIME,
PS_D_LASTGAMECOUNT,
"PlayerStats_PlayerDetail_Handler(): ERROR: "
"Key went unhandled? Is our version outdated?\n"
"PlayerStats_PlayerDetail_Handler(): "
- "Key '%s', Event '%s', Data '%s'\n",
+ "Key '%s', Event '%s', Data '%s'",
key,
event,
data
}
#if 0
- LOG_INFO(sprintf(
+ LOG_INFOF(
"PlayerStats_PlayerDetail_Handler(): "
- "Key '%s', Event '%s', Data '%s'\n",
+ "Key '%s', Event '%s', Data '%s'",
key,
event,
data
- ));
+ );
#endif
}
//print("PlayerStats_PlayerDetail_Handler(): End of response.\n");
case URL_READY_CLOSED:
{
// url_fclose has finished
- LOG_INFO("PlayerStats_PlayerDetail_Handler(): Player stats synchronized with server.\n");
+ LOG_INFO("PlayerStats_PlayerDetail_Handler(): Player stats synchronized with server.");
break;
}
case URL_READY_ERROR:
default:
{
- LOG_INFO("PlayerStats_PlayerDetail_Handler(): Receiving player stats failed: ", ftos(status), "\n");
+ LOG_INFO("PlayerStats_PlayerDetail_Handler(): Receiving player stats failed: ", ftos(status));
PlayerStats_PlayerDetail_Status = PS_D_STATUS_ERROR;
if(PS_D_IN_DB >= 0)
{
+#pragma once
+
// Global list of sounds
// TODO: remove uses of _sound
#include "all.qh"
#ifdef SVQC
+#include <server/utils.qh>
+
bool autocvar_bot_sound_monopoly;
.entity realowner;
Inventory_delete(this);
}
-void GetCvars(entity this, int);
+void GetCvars(entity this, entity store, int);
void DecodeLevelParms(entity this);
void PlayerScore_Attach(entity this);
void ClientData_Attach(entity this);
{
this._cs = NEW(ClientState, this);
- GetCvars(this, 0); // get other cvars from player
+ GetCvars(this, CS(this), 0); // get other cvars from player
// TODO: fold all of these into ClientState
void ClientState_detach(entity this)
{
+ GetCvars(this, CS(this), -1); // free cvars TODO: is this still needed now that it's stored on the clientstate entity?
+ accuracy_free(this); // TODO: needs to be before CS() is deleted!
+ PlayerScore_Detach(this); // what ^they^ said
+ W_HitPlotClose(this);
+ ClientData_Detach(this);
delete(CS(this));
this._cs = NULL;
- GetCvars(this, -1); // free cvars
bot_clientdisconnect(this);
- W_HitPlotClose(this);
anticheat_report_to_eventlog(this);
playerdemo_shutdown(this);
entcs_detach(this);
- accuracy_free(this);
- ClientData_Detach(this);
- PlayerScore_Detach(this);
}
#pragma once
#ifdef SVQC
+#include <server/autocvars.qh>
#include <server/client.qh>
#endif
#define stat_VIEWHEIGHT view_ofs_z
#endif
+#ifdef SVQC
+vector weaponsInMap;
+#endif
REGISTER_STAT(WEAPONS, vectori)
-REGISTER_STAT(WEAPONSINMAP, vectori)
+REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
REGISTER_STAT(PL_VIEW_OFS, vector)
REGISTER_STAT(PL_CROUCH_VIEW_OFS, vector)
#ifdef SVQC
float W_WeaponRateFactor(entity this);
float game_stopped;
+float game_starttime;
+float round_starttime;
+bool autocvar_g_allow_oldvortexbeam;
+int autocvar_leadlimit;
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
REGISTER_STAT(GAME_STOPPED, int, game_stopped)
-REGISTER_STAT(GAMESTARTTIME, float)
+REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
REGISTER_STAT(STRENGTH_FINISHED, float)
REGISTER_STAT(INVINCIBLE_FINISHED, float)
/** arc heat in [0,1] */
REGISTER_STAT(ARC_HEAT, float)
REGISTER_STAT(PRESSED_KEYS, int)
/** this stat could later contain some other bits of info, like, more server-side particle config */
-REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool)
+REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool, autocvar_g_allow_oldvortexbeam)
REGISTER_STAT(FUEL, int)
REGISTER_STAT(NB_METERSTART, float)
/** compressShotOrigin */
REGISTER_STAT(SHOTORG, int)
-REGISTER_STAT(LEADLIMIT, float)
+REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
REGISTER_STAT(WEAPON_CLIPLOAD, int)
REGISTER_STAT(WEAPON_CLIPSIZE, int)
REGISTER_STAT(SECRETS_TOTAL, float)
REGISTER_STAT(SECRETS_FOUND, float)
REGISTER_STAT(RESPAWN_TIME, float)
-REGISTER_STAT(ROUNDSTARTTIME, float)
+REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
REGISTER_STAT(MONSTERS_TOTAL, int)
REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(BUFFS, int)
REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
+REGISTER_STAT(MOVEVARS_SPECIALCOMMAND, bool)
#ifdef CSQC
.int cvar_cl_gunalign;
REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
#endif
-REGISTER_STAT(GUNALIGN, int, this.cvar_cl_gunalign)
+REGISTER_STAT(GUNALIGN, int)
#ifdef SVQC
SPECTATE_COPYFIELD(_STAT(GUNALIGN))
#endif
}
float alph;
vector org = getpropertyvec(VF_ORIGIN);
- if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
- alph = 0;
- else if(this.fade_start)
- alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+ //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
+ if(this.fade_start)
+ {
+ if(vdist(org - this.origin, >, this.fade_end))
+ alph = 0; // save on some processing
+ else if(vdist(org - this.origin, <, this.fade_start))
+ alph = 1; // more processing saved
+ else
+ alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
+ }
else
alph = 1;
//printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
}
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
+void GivePlayerResource(entity player, .float resource_type, float amount)
+{
+ if (amount == 0)
+ {
+ return;
+ }
+ switch (resource_type)
+ {
+ case health:
+ {
+ // Ugly hack. We do not check if health goes beyond hard limit since
+ // currently it is done in player_regen. We need to bring back this
+ // check when other code is ported to this function.
+ player.health = bound(player.health, player.health + amount,
+ autocvar_g_balance_health_limit);
+ // Correct code:
+ //player.health = bound(player.health, player.health + amount,
+ // min(autocvar_g_balance_health_limit,
+ // RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserothealth_finished = max(player.pauserothealth_finished,
+ time + autocvar_g_balance_pause_health_rot);
+ return;
+ }
+ case armorvalue:
+ {
+ // Ugly hack. We do not check if armor goes beyond hard limit since
+ // currently it is done in player_regen. We need to bring back this
+ // check when other code is ported to this function.
+ player.armorvalue = bound(player.armorvalue, player.armorvalue +
+ amount, autocvar_g_balance_armor_limit);
+ // Correct code:
+ //player.armorvalue = bound(player.armorvalue, player.armorvalue +
+ // amount, min(autocvar_g_balance_armor_limit,
+ // RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserotarmor_finished = max(player.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot);
+ return;
+ }
+ case ammo_shells:
+ case ammo_nails:
+ case ammo_rockets:
+ case ammo_cells:
+ case ammo_plasma:
+ {
+ GivePlayerAmmo(player, resource_type, amount);
+ return;
+ }
+ case ammo_fuel:
+ {
+ player.ammo_fuel = bound(player.ammo_fuel, player.ammo_fuel +
+ amount, min(g_pickup_fuel_max, RESOURCE_AMOUNT_HARD_LIMIT));
+ player.pauserotfuel_finished = max(player.pauserotfuel_finished,
+ time + autocvar_g_balance_pause_fuel_rot);
+ return;
+ }
+ }
+}
+
+void GivePlayerHealth(entity player, float amount)
+{
+ GivePlayerResource(player, health, amount);
+}
+
+void GivePlayerArmor(entity player, float amount)
+{
+ GivePlayerResource(player, armorvalue, amount);
+}
+
+void GivePlayerAmmo(entity player, .float ammotype, float amount)
+{
+ if (amount == 0)
+ {
+ return;
+ }
+ float maxvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+ switch (ammotype)
+ {
+ case ammo_shells:
+ {
+ maxvalue = g_pickup_shells_max;
+ break;
+ }
+ case ammo_cells:
+ {
+ maxvalue = g_pickup_cells_max;
+ break;
+ }
+ case ammo_rockets:
+ {
+ maxvalue = g_pickup_rockets_max;
+ break;
+ }
+ case ammo_plasma:
+ {
+ maxvalue = g_pickup_plasma_max;
+ break;
+ }
+ case ammo_nails:
+ {
+ maxvalue = g_pickup_nails_max;
+ break;
+ }
+ }
+ player.(ammotype) = min(player.(ammotype) + amount,
+ min(maxvalue, RESOURCE_AMOUNT_HARD_LIMIT));
+}
+
+void GivePlayerFuel(entity player, float amount)
+{
+ GivePlayerResource(player, ammo_fuel, amount);
+}
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
{
if (!item.(ammotype))
return false;
{
if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
{
- player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
- goto YEAH;
+ float amount = item.(ammotype);
+ if ((player.(ammotype) + amount) > ammomax)
+ {
+ amount = ammomax - player.(ammotype);
+ }
+ GivePlayerResource(player, ammotype, amount);
+ return true;
}
}
else if(g_weapon_stay == 2)
float mi = min(item.(ammotype), ammomax);
if (player.(ammotype) < mi)
{
- player.(ammotype) = mi;
- goto YEAH;
+ GivePlayerResource(player, ammotype, mi - player.(ammotype));
}
+ return true;
}
-
return false;
-
-LABEL(YEAH)
- switch(mode)
- {
- case ITEM_MODE_FUEL:
- player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
- break;
- case ITEM_MODE_HEALTH:
- player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- break;
- case ITEM_MODE_ARMOR:
- player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
- break;
- default:
- break;
- }
- return true;
}
float Item_GiveTo(entity item, entity player)
// if the player is using their best weapon before items are given, they
// probably want to switch to an even better weapon after items are given
- if(player.autoswitch)
+ if(CS(player).autoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
}
}
-
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
- pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
+ pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health);
+ pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
_sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
if (this.classname == "droppedweapon")
- delete (this);
+ delete(this);
else if (this.spawnshieldtime)
{
entity e;
rating = item.bot_pickupbasevalue;
}
+ float noammorating = 0.5;
+
if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
- c = item.ammo_shells / player.ammo_shells;
+ c = item.ammo_shells / max(noammorating, player.ammo_shells);
if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
- c = item.ammo_nails / player.ammo_nails;
+ c = item.ammo_nails / max(noammorating, player.ammo_nails);
if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
- c = item.ammo_rockets / player.ammo_rockets;
+ c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
- c = item.ammo_cells / player.ammo_cells;
+ c = item.ammo_cells / max(noammorating, player.ammo_cells);
if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
- c = item.ammo_plasma / player.ammo_plasma;
+ c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
- c = item.ammo_fuel / player.ammo_fuel;
+ c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
- rating *= min(2, c);
+ rating *= min(c, 2);
if(wpn)
rating += wpn.bot_pickupbasevalue * 0.1;
return rating;
if(!have_pickup_item(this))
{
startitem_failed = true;
- delete (this);
+ delete(this);
return;
}
// target_give not yet supported; maybe later
print("removed targeted ", this.classname, "\n");
startitem_failed = true;
- remove (this);
+ delete(this);
return;
}
*/
spawnfunc(item_bullets)
{
- if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
+ if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
(this.classname != "droppedweapon"))
{
weaponswapping = true;
int _switchweapon = 0;
- if(e.autoswitch)
+ if(CS(e).autoswitch)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
#pragma once
+#ifdef SVQC
+#include <server/defs.qh>
+#endif
+
+/// \brief Unconditional maximum amount of resources the player can have.
+const int RESOURCE_AMOUNT_HARD_LIMIT = 999;
+
const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
// item networking
void Item_ScheduleRespawn(entity e);
void Item_ScheduleInitialRespawn(entity e);
-float ITEM_MODE_NONE = 0;
-float ITEM_MODE_HEALTH = 1;
-float ITEM_MODE_ARMOR = 2;
-float ITEM_MODE_FUEL = 3;
-float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode);
+
+/// \brief Gives player a resource such as health, armor or ammo.
+/// \param[in,out] player Player to give resource to.
+/// \param[in] resource_type Type of the resource.
+/// \param[in] amount Amount of resource to give.
+/// \return No return.
+void GivePlayerResource(entity player, .float resource_type, float amount);
+
+/// \brief Gives health to the player.
+/// \param[in,out] player Player to give health to.
+/// \param[in] amount Amount of health to give.
+/// \return No return.
+void GivePlayerHealth(entity player, float amount);
+
+/// \brief Gives armor to the player.
+/// \param[in,out] player Player to give armor to.
+/// \param[in] amount Amount of armor to give.
+/// \return No return.
+void GivePlayerArmor(entity player, float amount);
+
+/// \brief Gives ammo of the specified type to the player.
+/// \param[in,out] player Player to give ammo to.
+/// \param[in] type Ammo type property.
+/// \param[in] amount Amount of ammo to give.
+/// \return No return.
+void GivePlayerAmmo(entity player, .float ammotype, float amount);
+
+/// \brief Gives fuel to the player.
+/// \param[in,out] player Player to give fuel to.
+/// \param[in] amount Amount of fuel to give.
+/// \return No return.
+void GivePlayerFuel(entity player, float amount);
+
+float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax);
float Item_GiveTo(entity item, entity player);
if(!IS_PLAYER(player))
return false;
- int valid = (door.itemkeys & player.itemkeys);
+ entity store = player;
+#ifdef SVQC
+ store = PS(player);
+#endif
+ int valid = (door.itemkeys & store.itemkeys);
door.itemkeys &= ~valid; // only some of the needed keys were given
if(!door.itemkeys)
else
{
// remove
- delete (ent);
+ delete(ent);
}
}
// generated file; do not modify
#include <common/triggers/target/changelevel.qh>
#include <common/triggers/target/include.qh>
+#include <common/triggers/target/kill.qh>
#include <common/triggers/target/levelwarp.qh>
#include <common/triggers/target/location.qh>
#include <common/triggers/target/music.qh>
+#include "kill.qh"
#include "location.qh"
#ifdef SVQC
--- /dev/null
+#pragma once
data = stov(db_get(TemporaryDB, strcat("/target_spawn/field/", key)));
if(data.y == 0) // undefined field, i.e., invalid type
{
- LOG_INFO("target_spawn: invalid/unknown entity key ", key, " specified, ignored!\n");
+ LOG_INFO("target_spawn: invalid/unknown entity key ", key, " specified, ignored!");
continue;
}
}
}
else
{
- LOG_INFO("target_spawn: invalid/unknown variable replacement ", value, " specified, ignored!\n");
+ LOG_INFO("target_spawn: invalid/unknown variable replacement ", value, " specified, ignored!");
continue;
}
{
if(value != "")
{
- LOG_INFO("target_spawn: try to get a field of a non-entity, ignored!\n");
+ LOG_INFO("target_spawn: try to get a field of a non-entity, ignored!");
continue;
}
data2 = stov(db_get(TemporaryDB, strcat("/target_spawn/field/", valuefield)));
if(data2_y == 0) // undefined field, i.e., invalid type
{
- LOG_INFO("target_spawn: invalid/unknown entity key replacement ", valuefield, " specified, ignored!\n");
+ LOG_INFO("target_spawn: invalid/unknown entity key replacement ", valuefield, " specified, ignored!");
continue;
}
value = getentityfieldstring(data2_x, valueent);
value = vtos(stov(value) + stov(valueoffset));
break;
default:
- LOG_INFO("target_spawn: only string, float and vector fields can do calculations, calculation ignored!\n");
+ LOG_INFO("target_spawn: only string, float and vector fields can do calculations, calculation ignored!");
break;
}
}
value = vtos(stov(value) + random() * data2_x * '1 0 0' + random() * data2_y * '0 1 0' + random() * data2_z * '0 0 1');
break;
default:
- LOG_INFO("target_spawn: only float and vector fields can do random calculations, calculation ignored!\n");
+ LOG_INFO("target_spawn: only float and vector fields can do random calculations, calculation ignored!");
break;
}
}
#ifdef SVQC
if(!e) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); }
#elif defined(CSQC)
- if(!e) { LOG_INFO("Teleport destination could not be found from CSQC.\n"); }
+ if(!e) { LOG_INFO("Teleport destination could not be found from CSQC."); }
#endif
makevectors(e.mangle);
if(e.move_movetype == MOVETYPE_NONE)
waypoint_spawnforteleporter(this, e.origin, 0);
if(e.classname != "info_teleport_destination")
- LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
+ LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.");
#endif
}
#elif defined(CSQC)
if(!(pl.flags & BIT(15))) // FL_PROJECTILE
#endif
- LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
+ LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".");
pl.owner = NULL;
}
if(IS_PLAYER(pl))
}
if((!a) == (!b))
- LOG_INFO("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!\n");
+ LOG_INFO("Invalid use of trigger_disablerelay: ", ftos(a), " relays were on, ", ftos(b), " relays were off!");
}
spawnfunc(trigger_disablerelay)
#ifdef CSQC
bool item_keys_usekey(entity l, entity p)
{
- int valid = (l.itemkeys & p.itemkeys);
+ int valid = (l.itemkeys & p.itemkeys); // TODO: itemkeys isn't networked or anything!
l.itemkeys &= ~valid; // only some of the needed keys were given
return valid != 0;
}
multi_wait(this); // waiting finished
}
else
- { // we can't just remove (this) here, because this is a touch function
+ { // we can't just delete(this) here, because this is a touch function
// called while C code is looping through area links...
settouch(this, func_null);
}
}
// if the trigger has pressed keys, check that the player is pressing those keys
- if(this.pressedkeys)
- if(IS_PLAYER(toucher)) // only for players
- if(!(toucher.pressedkeys & this.pressedkeys))
+ if(this.pressedkeys && IS_PLAYER(toucher)) // only for players
+ if(!(CS(toucher).pressedkeys & this.pressedkeys))
return;
EXACTTRIGGER_TOUCH(this, toucher);
// handle normal trigger features
multi_touch(this, toucher);
- // we can't just remove (this) here, because this is a touch function
+ // we can't just delete(this) here, because this is a touch function
// called while C code is looping through area links...
//delete(this);
}
break;
}
- if(!this.enemy) { LOG_INFO("^1FAIL!\n"); delete(this); return; }
+ if(!this.enemy) { LOG_INFO("^1FAIL!"); delete(this); return; }
if(!this.goalentity)
this.goalentity = this.enemy; // make them match so CSQC knows what to do
spawnfunc(trigger_viewlocation)
{
// we won't check target2 here yet, as it may not even need to exist
- if(this.target == "") { LOG_INFO("^1FAIL!\n"); delete(this); return; }
+ if(this.target == "") { LOG_INFO("^1FAIL!"); delete(this); return; }
EXACTTRIGGER_INIT;
InitializeEntity(this, viewloc_init, INITPRIO_FINDTARGET);
+++ /dev/null
-#include "_all.qh"
-#include "_mod.inc"
+++ /dev/null
-#pragma once
-#include "_mod.qh"
#include <common/turrets/sv_turrets.qc>
#endif
#include <common/turrets/util.qc>
+
+#include <common/turrets/turret/_mod.inc>
#include <common/turrets/sv_turrets.qh>
#endif
#include <common/turrets/util.qh>
+
+#include <common/turrets/turret/_mod.qh>
#include "all.qh"
REGISTER_NET_LINKED(ENT_CLIENT_TURRET)
-
-#ifdef SVQC
-#include "sv_turrets.qh"
-#endif
-
-#define IMPLEMENTATION
-#include "turret/_mod.inc"
-#undef IMPLEMENTATION
-
-#ifdef CSQC
-#include "cl_turrets.qc"
-#endif
-
-#ifdef SVQC
-#include "sv_turrets.qc"
-#include "config.qc"
-#include "util.qc"
-#include "checkpoint.qc"
-#include "targettrigger.qc"
-#endif
if(tur_config_file >= 0)
{
Dump_Turret_Settings();
- LOG_INFO(sprintf("Dumping turrets... File located in ^2data/data/%s^7.\n", filename));
+ LOG_INFOF("Dumping turrets... File located in ^2data/data/%s^7.", filename);
fclose(tur_config_file);
tur_config_file = -1;
tur_config_alsoprint = -1;
}
else
{
- LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
}
#else
- LOG_INFO(_("Turrets dump command only works with sv_cmd.\n"));
+ LOG_INFO(_("Turrets dump command only works with sv_cmd."));
#endif
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpturrets [filename]"));
- LOG_INFO(" Where 'filename' is the file to write (default is turrets_dump.cfg),\n");
- LOG_INFO(" if supplied with '-' output to console as well as default,\n");
- LOG_INFO(" if left blank, it will only write to default.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpturrets [filename]");
+ LOG_INFO(" Where 'filename' is the file to write (default is turrets_dump.cfg),");
+ LOG_INFO(" if supplied with '-' output to console as well as default,");
+ LOG_INFO(" if left blank, it will only write to default.");
return;
}
}
REGISTER_TURRET(Null, NEW(Turret));
-#include "turret/_mod.inc"
+#include "turret/_mod.qh"
#include "checkpoint.qh"
+
+#ifdef SVQC
+
/**
turret_checkpoint
**/
this.classname = "turret_checkpoint";
spawnfunc_turret_checkpoint(this);
}
+
+#endif
if(rgb == '0 0 0')
{
this.teamradar_color = '1 0 1';
- LOG_INFOF("WARNING: sprite of name %s has no color, using pink so you notice it\n", spriteimage);
+ LOG_INFOF("WARNING: sprite of name %s has no color, using pink so you notice it", spriteimage);
}
txt = this.netname;
// Turret Config Generator
// ==========================
+#ifdef SVQC
+
void T_Config_Queue_Swap(float root, float child, entity pass)
{
string oldroot = config_queue[root];
TUR_CONFIG_WRITETOFILE("// }}}\n")
// step 5: debug info
- LOG_INFO(sprintf("#%d: %s: %d settings...\n", i, it.turret_name, TUR_CONFIG_COUNT));
+ LOG_INFOF("#%d: %s: %d settings...", i, it.turret_name, TUR_CONFIG_COUNT);
totalsettings += TUR_CONFIG_COUNT;
});
config_queue[j] = string_null;
// extra information
- LOG_INFO(sprintf("Totals: %d turrets, %d settings\n", (Turrets_COUNT - 1), totalsettings));
+ LOG_INFOF("Totals: %d turrets, %d settings", (Turrets_COUNT - 1), totalsettings);
}
+
+#endif
setthink(e, turrets_manager_think);
e.nextthink = time + 2;
}
-
+
entity targ = find(NULL, targetname, this.target);
if(targ.classname == "turret_checkpoint")
return; // turrets don't defend checkpoints?
#pragma once
+#include <server/miscfunctions.qh>
+
entity turret_projectile(entity actor, Sound _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim);
void turret_projectile_explode(entity this);
float turret_validate_target(entity e_turret, entity e_target, float validate_flags);
#include "targettrigger.qh"
+
+#ifdef SVQC
+
spawnfunc(turret_targettrigger);
void turret_targettrigger_touch(entity this, entity toucher);
settouch(this, turret_targettrigger_touch);
}
+
+#endif
#include "ewheel.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_turrets_unit_ewheel_speed_fast;
}
#endif // CSQC
-#endif
#include "ewheel_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void turret_initparams(entity);
}
#endif
-
-#endif
#include "flac.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_flac) { if (!turret_initialize(this, TUR_FLAC)) delete(this); }
}
#endif
-
-#endif
#include "flac_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void turret_flac_projectile_think_explode(entity this);
}
#endif
-
-#endif
#include "fusionreactor.qh"
-#ifdef IMPLEMENTATION
#ifdef SVQC
bool turret_fusionreactor_firecheck(entity this)
{
}
#endif
-#endif
#include "hellion.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_hellion) { if (!turret_initialize(this, TUR_HELLION)) delete(this); }
}
#endif
-#endif
#include "hellion_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_turrets_unit_hellion_shot_speed_gain;
}
#endif
-
-#endif
#include "hk.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
#ifdef TURRET_DEBUG_HK
}
#endif // SVQC
-#endif
#include "hk_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_turrets_unit_hk_shot_speed;
}
#endif
-
-#endif
#include "machinegun.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_machinegun) { if (!turret_initialize(this, TUR_MACHINEGUN)) delete(this); }
}
#endif // SVQC
-#endif
#include "machinegun_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity);
}
#endif
-
-#endif
#include "mlrs.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_mlrs) { if (!turret_initialize(this, TUR_MLRS)) delete(this); }
}
#endif // SVQC
-#endif
#include "mlrs_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
SOUND(MLRSTurretAttack_FIRE, W_Sound("electro_fire"));
METHOD(MLRSTurretAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
}
#endif
-
-#endif
#include "phaser.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_phaser) { if (!turret_initialize(this, TUR_PHASER)) delete(this); }
}
#endif
-#endif
#include "phaser_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void beam_think(entity this);
}
#endif
-
-#endif
#include "plasma.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_plasma) { if (!turret_initialize(this, TUR_PLASMA)) delete(this); }
}
#endif
-#endif
#include "plasma_dual.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_plasma_dual) { if (!turret_initialize(this, TUR_PLASMA_DUAL)) delete(this); }
}
#endif
-#endif
#include "plasma_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
SOUND(PlasmaAttack_FIRE, W_Sound("electro_fire"));
METHOD(PlasmaAttack, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
}
#endif
-
-#endif
#include "tesla.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
spawnfunc(turret_tesla) { if (!turret_initialize(this, TUR_TESLA)) delete(this); }
}
#endif
-#endif
#include "tesla_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
entity toast(entity actor, entity from, float range, float damage);
}
#endif
-
-#endif
#include "walker.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_turrets_unit_walker_melee_damage;
void walker_rocket_explode(entity this)
{
RadiusDamage (this, this.owner, (autocvar_g_turrets_unit_walker_rocket_damage), 0, (autocvar_g_turrets_unit_walker_rocket_radius), this, NULL, (autocvar_g_turrets_unit_walker_rocket_force), DEATH_TURRET_WALK_ROCKET.m_id, NULL);
- delete (this);
+ delete(this);
}
void walker_rocket_touch(entity this, entity toucher)
}
#endif // CSQC
-#endif
#include "walker_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
SOUND(WalkerTurretAttack_FIRE, W_Sound("electro_fire"));
}
#endif
-
-#endif
#include "util.qh"
+
+#ifdef SVQC
+
/*
* Update this.tur_shotorg by getting up2date bone info
* NOTICE this func overwrites the global v_forward, v_right and v_up vectors.
SUB_SetFade(e,time,f_time);
}
#endif
+
+#endif
#pragma once
+#ifdef SVQC
+
float turret_tag_fire_update(entity this);
void FireImoBeam(entity this, vector start, vector end, vector smin, vector smax, float bforce, float f_dmg, float f_velfactor, float deathtype);
+
+#endif
if(cvar("developer"))
{
- LOG_INFO("Verifying vector compression table...\n");
+ LOG_INFO("Verifying vector compression table...");
for(i = 0x0F00; i < 0xFFFF; ++i)
if(i != compressShortVector(decompressShortVector(i)))
{
- LOG_INFO("BROKEN vector compression: ", ftos(i));
- LOG_INFO(" -> ", vtos(decompressShortVector(i)));
- LOG_INFO(" -> ", ftos(compressShortVector(decompressShortVector(i))));
- LOG_INFO("\n");
+ LOG_INFOF(
+ "BROKEN vector compression: %s -> %s -> %s",
+ ftos(i),
+ vtos(decompressShortVector(i)),
+ ftos(compressShortVector(decompressShortVector(i)))
+ );
error("b0rk");
}
- LOG_INFO("Done.\n");
+ LOG_INFO("Done.");
}
}
if(!cvar_type(tmp_cvar))
{
- LOG_INFOF("Error: cvar %s doesn't exist!\n", tmp_cvar);
+ LOG_INFOF("Error: cvar %s doesn't exist!", tmp_cvar);
return 0;
}
++j;
}
else
- LOG_INFOF("Error: cvar %s doesn't exist anymore! It can still be restored once it's manually recreated.\n", it.netname);
+ LOG_INFOF("Error: cvar %s doesn't exist anymore! It can still be restored once it's manually recreated.", it.netname);
});
#else
++j;
}
else
- print(sprintf("Error: cvar %s doesn't exist anymore! It can still be restored once it's manually recreated.\n", e.netname));
+ print(sprintf("Error: cvar %s doesn't exist anymore! It can still be restored once it's manually recreated.", e.netname));
}
#endif
{
if(shutdown_running)
{
- LOG_INFO("Recursive shutdown detected! Only restoring cvars...\n");
+ LOG_INFO("Recursive shutdown detected! Only restoring cvars...");
}
else
{
// for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
-// adding just 0.4 for race times so it rounds down in the .5 case (matching the timer display)
-// FIXME it doesn't round properly
-#define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
+#define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.5)
const int TIME_DECIMALS = 2;
const float TIME_FACTOR = 100;
+++ /dev/null
-#include "_all.qh"
-#include "_mod.inc"
+++ /dev/null
-#pragma once
-#include "_mod.qh"
#ifdef SVQC
#include <common/vehicles/sv_vehicles.qc>
#endif
+
+#include <common/vehicles/vehicle/_mod.inc>
#ifdef SVQC
#include <common/vehicles/sv_vehicles.qh>
#endif
+
+#include <common/vehicles/vehicle/_mod.qh>
#include "all.qh"
-#ifndef VEHICLES_ALL_C
-#define VEHICLES_ALL_C
REGISTER_NET_LINKED(ENT_CLIENT_AUXILIARYXHAIR)
-
-#if defined(SVQC)
- #include "sv_vehicles.qc"
-#elif defined(CSQC)
- #include "cl_vehicles.qc"
-#endif
-
-#define IMPLEMENTATION
-#include "vehicle/_mod.inc"
-#undef IMPLEMENTATION
-
-#endif
REGISTER_VEHICLE(Null, NEW(Vehicle));
-#include "vehicle/_mod.inc"
+#include "vehicle/_mod.qh"
this.event_damage = func_null;
RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
- delete (this);
+ delete(this);
}
void vehicles_projectile_explode_think(entity this)
.int hud = _STAT(HUD);
.float dmg_time;
+.float play_time;
+
.int volly_counter;
const int MAX_AXH = 4;
#include "bumblebee.qh"
-#ifdef IMPLEMENTATION
-
const float BRG_SETUP = 2;
const float BRG_START = 4;
const float BRG_END = 8;
// Pitch
ftmp = 0;
- if(this.movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
+ if(CS(this).movement.x > 0 && vang.x < autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = 4;
- else if(this.movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
+ else if(CS(this).movement.x < 0 && vang.x > -autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = -8;
newvel.x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel.x , autocvar_g_vehicle_bumblebee_pitchlimit);
makevectors('0 1 0' * vehic.angles.y);
newvel = vehic.velocity * -autocvar_g_vehicle_bumblebee_friction;
- if(this.movement.x != 0)
+ if(CS(this).movement.x != 0)
{
- if(this.movement.x > 0)
+ if(CS(this).movement.x > 0)
newvel += v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
- else if(this.movement.x < 0)
+ else if(CS(this).movement.x < 0)
newvel -= v_forward * autocvar_g_vehicle_bumblebee_speed_forward;
}
- if(this.movement.y != 0)
+ if(CS(this).movement.y != 0)
{
- if(this.movement.y < 0)
+ if(CS(this).movement.y < 0)
newvel -= v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
- else if(this.movement.y > 0)
+ else if(CS(this).movement.y > 0)
newvel += v_right * autocvar_g_vehicle_bumblebee_speed_strafe;
ftmp = newvel * v_right;
ftmp *= dt * 0.1;
newvel += v_up * autocvar_g_vehicle_bumblebee_speed_up;
vehic.velocity += newvel * dt;
- this.velocity = this.movement = vehic.velocity;
+ this.velocity = CS(this).movement = vehic.velocity;
if(autocvar_g_vehicle_bumblebee_healgun_locktime)
}
#endif
-#endif
#include "bumblebee_weapons.qh"
-#ifdef IMPLEMENTATION
-
REGISTER_NET_LINKED(ENT_CLIENT_BUMBLE_RAYGUN)
#ifdef SVQC
}
#endif
-
-#endif
#include "racer.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
#include <common/triggers/trigger/impulse.qh>
vector df = vehic.velocity * -autocvar_g_vehicle_racer_friction;
//vehic.velocity_z = ftmp;
- if(this.movement)
+ if(CS(this).movement)
{
if(cont & DPCONTENTS_LIQUIDSMASK)
{
- if(this.movement_x) { df += v_forward * ((this.movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
- if(this.movement_y) { df += v_right * ((this.movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
+ if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_water_speed_forward : -autocvar_g_vehicle_racer_water_speed_forward); }
+ if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_water_speed_strafe : -autocvar_g_vehicle_racer_water_speed_strafe); }
}
else
{
- if(this.movement_x) { df += v_forward * ((this.movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
- if(this.movement_y) { df += v_right * ((this.movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
+ if(CS(this).movement_x) { df += v_forward * ((CS(this).movement_x > 0) ? autocvar_g_vehicle_racer_speed_forward : -autocvar_g_vehicle_racer_speed_forward); }
+ if(CS(this).movement_y) { df += v_right * ((CS(this).movement_y > 0) ? autocvar_g_vehicle_racer_speed_strafe : -autocvar_g_vehicle_racer_speed_strafe); }
}
#ifdef SVQC
dforce = autocvar_g_vehicle_racer_water_downforce;
df -= v_up * (vlen(vehic.velocity) * dforce);
- this.movement = vehic.velocity += df * dt;
+ CS(this).movement = vehic.velocity += df * dt;
#ifdef SVQC
AuxiliaryXhair[0].axh_image = vCROSS_LOCK; // Rocket
#endif
}
-
-#endif
#include "racer_weapon.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void racer_fire_rocket(entity player, vector org, vector dir, entity trg);
}
#endif
-
-#endif
#include "raptor.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
bool autocvar_g_vehicle_raptor = true;
// Pitch
ftmp = 0;
- if(this.movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
- else if(this.movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
+ if(CS(this).movement_x > 0 && vang_x < autocvar_g_vehicle_raptor_pitchlimit) ftmp = 5;
+ else if(CS(this).movement_x < 0 && vang_x > -autocvar_g_vehicle_raptor_pitchlimit) ftmp = -20;
df_x = bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x , autocvar_g_vehicle_raptor_pitchlimit);
ftmp = vang_x - bound(-autocvar_g_vehicle_raptor_pitchlimit, df_x + ftmp, autocvar_g_vehicle_raptor_pitchlimit);
df = vehic.velocity * -autocvar_g_vehicle_raptor_friction;
- if(this.movement_x != 0)
+ if(CS(this).movement_x != 0)
{
- if(this.movement_x > 0)
+ if(CS(this).movement_x > 0)
df += v_forward * autocvar_g_vehicle_raptor_speed_forward;
- else if(this.movement_x < 0)
+ else if(CS(this).movement_x < 0)
df -= v_forward * autocvar_g_vehicle_raptor_speed_forward;
}
- if(this.movement_y != 0)
+ if(CS(this).movement_y != 0)
{
- if(this.movement_y < 0)
+ if(CS(this).movement_y < 0)
df -= v_right * autocvar_g_vehicle_raptor_speed_strafe;
- else if(this.movement_y > 0)
+ else if(CS(this).movement_y > 0)
df += v_right * autocvar_g_vehicle_raptor_speed_strafe;
- vehic.angles_z = bound(-30,vehic.angles_z + (this.movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
+ vehic.angles_z = bound(-30,vehic.angles_z + (CS(this).movement_y / autocvar_g_vehicle_raptor_speed_strafe),30);
}
else
{
df += v_up * autocvar_g_vehicle_raptor_speed_up;
vehic.velocity += df * dt;
- this.velocity = this.movement = vehic.velocity;
+ this.velocity = CS(this).movement = vehic.velocity;
setorigin(this, vehic.origin + '0 0 32');
this.oldorigin = this.origin; // negate fall damage
}
#endif
-#endif
#include "raptor_weapons.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
METHOD(RaptorCannon, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
}
#endif
-
-#endif
#include "spiderbot.qh"
-#ifdef IMPLEMENTATION
-
const int SBRM_FIRST = 1;
const int SBRM_VOLLY = 1;
const int SBRM_GUIDE = 2;
}
if (!PHYS_INPUT_BUTTON_JUMP(this))
- PHYS_INPUT_BUTTON_JUMP(vehic) = false;
+ vehic.button2 = false;
- if((IS_ONGROUND(vehic)) && PHYS_INPUT_BUTTON_JUMP(this) && !PHYS_INPUT_BUTTON_JUMP(vehic) && vehic.tur_head.wait < time)
+ if((IS_ONGROUND(vehic)) && PHYS_INPUT_BUTTON_JUMP(this) && !vehic.button2 && vehic.tur_head.wait < time)
{
sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_SPIDERBOT_JUMP, VOL_VEHICLEENGINE, ATTEN_NORM);
//dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n");
vehic.tur_head.wait = time + 2;
vehic.jump_delay = time + 2;
- PHYS_INPUT_BUTTON_JUMP(vehic) = true; // set spider's jump
+ vehic.button2 = true; // set spider's jump
//PHYS_INPUT_BUTTON_JUMP(this) = false;
vector movefix = '0 0 0';
- if(this.movement_x > 0) movefix_x = 1;
- if(this.movement_x < 0) movefix_x = -1;
- if(this.movement_y > 0) movefix_y = 1;
- if(this.movement_y < 0) movefix_y = -1;
+ if(CS(this).movement_x > 0) movefix_x = 1;
+ if(CS(this).movement_x < 0) movefix_x = -1;
+ if(CS(this).movement_y > 0) movefix_y = 1;
+ if(CS(this).movement_y < 0) movefix_y = -1;
vector rt = movefix_y * v_right;
vector sd = movefix_x * v_forward;
}
else if(time >= vehic.jump_delay)
{
- if(!this.movement)
+ if(!CS(this).movement)
{
if(IS_ONGROUND(vehic))
{
else
{
// Turn Body
- if(this.movement_x == 0 && this.movement_y != 0)
+ if(CS(this).movement_x == 0 && CS(this).movement_y != 0)
ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * PHYS_INPUT_FRAMETIME;
else
ftmp = autocvar_g_vehicle_spiderbot_turnspeed * PHYS_INPUT_FRAMETIME;
vehic.angles_y = anglemods(vehic.angles_y + ftmp);
vehic.tur_head.angles_y -= ftmp;
- if(this.movement_x != 0)
+ if(CS(this).movement_x != 0)
{
- if(this.movement_x > 0)
+ if(CS(this).movement_x > 0)
{
- this.movement_x = 1;
+ CS(this).movement_x = 1;
if(IS_ONGROUND(vehic))
vehic.frame = 0;
}
- else if(this.movement_x < 0)
+ else if(CS(this).movement_x < 0)
{
- this.movement_x = -1;
+ CS(this).movement_x = -1;
if(IS_ONGROUND(vehic))
vehic.frame = 1;
}
- this.movement_y = 0;
+ CS(this).movement_y = 0;
float oldvelz = vehic.velocity_z;
- movelib_move_simple(vehic, normalize(v_forward * this.movement_x),((PHYS_INPUT_BUTTON_JUMP(this)) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
+ movelib_move_simple(vehic, normalize(v_forward * CS(this).movement_x),((PHYS_INPUT_BUTTON_JUMP(this)) ? autocvar_g_vehicle_spiderbot_speed_run : autocvar_g_vehicle_spiderbot_speed_walk),autocvar_g_vehicle_spiderbot_movement_inertia);
vehic.velocity_z = oldvelz;
float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
if(vehic.velocity_z <= 20) // not while jumping
//dprint("spiderbot_walk:", ftos(soundlength("vehicles/spiderbot_walk.wav")), "\n");
}
}
- else if(this.movement_y != 0)
+ else if(CS(this).movement_y != 0)
{
- if(this.movement_y < 0)
+ if(CS(this).movement_y < 0)
{
- this.movement_y = -1;
+ CS(this).movement_y = -1;
if(IS_ONGROUND(vehic))
vehic.frame = 2;
}
- else if(this.movement_y > 0)
+ else if(CS(this).movement_y > 0)
{
- this.movement_y = 1;
+ CS(this).movement_y = 1;
if(IS_ONGROUND(vehic))
vehic.frame = 3;
}
float oldvelz = vehic.velocity_z;
- movelib_move_simple(vehic, normalize(v_right * this.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
+ movelib_move_simple(vehic, normalize(v_right * CS(this).movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
vehic.velocity_z = oldvelz;
float g = ((autocvar_sv_gameplayfix_gravityunaffectedbyticrate) ? 0.5 : 1);
if(vehic.velocity_z <= 20) // not while jumping
}
#endif
-#endif
#include "spiderbot_weapons.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
void spiderbot_rocket_artillery(entity this)
}
#endif
-
-#endif
if(this.viewloc.goalentity == this.viewloc.enemy)
return; // we can't side-scroll in this case
- vector old_movement = this.movement;
- this.movement_x = old_movement_y;
- this.movement_y = 0;
+ vector old_movement = PHYS_CS(this).movement;
+ PHYS_CS(this).movement_x = old_movement_y;
+ PHYS_CS(this).movement_y = 0;
- if(this.movement_x < 0)
- this.movement_x = -this.movement_x;
+ if(PHYS_CS(this).movement_x < 0)
+ PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
vector level_start, level_end;
level_start = this.viewloc.enemy.origin;
forward = vectoangles(normalize(level_end - level_start));
backward = vectoangles(normalize(level_start - level_end));
- if(this.movement_x < 0) // left
+ if(PHYS_CS(this).movement_x < 0) // left
this.angles_y = backward_y;
- if(this.movement_x > 0) // right
+ if(PHYS_CS(this).movement_x > 0) // right
this.angles_y = forward_y;
if(old_movement_x > 0)
// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
// core weapons
-#include "weapon/blaster.qc"
-#include "weapon/shotgun.qc"
-#include "weapon/machinegun.qc"
-#include "weapon/mortar.qc"
-#include "weapon/minelayer.qc"
-#include "weapon/electro.qc"
-#include "weapon/crylink.qc"
-#include "weapon/vortex.qc"
-#include "weapon/hagar.qc"
-#include "weapon/devastator.qc"
+#include "weapon/blaster.qh"
+#include "weapon/shotgun.qh"
+#include "weapon/machinegun.qh"
+#include "weapon/mortar.qh"
+#include "weapon/minelayer.qh"
+#include "weapon/electro.qh"
+#include "weapon/crylink.qh"
+#include "weapon/vortex.qh"
+#include "weapon/hagar.qh"
+#include "weapon/devastator.qh"
// other weapons
-#include "weapon/porto.qc"
-#include "weapon/vaporizer.qc"
-#include "weapon/hook.qc"
-#include "weapon/hlac.qc"
-#include "weapon/tuba.qc"
-#include "weapon/rifle.qc"
-#include "weapon/fireball.qc"
-#include "weapon/seeker.qc"
-#include "weapon/shockwave.qc"
-#include "weapon/arc.qc"
+#include "weapon/porto.qh"
+#include "weapon/vaporizer.qh"
+#include "weapon/hook.qh"
+#include "weapon/hlac.qh"
+#include "weapon/tuba.qh"
+#include "weapon/rifle.qh"
+#include "weapon/fireball.qh"
+#include "weapon/seeker.qh"
+#include "weapon/shockwave.qh"
+#include "weapon/arc.qh"
#ifdef SVQC
#include "config.qc"
#endif
-#define IMPLEMENTATION
-#include "all.inc"
-#undef IMPLEMENTATION
+
+#include "weapon/_mod.inc"
+
// WEAPON PLUGIN SYSTEM
return W_FixWeaponOrder(order, 1);
}
-void W_RandomWeapons(entity e, float n)
+void W_RandomWeapons(entity e, int n)
{
- int i;
- WepSet remaining;
- WepSet result;
- remaining = e.weapons;
- result = '0 0 0';
- for (i = 0; i < n; ++i)
+ WepSet remaining = e.weapons;
+ WepSet result = '0 0 0';
+ for (int j = 0; j < n; ++j)
{
RandomSelection_Init();
FOREACH(Weapons, it != WEP_Null, {
}
default:
{
- LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
+ LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
}
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
- LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");
+ LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
+ LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
return;
}
}
#include <common/stats.qh>
#include "config.qh"
-// weapon sets
-USING(WepSet, vector);
+#include "weapon.qh"
+
#ifdef SVQC
void WriteWepSet(float dest, WepSet w);
#endif
WepSet ReadWepSet();
#endif
-#include "weapon.qh"
-
#ifdef GAMEQC
#include "calculations.qh"
#include "projectiles.qh"
if(wep_config_file >= 0)
{
Dump_Weapon_Settings();
- LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename);
fclose(wep_config_file);
wep_config_file = -1;
wep_config_alsoprint = -1;
}
else
{
- LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
}
#else
- LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
+ LOG_INFO(_("Weapons dump command only works with sv_cmd."));
#endif
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
- LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
- LOG_INFO(" if supplied with '-' output to console as well as default,\n");
- LOG_INFO(" if left blank, it will only write to default.\n");
+ LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
+ LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
+ LOG_INFO(" if supplied with '-' output to console as well as default,");
+ LOG_INFO(" if left blank, it will only write to default.");
return;
}
}
v = explosion_calcpush(explosion_f * speedfactor, m, target_v, 1, 0);
// the factor we then get is:
// 1
- LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f\n",
+ LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f",
m,
target_v, target_v + v,
target_v * target_v, m * explosion_f * speedfactor * explosion_f * speedfactor, target_v * target_v + m * explosion_f * speedfactor * explosion_f * speedfactor,
WEP_CONFIG_WRITETOFILE("// }}}\n");
// step 5: debug info
- LOG_INFO(sprintf("#%d: %s: %d settings...\n", i, it.m_name, WEP_CONFIG_COUNT));
+ LOG_INFOF("#%d: %s: %d settings...", i, it.m_name, WEP_CONFIG_COUNT);
totalweapons += 1;
totalsettings += WEP_CONFIG_COUNT;
});
config_queue[x] = string_null;
// extra information
- LOG_INFO(sprintf("Totals: %d weapons, %d settings\n", totalweapons, totalsettings));
+ LOG_INFOF("Totals: %d weapons, %d settings", totalweapons, totalsettings);
}
#include <common/stats.qh>
#ifdef SVQC
-#include <common/effects/qc/all.qh>
+#include <common/effects/qc/_mod.qh>
#endif
+USING(WepSet, vector);
+
const int MAX_WEAPONSLOTS = 2;
.entity weaponentities[MAX_WEAPONSLOTS];
const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded
const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = 0x4000; // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
// variables:
string weaponorder_byid;
string W_FixWeaponOrder_BuildImpulseList(string o);
string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, float n);
+void W_RandomWeapons(entity e, int n);
string GetAmmoPicture(.int ammotype);
#include "arc.qh"
-#ifndef IMPLEMENTATION
-CLASS(Arc, Weapon)
-/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Arc, impulse, int, 3);
-/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
-/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
-/* modelname */ ATTRIB(Arc, mdl, string, "arc");
-#ifdef GAMEQC
-/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
-#endif
-/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
-/* refname */ ATTRIB(Arc, netname, string, "arc");
-/* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, bolt, float, NONE) \
- P(class, prefix, bolt_ammo, float, NONE) \
- P(class, prefix, bolt_damageforcescale, float, NONE) \
- P(class, prefix, bolt_damage, float, NONE) \
- P(class, prefix, bolt_edgedamage, float, NONE) \
- P(class, prefix, bolt_force, float, NONE) \
- P(class, prefix, bolt_health, float, NONE) \
- P(class, prefix, bolt_lifetime, float, NONE) \
- P(class, prefix, bolt_radius, float, NONE) \
- P(class, prefix, bolt_refire, float, NONE) \
- P(class, prefix, bolt_speed, float, NONE) \
- P(class, prefix, bolt_spread, float, NONE) \
- P(class, prefix, beam_ammo, float, NONE) \
- P(class, prefix, beam_animtime, float, NONE) \
- P(class, prefix, beam_botaimlifetime, float, NONE) \
- P(class, prefix, beam_botaimspeed, float, NONE) \
- P(class, prefix, beam_damage, float, NONE) \
- P(class, prefix, beam_degreespersegment, float, NONE) \
- P(class, prefix, beam_distancepersegment, float, NONE) \
- P(class, prefix, beam_falloff_halflifedist, float, NONE) \
- P(class, prefix, beam_falloff_maxdist, float, NONE) \
- P(class, prefix, beam_falloff_mindist, float, NONE) \
- P(class, prefix, beam_force, float, NONE) \
- P(class, prefix, beam_healing_amax, float, NONE) \
- P(class, prefix, beam_healing_aps, float, NONE) \
- P(class, prefix, beam_healing_hmax, float, NONE) \
- P(class, prefix, beam_healing_hps, float, NONE) \
- P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
- P(class, prefix, beam_maxangle, float, NONE) \
- P(class, prefix, beam_nonplayerdamage, float, NONE) \
- P(class, prefix, beam_range, float, NONE) \
- P(class, prefix, beam_refire, float, NONE) \
- P(class, prefix, beam_returnspeed, float, NONE) \
- P(class, prefix, beam_tightness, float, NONE) \
- P(class, prefix, burst_ammo, float, NONE) \
- P(class, prefix, burst_damage, float, NONE) \
- P(class, prefix, burst_healing_aps, float, NONE) \
- P(class, prefix, burst_healing_hps, float, NONE) \
- P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
- P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
- P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
- P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
- P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Arc, arc)
-#undef X
-
-ENDCLASS(Arc)
-REGISTER_WEAPON(ARC, arc, NEW(Arc));
-
-
-#ifdef GAMEQC
-const float ARC_MAX_SEGMENTS = 20;
-vector arc_shotorigin[4];
-.vector beam_start;
-.vector beam_dir;
-.vector beam_wantdir;
-.int beam_type;
-
-const int ARC_BT_MISS = 0x00;
-const int ARC_BT_WALL = 0x01;
-const int ARC_BT_HEAL = 0x02;
-const int ARC_BT_HIT = 0x03;
-const int ARC_BT_BURST_MISS = 0x10;
-const int ARC_BT_BURST_WALL = 0x11;
-const int ARC_BT_BURST_HEAL = 0x12;
-const int ARC_BT_BURST_HIT = 0x13;
-const int ARC_BT_BURSTMASK = 0x10;
-
-const int ARC_SF_SETTINGS = BIT(0);
-const int ARC_SF_START = BIT(1);
-const int ARC_SF_WANTDIR = BIT(2);
-const int ARC_SF_BEAMDIR = BIT(3);
-const int ARC_SF_BEAMTYPE = BIT(4);
-const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
-#endif
-#ifdef SVQC
-.entity arc_beam;
-.bool arc_BUTTON_ATCK_prev; // for better animation control
-.float beam_prev;
-.float beam_initialized;
-.float beam_bursting;
-.float beam_teleporttime;
-.float beam_heat; // (beam) amount of heat produced
-.float arc_overheat; // (dropped arc/player) time during which it's too hot
-.float arc_cooldown; // (dropped arc/player) cooling speed
-.float arc_heat_percent = _STAT(ARC_HEAT);
-.float arc_smoke_sound;
-#endif
-#ifdef CSQC
-.vector beam_color;
-.float beam_alpha;
-.float beam_thickness;
-.entity beam_traileffect;
-.entity beam_hiteffect;
-.float beam_hitlight[4]; // 0: radius, 123: rgb
-.entity beam_muzzleeffect;
-.float beam_muzzlelight[4]; // 0: radius, 123: rgb
-.string beam_image;
-
-.entity beam_muzzleentity;
-
-.float beam_degreespersegment;
-.float beam_distancepersegment;
-.float beam_usevieworigin;
-.float beam_initialized;
-.float beam_maxangle;
-.float beam_range;
-.float beam_returnspeed;
-.float beam_tightness;
-.vector beam_shotorigin;
-
-entity Draw_ArcBeam_callback_entity;
-float Draw_ArcBeam_callback_last_thickness;
-vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
-vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
}
#endif
-#endif
#pragma once
+
+CLASS(Arc, Weapon)
+/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Arc, impulse, int, 3);
+/* flags */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
+/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
+/* modelname */ ATTRIB(Arc, mdl, string, "arc");
+#ifdef GAMEQC
+/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname */ ATTRIB(Arc, netname, string, "arc");
+/* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, bolt, float, NONE) \
+ P(class, prefix, bolt_ammo, float, NONE) \
+ P(class, prefix, bolt_damageforcescale, float, NONE) \
+ P(class, prefix, bolt_damage, float, NONE) \
+ P(class, prefix, bolt_edgedamage, float, NONE) \
+ P(class, prefix, bolt_force, float, NONE) \
+ P(class, prefix, bolt_health, float, NONE) \
+ P(class, prefix, bolt_lifetime, float, NONE) \
+ P(class, prefix, bolt_radius, float, NONE) \
+ P(class, prefix, bolt_refire, float, NONE) \
+ P(class, prefix, bolt_speed, float, NONE) \
+ P(class, prefix, bolt_spread, float, NONE) \
+ P(class, prefix, beam_ammo, float, NONE) \
+ P(class, prefix, beam_animtime, float, NONE) \
+ P(class, prefix, beam_botaimlifetime, float, NONE) \
+ P(class, prefix, beam_botaimspeed, float, NONE) \
+ P(class, prefix, beam_damage, float, NONE) \
+ P(class, prefix, beam_degreespersegment, float, NONE) \
+ P(class, prefix, beam_distancepersegment, float, NONE) \
+ P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+ P(class, prefix, beam_falloff_maxdist, float, NONE) \
+ P(class, prefix, beam_falloff_mindist, float, NONE) \
+ P(class, prefix, beam_force, float, NONE) \
+ P(class, prefix, beam_healing_amax, float, NONE) \
+ P(class, prefix, beam_healing_aps, float, NONE) \
+ P(class, prefix, beam_healing_hmax, float, NONE) \
+ P(class, prefix, beam_healing_hps, float, NONE) \
+ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+ P(class, prefix, beam_maxangle, float, NONE) \
+ P(class, prefix, beam_nonplayerdamage, float, NONE) \
+ P(class, prefix, beam_range, float, NONE) \
+ P(class, prefix, beam_refire, float, NONE) \
+ P(class, prefix, beam_returnspeed, float, NONE) \
+ P(class, prefix, beam_tightness, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_damage, float, NONE) \
+ P(class, prefix, burst_healing_aps, float, NONE) \
+ P(class, prefix, burst_healing_hps, float, NONE) \
+ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+ P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
+ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Arc, arc)
+#undef X
+
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+
+
+#ifdef GAMEQC
+const float ARC_MAX_SEGMENTS = 20;
+vector arc_shotorigin[4];
+.vector beam_start;
+.vector beam_dir;
+.vector beam_wantdir;
+.int beam_type;
+
+const int ARC_BT_MISS = 0x00;
+const int ARC_BT_WALL = 0x01;
+const int ARC_BT_HEAL = 0x02;
+const int ARC_BT_HIT = 0x03;
+const int ARC_BT_BURST_MISS = 0x10;
+const int ARC_BT_BURST_WALL = 0x11;
+const int ARC_BT_BURST_HEAL = 0x12;
+const int ARC_BT_BURST_HIT = 0x13;
+const int ARC_BT_BURSTMASK = 0x10;
+
+const int ARC_SF_SETTINGS = BIT(0);
+const int ARC_SF_START = BIT(1);
+const int ARC_SF_WANTDIR = BIT(2);
+const int ARC_SF_BEAMDIR = BIT(3);
+const int ARC_SF_BEAMTYPE = BIT(4);
+const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
+#endif
+#ifdef SVQC
+.entity arc_beam;
+.bool arc_BUTTON_ATCK_prev; // for better animation control
+.float beam_prev;
+.float beam_initialized;
+.float beam_bursting;
+.float beam_teleporttime;
+.float beam_heat; // (beam) amount of heat produced
+.float arc_overheat; // (dropped arc/player) time during which it's too hot
+.float arc_cooldown; // (dropped arc/player) cooling speed
+.float arc_heat_percent = _STAT(ARC_HEAT);
+.float arc_smoke_sound;
+#endif
+#ifdef CSQC
+
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.entity beam_traileffect;
+.entity beam_hiteffect;
+.float beam_hitlight[4]; // 0: radius, 123: rgb
+.entity beam_muzzleeffect;
+.float beam_muzzlelight[4]; // 0: radius, 123: rgb
+.string beam_image;
+
+.entity beam_muzzleentity;
+
+.float beam_degreespersegment;
+.float beam_distancepersegment;
+.float beam_usevieworigin;
+.float beam_initialized;
+.float beam_maxangle;
+.float beam_range;
+.float beam_returnspeed;
+.float beam_tightness;
+.vector beam_shotorigin;
+
+entity Draw_ArcBeam_callback_entity;
+float Draw_ArcBeam_callback_last_thickness;
+vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
+vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
+#endif
#include "blaster.qh"
-#ifndef IMPLEMENTATION
-CLASS(Blaster, Weapon)
-/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(Blaster, impulse, int, 1);
-/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
-/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
-#ifdef GAMEQC
-/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
-/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
-/* refname */ ATTRIB(Blaster, netname, string, "blaster");
-/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, delay, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, force_zscale, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shotangle, float, BOTH) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Blaster, blaster)
-#undef X
-
-ENDCLASS(Blaster)
-REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
-#ifdef SVQC
-.float blaster_damage;
-.float blaster_edgedamage;
-.float blaster_radius;
-.float blaster_force;
-.float blaster_lifetime;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
}
#endif
-#endif
#pragma once
+
+CLASS(Blaster, Weapon)
+/* ammotype */ //ATTRIB(Blaster, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Blaster, impulse, int, 1);
+/* flags */ ATTRIB(Blaster, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Blaster, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(Blaster, wpcolor, vector, '1 0.5 0.5');
+/* modelname */ ATTRIB(Blaster, mdl, string, "laser");
+#ifdef GAMEQC
+/* model */ ATTRIB(Blaster, m_model, Model, MDL_BLASTER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Blaster, w_crosshair, string, "gfx/crosshairlaser");
+/* crosshair */ ATTRIB(Blaster, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Blaster, model2, string, "weaponlaser");
+/* refname */ ATTRIB(Blaster, netname, string, "blaster");
+/* wepname */ ATTRIB(Blaster, m_name, string, _("Blaster"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, delay, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, force_zscale, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shotangle, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Blaster, blaster)
+#undef X
+
+ENDCLASS(Blaster)
+REGISTER_WEAPON(BLASTER, blaster, NEW(Blaster));
+
+#ifdef SVQC
+.float blaster_damage;
+.float blaster_edgedamage;
+.float blaster_radius;
+.float blaster_force;
+.float blaster_lifetime;
+#endif
#include "crylink.qh"
-#ifndef IMPLEMENTATION
-CLASS(Crylink, Weapon)
-/* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Crylink, impulse, int, 6);
-/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
-/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
-/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
-#ifdef GAMEQC
-/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
-#endif
-/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
-/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
-/* refname */ ATTRIB(Crylink, netname, string, "crylink");
-/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bouncedamagefactor, float, BOTH) \
- P(class, prefix, bounces, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, joindelay, float, BOTH) \
- P(class, prefix, joinexplode, float, BOTH) \
- P(class, prefix, joinexplode_damage, float, BOTH) \
- P(class, prefix, joinexplode_edgedamage, float, BOTH) \
- P(class, prefix, joinexplode_force, float, BOTH) \
- P(class, prefix, joinexplode_radius, float, BOTH) \
- P(class, prefix, joinspread, float, BOTH) \
- P(class, prefix, linkexplode, float, BOTH) \
- P(class, prefix, middle_fadetime, float, BOTH) \
- P(class, prefix, middle_lifetime, float, BOTH) \
- P(class, prefix, other_fadetime, float, BOTH) \
- P(class, prefix, other_lifetime, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shots, float, BOTH) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spreadtype, float, SEC) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Crylink, crylink)
-#undef X
-
-ENDCLASS(Crylink)
-REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
-#ifdef SVQC
-.float gravity;
-.float crylink_waitrelease;
-.entity crylink_lastgroup;
-
-.entity crylink_owner; // we can't use realowner, as that's subject to change
-
-.entity queuenext;
-.entity queueprev;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_crylink) { weapon_defaultspawnfunc(this, WEP_CRYLINK); }
}
}
#endif
-#endif
#pragma once
+
+CLASS(Crylink, Weapon)
+/* ammotype */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Crylink, impulse, int, 6);
+/* flags */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Crylink, bot_pickupbasevalue, float, 6000);
+/* color */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
+/* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
+#ifdef GAMEQC
+/* model */ ATTRIB(Crylink, m_model, Model, MDL_CRYLINK_ITEM);
+#endif
+/* crosshair */ ATTRIB(Crylink, w_crosshair, string, "gfx/crosshaircrylink");
+/* crosshair */ ATTRIB(Crylink, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Crylink, model2, string, "weaponcrylink");
+/* refname */ ATTRIB(Crylink, netname, string, "crylink");
+/* wepname */ ATTRIB(Crylink, m_name, string, _("Crylink"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncedamagefactor, float, BOTH) \
+ P(class, prefix, bounces, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, joindelay, float, BOTH) \
+ P(class, prefix, joinexplode, float, BOTH) \
+ P(class, prefix, joinexplode_damage, float, BOTH) \
+ P(class, prefix, joinexplode_edgedamage, float, BOTH) \
+ P(class, prefix, joinexplode_force, float, BOTH) \
+ P(class, prefix, joinexplode_radius, float, BOTH) \
+ P(class, prefix, joinspread, float, BOTH) \
+ P(class, prefix, linkexplode, float, BOTH) \
+ P(class, prefix, middle_fadetime, float, BOTH) \
+ P(class, prefix, middle_lifetime, float, BOTH) \
+ P(class, prefix, other_fadetime, float, BOTH) \
+ P(class, prefix, other_lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spreadtype, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Crylink, crylink)
+#undef X
+
+ENDCLASS(Crylink)
+REGISTER_WEAPON(CRYLINK, crylink, NEW(Crylink));
+
+#ifdef SVQC
+.float gravity;
+.float crylink_waitrelease;
+.entity crylink_lastgroup;
+
+.entity crylink_owner; // we can't use realowner, as that's subject to change
+
+.entity queuenext;
+.entity queueprev;
+#endif
#include "devastator.qh"
-#ifndef IMPLEMENTATION
-CLASS(Devastator, Weapon)
-/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Devastator, impulse, int, 9);
-/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
-/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
-#ifdef GAMEQC
-/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
-/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
-/* refname */ ATTRIB(Devastator, netname, string, "devastator");
-/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, detonatedelay, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, guidedelay, float, NONE) \
- P(class, prefix, guidegoal, float, NONE) \
- P(class, prefix, guideratedelay, float, NONE) \
- P(class, prefix, guiderate, float, NONE) \
- P(class, prefix, guidestop, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, remote_damage, float, NONE) \
- P(class, prefix, remote_edgedamage, float, NONE) \
- P(class, prefix, remote_force, float, NONE) \
- P(class, prefix, remote_jump_damage, float, NONE) \
- P(class, prefix, remote_jump_force, float, NONE) \
- P(class, prefix, remote_jump_radius, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
- P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
- P(class, prefix, remote_radius, float, NONE) \
- P(class, prefix, speedaccel, float, NONE) \
- P(class, prefix, speedstart, float, NONE) \
- P(class, prefix, speed, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Devastator, devastator)
-#undef X
-
-ENDCLASS(Devastator)
-REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
-#ifdef SVQC
-.float rl_release;
-.float rl_detonate_later;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_devastator) { weapon_defaultspawnfunc(this, WEP_DEVASTATOR); }
spawnfunc(weapon_rocketlauncher) { spawnfunc_weapon_devastator(this); }
#if 0
if(actor.rl_release == 0)
{
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: TRUE", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo));
return true;
}
else
{
ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(devastator, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_DEVASTATOR.m_id]) >= WEP_CVAR(devastator, ammo);
- LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s\n", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
+ LOG_INFOF("W_Devastator(WR_CHECKAMMO1): %d, %.2f, %d: %s", actor.rl_release, actor.(thiswep.ammo_field), WEP_CVAR(devastator, ammo), (ammo_amount ? "TRUE" : "FALSE"));
return ammo_amount;
}
#else
}
#endif
-#endif
#pragma once
+
+CLASS(Devastator, Weapon)
+/* ammotype */ ATTRIB(Devastator, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Devastator, impulse, int, 9);
+/* flags */ ATTRIB(Devastator, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Devastator, bot_pickupbasevalue, float, 8000);
+/* color */ ATTRIB(Devastator, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(Devastator, mdl, string, "rl");
+#ifdef GAMEQC
+/* model */ ATTRIB(Devastator, m_model, Model, MDL_DEVASTATOR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Devastator, w_crosshair, string, "gfx/crosshairrocketlauncher");
+/* crosshair */ ATTRIB(Devastator, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Devastator, model2, string, "weaponrocketlauncher");
+/* refname */ ATTRIB(Devastator, netname, string, "devastator");
+/* wepname */ ATTRIB(Devastator, m_name, string, _("Devastator"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, guidedelay, float, NONE) \
+ P(class, prefix, guidegoal, float, NONE) \
+ P(class, prefix, guideratedelay, float, NONE) \
+ P(class, prefix, guiderate, float, NONE) \
+ P(class, prefix, guidestop, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_jump_damage, float, NONE) \
+ P(class, prefix, remote_jump_force, float, NONE) \
+ P(class, prefix, remote_jump_radius, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_add, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_max, float, NONE) \
+ P(class, prefix, remote_jump_velocity_z_min, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speedaccel, float, NONE) \
+ P(class, prefix, speedstart, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Devastator, devastator)
+#undef X
+
+ENDCLASS(Devastator)
+REGISTER_WEAPON(DEVASTATOR, devastator, NEW(Devastator));
+
+#ifdef SVQC
+.float rl_release;
+.float rl_detonate_later;
+#endif
#include "electro.qh"
-#ifndef IMPLEMENTATION
-CLASS(Electro, Weapon)
-/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Electro, impulse, int, 5);
-/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
-/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
-/* modelname */ ATTRIB(Electro, mdl, string, "electro");
-#ifdef GAMEQC
-/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
-#endif
-/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
-/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
-/* refname */ ATTRIB(Electro, netname, string, "electro");
-/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bouncefactor, float, SEC) \
- P(class, prefix, bouncestop, float, SEC) \
- P(class, prefix, comboradius, float, PRI) \
- P(class, prefix, combo_comboradius, float, NONE) \
- P(class, prefix, combo_comboradius_thruwall, float, NONE) \
- P(class, prefix, combo_damage, float, NONE) \
- P(class, prefix, combo_edgedamage, float, NONE) \
- P(class, prefix, combo_force, float, NONE) \
- P(class, prefix, combo_radius, float, NONE) \
- P(class, prefix, combo_safeammocheck, float, NONE) \
- P(class, prefix, combo_speed, float, NONE) \
- P(class, prefix, count, float, SEC) \
- P(class, prefix, damagedbycontents, float, SEC) \
- P(class, prefix, damageforcescale, float, SEC) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, health, float, SEC) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, midaircombo_explode, float, PRI) \
- P(class, prefix, midaircombo_interval, float, PRI) \
- P(class, prefix, midaircombo_radius, float, PRI) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire2, float, SEC) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, speed_up, float, SEC) \
- P(class, prefix, speed_z, float, SEC) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, stick, float, SEC) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, touchexplode, float, SEC) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Electro, electro)
-#undef X
-
-ENDCLASS(Electro)
-REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
-
-#ifdef SVQC
-.float electro_count;
-.float electro_secondarytime;
-void W_Electro_ExplodeCombo(entity this);
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_electro) { weapon_defaultspawnfunc(this, WEP_ELECTRO); }
}
#endif
-#endif
#pragma once
+
+CLASS(Electro, Weapon)
+/* ammotype */ ATTRIB(Electro, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Electro, impulse, int, 5);
+/* flags */ ATTRIB(Electro, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Electro, bot_pickupbasevalue, float, 5000);
+/* color */ ATTRIB(Electro, wpcolor, vector, '0 0.5 1');
+/* modelname */ ATTRIB(Electro, mdl, string, "electro");
+#ifdef GAMEQC
+/* model */ ATTRIB(Electro, m_model, Model, MDL_ELECTRO_ITEM);
+#endif
+/* crosshair */ ATTRIB(Electro, w_crosshair, string, "gfx/crosshairelectro");
+/* crosshair */ ATTRIB(Electro, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Electro, model2, string, "weaponelectro");
+/* refname */ ATTRIB(Electro, netname, string, "electro");
+/* wepname */ ATTRIB(Electro, m_name, string, _("Electro"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, SEC) \
+ P(class, prefix, bouncestop, float, SEC) \
+ P(class, prefix, comboradius, float, PRI) \
+ P(class, prefix, combo_comboradius, float, NONE) \
+ P(class, prefix, combo_comboradius_thruwall, float, NONE) \
+ P(class, prefix, combo_damage, float, NONE) \
+ P(class, prefix, combo_edgedamage, float, NONE) \
+ P(class, prefix, combo_force, float, NONE) \
+ P(class, prefix, combo_radius, float, NONE) \
+ P(class, prefix, combo_safeammocheck, float, NONE) \
+ P(class, prefix, combo_speed, float, NONE) \
+ P(class, prefix, count, float, SEC) \
+ P(class, prefix, damagedbycontents, float, SEC) \
+ P(class, prefix, damageforcescale, float, SEC) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, SEC) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, midaircombo_explode, float, PRI) \
+ P(class, prefix, midaircombo_interval, float, PRI) \
+ P(class, prefix, midaircombo_radius, float, PRI) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire2, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, stick, float, SEC) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, touchexplode, float, SEC) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Electro, electro)
+#undef X
+
+ENDCLASS(Electro)
+REGISTER_WEAPON(ELECTRO, electro, NEW(Electro));
+
+
+#ifdef SVQC
+.float electro_count;
+.float electro_secondarytime;
+void W_Electro_ExplodeCombo(entity this);
+#endif
#include "fireball.qh"
-#ifndef IMPLEMENTATION
-CLASS(Fireball, Weapon)
-/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(Fireball, impulse, int, 9);
-/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
-/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
-/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifdef GAMEQC
-/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
-#endif
-/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
-/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
-/* refname */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bfgdamage, float, PRI) \
- P(class, prefix, bfgforce, float, PRI) \
- P(class, prefix, bfgradius, float, PRI) \
- P(class, prefix, damageforcescale, float, BOTH) \
- P(class, prefix, damagetime, float, SEC) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, PRI) \
- P(class, prefix, force, float, PRI) \
- P(class, prefix, health, float, PRI) \
- P(class, prefix, laserburntime, float, BOTH) \
- P(class, prefix, laserdamage, float, BOTH) \
- P(class, prefix, laseredgedamage, float, BOTH) \
- P(class, prefix, laserradius, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, PRI) \
- P(class, prefix, refire2, float, PRI) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, speed_up, float, SEC) \
- P(class, prefix, speed_z, float, SEC) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Fireball, fireball)
-#undef X
-
-ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
-#ifdef SVQC
-.float bot_primary_fireballmooth; // whatever a mooth is
-.vector fireball_impactvec;
-.float fireball_primarytime;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
}
#endif
-#endif
#pragma once
+
+CLASS(Fireball, Weapon)
+/* ammotype */ //ATTRIB(Fireball, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Fireball, impulse, int, 9);
+/* flags */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Fireball, bot_pickupbasevalue, float, 5000);
+/* color */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
+/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
+#ifdef GAMEQC
+/* model */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
+#endif
+/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
+/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Fireball, model2, string, "weaponfireball");
+/* refname */ ATTRIB(Fireball, netname, string, "fireball");
+/* wepname */ ATTRIB(Fireball, m_name, string, _("Fireball"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bfgdamage, float, PRI) \
+ P(class, prefix, bfgforce, float, PRI) \
+ P(class, prefix, bfgradius, float, PRI) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damagetime, float, SEC) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, health, float, PRI) \
+ P(class, prefix, laserburntime, float, BOTH) \
+ P(class, prefix, laserdamage, float, BOTH) \
+ P(class, prefix, laseredgedamage, float, BOTH) \
+ P(class, prefix, laserradius, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, PRI) \
+ P(class, prefix, refire2, float, PRI) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, SEC) \
+ P(class, prefix, speed_z, float, SEC) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Fireball, fireball)
+#undef X
+
+ENDCLASS(Fireball)
+REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
+
+#ifdef SVQC
+.float bot_primary_fireballmooth; // whatever a mooth is
+.vector fireball_impactvec;
+.float fireball_primarytime;
+#endif
#include "hagar.qh"
-#ifndef IMPLEMENTATION
-CLASS(Hagar, Weapon)
-/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Hagar, impulse, int, 8);
-/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
-/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
-/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
-#ifdef GAMEQC
-/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
-/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
-/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
-/* refname */ ATTRIB(Hagar, netname, string, "hagar");
-/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, damageforcescale, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, health, float, BOTH) \
- P(class, prefix, lifetime, float, PRI) \
- P(class, prefix, lifetime_min, float, SEC) \
- P(class, prefix, lifetime_rand, float, SEC) \
- P(class, prefix, load, float, SEC) \
- P(class, prefix, load_abort, float, SEC) \
- P(class, prefix, load_animtime, float, SEC) \
- P(class, prefix, load_hold, float, SEC) \
- P(class, prefix, load_linkexplode, float, SEC) \
- P(class, prefix, load_max, float, SEC) \
- P(class, prefix, load_releasedeath, float, SEC) \
- P(class, prefix, load_speed, float, SEC) \
- P(class, prefix, load_spread, float, SEC) \
- P(class, prefix, load_spread_bias, float, SEC) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Hagar, hagar)
-#undef X
-
-ENDCLASS(Hagar)
-REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
}
#endif
-#endif
#pragma once
+
+CLASS(Hagar, Weapon)
+/* ammotype */ ATTRIB(Hagar, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Hagar, impulse, int, 8);
+/* flags */ ATTRIB(Hagar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Hagar, bot_pickupbasevalue, float, 6000);
+/* color */ ATTRIB(Hagar, wpcolor, vector, '1 1 0.5');
+/* modelname */ ATTRIB(Hagar, mdl, string, "hagar");
+#ifdef GAMEQC
+/* model */ ATTRIB(Hagar, m_model, Model, MDL_HAGAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Hagar, w_crosshair, string, "gfx/crosshairhagar");
+/* crosshair */ ATTRIB(Hagar, w_crosshair_size, float, 0.8);
+/* wepimg */ ATTRIB(Hagar, model2, string, "weaponhagar");
+/* refname */ ATTRIB(Hagar, netname, string, "hagar");
+/* wepname */ ATTRIB(Hagar, m_name, string, _("Hagar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, PRI) \
+ P(class, prefix, lifetime_min, float, SEC) \
+ P(class, prefix, lifetime_rand, float, SEC) \
+ P(class, prefix, load, float, SEC) \
+ P(class, prefix, load_abort, float, SEC) \
+ P(class, prefix, load_animtime, float, SEC) \
+ P(class, prefix, load_hold, float, SEC) \
+ P(class, prefix, load_linkexplode, float, SEC) \
+ P(class, prefix, load_max, float, SEC) \
+ P(class, prefix, load_releasedeath, float, SEC) \
+ P(class, prefix, load_speed, float, SEC) \
+ P(class, prefix, load_spread, float, SEC) \
+ P(class, prefix, load_spread_bias, float, SEC) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Hagar, hagar)
+#undef X
+
+ENDCLASS(Hagar)
+REGISTER_WEAPON(HAGAR, hagar, NEW(Hagar));
#include "hlac.qh"
-#ifndef IMPLEMENTATION
-CLASS(HLAC, Weapon)
-/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(HLAC, impulse, int, 6);
-/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
-/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
-/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
-#ifdef GAMEQC
-/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
-#endif
-/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
-/* refname */ ATTRIB(HLAC, netname, string, "hlac");
-/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shots, float, SEC) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, spread, float, SEC) \
- P(class, prefix, spread_add, float, PRI) \
- P(class, prefix, spread_crouchmod, float, BOTH) \
- P(class, prefix, spread_max, float, PRI) \
- P(class, prefix, spread_min, float, PRI) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, HLAC, hlac)
-#undef X
-
-ENDCLASS(HLAC)
-REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
-
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
}
#endif
-#endif
#pragma once
+
+CLASS(HLAC, Weapon)
+/* ammotype */ ATTRIB(HLAC, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(HLAC, impulse, int, 6);
+/* flags */ ATTRIB(HLAC, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(HLAC, bot_pickupbasevalue, float, 4000);
+/* color */ ATTRIB(HLAC, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(HLAC, mdl, string, "hlac");
+#ifdef GAMEQC
+/* model */ ATTRIB(HLAC, m_model, Model, MDL_HLAC_ITEM);
+#endif
+/* crosshair */ ATTRIB(HLAC, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(HLAC, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(HLAC, model2, string, "weaponhlac");
+/* refname */ ATTRIB(HLAC, netname, string, "hlac");
+/* wepname */ ATTRIB(HLAC, m_name, string, _("Heavy Laser Assault Cannon"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, SEC) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, spread, float, SEC) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_crouchmod, float, BOTH) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, HLAC, hlac)
+#undef X
+
+ENDCLASS(HLAC)
+REGISTER_WEAPON(HLAC, hlac, NEW(HLAC));
#include "hook.qh"
-#ifndef IMPLEMENTATION
-CLASS(Hook, Weapon)
-/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
-/* impulse */ ATTRIB(Hook, impulse, int, 0);
-/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
-/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
-#ifdef GAMEQC
-/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
-#endif
-/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
-/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
-/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
-/* refname */ ATTRIB(Hook, netname, string, "hook");
-/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
- ATTRIB(Hook, ammo_factor, float, 1);
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, PRI) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, damageforcescale, float, SEC) \
- P(class, prefix, damage, float, SEC) \
- P(class, prefix, duration, float, SEC) \
- P(class, prefix, edgedamage, float, SEC) \
- P(class, prefix, force, float, SEC) \
- P(class, prefix, gravity, float, SEC) \
- P(class, prefix, health, float, SEC) \
- P(class, prefix, hooked_ammo, float, PRI) \
- P(class, prefix, hooked_time_free, float, PRI) \
- P(class, prefix, hooked_time_max, float, PRI) \
- P(class, prefix, lifetime, float, SEC) \
- P(class, prefix, power, float, SEC) \
- P(class, prefix, radius, float, SEC) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, speed, float, SEC) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Hook, hook)
-#undef X
-
-ENDCLASS(Hook)
-REGISTER_WEAPON(HOOK, hook, NEW(Hook));
-
-CLASS(OffhandHook, OffhandWeapon)
-#ifdef SVQC
- METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
- {
- Weapon wep = WEP_HOOK;
- .entity weaponentity = weaponentities[1];
- wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
- }
-#endif
-ENDCLASS(OffhandHook)
-OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
#ifdef SVQC
-.float dmg;
-.float dmg_edge;
-.float dmg_radius;
-.float dmg_force;
-.float dmg_power;
-.float dmg_duration;
-.float dmg_last;
-.float hook_refire;
-.float hook_time_hooked;
-.float hook_time_fueldecrease;
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-
spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
void W_Hook_ExplodeThink(entity this)
// TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
#endif
-
-#endif
#pragma once
+
+CLASS(Hook, Weapon)
+/* ammotype */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
+/* impulse */ ATTRIB(Hook, impulse, int, 0);
+/* flags */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
+/* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
+#ifdef GAMEQC
+/* model */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
+#endif
+/* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
+/* crosshair */ ATTRIB(Hook, w_crosshair_size, float, 0.5);
+/* wepimg */ ATTRIB(Hook, model2, string, "weaponhook");
+/* refname */ ATTRIB(Hook, netname, string, "hook");
+/* wepname */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
+ ATTRIB(Hook, ammo_factor, float, 1);
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, damageforcescale, float, SEC) \
+ P(class, prefix, damage, float, SEC) \
+ P(class, prefix, duration, float, SEC) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, gravity, float, SEC) \
+ P(class, prefix, health, float, SEC) \
+ P(class, prefix, hooked_ammo, float, PRI) \
+ P(class, prefix, hooked_time_free, float, PRI) \
+ P(class, prefix, hooked_time_max, float, PRI) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, power, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Hook, hook)
+#undef X
+
+ENDCLASS(Hook)
+REGISTER_WEAPON(HOOK, hook, NEW(Hook));
+
+CLASS(OffhandHook, OffhandWeapon)
+#ifdef SVQC
+ METHOD(OffhandHook, offhand_think, void(OffhandHook this, entity actor, bool key_pressed))
+ {
+ Weapon wep = WEP_HOOK;
+ .entity weaponentity = weaponentities[1];
+ wep.wr_think(wep, actor, weaponentity, key_pressed ? 1 : 0);
+ }
+#endif
+ENDCLASS(OffhandHook)
+OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(OffhandHook); }
+
+#ifdef SVQC
+
+.float dmg;
+.float dmg_edge;
+.float dmg_radius;
+.float dmg_force;
+.float dmg_power;
+.float dmg_duration;
+.float dmg_last;
+.float hook_refire;
+.float hook_time_hooked;
+.float hook_time_fueldecrease;
+#endif
#include "machinegun.qh"
-#ifndef IMPLEMENTATION
-CLASS(MachineGun, Weapon)
-/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
-/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
-/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
-#ifdef GAMEQC
-/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
-/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, burst, float, NONE) \
- P(class, prefix, burst_ammo, float, NONE) \
- P(class, prefix, burst_animtime, float, NONE) \
- P(class, prefix, burst_refire2, float, NONE) \
- P(class, prefix, burst_refire, float, NONE) \
- P(class, prefix, burst_speed, float, NONE) \
- P(class, prefix, first, float, NONE) \
- P(class, prefix, first_ammo, float, NONE) \
- P(class, prefix, first_damage, float, NONE) \
- P(class, prefix, first_force, float, NONE) \
- P(class, prefix, first_refire, float, NONE) \
- P(class, prefix, first_spread, float, NONE) \
- P(class, prefix, mode, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
- P(class, prefix, sustained_ammo, float, NONE) \
- P(class, prefix, sustained_damage, float, NONE) \
- P(class, prefix, sustained_force, float, NONE) \
- P(class, prefix, sustained_refire, float, NONE) \
- P(class, prefix, sustained_spread, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, MachineGun, machinegun)
-#undef X
-
-ENDCLASS(MachineGun)
-REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
-
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_machinegun)
}
#endif
-#endif
#pragma once
+
+CLASS(MachineGun, Weapon)
+/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
+/* impulse */ ATTRIB(MachineGun, impulse, int, 3);
+/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
+/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
+#ifdef GAMEQC
+/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
+/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
+/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
+/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, burst, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_animtime, float, NONE) \
+ P(class, prefix, burst_refire2, float, NONE) \
+ P(class, prefix, burst_refire, float, NONE) \
+ P(class, prefix, burst_speed, float, NONE) \
+ P(class, prefix, first, float, NONE) \
+ P(class, prefix, first_ammo, float, NONE) \
+ P(class, prefix, first_damage, float, NONE) \
+ P(class, prefix, first_force, float, NONE) \
+ P(class, prefix, first_refire, float, NONE) \
+ P(class, prefix, first_spread, float, NONE) \
+ P(class, prefix, mode, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, solidpenetration, float, NONE) \
+ P(class, prefix, spread_add, float, NONE) \
+ P(class, prefix, spread_max, float, NONE) \
+ P(class, prefix, spread_min, float, NONE) \
+ P(class, prefix, sustained_ammo, float, NONE) \
+ P(class, prefix, sustained_damage, float, NONE) \
+ P(class, prefix, sustained_force, float, NONE) \
+ P(class, prefix, sustained_refire, float, NONE) \
+ P(class, prefix, sustained_spread, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, MachineGun, machinegun)
+#undef X
+
+ENDCLASS(MachineGun)
+REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
#include "minelayer.qh"
-#ifndef IMPLEMENTATION
-CLASS(MineLayer, Weapon)
-/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
-/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
-/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
-#ifdef GAMEQC
-/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
-#endif
-/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
-/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
-/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
-/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
-/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, NONE) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, damageforcescale, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, detonatedelay, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, health, float, NONE) \
- P(class, prefix, lifetime, float, NONE) \
- P(class, prefix, lifetime_countdown, float, NONE) \
- P(class, prefix, limit, float, NONE) \
- P(class, prefix, protection, float, NONE) \
- P(class, prefix, proximityradius, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, remote_damage, float, NONE) \
- P(class, prefix, remote_edgedamage, float, NONE) \
- P(class, prefix, remote_force, float, NONE) \
- P(class, prefix, remote_radius, float, NONE) \
- P(class, prefix, speed, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, time, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, MineLayer, minelayer)
-#undef X
-ENDCLASS(MineLayer)
-REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
-#ifdef SVQC
-void W_MineLayer_Think(entity this);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_minelayer) { weapon_defaultspawnfunc(this, WEP_MINE_LAYER); }
}
#endif
-#endif
#pragma once
+
+CLASS(MineLayer, Weapon)
+/* ammotype */ ATTRIB(MineLayer, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(MineLayer, impulse, int, 4);
+/* flags */ ATTRIB(MineLayer, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(MineLayer, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(MineLayer, wpcolor, vector, '0.75 1 0');
+/* modelname */ ATTRIB(MineLayer, mdl, string, "minelayer");
+#ifdef GAMEQC
+/* model */ ATTRIB(MineLayer, m_model, Model, MDL_MINELAYER_ITEM);
+#endif
+/* crosshair */ ATTRIB(MineLayer, w_crosshair, string, "gfx/crosshairminelayer");
+/* crosshair */ ATTRIB(MineLayer, w_crosshair_size, float, 0.9);
+/* wepimg */ ATTRIB(MineLayer, model2, string, "weaponminelayer");
+/* refname */ ATTRIB(MineLayer, netname, string, "minelayer");
+/* wepname */ ATTRIB(MineLayer, m_name, string, _("Mine Layer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, NONE) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, damageforcescale, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, detonatedelay, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, health, float, NONE) \
+ P(class, prefix, lifetime, float, NONE) \
+ P(class, prefix, lifetime_countdown, float, NONE) \
+ P(class, prefix, limit, float, NONE) \
+ P(class, prefix, protection, float, NONE) \
+ P(class, prefix, proximityradius, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_damage, float, NONE) \
+ P(class, prefix, remote_edgedamage, float, NONE) \
+ P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_radius, float, NONE) \
+ P(class, prefix, speed, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, time, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, MineLayer, minelayer)
+#undef X
+ENDCLASS(MineLayer)
+REGISTER_WEAPON(MINE_LAYER, minelayer, NEW(MineLayer));
+
+#ifdef SVQC
+void W_MineLayer_Think(entity this);
+.float minelayer_detonate, mine_explodeanyway;
+.float mine_time;
+.vector mine_orientation;
+#endif
#include "mortar.qh"
-#ifndef IMPLEMENTATION
-CLASS(Mortar, Weapon)
-/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Mortar, impulse, int, 4);
-/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
-/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
-#ifdef GAMEQC
-/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
-#endif
-/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
-/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
-/* refname */ ATTRIB(Mortar, netname, string, "mortar");
-/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bouncefactor, float, NONE) \
- P(class, prefix, bouncestop, float, NONE) \
- P(class, prefix, damageforcescale, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, edgedamage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, health, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, lifetime_bounce, float, SEC) \
- P(class, prefix, lifetime_stick, float, BOTH) \
- P(class, prefix, radius, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, remote_detonateprimary, float, SEC) \
- P(class, prefix, remote_minbouncecnt, float, PRI) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, speed_up, float, BOTH) \
- P(class, prefix, speed_z, float, BOTH) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, type, float, BOTH) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Mortar, mortar)
-#undef X
-ENDCLASS(Mortar)
-REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
-
-#ifdef SVQC
-.float gl_detonate_later;
-.float gl_bouncecnt;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
}
#endif
-#endif
#pragma once
+
+CLASS(Mortar, Weapon)
+/* ammotype */ ATTRIB(Mortar, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Mortar, impulse, int, 4);
+/* flags */ ATTRIB(Mortar, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Mortar, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(Mortar, wpcolor, vector, '1 0 0');
+/* modelname */ ATTRIB(Mortar, mdl, string, "gl");
+#ifdef GAMEQC
+/* model */ ATTRIB(Mortar, m_model, Model, MDL_MORTAR_ITEM);
+#endif
+/* crosshair */ ATTRIB(Mortar, w_crosshair, string, "gfx/crosshairgrenadelauncher");
+/* crosshair */ ATTRIB(Mortar, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Mortar, model2, string, "weapongrenadelauncher");
+/* refname */ ATTRIB(Mortar, netname, string, "mortar");
+/* wepname */ ATTRIB(Mortar, m_name, string, _("Mortar"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bouncefactor, float, NONE) \
+ P(class, prefix, bouncestop, float, NONE) \
+ P(class, prefix, damageforcescale, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, edgedamage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, health, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, lifetime_bounce, float, SEC) \
+ P(class, prefix, lifetime_stick, float, BOTH) \
+ P(class, prefix, radius, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, remote_detonateprimary, float, SEC) \
+ P(class, prefix, remote_minbouncecnt, float, PRI) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, speed_up, float, BOTH) \
+ P(class, prefix, speed_z, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, type, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Mortar, mortar)
+#undef X
+ENDCLASS(Mortar)
+REGISTER_WEAPON(MORTAR, mortar, NEW(Mortar));
+
+
+#ifdef SVQC
+.float gl_detonate_later;
+.float gl_bouncecnt;
+#endif
#include "porto.qh"
-#ifndef IMPLEMENTATION
-CLASS(PortoLaunch, Weapon)
-/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
-/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
-/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
-/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
-#ifdef GAMEQC
-/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
-#endif
-/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
-/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
-/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
-/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
-/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, lifetime, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, speed, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, PortoLaunch, porto)
-#undef X
-ENDCLASS(PortoLaunch)
-REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
-#ifdef SVQC
-.entity porto_current;
-.vector porto_v_angle; // holds "held" view angles
-.float porto_v_angle_held;
-.vector right_vector;
-.float porto_forbidden;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
#include <common/triggers/trigger/jumppads.qh>
LOG_WARN("Since when does Porto send DamageInfo?");
}
#endif
-#endif
#pragma once
+
+CLASS(PortoLaunch, Weapon)
+/* ammotype */ ATTRIB(PortoLaunch, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(PortoLaunch, impulse, int, 0);
+/* flags */ ATTRIB(PortoLaunch, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(PortoLaunch, bot_pickupbasevalue, float, 0);
+/* color */ ATTRIB(PortoLaunch, wpcolor, vector, '0.5 0.5 0.5');
+/* modelname */ ATTRIB(PortoLaunch, mdl, string, "porto");
+#ifdef GAMEQC
+/* model */ ATTRIB(PortoLaunch, m_model, Model, MDL_PORTO_ITEM);
+#endif
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair, string, "gfx/crosshairporto");
+/* crosshair */ ATTRIB(PortoLaunch, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(PortoLaunch, model2, string, "weaponporto");
+/* refname */ ATTRIB(PortoLaunch, netname, string, "porto");
+/* wepname */ ATTRIB(PortoLaunch, m_name, string, _("Port-O-Launch"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, speed, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, PortoLaunch, porto)
+#undef X
+ENDCLASS(PortoLaunch)
+REGISTER_WEAPON(PORTO, porto, NEW(PortoLaunch));
+
+#ifdef SVQC
+.entity porto_current;
+.vector porto_v_angle; // holds "held" view angles
+.float porto_v_angle_held;
+.vector right_vector;
+.float porto_forbidden;
+#endif
#include "rifle.qh"
-#ifndef IMPLEMENTATION
-CLASS(Rifle, Weapon)
-/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
-/* impulse */ ATTRIB(Rifle, impulse, int, 7);
-/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
-/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
-#ifdef GAMEQC
-/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
-#endif
-/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
-/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
-/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
-/* refname */ ATTRIB(Rifle, netname, string, "rifle");
-/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bullethail, float, BOTH) \
- P(class, prefix, burstcost, float, BOTH) \
- P(class, prefix, bursttime, float, NONE) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload, float, SEC) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, shots, float, BOTH) \
- P(class, prefix, solidpenetration, float, BOTH) \
- P(class, prefix, spread, float, BOTH) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, tracer, float, BOTH) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Rifle, rifle)
-#undef X
-ENDCLASS(Rifle)
-REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
-
-#ifdef SVQC
-.float rifle_accumulator;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
- actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
if(fire & 1)
if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
if(fire & 2)
{
} else
{
if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
#endif
-#endif
#pragma once
+
+CLASS(Rifle, Weapon)
+/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
+/* impulse */ ATTRIB(Rifle, impulse, int, 7);
+/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_PENETRATEWALLS);
+/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
+/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
+#ifdef GAMEQC
+/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
+/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
+/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
+/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
+/* refname */ ATTRIB(Rifle, netname, string, "rifle");
+/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullethail, float, BOTH) \
+ P(class, prefix, burstcost, float, BOTH) \
+ P(class, prefix, bursttime, float, NONE) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload, float, SEC) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, BOTH) \
+ P(class, prefix, solidpenetration, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tracer, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Rifle, rifle)
+#undef X
+ENDCLASS(Rifle)
+REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
+
+
+#ifdef SVQC
+.float rifle_accumulator;
+#endif
#include "seeker.qh"
-#ifndef IMPLEMENTATION
-CLASS(Seeker, Weapon)
-/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
-/* impulse */ ATTRIB(Seeker, impulse, int, 8);
-/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
-/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
-/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
-#ifdef GAMEQC
-/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
-/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
-/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
-/* refname */ ATTRIB(Seeker, netname, string, "seeker");
-/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, flac_ammo, float, NONE) \
- P(class, prefix, flac_animtime, float, NONE) \
- P(class, prefix, flac_damage, float, NONE) \
- P(class, prefix, flac_edgedamage, float, NONE) \
- P(class, prefix, flac_force, float, NONE) \
- P(class, prefix, flac_lifetime, float, NONE) \
- P(class, prefix, flac_lifetime_rand, float, NONE) \
- P(class, prefix, flac_radius, float, NONE) \
- P(class, prefix, flac_refire, float, NONE) \
- P(class, prefix, flac_speed, float, NONE) \
- P(class, prefix, flac_speed_up, float, NONE) \
- P(class, prefix, flac_speed_z, float, NONE) \
- P(class, prefix, flac_spread, float, NONE) \
- P(class, prefix, missile_accel, float, NONE) \
- P(class, prefix, missile_ammo, float, NONE) \
- P(class, prefix, missile_animtime, float, NONE) \
- P(class, prefix, missile_count, float, NONE) \
- P(class, prefix, missile_damageforcescale, float, NONE) \
- P(class, prefix, missile_damage, float, NONE) \
- P(class, prefix, missile_decel, float, NONE) \
- P(class, prefix, missile_delay, float, NONE) \
- P(class, prefix, missile_edgedamage, float, NONE) \
- P(class, prefix, missile_force, float, NONE) \
- P(class, prefix, missile_health, float, NONE) \
- P(class, prefix, missile_lifetime, float, NONE) \
- P(class, prefix, missile_proxy, float, NONE) \
- P(class, prefix, missile_proxy_delay, float, NONE) \
- P(class, prefix, missile_proxy_maxrange, float, NONE) \
- P(class, prefix, missile_radius, float, NONE) \
- P(class, prefix, missile_refire, float, NONE) \
- P(class, prefix, missile_smart, float, NONE) \
- P(class, prefix, missile_smart_mindist, float, NONE) \
- P(class, prefix, missile_smart_trace_max, float, NONE) \
- P(class, prefix, missile_smart_trace_min, float, NONE) \
- P(class, prefix, missile_speed, float, NONE) \
- P(class, prefix, missile_speed_max, float, NONE) \
- P(class, prefix, missile_speed_up, float, NONE) \
- P(class, prefix, missile_speed_z, float, NONE) \
- P(class, prefix, missile_spread, float, NONE) \
- P(class, prefix, missile_turnrate, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, tag_ammo, float, NONE) \
- P(class, prefix, tag_animtime, float, NONE) \
- P(class, prefix, tag_damageforcescale, float, NONE) \
- P(class, prefix, tag_health, float, NONE) \
- P(class, prefix, tag_lifetime, float, NONE) \
- P(class, prefix, tag_refire, float, NONE) \
- P(class, prefix, tag_speed, float, NONE) \
- P(class, prefix, tag_spread, float, NONE) \
- P(class, prefix, tag_tracker_lifetime, float, NONE) \
- P(class, prefix, type, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Seeker, seeker)
-#undef X
-ENDCLASS(Seeker)
-REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
-
-#ifdef SVQC
-.entity tag_target, wps_tag_tracker;
-.float tag_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_seeker) { weapon_defaultspawnfunc(this, WEP_SEEKER); }
}
#endif
-#endif
#pragma once
+CLASS(Seeker, Weapon)
+/* ammotype */ ATTRIB(Seeker, ammo_field, .int, ammo_rockets);
+/* impulse */ ATTRIB(Seeker, impulse, int, 8);
+/* flags */ ATTRIB(Seeker, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* rating */ ATTRIB(Seeker, bot_pickupbasevalue, float, 5000);
+/* color */ ATTRIB(Seeker, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Seeker, mdl, string, "seeker");
+#ifdef GAMEQC
+/* model */ ATTRIB(Seeker, m_model, Model, MDL_SEEKER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Seeker, w_crosshair, string, "gfx/crosshairseeker");
+/* crosshair */ ATTRIB(Seeker, w_crosshair_size, float, 0.8);
+/* wepimg */ ATTRIB(Seeker, model2, string, "weaponseeker");
+/* refname */ ATTRIB(Seeker, netname, string, "seeker");
+/* wepname */ ATTRIB(Seeker, m_name, string, _("T.A.G. Seeker"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, flac_ammo, float, NONE) \
+ P(class, prefix, flac_animtime, float, NONE) \
+ P(class, prefix, flac_damage, float, NONE) \
+ P(class, prefix, flac_edgedamage, float, NONE) \
+ P(class, prefix, flac_force, float, NONE) \
+ P(class, prefix, flac_lifetime, float, NONE) \
+ P(class, prefix, flac_lifetime_rand, float, NONE) \
+ P(class, prefix, flac_radius, float, NONE) \
+ P(class, prefix, flac_refire, float, NONE) \
+ P(class, prefix, flac_speed, float, NONE) \
+ P(class, prefix, flac_speed_up, float, NONE) \
+ P(class, prefix, flac_speed_z, float, NONE) \
+ P(class, prefix, flac_spread, float, NONE) \
+ P(class, prefix, missile_accel, float, NONE) \
+ P(class, prefix, missile_ammo, float, NONE) \
+ P(class, prefix, missile_animtime, float, NONE) \
+ P(class, prefix, missile_count, float, NONE) \
+ P(class, prefix, missile_damageforcescale, float, NONE) \
+ P(class, prefix, missile_damage, float, NONE) \
+ P(class, prefix, missile_decel, float, NONE) \
+ P(class, prefix, missile_delay, float, NONE) \
+ P(class, prefix, missile_edgedamage, float, NONE) \
+ P(class, prefix, missile_force, float, NONE) \
+ P(class, prefix, missile_health, float, NONE) \
+ P(class, prefix, missile_lifetime, float, NONE) \
+ P(class, prefix, missile_proxy, float, NONE) \
+ P(class, prefix, missile_proxy_delay, float, NONE) \
+ P(class, prefix, missile_proxy_maxrange, float, NONE) \
+ P(class, prefix, missile_radius, float, NONE) \
+ P(class, prefix, missile_refire, float, NONE) \
+ P(class, prefix, missile_smart, float, NONE) \
+ P(class, prefix, missile_smart_mindist, float, NONE) \
+ P(class, prefix, missile_smart_trace_max, float, NONE) \
+ P(class, prefix, missile_smart_trace_min, float, NONE) \
+ P(class, prefix, missile_speed, float, NONE) \
+ P(class, prefix, missile_speed_max, float, NONE) \
+ P(class, prefix, missile_speed_up, float, NONE) \
+ P(class, prefix, missile_speed_z, float, NONE) \
+ P(class, prefix, missile_spread, float, NONE) \
+ P(class, prefix, missile_turnrate, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tag_ammo, float, NONE) \
+ P(class, prefix, tag_animtime, float, NONE) \
+ P(class, prefix, tag_damageforcescale, float, NONE) \
+ P(class, prefix, tag_health, float, NONE) \
+ P(class, prefix, tag_lifetime, float, NONE) \
+ P(class, prefix, tag_refire, float, NONE) \
+ P(class, prefix, tag_speed, float, NONE) \
+ P(class, prefix, tag_spread, float, NONE) \
+ P(class, prefix, tag_tracker_lifetime, float, NONE) \
+ P(class, prefix, type, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Seeker, seeker)
+#undef X
+ENDCLASS(Seeker)
+REGISTER_WEAPON(SEEKER, seeker, NEW(Seeker));
+
#ifdef SVQC
+.entity tag_target, wps_tag_tracker;
+.float tag_time;
+
IntrusiveList g_seeker_trackers;
STATIC_INIT(g_seeker_trackers) { g_seeker_trackers = IL_NEW(); }
#endif
#include "shockwave.qh"
-#ifndef IMPLEMENTATION
-CLASS(Shockwave, Weapon)
-/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
-/* impulse */ ATTRIB(Shockwave, impulse, int, 2);
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
-/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000);
-/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
-#ifdef GAMEQC
-/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
-#endif
-/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
-/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
-/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
-/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, blast_animtime, float, NONE) \
- P(class, prefix, blast_damage, float, NONE) \
- P(class, prefix, blast_distance, float, NONE) \
- P(class, prefix, blast_edgedamage, float, NONE) \
- P(class, prefix, blast_force, float, NONE) \
- P(class, prefix, blast_force_forwardbias, float, NONE) \
- P(class, prefix, blast_force_zscale, float, NONE) \
- P(class, prefix, blast_jump_damage, float, NONE) \
- P(class, prefix, blast_jump_edgedamage, float, NONE) \
- P(class, prefix, blast_jump_force, float, NONE) \
- P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
- P(class, prefix, blast_jump_force_zscale, float, NONE) \
- P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
- P(class, prefix, blast_jump_multiplier_min, float, NONE) \
- P(class, prefix, blast_jump_radius, float, NONE) \
- P(class, prefix, blast_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_multiplier_distance, float, NONE) \
- P(class, prefix, blast_multiplier_min, float, NONE) \
- P(class, prefix, blast_refire, float, NONE) \
- P(class, prefix, blast_splash_damage, float, NONE) \
- P(class, prefix, blast_splash_edgedamage, float, NONE) \
- P(class, prefix, blast_splash_force, float, NONE) \
- P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
- P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
- P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
- P(class, prefix, blast_splash_multiplier_min, float, NONE) \
- P(class, prefix, blast_splash_radius, float, NONE) \
- P(class, prefix, blast_spread_max, float, NONE) \
- P(class, prefix, blast_spread_min, float, NONE) \
- P(class, prefix, melee_animtime, float, NONE) \
- P(class, prefix, melee_damage, float, NONE) \
- P(class, prefix, melee_delay, float, NONE) \
- P(class, prefix, melee_force, float, NONE) \
- P(class, prefix, melee_multihit, float, NONE) \
- P(class, prefix, melee_no_doubleslap, float, NONE) \
- P(class, prefix, melee_nonplayerdamage, float, NONE) \
- P(class, prefix, melee_range, float, NONE) \
- P(class, prefix, melee_refire, float, NONE) \
- P(class, prefix, melee_swing_side, float, NONE) \
- P(class, prefix, melee_swing_up, float, NONE) \
- P(class, prefix, melee_time, float, NONE) \
- P(class, prefix, melee_traces, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Shockwave, shockwave)
-#undef X
-
-ENDCLASS(Shockwave)
-REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
-
-
-#ifdef CSQC
-void Net_ReadShockwaveParticle();
-.vector sw_shotorg;
-.vector sw_shotdir;
-.float sw_distance;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-#endif
-#endif
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
{ accuracy_add(this.realowner, WEP_SHOCKWAVE.m_id, 0, swing_damage); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.\n",
+ LOG_INFOF(
+ "MELEE: %s hitting %s with %f damage (factor: %f) at %f time.",
this.realowner.netname,
target_victim.netname,
swing_damage,
swing_factor,
time
- ));
+ );
#endif
// allow multiple hits with one swing, but not against the same player twice
false
);
- float lag = ANTILAG_LATENCY(actor);
+ float lag = ((IS_REAL_CLIENT(actor)) ? ANTILAG_LATENCY(actor) : 0);
+ bool noantilag = ((IS_CLIENT(actor)) ? CS(actor).cvar_cl_noantilag : false);
if(lag < 0.001)
lag = 0;
- if (!IS_REAL_CLIENT(actor))
- lag = 0;
- if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+ if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
{
);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SELF HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
else if(distance_to_head <= WEP_CVAR(shockwave, blast_splash_radius))
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"SPLASH HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
+ LOG_INFOF(
"BLAST HIT: multiplier = %f, damage = %f, force = %f... "
- "multiplier_from_accuracy = %f, multiplier_from_distance = %f.\n",
+ "multiplier_from_accuracy = %f, multiplier_from_distance = %f.",
multiplier,
final_damage,
vlen(final_force),
multiplier_from_accuracy,
multiplier_from_distance
- ));
+ );
#endif
}
}
accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
- LOG_INFO(sprintf(
- "SHOCKWAVE by %s: damage = %f, force = %f.\n",
+ LOG_INFOF(
+ "SHOCKWAVE by %s: damage = %f, force = %f.",
actor.netname,
final_damage,
vlen(final_force)
- ));
+ );
#endif
shockwave_hit[i-1] = NULL;
}
#endif
-#endif
#pragma once
+
+CLASS(Shockwave, Weapon)
+/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none);
+/* impulse */ ATTRIB(Shockwave, impulse, int, 2);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_TYPE_MELEE_SEC);
+/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, 3000);
+/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
+#ifdef GAMEQC
+/* model */ ATTRIB(Shockwave, m_model, Model, MDL_SHOCKWAVE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
+/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
+/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
+/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, blast_animtime, float, NONE) \
+ P(class, prefix, blast_damage, float, NONE) \
+ P(class, prefix, blast_distance, float, NONE) \
+ P(class, prefix, blast_edgedamage, float, NONE) \
+ P(class, prefix, blast_force, float, NONE) \
+ P(class, prefix, blast_force_forwardbias, float, NONE) \
+ P(class, prefix, blast_force_zscale, float, NONE) \
+ P(class, prefix, blast_jump_damage, float, NONE) \
+ P(class, prefix, blast_jump_edgedamage, float, NONE) \
+ P(class, prefix, blast_jump_force, float, NONE) \
+ P(class, prefix, blast_jump_force_velocitybias, float, NONE) \
+ P(class, prefix, blast_jump_force_zscale, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_jump_multiplier_min, float, NONE) \
+ P(class, prefix, blast_jump_radius, float, NONE) \
+ P(class, prefix, blast_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_multiplier_min, float, NONE) \
+ P(class, prefix, blast_refire, float, NONE) \
+ P(class, prefix, blast_splash_damage, float, NONE) \
+ P(class, prefix, blast_splash_edgedamage, float, NONE) \
+ P(class, prefix, blast_splash_force, float, NONE) \
+ P(class, prefix, blast_splash_force_forwardbias, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_accuracy, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_distance, float, NONE) \
+ P(class, prefix, blast_splash_multiplier_min, float, NONE) \
+ P(class, prefix, blast_splash_radius, float, NONE) \
+ P(class, prefix, blast_spread_max, float, NONE) \
+ P(class, prefix, blast_spread_min, float, NONE) \
+ P(class, prefix, melee_animtime, float, NONE) \
+ P(class, prefix, melee_damage, float, NONE) \
+ P(class, prefix, melee_delay, float, NONE) \
+ P(class, prefix, melee_force, float, NONE) \
+ P(class, prefix, melee_multihit, float, NONE) \
+ P(class, prefix, melee_no_doubleslap, float, NONE) \
+ P(class, prefix, melee_nonplayerdamage, float, NONE) \
+ P(class, prefix, melee_range, float, NONE) \
+ P(class, prefix, melee_refire, float, NONE) \
+ P(class, prefix, melee_swing_side, float, NONE) \
+ P(class, prefix, melee_swing_up, float, NONE) \
+ P(class, prefix, melee_time, float, NONE) \
+ P(class, prefix, melee_traces, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shockwave, shockwave)
+#undef X
+
+ENDCLASS(Shockwave)
+REGISTER_WEAPON(SHOCKWAVE, shockwave, NEW(Shockwave));
+
+
+#ifdef CSQC
+void Net_ReadShockwaveParticle();
+.vector sw_shotorg;
+.vector sw_shotdir;
+.float sw_distance;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+#endif
#include "shotgun.qh"
-#ifndef IMPLEMENTATION
-CLASS(Shotgun, Weapon)
-/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
-/* impulse */ ATTRIB(Shotgun, impulse, int, 2);
-/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
-/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
-/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifdef GAMEQC
-/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
-/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
-/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
-/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, alt_animtime, float, SEC) \
- P(class, prefix, alt_refire, float, SEC) \
- P(class, prefix, ammo, float, PRI) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, bullets, float, PRI) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, melee_delay, float, SEC) \
- P(class, prefix, melee_multihit, float, SEC) \
- P(class, prefix, melee_nonplayerdamage, float, SEC) \
- P(class, prefix, melee_no_doubleslap, float, SEC) \
- P(class, prefix, melee_range, float, SEC) \
- P(class, prefix, melee_swing_side, float, SEC) \
- P(class, prefix, melee_swing_up, float, SEC) \
- P(class, prefix, melee_time, float, SEC) \
- P(class, prefix, melee_traces, float, SEC) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, solidpenetration, float, PRI) \
- P(class, prefix, spread, float, PRI) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Shotgun, shotgun)
-#undef X
-
-ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
-
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ANTILAG_LATENCY(this.realowner));
+ WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
// draw lightning beams for debugging
//te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
}
#endif
-#endif
#pragma once
+
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifdef GAMEQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
+#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, alt_animtime, float, SEC) \
+ P(class, prefix, alt_refire, float, SEC) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullets, float, PRI) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, melee_delay, float, SEC) \
+ P(class, prefix, melee_multihit, float, SEC) \
+ P(class, prefix, melee_nonplayerdamage, float, SEC) \
+ P(class, prefix, melee_no_doubleslap, float, SEC) \
+ P(class, prefix, melee_range, float, SEC) \
+ P(class, prefix, melee_swing_side, float, SEC) \
+ P(class, prefix, melee_swing_up, float, SEC) \
+ P(class, prefix, melee_time, float, SEC) \
+ P(class, prefix, melee_traces, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shotgun, shotgun)
+#undef X
+
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
#include "tuba.qh"
-#ifndef IMPLEMENTATION
-CLASS(Tuba, Weapon)
-/* impulse */ ATTRIB(Tuba, impulse, int, 1);
-/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
-/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
-/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
-#ifdef GAMEQC
-/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
-#endif
-/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
-/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
-/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
-/* refname */ ATTRIB(Tuba, netname, string, "tuba");
-/* xgettext:no-c-format */
-/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, animtime, float, NONE) \
- P(class, prefix, attenuation, float, NONE) \
- P(class, prefix, damage, float, NONE) \
- P(class, prefix, edgedamage, float, NONE) \
- P(class, prefix, fadetime, float, NONE) \
- P(class, prefix, force, float, NONE) \
- P(class, prefix, pitchstep, float, NONE) \
- P(class, prefix, radius, float, NONE) \
- P(class, prefix, refire, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, volume, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Tuba, tuba)
-#undef X
-ENDCLASS(Tuba)
-REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
-#endif
-
-#ifdef IMPLEMENTATION
#ifdef SVQC
int W_Tuba_GetNote(entity pl, int hittype)
{
float movestate = 5;
- if (pl.movement.x < 0) movestate -= 3;
- else if (pl.movement.x > 0) movestate += 3;
- if (pl.movement.y < 0) movestate -= 1;
- else if (pl.movement.y > 0) movestate += 1;
+ if (CS(pl).movement.x < 0) movestate -= 3;
+ else if (CS(pl).movement.x > 0) movestate += 3;
+ if (CS(pl).movement.y < 0) movestate -= 1;
+ else if (CS(pl).movement.y > 0) movestate += 1;
int note = 0;
switch (movestate)
}
#endif
-#endif
#pragma once
+CLASS(Tuba, Weapon)
+/* impulse */ ATTRIB(Tuba, impulse, int, 1);
+/* flags */ ATTRIB(Tuba, spawnflags, int, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Tuba, bot_pickupbasevalue, float, 2000);
+/* color */ ATTRIB(Tuba, wpcolor, vector, '0 1 0');
+/* modelname */ ATTRIB(Tuba, mdl, string, "tuba");
+#ifdef GAMEQC
+/* model */ ATTRIB(Tuba, m_model, Model, MDL_TUBA_ITEM);
+#endif
+/* crosshair */ ATTRIB(Tuba, w_crosshair, string, "gfx/crosshairtuba");
+/* crosshair */ //ATTRIB(Tuba, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Tuba, model2, string, "weapontuba");
+/* refname */ ATTRIB(Tuba, netname, string, "tuba");
+/* xgettext:no-c-format */
+/* wepname */ ATTRIB(Tuba, m_name, string, _("@!#%'n Tuba"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, animtime, float, NONE) \
+ P(class, prefix, attenuation, float, NONE) \
+ P(class, prefix, damage, float, NONE) \
+ P(class, prefix, edgedamage, float, NONE) \
+ P(class, prefix, fadetime, float, NONE) \
+ P(class, prefix, force, float, NONE) \
+ P(class, prefix, pitchstep, float, NONE) \
+ P(class, prefix, radius, float, NONE) \
+ P(class, prefix, refire, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, volume, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Tuba, tuba)
+#undef X
+ENDCLASS(Tuba)
+REGISTER_WEAPON(TUBA, tuba, NEW(Tuba));
+
#ifdef CSQC
entityclass(Tuba);
class(Tuba) .int note;
#include "vaporizer.qh"
-#ifndef IMPLEMENTATION
-CLASS(Vaporizer, Weapon)
-/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
-/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
-/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
-/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
-#ifdef GAMEQC
-/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
-#endif
-/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
-/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
-/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
-/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
-/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, PRI) \
- P(class, prefix, animtime, float, PRI) \
- P(class, prefix, damage, float, PRI) \
- P(class, prefix, refire, float, PRI) \
- P(class, prefix, ammo, float, SEC) \
- P(class, prefix, animtime, float, SEC) \
- P(class, prefix, damage, float, SEC) \
- P(class, prefix, delay, float, SEC) \
- P(class, prefix, edgedamage, float, SEC) \
- P(class, prefix, force, float, SEC) \
- P(class, prefix, lifetime, float, SEC) \
- P(class, prefix, radius, float, SEC) \
- P(class, prefix, refire, float, SEC) \
- P(class, prefix, shotangle, float, SEC) \
- P(class, prefix, speed, float, SEC) \
- P(class, prefix, spread, float, SEC) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Vaporizer, vaporizer)
-#undef X
-
-ENDCLASS(Vaporizer)
-REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
-
-
-#ifdef SVQC
-.float vaporizer_lasthit;
-.float jump_interval;
-.float jump_interval2;
-.bool held_down;
-.float rm_force;
-.float rm_damage;
-.float rm_edmg;
-#endif
-#endif
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
}
#endif
-#endif
#pragma once
+
+CLASS(Vaporizer, Weapon)
+/* ammotype */ ATTRIB(Vaporizer, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Vaporizer, impulse, int, 7);
+/* flags */ ATTRIB(Vaporizer, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Vaporizer, bot_pickupbasevalue, float, 10000);
+/* color */ ATTRIB(Vaporizer, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vaporizer, mdl, string, "minstanex");
+#ifdef GAMEQC
+/* model */ ATTRIB(Vaporizer, m_model, Model, MDL_VAPORIZER_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vaporizer, w_crosshair, string, "gfx/crosshairminstanex");
+/* crosshair */ ATTRIB(Vaporizer, w_crosshair_size, float, 0.6);
+/* reticle */ ATTRIB(Vaporizer, w_reticle, string, "gfx/reticle_nex");
+/* wepimg */ ATTRIB(Vaporizer, model2, string, "weaponminstanex");
+/* refname */ ATTRIB(Vaporizer, netname, string, "vaporizer");
+/* wepname */ ATTRIB(Vaporizer, m_name, string, _("Vaporizer"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, PRI) \
+ P(class, prefix, damage, float, PRI) \
+ P(class, prefix, refire, float, PRI) \
+ P(class, prefix, ammo, float, SEC) \
+ P(class, prefix, animtime, float, SEC) \
+ P(class, prefix, damage, float, SEC) \
+ P(class, prefix, delay, float, SEC) \
+ P(class, prefix, edgedamage, float, SEC) \
+ P(class, prefix, force, float, SEC) \
+ P(class, prefix, lifetime, float, SEC) \
+ P(class, prefix, radius, float, SEC) \
+ P(class, prefix, refire, float, SEC) \
+ P(class, prefix, shotangle, float, SEC) \
+ P(class, prefix, speed, float, SEC) \
+ P(class, prefix, spread, float, SEC) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Vaporizer, vaporizer)
+#undef X
+
+ENDCLASS(Vaporizer)
+REGISTER_WEAPON(VAPORIZER, vaporizer, NEW(Vaporizer));
+
+
+#ifdef SVQC
+.float vaporizer_lasthit;
+.float jump_interval;
+.float jump_interval2;
+.bool held_down;
+.float rm_force;
+.float rm_damage;
+.float rm_edmg;
+#endif
#include "vortex.qh"
-#ifndef IMPLEMENTATION
-CLASS(Vortex, Weapon)
-/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Vortex, impulse, int, 7);
-/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
-/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
-/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
-/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
-#ifdef GAMEQC
-/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
-#endif
-/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
-/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
-/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
-/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
-/* refname */ ATTRIB(Vortex, netname, string, "vortex");
-/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
-
-#define X(BEGIN, P, END, class, prefix) \
- BEGIN(class) \
- P(class, prefix, ammo, float, BOTH) \
- P(class, prefix, animtime, float, BOTH) \
- P(class, prefix, chargepool, float, SEC) \
- P(class, prefix, chargepool_pause_regen, float, SEC) \
- P(class, prefix, chargepool_regen, float, SEC) \
- P(class, prefix, charge, float, NONE) \
- P(class, prefix, charge_animlimit, float, NONE) \
- P(class, prefix, charge_limit, float, NONE) \
- P(class, prefix, charge_maxspeed, float, NONE) \
- P(class, prefix, charge_mindmg, float, NONE) \
- P(class, prefix, charge_minspeed, float, NONE) \
- P(class, prefix, charge_rate, float, NONE) \
- P(class, prefix, charge_rot_pause, float, NONE) \
- P(class, prefix, charge_rot_rate, float, NONE) \
- P(class, prefix, charge_shot_multiplier, float, NONE) \
- P(class, prefix, charge_start, float, NONE) \
- P(class, prefix, charge_velocity_rate, float, NONE) \
- P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
- P(class, prefix, damagefalloff_halflife, float, BOTH) \
- P(class, prefix, damagefalloff_maxdist, float, BOTH) \
- P(class, prefix, damagefalloff_mindist, float, BOTH) \
- P(class, prefix, damage, float, BOTH) \
- P(class, prefix, force, float, BOTH) \
- P(class, prefix, refire, float, BOTH) \
- P(class, prefix, secondary, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, weaponreplace, string, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- END()
- W_PROPS(X, Vortex, vortex)
-#undef X
-
-ENDCLASS(Vortex)
-REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
-
-
-#ifdef SVQC
-
-.float vortex_lasthit;
-#endif
-#endif
-#ifdef IMPLEMENTATION
//REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
//REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
}
#endif
-#endif
#pragma once
+
+CLASS(Vortex, Weapon)
+/* ammotype */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
+/* impulse */ ATTRIB(Vortex, impulse, int, 7);
+/* flags */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_NODUAL);
+/* rating */ ATTRIB(Vortex, bot_pickupbasevalue, float, 8000);
+/* color */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
+/* modelname */ ATTRIB(Vortex, mdl, string, "nex");
+#ifdef GAMEQC
+/* model */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
+#endif
+/* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
+/* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
+/* reticle */ ATTRIB(Vortex, w_reticle, string, "gfx/reticle_nex");
+/* wepimg */ ATTRIB(Vortex, model2, string, "weaponnex");
+/* refname */ ATTRIB(Vortex, netname, string, "vortex");
+/* wepname */ ATTRIB(Vortex, m_name, string, _("Vortex"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, chargepool, float, SEC) \
+ P(class, prefix, chargepool_pause_regen, float, SEC) \
+ P(class, prefix, chargepool_regen, float, SEC) \
+ P(class, prefix, charge, float, NONE) \
+ P(class, prefix, charge_animlimit, float, NONE) \
+ P(class, prefix, charge_limit, float, NONE) \
+ P(class, prefix, charge_maxspeed, float, NONE) \
+ P(class, prefix, charge_mindmg, float, NONE) \
+ P(class, prefix, charge_minspeed, float, NONE) \
+ P(class, prefix, charge_rate, float, NONE) \
+ P(class, prefix, charge_rot_pause, float, NONE) \
+ P(class, prefix, charge_rot_rate, float, NONE) \
+ P(class, prefix, charge_shot_multiplier, float, NONE) \
+ P(class, prefix, charge_start, float, NONE) \
+ P(class, prefix, charge_velocity_rate, float, NONE) \
+ P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
+ P(class, prefix, damagefalloff_halflife, float, BOTH) \
+ P(class, prefix, damagefalloff_maxdist, float, BOTH) \
+ P(class, prefix, damagefalloff_mindist, float, BOTH) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Vortex, vortex)
+#undef X
+
+ENDCLASS(Vortex)
+REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
+
+
+#ifdef SVQC
+
+.float vortex_lasthit;
+#endif
sys_in_update(this, dt);
sys_phys_fix(this, dt);
- if (sys_phys_override(this, dt)) { return; } sys_phys_monitor(this, dt);
+ if (sys_phys_override(this, dt))
+ return;
+
+ sys_phys_monitor(this, dt);
- this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
- this.movement_old = this.movement;
- this.v_angle_old = this.v_angle;
+ PHYS_CS(this).movement_old = PHYS_CS(this).movement;
+ PHYS_CS(this).v_angle_old = this.v_angle;
+ PHYS_CS(this).buttons_old = PHYS_INPUT_BUTTON_MASK(this);
sys_phys_ai(this);
}
}
makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
- // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
- vector wishvel = v_forward * this.movement.x
- + v_right * this.movement.y
- + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
+ // wishvel = v_forward * PHYS_CS(this).movement.x + v_right * PHYS_CS(this).movement.y + v_up * PHYS_CS(this).movement.z;
+ vector wishvel = v_forward * PHYS_CS(this).movement.x
+ + v_right * PHYS_CS(this).movement.y
+ + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
if (this.com_phys_water) {
if (PHYS_INPUT_BUTTON_CROUCH(this)) {
wishvel.z = -PHYS_MAXSPEED(this);
}
if (this.com_phys_ladder) {
if (this.viewloc) {
- wishvel.z = this.movement_old.x;
+ wishvel.z = PHYS_CS(this).movement_old.x;
}
if (this.ladder_entity.classname == "func_water") {
float f = vlen(wishvel);
// dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
// log dv/dt = logaccel + logmaxspeed (when slow)
// log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
- float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
+ float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90); // if one is nonzero, other is always zero
if (PHYS_MAXAIRSTRAFESPEED(this)) {
wishspeed =
min(wishspeed,
}
// !CPM
- if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
+ if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
PM_AirAccelerate(this, dt, wishdir, wishspeed2);
} else {
float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
void sys_phys_fix(entity this, float dt)
{
WarpZone_PlayerPhysics_FixVAngle(this);
- STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
- MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
- Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+ Physics_UpdateStats(this);
}
bool sys_phys_override(entity this, float dt)
{
int buttons = PHYS_INPUT_BUTTON_MASK(this);
- float idlesince = this.parm_idlesince;
- this.parm_idlesince = time; // in the case that physics are overridden
+ float idlesince = CS(this).parm_idlesince;
+ CS(this).parm_idlesince = time; // in the case that physics are overridden
if (PM_check_specialcommand(this, buttons)) { return true; }
if (this.PlayerPhysplug && this.PlayerPhysplug(this, dt)) { return true; }
- this.parm_idlesince = idlesince;
+ CS(this).parm_idlesince = idlesince;
return false;
}
int buttons = PHYS_INPUT_BUTTON_MASK(this);
anticheat_physics(this);
if (sv_maxidle > 0) {
- if (buttons != this.buttons_old
- || this.movement != this.movement_old
- || this.v_angle != this.v_angle_old) { this.parm_idlesince = time; }
+ if (buttons != CS(this).buttons_old
+ || CS(this).movement != CS(this).movement_old
+ || this.v_angle != CS(this).v_angle_old) { CS(this).parm_idlesince = time; }
}
PM_check_nickspam(this);
PM_check_punch(this, dt);
{
float maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
if (!this.spectatorspeed) { this.spectatorspeed = maxspeed_mod; }
- if ((this.impulse >= 1 && this.impulse <= 19)
- || (this.impulse >= 200 && this.impulse <= 209)
- || (this.impulse >= 220 && this.impulse <= 229)
+ if ((CS(this).impulse >= 1 && CS(this).impulse <= 19)
+ || (CS(this).impulse >= 200 && CS(this).impulse <= 209)
+ || (CS(this).impulse >= 220 && CS(this).impulse <= 229)
) {
if (this.lastclassname != STR_PLAYER) {
- if (this.impulse == 10
- || this.impulse == 15
- || this.impulse == 18
- || (this.impulse >= 200 && this.impulse <= 209)
- ) { this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5); } else if (this.impulse == 11) {
+ if (CS(this).impulse == 10
+ || CS(this).impulse == 15
+ || CS(this).impulse == 18
+ || (CS(this).impulse >= 200 && CS(this).impulse <= 209)
+ ) { this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5); } else if (CS(this).impulse == 11) {
this.spectatorspeed = maxspeed_mod;
- } else if (this.impulse == 12
- || this.impulse == 16
- || this.impulse == 19
- || (this.impulse >= 220 && this.impulse <= 229)
+ } else if (CS(this).impulse == 12
+ || CS(this).impulse == 16
+ || CS(this).impulse == 19
+ || (CS(this).impulse >= 220 && CS(this).impulse <= 229)
) {
this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
- } else if (this.impulse >= 1 && this.impulse <= 9) {
- this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
+ } else if (CS(this).impulse >= 1 && CS(this).impulse <= 9) {
+ this.spectatorspeed = 1 + 0.5 * (CS(this).impulse - 1);
}
} // otherwise just clear
- this.impulse = 0;
+ CS(this).impulse = 0;
}
}
#define bool float
#endif
+#ifndef QCC_SUPPORT_ERASEABLE
+ #define ERASEABLE
+#else
+ #define ERASEABLE [[eraseable]]
+#endif
+
#include <dpdefs/pre.qh>
#if defined(CSQC)
.vector origin;
+
+// angles of the player's model (as opposed to their view which uses `.vector v_angle;`) in degrees
+// x is pitch: positive means up (unlike .v_angle), usually is 0
+// y is yaw: between -180 and 180, increases when turning left
+// z is roll: positive means tilted clockwise, usually is 0
.vector angles;
/*
* Return a angle within +/- 360.
*/
-[[eraseable]]
+ERASEABLE
float anglemods(float v)
{
v = v - 360 * floor(v / 360);
/*
* Return the short angle
*/
-[[eraseable]]
+ERASEABLE
float shortangle_f(float ang1, float ang2)
{
if(ang1 > ang2)
return ang1;
}
-[[eraseable]]
+ERASEABLE
vector shortangle_v(vector ang1, vector ang2)
{
vector vtmp;
return vtmp;
}
-[[eraseable]]
+ERASEABLE
vector shortangle_vxy(vector ang1, vector ang2)
{
vector vtmp = '0 0 0';
* Return the angle offset between angle ang and angle of the vector from->to
*/
-[[eraseable]]
+ERASEABLE
vector angleofs3(vector from, vector ang, vector to)
{
vector v_res;
#define BITSET(var, mask, flag) ((var) ^ (-(flag) ^ (var)) & (mask))
#endif
-[[eraseable]]
+ERASEABLE
int lowestbit(int f)
{
f &= ~(f << 1);
return f;
}
-[[eraseable]]
+ERASEABLE
int randombit(int bits)
{
if (!(bits & (bits - 1))) // this ONLY holds for powers of two!
return b;
}
-[[eraseable]]
+ERASEABLE
int randombits(int bits, int k, bool error_return)
{
int r = 0;
OP_MINUS
};
-[[eraseable]]
+ERASEABLE
bool GiveBit(entity e, .int fld, int bit, int op, int val)
{
int v0 = (e.(fld) & bit);
return v0 != v1;
}
-[[eraseable]]
+ERASEABLE
bool GiveValue(entity e, .int fld, int op, int val)
{
int v0 = e.(fld);
#define boolean(value) ((value) != 0)
// get true/false value of a string with multiple different inputs
-[[eraseable]]
+ERASEABLE
float InterpretBoolean(string input)
{
switch (strtolower(input))
#include "string.qh"
#define colormapPaletteColor(c, isPants) colormapPaletteColor_(c, isPants, time)
-[[eraseable]]
+ERASEABLE
vector colormapPaletteColor_(int c, bool isPants, float t)
{
switch (c)
}
}
-[[eraseable]]
+ERASEABLE
float rgb_mi_ma_to_hue(vector rgb, float mi, float ma)
{
if (mi == ma)
}
}
-[[eraseable]]
+ERASEABLE
vector hue_mi_ma_to_rgb(float hue, float mi, float ma)
{
vector rgb;
return rgb;
}
-[[eraseable]]
+ERASEABLE
vector rgb_to_hsv(vector rgb)
{
float mi, ma;
return hsv;
}
-[[eraseable]]
+ERASEABLE
vector hsv_to_rgb(vector hsv)
{
return hue_mi_ma_to_rgb(hsv.x, hsv.z * (1 - hsv.y), hsv.z);
}
-[[eraseable]]
+ERASEABLE
vector rgb_to_hsl(vector rgb)
{
float mi, ma;
return hsl;
}
-[[eraseable]]
+ERASEABLE
vector hsl_to_rgb(vector hsl)
{
float mi, ma, maminusmi;
return hue_mi_ma_to_rgb(hsl.x, mi, ma);
}
-[[eraseable]]
+ERASEABLE
string rgb_to_hexcolor(vector rgb)
{
return strcat(
#endif
#endif
+#ifndef QCC_SUPPORT_ERASEABLE
+ #ifdef GMQCC
+ #define QCC_SUPPORT_ERASEABLE
+ #endif
+#endif
+
#ifdef GMQCC
#define LABEL(id) :id
#else
_("CI_THI^%d seconds"), /* third */ \
_("CI_MUL^%d seconds")) /* multi */
-[[eraseable]]
+ERASEABLE
string count_ordinal(int interval)
{
// This function is designed primarily for the English language, it's impossible
return "";
}
-[[eraseable]]
+ERASEABLE
string count_fill(float interval, string zeroth, string first, string second, string third, string multi)
{
// This function is designed primarily for the English language, it's impossible
return "";
}
-[[eraseable]]
+ERASEABLE
string process_time(float outputtype, float seconds)
{
float tmp_hours = 0, tmp_minutes = 0, tmp_seconds = 0;
{
csqcplayer_moveframe = clientcommandframe;
getinputstate(csqcplayer_moveframe-1);
- LOG_INFO("the Weird code path got hit\n");
+ LOG_INFO("the Weird code path got hit");
return;
}
#endif
// call this BEFORE drawing
void InterpolateOrigin_Do(entity this);
-
-// in case we interpolate that:
-.vector v_angle;
#include "progname.qh"
#include "static.qh"
-[[eraseable]]
+ERASEABLE
void RegisterCvars(void(string name, string def, string desc, bool archive, string file) f) {}
-[[eraseable]]
+ERASEABLE
bool cvar_value_issafe(string s)
{
if (strstrofs(s, "\"", 0) >= 0) return false;
}
/** escape the string to make it safe for consoles */
-[[eraseable]]
+ERASEABLE
string MakeConsoleSafe(string input)
{
input = strreplace("\n", "", input);
return input;
}
-[[eraseable]]
+ERASEABLE
void cvar_describe(string name, string desc)
{
localcmd(sprintf("\nset %1$s \"$%1$s\" \"%2$s\"\n", name, MakeConsoleSafe(desc)));
}
-[[eraseable]]
+ERASEABLE
void cvar_archive(string name)
{
localcmd(sprintf("\nseta %1$s \"$%1$s\"\n", name));
}
-[[eraseable]]
+ERASEABLE
void RegisterCvars_Set(string name, string def, string desc, bool archive, string file)
{
cvar_describe(name, desc);
}
int RegisterCvars_Save_fd;
-[[eraseable]]
+ERASEABLE
void RegisterCvars_Save(string name, string def, string desc, bool archive, string file)
{
if (!archive) return;
}
}
- [[eraseable]]
+ ERASEABLE
void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, int flag)
{
position.x -= 2 / 3 * strlen(text) * theScale.x;
drawstring_builtin(position, text, theScale, rgb, theAlpha, flag);
}
- [[eraseable]]
+ ERASEABLE
void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, int flag)
{
position.x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale.x);
#pragma once
-[[eraseable]]
+ERASEABLE
bool fexists(string f)
{
int fh = fopen(f, FILE_READ);
/**
* @deprecated prefer _("translated")
*/
-[[eraseable]]
+ERASEABLE
string language_filename(string s)
{
string fn = prvm_language;
}
#endif
-[[eraseable]]
+ERASEABLE
string CTX(string s)
{
#if CTX_CACHE
const int IL_MAX = 128;
-[[eraseable]]
+ERASEABLE
void IL_INIT(entity this);
-[[eraseable]]
+ERASEABLE
void IL_DTOR(entity this);
-[[eraseable]]
+ERASEABLE
void IL_ENDFRAME();
/**
#define IL_LAST(this) (this.il_tail)
#define IL_PEEK(this) (this.il_tail)
-[[eraseable]]
+ERASEABLE
bool IL_CONTAINS(IntrusiveList this, entity it)
{
assert(this, return false);
/**
* Push to tail
*/
-[[eraseable]]
+ERASEABLE
entity IL_PUSH(IntrusiveList this, entity it)
{
assert(this, return NULL);
/**
* Push to head
*/
-[[eraseable]]
+ERASEABLE
entity IL_UNSHIFT(IntrusiveList this, entity it)
{
assert(this, return NULL);
/**
* Pop from tail
*/
-[[eraseable]]
+ERASEABLE
entity IL_POP(IntrusiveList this)
{
assert(this, return NULL);
/**
* Pop from head
*/
-[[eraseable]]
+ERASEABLE
entity IL_SHIFT(IntrusiveList this)
{
assert(this, return NULL);
/**
* Remove any element, anywhere in the list
*/
-[[eraseable]]
+ERASEABLE
void IL_REMOVE(IntrusiveList this, entity it)
{
assert(this, return);
#define IL_LISTS_PER_BIT IL_CEIL(IL_MAX / (3 * 24))
-[[eraseable]]
+ERASEABLE
void IL_INIT(IntrusiveList this)
{
.entity nextfld, prevfld;
LOG_WARNF("IntrusiveList overflow");
}
-[[eraseable]]
+ERASEABLE
void IL_DTOR(IntrusiveList this)
{
IL_CLEAR(this);
il_links[this.il_id] = NULL;
}
-[[eraseable]]
+ERASEABLE
void IL_ENDFRAME()
{
#if 0
#endif
}
-[[eraseable]]
+ERASEABLE
void ONREMOVE(entity this)
{
if (this.il_lists) {
// Current keys
int _json_keys;
-[[eraseable]]
+ERASEABLE
bool _json_parse_object() {
JSON_BEGIN();
if (STRING_ITERATOR_GET(_json) != '{') JSON_FAIL("expected '{'");
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_members() {
JSON_BEGIN();
for (;;) {
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_pair() {
JSON_BEGIN();
if (!_json_parse_string(false)) JSON_FAIL("expected string");
JSON_END();
}
-[[eraseable]]
+ERASEABLE
bool _json_parse_array() {
JSON_BEGIN();
if (STRING_ITERATOR_GET(_json) != '[') JSON_FAIL("expected '['");
JSON_END();
}
-[[eraseable]]
+ERASEABLE
bool _json_parse_value() {
JSON_BEGIN();
if (!(_json_parse_string(true)
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_true() {
JSON_BEGIN();
if (!(STRING_ITERATOR_GET(_json) == 't'
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_false() {
JSON_BEGIN();
if (!(STRING_ITERATOR_GET(_json) == 'f'
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_null() {
JSON_BEGIN();
if (!(STRING_ITERATOR_GET(_json) == 'n'
JSON_END();
}
-[[eraseable]]
+ERASEABLE
bool _json_parse_string(bool add) {
JSON_BEGIN();
if (STRING_ITERATOR_GET(_json) != '"') JSON_FAIL("expected opening '\"'");
JSON_END();
}
-[[eraseable]]
+ERASEABLE
bool _json_parse_number() {
JSON_BEGIN();
if (!(_json_parse_float() || _json_parse_int())) JSON_FAIL("expected number");
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_float() {
JSON_BEGIN();
string s = "";
JSON_END();
}
- [[eraseable]]
+ ERASEABLE
bool _json_parse_int() {
JSON_BEGIN();
string s = "";
JSON_END();
}
-[[eraseable]]
+ERASEABLE
int json_parse(string in, bool() func) {
string trimmed = "";
LABEL(trim) {
return _json_buffer;
}
-[[eraseable]]
+ERASEABLE
string json_get(int buf, string key)
{
for (int i = 1, n = buf_getsize(buf); i < n; i += 2) {
return string_null;
}
-[[eraseable]]
+ERASEABLE
void json_del(int buf)
{
buf_del(buf);
}
-[[eraseable]]
+ERASEABLE
void json_dump(int buf)
{
for (int i = 0, n = buf_getsize(buf); i < n; ++i) {
#define _LOG_INFO(s) \
MACRO_BEGIN { \
dprint(_LOG_HEADER("^5INFO")); \
- print("\n^7", s); \
+ string __s = s; \
+ print("\n^7", __s); \
+ /* TODO: unconditionally add a newline when possible */ \
+ if (str2chr(__s, strlen(__s) - 1) != '\n') { print("\n"); } \
} MACRO_END
#define LOG_TRACE(...) _LOG_TRACE(strcat1n(__VA_ARGS__))
// Databases (hash tables)
const int DB_BUCKETS = 8192;
-[[eraseable]]
+ERASEABLE
void db_save(int db, string filename)
{
int fh = fopen(filename, FILE_WRITE);
USING(HashMap, int);
-[[eraseable]]
+ERASEABLE
int db_create()
{
return buf_create();
}
#define HM_NEW(this) (this = db_create())
-[[eraseable]]
+ERASEABLE
void db_put(int db, string key, string value);
-[[eraseable]]
+ERASEABLE
int db_load(string filename)
{
int db = buf_create();
return db;
}
-[[eraseable]]
+ERASEABLE
void db_dump(int db, string filename)
{
int fh = fopen(filename, FILE_WRITE);
fclose(fh);
}
-[[eraseable]]
+ERASEABLE
void db_close(int db)
{
buf_del(db);
}
#define HM_DELETE(this) db_close(this)
-[[eraseable]]
+ERASEABLE
string db_get(int db, string key)
{
int h = crc16(false, key) % DB_BUCKETS;
#define db_remove(db, key) db_put(db, key, "")
-[[eraseable]]
+ERASEABLE
void db_put(int db, string key, string value)
{
int h = crc16(false, key) % DB_BUCKETS;
* - two spaces escape a linebreak (otherwise text wraps)
* - two linebreaks become a paragraph (remain unchanged)
*/
-[[eraseable]]
+ERASEABLE
string markdown(string s)
{
string buf = "";
#include "lib/float.qh"
-[[eraseable]]
+ERASEABLE
void mean_accumulate(entity e, .float a, .float c, float mean, float value, float weight)
{
if (weight == 0) return;
e.(c) += weight;
}
-[[eraseable]]
+ERASEABLE
float mean_evaluate(entity e, .float a, .float c, float mean)
{
if (e.(c) == 0) return 0;
*/
-[[eraseable]]
+ERASEABLE
float angc(float a1, float a2)
{
while (a1 > 180)
return a;
}
-[[eraseable]]
+ERASEABLE
float fsnap(float val, float fsize)
{
return rint(val / fsize) * fsize;
}
-[[eraseable]]
+ERASEABLE
vector vsnap(vector point, float fsize)
{
vector vret;
return vret;
}
-[[eraseable]]
+ERASEABLE
vector lerpv(float t0, vector v0, float t1, vector v1, float t)
{
return v0 + (v1 - v0) * ((t - t0) / (t1 - t0));
}
-[[eraseable]]
+ERASEABLE
vector bezier_quadratic_getpoint(vector a, vector b, vector c, float t)
{
return (c - 2 * b + a) * (t * t)
+ a;
}
-[[eraseable]]
+ERASEABLE
vector bezier_quadratic_getderivative(vector a, vector b, vector c, float t)
{
return (c - 2 * b + a) * (2 * t)
+ (b - a) * 2;
}
-[[eraseable]]
+ERASEABLE
float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float spd)
{
return (((startspeedfactor + endspeedfactor - 2
) * spd;
}
-[[eraseable]]
+ERASEABLE
bool cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor)
{
if (startspeedfactor < 0 || endspeedfactor < 0) return false;
}
/** continuous function mapping all reals into -1..1 */
-[[eraseable]]
+ERASEABLE
float float2range11(float f)
{
return f / (fabs(f) + 1);
}
/** continuous function mapping all reals into 0..1 */
-[[eraseable]]
+ERASEABLE
float float2range01(float f)
{
return 0.5 + 0.5 * float2range11(f);
}
-[[eraseable]]
+ERASEABLE
float median(float a, float b, float c)
{
return (a < c) ? bound(a, b, c) : bound(c, b, a);
}
-[[eraseable]]
+ERASEABLE
float almost_equals(float a, float b)
{
float eps = (max(a, -a) + max(b, -b)) * 0.001;
return a - b < eps && b - a < eps;
}
-[[eraseable]]
+ERASEABLE
float almost_equals_eps(float a, float b, float times_eps)
{
float eps = max(fabs(a), fabs(b)) * FLOAT_EPSILON * times_eps;
return a - b < eps && b - a < eps;
}
-[[eraseable]]
+ERASEABLE
float almost_in_bounds(float a, float b, float c)
{
float eps = (max(a, -a) + max(c, -c)) * 0.001;
return b == median(a - eps, b, c + eps);
}
-[[eraseable]]
+ERASEABLE
float ExponentialFalloff(float mindist, float maxdist, float halflifedist, float d)
{
if (halflifedist > 0) return (0.5 ** ((bound(mindist, d, maxdist) - mindist) / halflifedist));
#define power2of(e) (2 ** e)
-[[eraseable]]
+ERASEABLE
float log2of(float e)
{
// NOTE: generated code
}
/** ax^2 + bx + c = 0 */
-[[eraseable]]
+ERASEABLE
vector solve_quadratic(float a, float b, float c)
{
vector v;
class(Noise).float noise_paccum3;
class(Noise).float noise_bstate;
-[[eraseable]]
+ERASEABLE
float Noise_Brown(entity e, float dt)
{
e.noise_baccum += random() * sqrt(dt); // same stddev for all dt
return e.noise_baccum;
}
-[[eraseable]]
+ERASEABLE
float Noise_Pink(entity e, float dt)
{
float f;
if (random() > (0.9613 ** f)) e.noise_paccum3 = 0.43488 * (2 * random() - 1);
return e.noise_paccum + e.noise_paccum2 + e.noise_paccum3;
}
-[[eraseable]]
+ERASEABLE
float Noise_White(entity e, float dt)
{
return random() * 2 - 1;
}
/** +1 or -1 */
-[[eraseable]]
+ERASEABLE
float Noise_Burst(entity e, float dt, float p)
{
if (random() > (p ** dt)) e.noise_bstate = !e.noise_bstate;
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
-[[eraseable]]
+ERASEABLE
vector vec_bias(vector v, float f)
{
vector c;
c.z = v.z + f;
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_to_min(vector a, vector b)
{
vector c;
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_to_max(vector a, vector b)
{
vector c;
}
// there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
-[[eraseable]]
+ERASEABLE
vector vec_bounds_in(vector point, vector a, vector b)
{
vector d = vec_to_min(a, b);
return c;
}
-[[eraseable]]
+ERASEABLE
vector vec_bounds_out(vector point, vector a, vector b)
{
vector d = vec_to_max(a, b);
return c;
}
-[[eraseable]]
+ERASEABLE
float angle_snap_f(float f, float increment)
{
for (int j = 0; j <= 360; )
return 0;
}
-[[eraseable]]
+ERASEABLE
vector angle_snap_vec(vector v, float increment)
{
vector c;
return c;
}
-[[eraseable]]
+ERASEABLE
vector aim_vec(vector org, vector targ)
{
vector v;
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
-[[eraseable]]
+ERASEABLE
vector vec_bias(vector v, float f);
-[[eraseable]]
+ERASEABLE
vector vec_to_min(vector a, vector b);
-[[eraseable]]
+ERASEABLE
vector vec_to_max(vector a, vector b);
// there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
-[[eraseable]]
+ERASEABLE
vector vec_bounds_in(vector point, vector a, vector b);
-[[eraseable]]
+ERASEABLE
vector vec_bounds_out(vector point, vector a, vector b);
-[[eraseable]]
+ERASEABLE
float angle_snap_f(float f, float increment);
-[[eraseable]]
+ERASEABLE
vector angle_snap_vec(vector v, float increment);
-[[eraseable]]
+ERASEABLE
vector aim_vec(vector org, vector targ);
#include "random.qh"
-[[eraseable]]
+ERASEABLE
void RandomSelection_Init()
{
RandomSelection_totalweight = 0;
RandomSelection_best_priority = -1;
}
-[[eraseable]]
+ERASEABLE
void RandomSelection_Add(entity e, float f, string s, vector v, float weight, float priority)
{
if (priority > RandomSelection_best_priority)
float DistributeEvenly_amount;
float DistributeEvenly_totalweight;
-[[eraseable]]
+ERASEABLE
void DistributeEvenly_Init(float amount, float totalweight)
{
if (DistributeEvenly_amount)
DistributeEvenly_totalweight = totalweight;
}
-[[eraseable]]
+ERASEABLE
float DistributeEvenly_Get(float weight)
{
float f;
return f;
}
-[[eraseable]]
+ERASEABLE
float DistributeEvenly_GetRandomized(float weight)
{
float f;
// from the GNU Scientific Library
float gsl_ran_gaussian_lastvalue;
float gsl_ran_gaussian_lastvalue_set;
-[[eraseable]]
+ERASEABLE
float gsl_ran_gaussian(float sigma)
{
if (gsl_ran_gaussian_lastvalue_set)
string RandomSelection_chosen_string;
vector RandomSelection_chosen_vec;
-[[eraseable]]
+ERASEABLE
void RandomSelection_Init();
-[[eraseable]]
+ERASEABLE
void RandomSelection_Add(entity e, float f, string s, vector v, float weight, float priority);
#define RandomSelection_AddEnt(e, weight, priority) RandomSelection_Add(e, 0, string_null, '0 0 0', weight, priority)
#define RandomSelection_AddFloat(f, weight, priority) RandomSelection_Add(NULL, f, string_null, '0 0 0', weight, priority)
*/
#define REGISTRY(id, max) \
void Register##id(); \
+ [[accumulate]] void REGISTRY_DEPENDS_(id) {} \
[[accumulate]] REGISTRY_BEGIN(id) {} \
[[accumulate]] REGISTRY_END(id) {} \
void _Register##id() {} \
- void Register##id() { REGISTRY_BEGIN_(id); _Register##id(); REGISTRY_END_(id); } \
+ int id##_state = 0; \
+ void Register##id() { if (id##_state) return; id##_state = 1; REGISTRY_DEPENDS_(id); REGISTRY_BEGIN_(id); _Register##id(); id##_state = 2; REGISTRY_END_(id); } \
const int id##_MAX = max; \
int id##_COUNT; \
noref entity id##_first, id##_last; \
SHUTDOWN(id) { _R_DEL(_##id); } \
entity _##id##_from(int i, entity null) { if (i >= 0 && i < id##_COUNT) { entity e = _R_GET(_##id, i); if (e) return e; } return null; }
+/** Add registry dependencies to a registry */
+#define REGISTRY_DEPENDS(id, dep) void Register##dep(); void REGISTRY_DEPENDS_(id) { Register##dep(); }
+#define REGISTRY_DEPENDS_(id) Register##id##_Depends()
+
/** Called before initializing a registry. */
#define REGISTRY_BEGIN(id) [[accumulate]] void REGISTRY_BEGIN_(id) { noref void() f = Register##id; } void REGISTRY_BEGIN_(id)
#define REGISTRY_BEGIN_(id) Register##id##_First()
#define REGISTRY_HASH(id) Registry_hash_##id
-[[eraseable]]
+ERASEABLE
[[accumulate]] void Registry_check(string r, string server) { }
-[[eraseable]]
+ERASEABLE
[[accumulate]] void Registry_send_all() { }
#ifdef SVQC
ENDCLASS(id##Registry) \
REGISTER(Registries, REGISTRY, id, m_id, NEW(id##Registry)); \
METHOD(id##Registry, m_reload, void()) { \
+ id##_state = 0; \
Register##id(); \
}
#define REPLICATE(...) EVAL_REPLICATE(OVERLOAD(REPLICATE, __VA_ARGS__))
#define EVAL_REPLICATE(...) __VA_ARGS__
- [[accumulate]] void ReplicateVars(entity this, string thisname, int i) {}
+ [[accumulate]] void ReplicateVars(entity this, entity store, string thisname, int i) {}
#define REPLICATE_3(fld, type, var) REPLICATE_4(fld, type, var, )
#define REPLICATE_4(fld, type, var, func) REPLICATE_##type(fld, var, func)
#if defined(SVQC)
#define REPLICATE_7(fld, type, var, func, create, destroy, after) \
- void ReplicateVars(entity this, string thisname, int i) \
+ void ReplicateVars(entity this, entity store, string thisname, int i) \
{ \
- type field = this.fld; \
+ type field = store.fld; \
if (i < 0) { destroy } \
else \
{ \
} \
if (current) { after } \
} \
- this.fld = field; \
+ store.fld = field; \
}
#elif defined(CSQC)
// TODO
/** <0 for <, ==0 for ==, >0 for > (like strcmp) */
USING(comparefunc_t, int (int i1, int i2, entity pass));
-[[eraseable]]
+ERASEABLE
void heapsort(int n, swapfunc_t swap, comparefunc_t cmp, entity pass)
{
#define heapify(_count) \
}
}
-[[eraseable]]
+ERASEABLE
void shuffle(float n, swapfunc_t swap, entity pass)
{
for (int i = 1; i < n; ++i)
#include "sortlist.qh"
-[[eraseable]]
+ERASEABLE
entity Sort_Spawn()
{
entity sort = new_pure(sortlist);
float(int tmr) _gettime = #519;
#endif
-[[eraseable]]
+ERASEABLE
void profile(string s)
{
static float g_starttime;
}
#endif
-[[eraseable]]
+ERASEABLE
string seconds_tostring(float sec)
{
float minutes = floor(sec / 60);
return sprintf("%d:%02d", minutes, sec);
}
-[[eraseable]]
+ERASEABLE
string format_time(float seconds)
{
seconds = floor(seconds + 0.5);
else return sprintf(_("%02d:%02d:%02d"), hours, minutes, seconds);
}
-[[eraseable]]
+ERASEABLE
string mmsss(float tenths)
{
tenths = floor(tenths + 0.5);
return strcat(ftos(minutes), ":", substring(s, 1, 2), ".", substring(s, 3, 1));
}
-[[eraseable]]
+ERASEABLE
string mmssss(float hundredths)
{
hundredths = floor(hundredths + 0.5);
int ColorTranslateMode;
-[[eraseable]]
+ERASEABLE
string ColorTranslateRGB(string s)
{
return (ColorTranslateMode & 1) ? strdecolorize(s) : s;
#define startsWith(haystack, needle) (strstrofs(haystack, needle, 0) == 0)
-[[eraseable]]
+ERASEABLE
bool startsWithNocase(string haystack, string needle)
{
return strcasecmp(substring(haystack, 0, strlen(needle)), needle) == 0;
#define endsWith(this, suffix) (_endsWith_suffix = suffix, substring(this, -strlen(_endsWith_suffix), -1) == _endsWith_suffix)
/** unzone the string, and return it as tempstring. Safe to be called on string_null */
-[[eraseable]]
+ERASEABLE
string fstrunzone(string s)
{
if (!s) return s;
}
/** returns first word */
-[[eraseable]]
+ERASEABLE
string car(string s)
{
int o = strstrofs(s, " ", 0);
}
/** returns all but first word */
-[[eraseable]]
+ERASEABLE
string cdr(string s)
{
int o = strstrofs(s, " ", 0);
return substring(s, o + 1, strlen(s) - (o + 1));
}
-[[eraseable]]
+ERASEABLE
string cons(string a, string b)
{
if (a == "") return b;
return strcat(a, " ", b);
}
-[[eraseable]]
+ERASEABLE
string substring_range(string s, float b, float e)
{
return substring(s, b, e - b);
}
-[[eraseable]]
+ERASEABLE
string swapwords(string str, float i, float j)
{
float n;
}
string _shufflewords_str;
-[[eraseable]]
+ERASEABLE
void _shufflewords_swapfunc(float i, float j, entity pass)
{
_shufflewords_str = swapwords(_shufflewords_str, i, j);
}
-[[eraseable]]
+ERASEABLE
string shufflewords(string str)
{
_shufflewords_str = str;
return str;
}
-[[eraseable]]
+ERASEABLE
string unescape(string in)
{
in = strzone(in); // but it doesn't seem to be necessary in my tests at least
return str;
}
-[[eraseable]]
+ERASEABLE
string strwords(string s, int w)
{
int endpos = 0;
#define strhasword(s, w) (strstrofs(strcat(" ", s, " "), strcat(" ", w, " "), 0) >= 0)
-[[eraseable]]
+ERASEABLE
int u8_strsize(string s)
{
int l = 0;
return l;
}
-[[eraseable]]
+ERASEABLE
bool isInvisibleString(string s)
{
s = strdecolorize(s);
// Multiline text file buffers
-[[eraseable]]
+ERASEABLE
int buf_load(string pFilename)
{
int buf = buf_create();
return buf;
}
-[[eraseable]]
+ERASEABLE
void buf_save(float buf, string pFilename)
{
int fh = fopen(pFilename, FILE_WRITE);
/**
* converts a number to a string with the indicated number of decimals
*/
-[[eraseable]]
+ERASEABLE
string ftos_decimals(float number, int decimals)
{
// inhibit stupid negative zero
/**
* converts a number to a string with the minimum number of decimals
*/
-[[eraseable]]
+ERASEABLE
string ftos_mindecimals(float number)
{
// inhibit stupid negative zero
return sprintf("%.7g", number);
}
-[[eraseable]]
+ERASEABLE
int vercmp_recursive(string v1, string v2)
{
int dot1 = strstrofs(v1, ".", 0);
else return (dot2 == -1) ? 1 : vercmp_recursive(substring(v1, dot1 + 1, 999), substring(v2, dot2 + 1, 999));
}
-[[eraseable]]
+ERASEABLE
int vercmp(string v1, string v2)
{
if (strcasecmp(v1, v2) == 0) return 0; // early out check
int f = TEST_RunAll_accumulated(0);
if (f)
{
- LOG_INFOF("%d tests failed\n", f);
+ LOG_INFOF("%d tests failed", f);
return true;
}
else
{
- LOG_INFO("All tests OK\n");
+ LOG_INFO("All tests OK");
return false;
}
}
bool TEST_Run(string s)
{
- LOG_INFOF("%s: testing...\n", s);
+ LOG_INFOF("%s: testing...", s);
TEST_failed = 0;
TEST_fatal = 0;
TEST_ok = false;
if (isfunction(fn)) callfunction(fn);
if (TEST_failed > 0)
{
- LOG_INFOF("%s: %d items failed.\n", s, TEST_failed);
+ LOG_INFOF("%s: %d items failed.", s, TEST_failed);
return false;
}
else if (!TEST_ok)
{
- LOG_INFOF("%s: did not complete.\n", s);
+ LOG_INFOF("%s: did not complete.", s);
return false;
}
return true;
entity url_fromid[NUM_URL_ID];
int autocvar__urllib_nextslot;
-[[eraseable]]
+ERASEABLE
float url_URI_Get_Callback(int id, float status, string data)
{
if (id < MIN_URL_ID) return 0;
if (!e) return 0;
if (e.url_rbuf >= 0 || e.url_wbuf >= 0)
{
- LOG_INFOF("WARNING: handle %d (%s) has already received data?!?\n", id + NUM_URL_ID, e.url_url);
+ LOG_INFOF("WARNING: handle %d (%s) has already received data?!?", id + NUM_URL_ID, e.url_url);
return 0;
}
e.url_rbuf = buf_create();
if (e.url_rbuf < 0)
{
- LOG_INFO("url_URI_Get_Callback: out of memory in buf_create\n");
+ LOG_INFO("url_URI_Get_Callback: out of memory in buf_create");
e.url_ready(e, e.url_ready_pass, URL_READY_ERROR);
strunzone(e.url_url);
delete(e);
e.url_rbufpos = 0;
if (e.url_rbuf < 0)
{
- LOG_INFO("url_URI_Get_Callback: out of memory in buf_create\n");
+ LOG_INFO("url_URI_Get_Callback: out of memory in buf_create");
e.url_ready(e, e.url_ready_pass, URL_READY_ERROR);
strunzone(e.url_url);
delete(e);
}
}
-[[eraseable]]
+ERASEABLE
void url_single_fopen(string url, int mode, url_ready_func rdy, entity pass)
{
entity e;
e.url_wbuf = buf_create();
if (e.url_wbuf < 0)
{
- LOG_INFO("url_single_fopen: out of memory in buf_create\n");
+ LOG_INFO("url_single_fopen: out of memory in buf_create");
rdy(e, pass, URL_READY_ERROR);
strunzone(e.url_url);
delete(e);
if (url_fromid[i] == NULL) break;
if (i >= autocvar__urllib_nextslot)
{
- LOG_INFO("url_single_fopen: too many concurrent requests\n");
+ LOG_INFO("url_single_fopen: too many concurrent requests");
rdy(NULL, pass, URL_READY_ERROR);
return;
}
// GET the data
if (!crypto_uri_postbuf(url, i + MIN_URL_ID, string_null, string_null, -1, 0))
{
- LOG_INFO("url_single_fopen: failure in crypto_uri_postbuf\n");
+ LOG_INFO("url_single_fopen: failure in crypto_uri_postbuf");
rdy(NULL, pass, URL_READY_ERROR);
return;
}
rdy(e, pass, URL_READY_CANWRITE);
break;
case FILE_READ:
- LOG_INFO("url_single_fopen: cannot open '-' for reading\n");
+ LOG_INFO("url_single_fopen: cannot open '-' for reading");
rdy(NULL, pass, URL_READY_ERROR);
break;
}
}
// close a file
-[[eraseable]]
+ERASEABLE
void url_fclose(entity e)
{
int i;
if (url_fromid[i] == NULL) break;
if (i >= autocvar__urllib_nextslot)
{
- LOG_INFO("url_fclose: too many concurrent requests\n");
+ LOG_INFO("url_fclose: too many concurrent requests");
e.url_ready(e, e.url_ready_pass, URL_READY_ERROR);
buf_del(e.url_wbuf);
strunzone(e.url_url);
// POST the data
if (!crypto_uri_postbuf(e.url_url, i + MIN_URL_ID, e.url_content_type, e.url_verb, e.url_wbuf, 0))
{
- LOG_INFO("url_fclose: failure in crypto_uri_postbuf\n");
+ LOG_INFO("url_fclose: failure in crypto_uri_postbuf");
e.url_ready(e, e.url_ready_pass, URL_READY_ERROR);
buf_del(e.url_wbuf);
strunzone(e.url_url);
}
// with \n (blame FRIK_FILE)
-[[eraseable]]
+ERASEABLE
string url_fgets(entity e)
{
if (e.url_fh == URL_FH_CURL)
}
// without \n (blame FRIK_FILE)
-[[eraseable]]
+ERASEABLE
void url_fputs(entity e, string s)
{
if (e.url_fh == URL_FH_CURL)
}
// multi URL object, tries URLs separated by space in sequence
-[[eraseable]]
+ERASEABLE
void url_multi_ready(entity fh, entity me, float status)
{
float n;
{
if (status == -422) // Unprocessable Entity
{
- LOG_INFO("uri_multi_ready: got HTTP error 422, data is in unusable format - not continuing\n");
+ LOG_INFO("uri_multi_ready: got HTTP error 422, data is in unusable format - not continuing");
me.url_ready(fh, me.url_ready_pass, status);
strunzone(me.url_url);
delete(me);
me.url_ready(fh, me.url_ready_pass, status);
}
-[[eraseable]]
+ERASEABLE
void url_multi_fopen(string url, int mode, url_ready_func rdy, entity pass)
{
float n;
n = tokenize_console(url);
if (n <= 0)
{
- LOG_INFO("url_multi_fopen: need at least one URL\n");
+ LOG_INFO("url_multi_fopen: need at least one URL");
rdy(NULL, pass, URL_READY_ERROR);
return;
}
// errors: -1, or negative HTTP status code
USING(url_ready_func, void (entity handle, entity pass, float status));
-[[eraseable]]
+ERASEABLE
void url_single_fopen(string url, float mode, url_ready_func rdy, entity pass);
-[[eraseable]]
+ERASEABLE
void url_fclose(entity e);
-[[eraseable]]
+ERASEABLE
string url_fgets(entity e);
-[[eraseable]]
+ERASEABLE
void url_fputs(entity e, string s);
// returns true if handled
-[[eraseable]]
+ERASEABLE
float url_URI_Get_Callback(int id, float status, string data);
#define MIN_URL_ID URI_GET_URLLIB
#define NUM_URL_ID (URI_GET_URLLIB_END - URI_GET_URLLIB + 1)
-[[eraseable]]
+ERASEABLE
void url_multi_fopen(string url, float mode, url_ready_func rdy, entity pass);
#if 1
#define cross(a, b) ((a) >< (b))
#else
-[[eraseable]]
+ERASEABLE
vector cross(vector a, vector b)
{
return
const vector eY = '0 1 0';
const vector eZ = '0 0 1';
-[[eraseable]]
+ERASEABLE
vector randompos(vector m1, vector m2)
{
vector v;
return v;
}
-[[eraseable]]
+ERASEABLE
float vlen_maxnorm2d(vector v)
{
return max(v.x, v.y, -v.x, -v.y);
}
-[[eraseable]]
+ERASEABLE
float vlen_minnorm2d(vector v)
{
return min(max(v.x, -v.x), max(v.y, -v.y));
}
-[[eraseable]]
+ERASEABLE
float dist_point_line(vector p, vector l0, vector ldir)
{
ldir = normalize(ldir);
}
/** requires that m2>m1 in all coordinates, and that m4>m3 */
-[[eraseable]]
+ERASEABLE
float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
/** requires the same as boxesoverlap, but is a stronger condition */
-[[eraseable]]
+ERASEABLE
float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
#define PITCH(v) ((v).x)
noref vector _vec3;
#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
-[[eraseable]]
+ERASEABLE
vector Rotate(vector v, float a)
{
float a_sin = sin(a), a_cos = cos(a);
* @param norm the normalized normal
* @returns dir reflected by norm
*/
-[[eraseable]]
+ERASEABLE
vector reflect(vector dir, vector norm)
{
return dir - 2 * (dir * norm) * norm;
/**
* clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1
*/
-[[eraseable]]
+ERASEABLE
vector vec_reflect(vector vel, vector norm, float bounce)
{
return vel - (1 + bounce) * (vel * norm) * norm;
}
-[[eraseable]]
+ERASEABLE
vector vec_epsilon(vector this, float eps)
{
if (this.x > -eps && this.x < eps) this.x = 0;
(out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
#ifdef GAMEQC
- [[eraseable]]
+ ERASEABLE
vector get_corner_position(entity box, int corner)
{
switch (corner)
}
}
- [[eraseable]]
+ ERASEABLE
vector NearestPointOnBox(entity box, vector org)
{
vector m1 = box.mins + box.origin;
return e;
}
-float WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
+bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
{
return !WarpZoneLib_BoxTouchesBrush(toucher.absmin, toucher.absmax, this, toucher);
}
}
}
-float WarpZoneLib_MoveOutOfSolid(entity e)
+bool WarpZoneLib_MoveOutOfSolid(entity e)
{
- vector o, m0, m1;
-
- o = e.origin;
+ vector o = e.origin;
traceline(o, o, MOVE_WORLDONLY, e);
if (trace_startsolid)
return false;
if (!trace_startsolid)
return true;
- m0 = e.mins;
- m1 = e.maxs;
+ vector m0 = e.mins;
+ vector m1 = e.maxs;
e.mins = '0 0 0';
e.maxs = '0 0 0';
- WarpZoneLib_MoveOutOfSolid_Expand(e, '1 0 0' * m0_x);
- e.mins_x = m0_x;
- WarpZoneLib_MoveOutOfSolid_Expand(e, '1 0 0' * m1_x);
- e.maxs_x = m1_x;
- WarpZoneLib_MoveOutOfSolid_Expand(e, '0 1 0' * m0_y);
- e.mins_y = m0_y;
- WarpZoneLib_MoveOutOfSolid_Expand(e, '0 1 0' * m1_y);
- e.maxs_y = m1_y;
- WarpZoneLib_MoveOutOfSolid_Expand(e, '0 0 1' * m0_z);
- e.mins_z = m0_z;
- WarpZoneLib_MoveOutOfSolid_Expand(e, '0 0 1' * m1_z);
- e.maxs_z = m1_z;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m0.x); e.mins.x = m0.x;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m1.x); e.maxs.x = m1.x;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m0.y); e.mins.y = m0.y;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m1.y); e.maxs.y = m1.y;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m0.z); e.mins.z = m0.z;
+ WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m1.z); e.maxs.z = m1.z;
setorigin(e, e.origin);
tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
#ifndef BITXOR_ASSIGN
# define BITXOR_ASSIGN(a,b) ((a) = ((a) | (b)) - ((a) & (b)))
#endif
-float WarpZoneLib_MoveOutOfSolid(entity e);
+bool WarpZoneLib_MoveOutOfSolid(entity e);
#define move_out_of_solid(e) WarpZoneLib_MoveOutOfSolid(e)
-float WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher);
+bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher);
void WarpZoneLib_ExactTrigger_Init(entity this);
// WARNING: this kills the trace globals
}
else
{
- LOG_INFO("would have to put player in solid, won't do that\n");
+ LOG_INFO("would have to put player in solid, won't do that");
setorigin(player, o0 - player.view_ofs);
return 0;
}
return 0;
#ifdef WARPZONELIB_REMOVEHACK
- LOG_INFO("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
+ LOG_INFO("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now");
#else
- LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
+ LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again");
#endif
- LOG_INFO("Entity type: ", player.classname, "\n");
- LOG_INFO("Origin: ", vtos(player.origin), "\n");
- LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
+ LOG_INFO("Entity type: ", player.classname);
+ LOG_INFO("Origin: ", vtos(player.origin));
+ LOG_INFO("Velocity: ", vtos(player.velocity));
#ifdef WARPZONELIB_REMOVEHACK
return 0;
point = point * (1 / (3 * area));
if(vdist(norm, <, 0.99))
{
- LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " is nonplanar. BEWARE.\n");
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " is nonplanar. BEWARE.");
area = 0; // no autofixing in this case
}
norm = normalize(norm);
makevectors(ang);
if(norm * v_forward < 0)
{
- LOG_INFO("Position target of trigger_warpzone near ", vtos(this.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
+ LOG_INFO("Position target of trigger_warpzone near ", vtos(this.aiment.origin), " points into trigger_warpzone. BEWARE.");
norm = -1 * norm;
}
ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
ang.x = -ang.x;
if(norm * v_forward < 0.99)
- LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been turned to match plane orientation (", vtos(this.aiment.angles), " -> ", vtos(ang), "\n");
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been turned to match plane orientation (", vtos(this.aiment.angles), " -> ", vtos(ang));
if(vdist(org - this.aiment.origin, >, 0.5))
- LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been moved to match the plane (", vtos(this.aiment.origin), " -> ", vtos(org), ").\n");
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been moved to match the plane (", vtos(this.aiment.origin), " -> ", vtos(org), ").");
}
}
else if(area > 0)
WarpZone_StoreProjectileData(it);
});
}
-
+
FOREACH_CLIENT(true,
{
#ifndef WARPZONE_DONT_FIX_VANGLE
if(IS_REAL_CLIENT(this))
if(this.v_angle.z <= 360) // if not already adjusted
- if(time - this.ping * 0.001 < this.warpzone_teleport_time)
+ if(time - CS(this).ping * 0.001 < this.warpzone_teleport_time)
{
this.v_angle = WarpZone_TransformVAngles(this.warpzone_teleport_zone, this.v_angle);
this.v_angle_z += 720; // mark as adjusted
#pragma once
-float WarpZoneLib_MoveOutOfSolid(entity e);
-float WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher);
+bool WarpZoneLib_MoveOutOfSolid(entity e);
+bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher);
#ifdef SVQC
void WarpZoneLib_ExactTrigger_Init(entity this);
#endif
+++ /dev/null
-#include <menu/_all.qh>
-#include "_mod.inc"
-
-#include "anim/_mod.inc"
-#include "command/_mod.inc"
-#include "item/_mod.inc"
-#include "mutators/_mod.inc"
-#include "xonotic/_mod.inc"
-
-#include <common/_all.inc>
+++ /dev/null
-#pragma once
-
-#include "draw.qh"
-#include "xonotic/util.qh"
-#include "menu.qh"
#include <menu/item.qc>
#include <menu/matrix.qc>
#include <menu/menu.qc>
+
+#include <menu/anim/_mod.inc>
+#include <menu/command/_mod.inc>
+#include <menu/item/_mod.inc>
+#include <menu/mutators/_mod.inc>
+#include <menu/xonotic/_mod.inc>
#include <menu/item.qh>
#include <menu/matrix.qh>
#include <menu/menu.qh>
+
+#include <menu/anim/_mod.qh>
+#include <menu/command/_mod.qh>
+#include <menu/item/_mod.qh>
+#include <menu/mutators/_mod.qh>
+#include <menu/xonotic/_mod.qh>
s = me.toString(me);
if (s == "") s = me.classname;
else s = strcat(me.classname, ": ", s);
- LOG_INFO(_dumptree_space, etos(me), " (", s, ")");
+ print(_dumptree_space, etos(me), " (", s, ")");
if (me.firstChild)
{
- LOG_INFO(" {\n");
+ print(" {\n");
_dumptree_space = strcat(_dumptree_space, " ");
}
else
{
- LOG_INFO("\n");
+ print("\n");
}
}
void _dumptree_close(entity pass, entity me)
if (me.firstChild)
{
_dumptree_space = substring(_dumptree_space, 0, strlen(_dumptree_space) - 2);
- LOG_INFO(_dumptree_space, "}\n");
+ print(_dumptree_space, "}\n");
}
}
if (argv(0) == "help" || argc == 0)
{
- LOG_INFO(_("Usage: menu_cmd command..., where possible commands are:\n"));
- LOG_INFO(_(" sync - reloads all cvars on the current menu page\n"));
- LOG_INFO(_(" directmenu ITEM - select a menu item as main item\n"));
+ LOG_INFO(_("Usage: menu_cmd command..., where possible commands are:"));
+ LOG_INFO(_(" sync - reloads all cvars on the current menu page"));
+ LOG_INFO(_(" directmenu ITEM - select a menu item as main item"));
- LOG_INFO("\nGeneric commands shared by all programs:\n");
+ LOG_INFO("Generic commands shared by all programs:");
GenericCommand_macro_help();
return;
if (argc == 1)
{
- LOG_INFO(_("Available options:\n"));
+ LOG_INFO(_("Available options:"));
FOREACH_ENTITY_ORDERED(it.name != "", {
if (it.classname == "vtbl") continue;
if (!startsWith(s, filter)) continue;
s = substring(s, strlen(filter), strlen(s) - strlen(filter));
}
- LOG_INFOF(" %s\n", s);
+ LOG_INFOF(" %s", s);
});
}
else if (argc == 2 && !isdemo()) // don't allow this command in demos
if(MUTATOR_CALLHOOK(Menu_ConsoleCommand, ss, argc, theCommand)) // handled by a mutator
return;
- LOG_INFO(_("Invalid command. For a list of supported commands, try menu_cmd help.\n"));
+ LOG_INFO(_("Invalid command. For a list of supported commands, try menu_cmd help."));
}
// convenience
#include "skin.qh"
+#include "draw.qh"
+#include "menu.qh"
CLASS(Item, Object)
METHOD(Item, draw, void(Item));
cvar_set("_menu_prvm_language", prvm_language);
#ifdef WATERMARK
- LOG_INFOF("^4MQC Build information: ^1%s\n", WATERMARK);
+ LOG_INFOF("^4MQC Build information: ^1%s", WATERMARK);
#endif
// list all game dirs (TEST)
#include <lib/_all.inc>
#if XONOTIC
-#include <menu/_all.inc>
+
+#include "_mod.inc"
+
+#include <common/_all.inc>
+
#endif
#ifdef BUILD_MOD
s = "";
for(i = 0; i < n; ++i)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(argv(i) == it.netname)
s = strcat(s, " & ", it.m_name);
- ));
+ });
}
s = sprintf(_("%s Arena"), substring(s, 3, strlen(s) - 3));
int i;
#define ADD_TO_W_LIST(pred) \
- FOREACH(Weapons, it != WEP_Null, LAMBDA( \
+ FOREACH(Weapons, it != WEP_Null, { \
if (it.impulse != imp) continue; \
if (!(pred)) continue; \
w_list = strcat(w_list, it.m_name, " / "); \
- ))
+ })
for(int imp = 1; imp <= 9; ++imp)
{
m = MapInfo_BSPName_ByID(i);
if (!m)
{
- LOG_INFO(_("Huh? Can't play this (m is NULL). Refiltering so this won't happen again.\n"));
+ LOG_INFO(_("Huh? Can't play this (m is NULL). Refiltering so this won't happen again."));
me.refilter(me);
return;
}
}
else
{
- LOG_INFO(_("Huh? Can't play this (invalid game type). Refiltering so this won't happen again.\n"));
+ LOG_INFO(_("Huh? Can't play this (invalid game type). Refiltering so this won't happen again."));
me.refilter(me);
return;
}
else \
{ \
LOG_INFOF( \
- "RegisterSLCategories(): Improper override '%s' for category '%s'!\n", \
+ "RegisterSLCategories(): Improper override '%s' for category '%s'!", \
s, \
categories[i].cat_name \
); \
fh = fopen(s, FILE_READ);
if(fh < 0)
{
- LOG_INFO("Warning: can't open skinvalues.txt file\n");
+ LOG_INFO("Warning: can't open skinvalues.txt file");
continue;
}
while((s = fgets(fh)))
float v = fromDecibelOfSquare(db, -40);
float dbv = toDecibelOfSquare(v, -40);
float d = dbv - db;
- LOG_INFOF("%f -> %f -> %f (diff: %f)\n", db, v, dbv, d);
+ LOG_INFOF("%f -> %f -> %f (diff: %f)", db, v, dbv, d);
EXPECT_GT(fabs(d), 0.02);
}
SUCCEED();
}
else
{
- LOG_INFOF("Received HTTP request data for an invalid id %d.\n", id);
+ LOG_INFOF("Received HTTP request data for an invalid id %d.", id);
}
}
{
// update needed
_Nex_ExtResponseSystem_UpdateTo = strzone(un_version);
- if(un_download) { LOG_INFOF(_("Update can be downloaded at:\n%s\n"), un_download); }
+ if(un_download) { LOG_INFOF(_("Update can be downloaded at:\n%s"), un_download); }
if(un_url) { _Nex_ExtResponseSystem_UpdateToURL = strzone(un_url); }
DisableServerBackwardsCompatibility();
}
cvar_set("gl_texturecompression", "1");
cvar_set("r_texture_dds_load", "1");
if(!can_dds)
- LOG_INFO(_("^1ERROR: Texture compression is required but not supported.\n^1Expect visual problems.\n"));
+ LOG_INFO(_("^1ERROR: Texture compression is required but not supported.\n^1Expect visual problems."));
return 0;
}
else
{
if(me.sendCvars)
{
- LOG_INFOF("Sending cvar: %s -> %s\n", cvarnamestring, cvar_string(cvarnamestring));
+ LOG_INFOF("Sending cvar: %s -> %s", cvarnamestring, cvar_string(cvarnamestring));
if(gamestatus & (GAME_CONNECTED | GAME_ISSERVER))
{
cmd(sprintf("\nsendcvar %s\n", cvarnamestring));
+++ /dev/null
-#include <server/_all.qh>
-#include "_mod.inc"
-
-#include "bot/_mod.inc"
-#include "command/_mod.inc"
-#include "compat/_mod.inc"
-#include "mutators/_mod.inc"
-#include "pathlib/_mod.inc"
-#include "weapons/_mod.inc"
-
-#include <common/_all.inc>
-#include <common/effects/qc/all.qc>
-
-#include <lib/csqcmodel/sv_model.qc>
-
-#include <lib/warpzone/anglestransform.qc>
-#include <lib/warpzone/common.qc>
-#include <lib/warpzone/server.qc>
-#include <lib/warpzone/util_server.qc>
+++ /dev/null
-#pragma once
-
-int maxclients;
-
-const string STR_PLAYER = "player";
-const string STR_SPECTATOR = "spectator";
-const string STR_OBSERVER = "observer";
-
-#define IS_PLAYER(v) ((v).classname == STR_PLAYER)
-#define IS_SPEC(v) ((v).classname == STR_SPECTATOR)
-#define IS_OBSERVER(v) ((v).classname == STR_OBSERVER)
-
-#define IS_CLIENT(v) (v.flags & FL_CLIENT)
-/** want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v)) */
-#define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT)
-#define IS_FAKE_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
-#define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
-/** was: (clienttype(v) == CLIENTTYPE_NOTACLIENT) */
-#define IS_NOT_A_CLIENT(v) (!IS_CLIENT(v))
-
-#define IS_MONSTER(v) (v.flags & FL_MONSTER)
-#define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
-#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
-
-// NOTE: FOR_EACH_CLIENTSLOT deprecated! Use the following instead: FOREACH_CLIENTSLOT(true, { code; });
-// NOTE: FOR_EACH_CLIENT deprecated! Use the following instead: FOREACH_CLIENT(true, { code; });
-// NOTE: FOR_EACH_REALCLIENT deprecated! Use the following instead: FOREACH_CLIENT(IS_REAL_CLIENT(it), { code; });
-
-// NOTE: FOR_EACH_PLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it), { code; });
-// NOTE: FOR_EACH_SPEC deprecated! Use the following instead: FOREACH_CLIENT(IS_SPEC(it), { code; });
-// NOTE: FOR_EACH_OBSERVER deprecated! Use the following instead: FOREACH_CLIENT(IS_OBSERVER(it), { code; });
-// NOTE: FOR_EACH_REALPLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { code; });
-
-#define FOREACH_CLIENTSLOT(cond, body) \
- MACRO_BEGIN { \
- for(int _i = 1; _i <= maxclients; ++_i) \
- { \
- const noref int i = _i; \
- ITER_CONST noref entity it = ftoe(i); \
- if(cond) { LAMBDA(body) } \
- } \
- } MACRO_END
-
-#define FOREACH_CLIENT(cond, body) FOREACH_CLIENTSLOT(IS_CLIENT(it) && (cond), body)
-
-// using the "inside out" version of knuth-fisher-yates shuffle
-// https://en.wikipedia.org/wiki/Fisher–Yates_shuffle
-entity _FCR_clients[255];
-bool _FCR_entered = false;
-#define FOREACH_CLIENT_RANDOM(cond, body) \
- MACRO_BEGIN { \
- if (_FCR_entered) LOG_FATAL("FOREACH_CLIENT_RANDOM must not be nested"); \
- _FCR_entered = true; \
- int _cnt = 0; \
- FOREACH_CLIENT(cond, LAMBDA( \
- int _j = floor(random() * (_cnt + 1)); \
- if (_j == _cnt) \
- { \
- _FCR_clients[_cnt] = it; \
- } \
- else \
- { \
- _FCR_clients[_cnt] = _FCR_clients[_j]; \
- _FCR_clients[_j] = it; \
- } \
- _cnt++; \
- )); \
- for (int _i = 0; _i < _cnt; ++_i) \
- { \
- const noref int i = _i; \
- ITER_CONST noref entity it = _FCR_clients[i]; \
- if (cond) { LAMBDA(body) } \
- } \
- _FCR_entered = false; \
- } MACRO_END
-
-// NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: IL_EACH(g_monsters, true, { code; });
-
-#include <common/effects/all.qh>
-#include <common/models/all.qh>
-#include <common/sounds/all.qh>
-
-#include "autocvars.qh"
-#include "constants.qh"
-#include "defs.qh"
-#include "miscfunctions.qh"
#endif
#include <server/teamplay.qc>
#include <server/tests.qc>
+
+#include <server/bot/_mod.inc>
+#include <server/command/_mod.inc>
+#include <server/compat/_mod.inc>
+#include <server/mutators/_mod.inc>
+#include <server/pathlib/_mod.inc>
+#include <server/weapons/_mod.inc>
#endif
#include <server/teamplay.qh>
#include <server/tests.qh>
+
+#include <server/bot/_mod.qh>
+#include <server/command/_mod.qh>
+#include <server/compat/_mod.qh>
+#include <server/mutators/_mod.qh>
+#include <server/pathlib/_mod.qh>
+#include <server/weapons/_mod.qh>
MEAN_ACCUMULATE(CS(this), anticheat_div0_evade, 0.5 - 0.5 * (CS(this).anticheat_div0_evade_forward_initial * v_forward), 1);
}
- MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(this.movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
- CS(this).anticheat_div0_strafebot_movement_prev = this.movement;
+ MEAN_ACCUMULATE(CS(this), anticheat_div0_strafebot_old, movement_oddity(CS(this).movement, CS(this).anticheat_div0_strafebot_movement_prev), 1);
+ CS(this).anticheat_div0_strafebot_movement_prev = CS(this).movement;
// Note: this actually tries to detect snap-aim.
if(CS(this).anticheat_div0_strafebot_forward_prev && time > CS(this).anticheat_fixangle_endtime) {
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <server/defs.qh>
#include <common/state.qh>
#include <common/vehicles/all.qh>
#include "antilag.qh"
.float antilag_debug;
-#define ANTILAG_LATENCY(e) min(0.4, e.ping * 0.001)
+#define ANTILAG_LATENCY(e) min(0.4, CS(e).ping * 0.001)
// add one ticrate?
float autocvar_ekg;
#define autocvar_fraglimit cvar("fraglimit")
#define autocvar_fraglimit_override cvar("fraglimit_override")
-bool autocvar_g_allow_oldvortexbeam;
+//bool autocvar_g_allow_oldvortexbeam;
int autocvar_g_antilag;
float autocvar_g_antilag_nudge;
float autocvar_g_balance_armor_blockpercent;
float autocvar_gameversion_max;
string autocvar_hostname;
bool autocvar_lastlevel;
-int autocvar_leadlimit;
+//int autocvar_leadlimit;
int autocvar_leadlimit_and_fraglimit;
int autocvar_leadlimit_override;
int autocvar_loddebug;
#pragma once
+#include <server/defs.qh>
#include <common/weapons/_all.qh>
const int WAYPOINTFLAG_GENERATED = BIT(23);
#include "aim.qh"
+#include <server/defs.qh>
+
#include "cvars.qh"
#include "bot.qh"
return;
}
this.bot_aimtarg = e1;
- this.bot_aimlatency = this.ping; // FIXME? Shouldn't this be in the lag item?
+ this.bot_aimlatency = CS(this).ping; // FIXME? Shouldn't this be in the lag item?
//this.bot_aimorigin = v1;
//this.bot_aimvelocity = v2;
this.bot_aimtargorigin = v3;
//dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
// decide whether to fire this time
- if ((normalize(v) * shotdir) >= cos(maxfiredeviation * DEG2RAD))
+ if (v * shotdir >= cos(maxfiredeviation * DEG2RAD))
if(vdist(trace_endpos-shotorg, <, 500 + 500 * bound(0, skill + this.bot_aggresskill, 10)) || random()*random()>bound(0,(skill+this.bot_aggresskill)*0.05,1))
this.bot_firetimer = time + bound(0.1, 0.5-(skill+this.bot_aggresskill)*0.05, 0.5);
//traceline(shotorg,shotorg+shotdir*1000,false,NULL);
#include <lib/warpzone/common.qh>
#include <lib/warpzone/util_server.qh>
+// TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
+void bot_setclientfields(entity this)
+{
+ CS(this).cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the world
+ CS(this).cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
+}
+
entity bot_spawn()
{
entity bot = spawnclient();
currentbots = currentbots + 1;
bot_setnameandstuff(bot);
ClientConnect(bot);
+ bot_setclientfields(bot);
PutClientInServer(bot);
}
return bot;
if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
{
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
this.bot_nextthink = time + 0.5;
return;
}
// (simulated network latency + naturally delayed reflexes)
//this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
// minimum ping 20+10 random
- this.ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
+ CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
// skill 10 = ping 0.2 (adrenaline)
// skill 0 = ping 0.7 (slightly drunk)
if (time < game_starttime)
{
// block the bot during the countdown to game start
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
this.bot_nextthink = game_starttime;
return;
}
// if dead, just wait until we can respawn
if (IS_DEAD(this))
{
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
if (this.deadflag == DEAD_DEAD)
{
PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
if(file < 0)
{
- LOG_INFO(strcat("Error: Can not open the bot configuration file '",autocvar_bot_config_file,"'\n"));
+ LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
readfile = "";
}
else
continue;
s = argv(0);
prio = 1;
- FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_BOT_CLIENT(it), {
if(s == it.cleanname)
{
prio = 0;
break;
}
- ));
+ });
RandomSelection_AddString(readfile, 1, prio);
}
readfile = RandomSelection_chosen_string;
// number bots with identical names
int j = 0;
- FOREACH_CLIENT(IS_BOT_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_BOT_CLIENT(it), {
if(it.cleanname == name)
++j;
- ));
+ });
if (j)
this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
else
bot_model = strcat(bot_model, ".iqm");
this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
this.playerskin = this.playerskin_freeme = strzone(bot_skin);
-
- this.cvar_cl_accuracy_data_share = 1; // share the bots weapon accuracy data with the NULL
- this.cvar_cl_accuracy_data_receive = 0; // don't receive any weapon accuracy data
}
void bot_custom_weapon_priority_setup()
this.createdtime = this.bot_nextthink;
if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
+ {
bot_setnameandstuff(this);
+ bot_setclientfields(this);
+ }
if(this.bot_forced_team==1)
this.team = NUM_TEAM_1;
bestbot = -1;
bestplayer = -1;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(IS_REAL_CLIENT(it))
bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
else
bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
- ));
+ });
LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
// don't reset counters, wait for them to accumulate
}
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.totalfrags_lastcheck = it.totalfrags));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
}
void bot_calculate_stepheightvec()
activerealplayers = M_ARGV(0, int);
realplayers = M_ARGV(1, int);
} else {
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
if(IS_PLAYER(it))
++activerealplayers;
++realplayers;
- ));
+ });
}
int bots;
// only add one bot per frame to avoid utter chaos
if(time > botframe_nextthink)
{
- //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
- while (currentbots < bots)
+ if (currentbots < bots)
{
if (bot_spawn() == NULL)
{
#include "havocbot.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "../cvars.qh"
#include "../aim.qh"
// we are currently holding a weapon that's not fully loaded, reload it
if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
if(this.(weaponentity).clip_load < this.(weaponentity).clip_size)
- this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right
+ CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right
// if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next
// the code above executes next frame, starting the reloading then
if(skill >= 5) // bots can only look for unloaded weapons past this skill
if(this.(weaponentity).clip_load >= 0) // only if we're not reloading a weapon already
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if((this.weapons & (it.m_wepset)) && (it.spawnflags & WEP_FLAG_RELOADABLE) && (this.(weaponentity).weapon_load[it.m_id] < it.reloading_ammo))
{
this.(weaponentity).m_switchweapon = it;
break;
}
- ));
+ });
}
}
}
+ 0.05 / max(1, sk + this.havocbot_keyboardskill)
+ random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill)
, time);
- keyboard = this.movement / autocvar_sv_maxspeed;
+ keyboard = CS(this).movement / autocvar_sv_maxspeed;
float trigger = autocvar_bot_ai_keyboard_threshold;
float trigger1 = -trigger;
keyboard = this.havocbot_keyboard;
float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree
- //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
- this.movement = this.movement + (keyboard - this.movement) * blend;
+ //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n");
+ CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend;
}
void havocbot_bunnyhop(entity this, vector dir)
if(checkdistance)
{
this.aistatus &= ~AI_STATUS_RUNNING;
- // increase stop distance in case the goal is on a slope or a lower platform
+ // increase stop distance in case the goal is on a slope or a lower platform
if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
PHYS_INPUT_BUTTON_JUMP(this) = true;
}
while (deviation.y > 180) deviation.y = deviation.y - 360;
if(fabs(deviation.y)>10)
- this.movement_x = 0;
+ CS(this).movement_x = 0;
if(deviation.y>10)
- this.movement_y = maxspeed * -1;
+ CS(this).movement_y = maxspeed * -1;
else if(deviation.y<10)
- this.movement_y = maxspeed;
+ CS(this).movement_y = maxspeed;
}
}
vector dodge;
//if (this.goalentity)
// te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5);
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
// Jetpack navigation
// Brake
if(fabs(this.velocity.x)>maxspeed*0.3)
{
- this.movement_x = dir * v_forward * -maxspeed;
+ CS(this).movement_x = dir * v_forward * -maxspeed;
return;
}
// Switch to normal mode
PHYS_INPUT_BUTTON_HOOK(this) = true;
if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
- this.movement_x = dir * v_forward * maxspeed;
- this.movement_y = dir * v_right * maxspeed;
+ CS(this).movement_x = dir * v_forward * maxspeed;
+ CS(this).movement_y = dir * v_right * maxspeed;
}
return;
}
tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this);
if(trace_fraction==1)
{
- this.movement_x = dir * v_forward * maxspeed;
- this.movement_y = dir * v_right * maxspeed;
+ CS(this).movement_x = dir * v_forward * maxspeed;
+ CS(this).movement_y = dir * v_right * maxspeed;
if (skill < 10)
havocbot_keyboard_movement(this, this.origin + dir * 100);
}
if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false))
{
- this.movement_x = maxspeed;
+ CS(this).movement_x = maxspeed;
if(this.rocketjumptime)
{
{
// If there is no goal try to move forward
if(this.goalcurrent==NULL)
- this.movement_x = maxspeed;
+ CS(this).movement_x = maxspeed;
}
}
else
PHYS_INPUT_BUTTON_JUMP(this) = false;
makevectors(this.v_angle.y * '0 1 0');
- this.movement_x = dir * v_forward * maxspeed;
- this.movement_y = dir * v_right * maxspeed;
- this.movement_z = dir * v_up * maxspeed;
+ CS(this).movement_x = dir * v_forward * maxspeed;
+ CS(this).movement_y = dir * v_right * maxspeed;
+ CS(this).movement_z = dir * v_up * maxspeed;
}
// if there is nowhere to go, exit
//dir = this.bot_dodgevector;
//if (this.bot_dodgevector_jumpbutton)
// PHYS_INPUT_BUTTON_JUMP(this) = true;
- this.movement_x = dir * v_forward * maxspeed;
- this.movement_y = dir * v_right * maxspeed;
- this.movement_z = dir * v_up * maxspeed;
+ CS(this).movement_x = dir * v_forward * maxspeed;
+ CS(this).movement_y = dir * v_right * maxspeed;
+ CS(this).movement_z = dir * v_up * maxspeed;
// Emulate keyboard interface
if (skill < 10)
// if this weapon is scheduled for reloading, don't switch to it during combat
if (this.(weaponentity).weapon_load[new_weapon] < 0)
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.wr_checkammo1(it, this, weaponentity) + it.wr_checkammo2(it, this, weaponentity))
return true; // other weapon available
- ));
+ });
}
return false;
{
// If no weapon was chosen get the first available weapon
if(this.(weaponentity).m_weapon==WEP_Null)
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(client_hasweapon(this, it, weaponentity, true, false))
{
this.(weaponentity).m_switchweapon = it;
return;
}
- ));
+ });
return;
}
vector enemyvel = this.enemy.velocity;
if (!this.enemy.waterlevel)
enemyvel.z = 0;
- lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
+ lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel);
}
else
- lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
+ lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0');
}
bool havocbot_moveto_refresh_route(entity this)
#include "roles.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "havocbot.qh"
#include "../cvars.qh"
ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
float t;
- FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
// TODO: Merge this logic with the bot_shouldattack function
if(vdist(it.origin - org, <, 100) || vdist(it.origin - org, >, sradius))
continue;
ratingscale *= t;
if (ratingscale > 0)
navigation_routerating(this, it, ratingscale * BOT_RATING_ENEMY, 2000);
- ));
+ });
}
// legacy bot role for standard gamemodes
#include "navigation.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "cvars.qh"
#include "bot.qh"
#include "scripting.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "cvars.qh"
#include <common/state.qh>
}
e = find(NULL, targetname, s);
if(!e)
- LOG_INFO("invalid place ", s, "\n");
+ LOG_INFO("invalid place ", s);
if(i < MAX_BOT_PLACES)
{
this.(bot_placenames[i]) = strzone(placename);
{
e = find(NULL, targetname, placename);
if(!e)
- LOG_INFO("invalid place ", placename, "\n");
+ LOG_INFO("invalid place ", placename);
return e;
}
}
if(cmd_parm_type!=BOT_CMD_PARAMETER_NONE&&parm=="")
{
- LOG_INFO("ERROR: A parameter is required for this command\n");
+ LOG_INFO("ERROR: A parameter is required for this command");
return 0;
}
case BOT_CMD_PARAMETER_VECTOR:
if(substring(parm, 0, 1) != "\'")
{
- LOG_INFOF("ERROR: expected vector type \'x y z\', got %s\n", parm);
+ LOG_INFOF("ERROR: expected vector type \'x y z\', got %s", parm);
return 0;
}
bot_cmd.bot_cmd_parm_vector = stov(parm);
}
return 1;
}
- LOG_INFO("ERROR: No such command '", cmdstring, "'\n");
+ LOG_INFO("ERROR: No such command '", cmdstring, "'");
return 0;
}
break;
}
- LOG_INFO(strcat("Command: ",bot_cmd_string[i],"\nParameter: <",stype,"> \n"));
-
- LOG_INFO("Description: ");
+ string prelude = strcat(
+ "Command: ", bot_cmd_string[i], "\n",
+ "Parameter: <", stype, ">", "\n",
+ "Description: "
+ );
switch(i)
{
case BOT_CMD_PAUSE:
- LOG_INFO("Stops the bot completely. Any command other than 'continue' will be ignored.");
+ LOG_INFO(prelude, "Stops the bot completely. Any command other than 'continue' will be ignored.");
break;
case BOT_CMD_CONTINUE:
- LOG_INFO("Disable paused status");
+ LOG_INFO(prelude, "Disable paused status");
break;
case BOT_CMD_WAIT:
- LOG_INFO("Pause command parsing and bot ai for N seconds. Pressed key will remain pressed");
+ LOG_INFO(prelude, "Pause command parsing and bot ai for N seconds. Pressed key will remain pressed");
break;
case BOT_CMD_WAIT_UNTIL:
- LOG_INFO("Pause command parsing and bot ai until time is N from the last barrier. Pressed key will remain pressed");
+ LOG_INFO(prelude, "Pause command parsing and bot ai until time is N from the last barrier. Pressed key will remain pressed");
break;
case BOT_CMD_BARRIER:
- LOG_INFO("Waits till all bots that have a command queue reach this command. Pressed key will remain pressed");
+ LOG_INFO(prelude, "Waits till all bots that have a command queue reach this command. Pressed key will remain pressed");
break;
case BOT_CMD_TURN:
- LOG_INFO("Look to the right or left N degrees. For turning to the left use positive numbers.");
+ LOG_INFO(prelude, "Look to the right or left N degrees. For turning to the left use positive numbers.");
break;
case BOT_CMD_MOVETO:
- LOG_INFO("Walk to an specific coordinate on the map. Usage: moveto \'x y z\'");
+ LOG_INFO(prelude, "Walk to an specific coordinate on the map. Usage: moveto \'x y z\'");
break;
case BOT_CMD_MOVETOTARGET:
- LOG_INFO("Walk to the specific target on the map");
+ LOG_INFO(prelude, "Walk to the specific target on the map");
break;
case BOT_CMD_RESETGOAL:
- LOG_INFO("Resets the goal stack");
+ LOG_INFO(prelude, "Resets the goal stack");
break;
case BOT_CMD_CC:
- LOG_INFO("Execute client command. Examples: cc \"say something\"; cc god; cc \"name newnickname\"; cc kill;");
+ LOG_INFO(prelude, "Execute client command. Examples: cc \"say something\"; cc god; cc \"name newnickname\"; cc kill;");
break;
case BOT_CMD_IF:
- LOG_INFO("Perform simple conditional execution.\n");
- LOG_INFO("Syntax: \n");
- LOG_INFO(" sv_cmd .. if \"condition\"\n");
- LOG_INFO(" sv_cmd .. <instruction if true>\n");
- LOG_INFO(" sv_cmd .. <instruction if true>\n");
- LOG_INFO(" sv_cmd .. else\n");
- LOG_INFO(" sv_cmd .. <instruction if false>\n");
- LOG_INFO(" sv_cmd .. <instruction if false>\n");
- LOG_INFO(" sv_cmd .. fi\n");
- LOG_INFO("Conditions: a=b, a>b, a<b, a\t\t(spaces not allowed)\n");
- LOG_INFO(" Values in conditions can be numbers, cvars in the form cvar.cvar_string or special fields\n");
- LOG_INFO("Fields: health, speed, flagcarrier\n");
- LOG_INFO("Examples: if health>50; if health>cvar.g_balance_laser_primary_damage; if flagcarrier;");
+ LOG_INFO(prelude, "Perform simple conditional execution.\n"
+ "Syntax: \n"
+ " sv_cmd .. if \"condition\"\n"
+ " sv_cmd .. <instruction if true>\n"
+ " sv_cmd .. <instruction if true>\n"
+ " sv_cmd .. else\n"
+ " sv_cmd .. <instruction if false>\n"
+ " sv_cmd .. <instruction if false>\n"
+ " sv_cmd .. fi\n"
+ "Conditions: a=b, a>b, a<b, a\t\t(spaces not allowed)\n"
+ " Values in conditions can be numbers, cvars in the form cvar.cvar_string or special fields\n"
+ "Fields: health, speed, flagcarrier\n"
+ "Examples: if health>50; if health>cvar.g_balance_laser_primary_damage; if flagcarrier;"
+ );
break;
case BOT_CMD_RESETAIM:
- LOG_INFO("Points the aim to the coordinates x,y 0,0");
+ LOG_INFO(prelude, "Points the aim to the coordinates x,y 0,0");
break;
case BOT_CMD_AIM:
- LOG_INFO("Move the aim x/y (horizontal/vertical) degrees relatives to the bot\n");
- LOG_INFO("There is a 3rd optional parameter telling in how many seconds the aim has to reach the new position\n");
- LOG_INFO("Examples: aim \"90 0\" // Turn 90 degrees inmediately (positive numbers move to the left/up)\n");
- LOG_INFO(" aim \"0 90 2\" // Will gradually look to the sky in the next two seconds");
+ LOG_INFO(prelude, "Move the aim x/y (horizontal/vertical) degrees relatives to the bot\n"
+ "There is a 3rd optional parameter telling in how many seconds the aim has to reach the new position\n"
+ "Examples: aim \"90 0\" // Turn 90 degrees inmediately (positive numbers move to the left/up)\n"
+ " aim \"0 90 2\" // Will gradually look to the sky in the next two seconds"
+ );
break;
case BOT_CMD_AIMTARGET:
- LOG_INFO("Points the aim to given target");
+ LOG_INFO(prelude, "Points the aim to given target");
break;
case BOT_CMD_PRESSKEY:
- LOG_INFO("Press one of the following keys: forward, backward, left, right, jump, crouch, attack1, attack2, use\n");
+ LOG_INFO(prelude, "Press one of the following keys: forward, backward, left, right, jump, crouch, attack1, attack2, use");
LOG_INFO("Multiple keys can be pressed at time (with many presskey calls) and it will remain pressed until the command \"releasekey\" is called");
LOG_INFO("Note: The script will not return the control to the bot ai until all keys are released");
break;
case BOT_CMD_RELEASEKEY:
- LOG_INFO("Release previoulsy used keys. Use the parameter \"all\" to release all keys");
+ LOG_INFO(prelude, "Release previoulsy used keys. Use the parameter \"all\" to release all keys");
break;
case BOT_CMD_SOUND:
- LOG_INFO("play sound file at bot location");
+ LOG_INFO(prelude, "play sound file at bot location");
break;
case BOT_CMD_DEBUG_ASSERT_CANFIRE:
- LOG_INFO("verify the state of the weapon entity");
+ LOG_INFO(prelude, "verify the state of the weapon entity");
break;
default:
- LOG_INFO("This command has no description yet.");
+ LOG_INFO(prelude, "This command has no description yet.");
break;
}
- LOG_INFO("\n");
}
}
if(!bot_cmds_initialized)
bot_commands_init();
- LOG_INFO("List of all available commands:\n");
- LOG_INFO(" Command - Parameter Type\n");
+ LOG_INFO(
+ "List of all available commands:\n"
+ " Command - Parameter Type\n"
+ );
for(i=1;i<BOT_CMD_COUNTER;++i)
{
ptype = "none";
break;
}
- LOG_INFO(strcat(" ",bot_cmd_string[i]," - <",ptype,"> \n"));
+ LOG_INFO(" ", bot_cmd_string[i]," - <", ptype, ">");
}
}
float bot_cmd_impulse(entity this)
{
- this.impulse = bot_cmd.bot_cmd_parm_float;
+ CS(this).impulse = bot_cmd.bot_cmd_parm_float;
return CMD_STATUS_FINISHED;
}
if(this.bot_barrier == 1) // find other bots
{
- FOREACH_CLIENT(it.isbot, LAMBDA(
+ FOREACH_CLIENT(it.isbot, {
if(it.bot_cmdqueuebuf_allocated)
if(it.bot_barrier != 1)
return CMD_STATUS_EXECUTING; // not all are at the barrier yet
- ));
+ });
// all bots hit the barrier!
// acknowledge barrier
- FOREACH_CLIENT(it.isbot, LAMBDA(it.bot_barrier = 2));
+ FOREACH_CLIENT(it.isbot, { it.bot_barrier = 2; });
bot_barriertime = time;
}
return ((this.flagcarried!=NULL));
}
- LOG_INFO(strcat("ERROR: Unable to convert the expression '",expr,"' into a numeric value\n"));
+ LOG_INFO("ERROR: Unable to convert the expression '", expr, "' into a numeric value");
return 0;
}
bool bot_presskeys(entity this)
{
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
PHYS_INPUT_BUTTON_JUMP(this) = false;
PHYS_INPUT_BUTTON_CROUCH(this) = false;
PHYS_INPUT_BUTTON_ATCK(this) = false;
return false;
if(this.bot_cmd_keys & BOT_CMD_KEY_FORWARD)
- this.movement_x = autocvar_sv_maxspeed;
+ CS(this).movement_x = autocvar_sv_maxspeed;
else if(this.bot_cmd_keys & BOT_CMD_KEY_BACKWARD)
- this.movement_x = -autocvar_sv_maxspeed;
+ CS(this).movement_x = -autocvar_sv_maxspeed;
if(this.bot_cmd_keys & BOT_CMD_KEY_RIGHT)
- this.movement_y = autocvar_sv_maxspeed;
+ CS(this).movement_y = autocvar_sv_maxspeed;
else if(this.bot_cmd_keys & BOT_CMD_KEY_LEFT)
- this.movement_y = -autocvar_sv_maxspeed;
+ CS(this).movement_y = -autocvar_sv_maxspeed;
if(this.bot_cmd_keys & BOT_CMD_KEY_JUMP)
PHYS_INPUT_BUTTON_JUMP(this) = true;
PHYS_INPUT_BUTTON_ATCK2(this) = false;
PHYS_INPUT_BUTTON_CROUCH(this) = false;
- this.movement = '0 0 0';
+ CS(this).movement = '0 0 0';
this.bot_cmd_keys = BOT_CMD_KEY_NONE;
bot_clear(this);
if(f)
{
this.colormod = '0 8 8';
- LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, inhibited by weaponentity state\n");
+ LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, inhibited by weaponentity state");
}
}
else if(ATTACK_FINISHED(this, slot) > time)
if(f)
{
this.colormod = '8 0 8';
- LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, inhibited by ATTACK_FINISHED (", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left)\n");
+ LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, inhibited by ATTACK_FINISHED (", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left)");
}
}
else if(this.(weaponentity).tuba_note)
if(f)
{
this.colormod = '8 0 0';
- LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, bot still has an active tuba note\n");
+ LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " wants to fire, bot still has an active tuba note");
}
}
else
if(!f)
{
this.colormod = '8 8 0';
- LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " thinks it has fired, but apparently did not; ATTACK_FINISHED says ", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left\n");
+ LOG_INFO("Bot ", this.netname, " using ", this.(weaponentity).weaponname, " thinks it has fired, but apparently did not; ATTACK_FINISHED says ", ftos(ATTACK_FINISHED(this, slot) - time), " seconds left");
}
}
void bot_resetqueues()
{
- FOREACH_CLIENT(it.isbot, LAMBDA(
+ FOREACH_CLIENT(it.isbot, {
it.bot_cmd_execution_index = 0;
bot_clearqueue(it);
// also, cancel all barriers
it.(bot_placenames[i]) = string_null;
}
it.bot_places_count = 0;
- ));
+ });
bot_barriertime = time;
}
if(bot_cmd.bot_cmd_type!=BOT_CMD_NULL)
{
bot_command_executed(this, true);
- LOG_INFO( "WARNING: Commands are ignored while the bot is paused. Use the command 'continue' instead.\n");
+ LOG_INFO("WARNING: Commands are ignored while the bot is paused. Use the command 'continue' instead.");
}
return 1;
}
status = bot_cmd_debug_assert_canfire(this);
break;
default:
- LOG_INFO(strcat("ERROR: Invalid command on queue with id '",ftos(bot_cmd.bot_cmd_type),"'\n"));
+ LOG_INFOF("ERROR: Invalid command on queue with id '%s'", ftos(bot_cmd.bot_cmd_type));
return 0;
}
if (status==CMD_STATUS_ERROR)
- LOG_INFO(strcat("ERROR: The command '",bot_cmd_string[bot_cmd.bot_cmd_type],"' returned an error status\n"));
+ LOG_INFOF("ERROR: The command '%s' returned an error status", bot_cmd_string[bot_cmd.bot_cmd_type]);
// Move execution pointer
if(status==CMD_STATUS_EXECUTING)
#include "waypoints.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "cvars.qh"
#include "bot.qh"
{
if(autocvar_developer)
{
- LOG_INFO("A generated waypoint is stuck in solid at ", vtos(w.origin), "\n");
+ LOG_INFO("A generated waypoint is stuck in solid at ", vtos(w.origin));
backtrace("Waypoint stuck");
}
}
if(!found)
{
if(!removal_mode)
- LOG_INFO(strcat("NOTICE: Can not find waypoint at ", vtos(wp_from_pos), ". Path skipped\n"));
+ LOG_INFO("NOTICE: Can not find waypoint at ", vtos(wp_from_pos), ". Path skipped");
continue;
}
}
if(!found)
{
if(!removal_mode)
- LOG_INFO(strcat("NOTICE: Can not find waypoint at ", vtos(wp_to_pos), ". Path skipped\n"));
+ LOG_INFO("NOTICE: Can not find waypoint at ", vtos(wp_to_pos), ". Path skipped");
continue;
}
int file = fopen(filename, FILE_WRITE);
if (file < 0)
{
- LOG_INFOF("waypoint link save to %s failed\n", filename);
+ LOG_INFOF("waypoint link save to %s failed", filename);
return;
}
fclose(file);
botframe_cachedwaypointlinks = true;
- LOG_INFOF("saved %d waypoint links to maps/%s.waypoints.cache\n", c, mapname);
+ LOG_INFOF("saved %d waypoint links to maps/%s.waypoints.cache", c, mapname);
waypoint_load_links_hardwired();
}
waypoint_save_links(); // save anyway?
botframe_loadedforcedlinks = false;
- LOG_INFOF("waypoint links: save to %s failed\n", filename);
+ LOG_INFOF("waypoint links: save to %s failed", filename);
return;
}
waypoint_save_links();
botframe_loadedforcedlinks = false;
- LOG_INFOF("saved %d waypoints to maps/%s.waypoints\n", c, mapname);
+ LOG_INFOF("saved %d waypoints to maps/%s.waypoints", c, mapname);
}
// load waypoints from file
});
if(bestdist < maxdist)
{
- LOG_INFO("update chain to new nearest WP ", etos(p.(fld)), "\n");
+ LOG_INFO("update chain to new nearest WP ", etos(p.(fld)));
return 0;
}
tmax = t;
}
- LOG_INFO("spawning a waypoint for connecting to ", etos(wp), "\n");
+ LOG_INFO("spawning a waypoint for connecting to ", etos(wp));
botframe_autowaypoints_createwp(o, p, fld, 0);
return 1;
}
if(r != -1)
return;
- LOG_INFO("emergency: got no good nearby WP to build a link from, starting a new chain\n");
+ LOG_INFO("emergency: got no good nearby WP to build a link from, starting a new chain");
if(!botframe_autowaypoints_fixdown(p.origin))
return; // shouldn't happen, caught above
botframe_autowaypoints_createwp(trace_endpos, p, fld, WAYPOINTFLAG_PROTECTED);
IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_USEFUL | WAYPOINTFLAG_DEAD_END)),
{
- LOG_INFOF("Removed a waypoint at %v. Try again for more!\n", it.origin);
+ LOG_INFOF("Removed a waypoint at %v. Try again for more!", it.origin);
te_explosion(it.origin);
waypoint_remove(it);
break;
void botframe_autowaypoints()
{
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && !IS_DEAD(it), {
// going back is broken, so only fix waypoints to walk TO the player
//botframe_autowaypoints_fix(p, false, botframe_autowaypoints_lastwp0);
botframe_autowaypoints_fix(it, true, botframe_autowaypoints_lastwp1);
//te_explosion(p.botframe_autowaypoints_lastwp0.origin);
- ));
+ });
if (autocvar_g_waypointeditor_auto >= 2) {
botframe_deleteuselesswaypoints();
#include "campaign.qh"
+
+#include "defs.qh"
+
#include "cheats.qh"
#include "miscfunctions.qh"
#include "g_world.qh"
cvar_string = cvar_string_normal;
cvar_set = cvar_set_normal;
cvar_set("g_campaign", "0");
- LOG_INFO("^4campaign initialization failed: ", s, "\n");
+ LOG_INFO("^4campaign initialization failed: ", s);
if(autocvar__campaign_testrun)
error("CAMPAIGN FAIL AHAHAHAHAHAHAHAHAH))");
return 1;
int lost = 0;
string savevar;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if(it.winning)
won += 1;
else
lost += 1;
- ));
+ });
if(autocvar__campaign_testrun)
{
#include "cheats.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
+
#include "g_damage.qh"
#include "race.qh"
#include "../common/triggers/teleporters.qh"
case CHIMPULSE_R00T.impulse:
IS_CHEAT(this, imp, 0, 0);
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && DIFF_TEAM(it, this), LAMBDA(RandomSelection_AddEnt(it, 1, 1)));
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && DIFF_TEAM(it, this), { RandomSelection_AddEnt(it, 1, 1); });
if(RandomSelection_chosen_ent)
e = RandomSelection_chosen_ent;
else
RadiusDamage(e2, this, 1000, 0, 128, NULL, NULL, 500, DEATH_CHEAT.m_id, e);
delete(e2);
- LOG_INFO("404 Sportsmanship not found.\n");
+ LOG_INFO("404 Sportsmanship not found.");
DID_CHEAT();
break;
}
{
if(PHYS_INPUT_BUTTON_DRAG(this))
{
- if(this.impulse == 10 || this.impulse == 15 || this.impulse == 18)
+ if(CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18)
{
Drag_MoveForward(this);
- this.impulse = 0;
+ CS(this).impulse = 0;
}
- else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19)
+ else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19)
{
Drag_MoveBackward(this);
- this.impulse = 0;
+ CS(this).impulse = 0;
}
- else if(this.impulse >= 1 && this.impulse <= 9)
+ else if(CS(this).impulse >= 1 && CS(this).impulse <= 9)
{
- Drag_SetSpeed(this, this.impulse - 1);
+ Drag_SetSpeed(this, CS(this).impulse - 1);
}
- else if(this.impulse == 14)
+ else if(CS(this).impulse == 14)
{
Drag_SetSpeed(this, 9);
}
#include "client.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "anticheat.qh"
#include "impulse.qh"
#include "player.qh"
if (IS_SPEC(e)) e = e.enemy;
sf = 0;
- if (e.race_completed) sf |= 1; // forced scoreboard
- if (to.spectatee_status) sf |= 2; // spectator ent number follows
- if (e.zoomstate) sf |= 4; // zoomed
- if (autocvar_sv_showspectators) sf |= 16; // show spectators
+ if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
+ if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
+ if (CS(e).zoomstate) sf |= BIT(2); // zoomed
+ if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
WriteByte(MSG_ENTITY, sf);
- if (sf & 2)
- {
- WriteByte(MSG_ENTITY, to.spectatee_status);
- }
+ if (sf & BIT(1))
+ WriteByte(MSG_ENTITY, CS(to).spectatee_status);
- if(sf & 16)
+ if(sf & BIT(4))
{
float specs = CountSpectators(e, to);
WriteByte(MSG_ENTITY, specs);
void ClientData_Attach(entity this)
{
- Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
- this.clientdata.drawonlytoclient = this;
- this.clientdata.owner = this;
+ Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+ CS(this).clientdata.drawonlytoclient = this;
+ CS(this).clientdata.owner = this;
}
void ClientData_Detach(entity this)
{
- delete(this.clientdata);
- this.clientdata = NULL;
+ delete(CS(this).clientdata);
+ CS(this).clientdata = NULL;
}
void ClientData_Touch(entity e)
{
- e.clientdata.SendFlags = 1;
+ CS(e).clientdata.SendFlags = 1;
// make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
}
-.string netname_previous;
-
void SetSpectatee(entity this, entity spectatee);
void SetSpectatee_status(entity this, int spectatee_num);
{
entity spot = SelectSpawnPoint(this, true);
if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
- this.angles = spot.angles;
- this.angles_z = 0;
+ this.angles = vec2(spot.angles);
this.fixangle = true;
// offset it so that the spectator spawns higher off the ground, looks better this way
setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
- this.prevorigin = this.origin;
if (IS_REAL_CLIENT(this))
{
msg_entity = this;
PlayerScore_Clear(this); // clear scores when needed
}
- if (this.killcount != FRAGS_SPECTATOR)
+ if (CS(this).killcount != FRAGS_SPECTATOR)
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
if(!game_stopped)
if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
- if(this.just_joined == false) {
+ if(!CS(this).just_joined)
LogTeamchange(this.playerid, -1, 4);
- } else
- this.just_joined = false;
+ else
+ CS(this).just_joined = false;
}
accuracy_resend(this);
- this.spectatortime = time;
+ CS(this).spectatortime = time;
if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
this.bot_attack = false;
this.items = 0;
this.weapons = '0 0 0';
- this.dual_weapons = '0 0 0';
this.drawonlytoclient = this;
this.weaponmodel = "";
this.weaponentities[slot] = NULL;
}
this.exteriorweaponentity = NULL;
- this.killcount = FRAGS_SPECTATOR;
+ CS(this).killcount = FRAGS_SPECTATOR;
this.velocity = '0 0 0';
this.avelocity = '0 0 0';
this.punchangle = '0 0 0';
int n = tokenize_console(defaultmodel);
if(n > 0)
{
- defaultmodel = argv(floor(n * player.model_randomizer));
+ defaultmodel = argv(floor(n * CS(player).model_randomizer));
// However, do NOT randomize if the player-selected model is in the list.
for (int i = 0; i < n; ++i)
if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
setcolor(player, stof(autocvar_sv_defaultplayercolors));
}
-
-/** Called when a client spawns in the server */
-void PutClientInServer(entity this)
+void PutPlayerInServer(entity this)
{
- if (IS_BOT_CLIENT(this)) {
- TRANSMUTE(Player, this);
- } else if (IS_REAL_CLIENT(this)) {
- msg_entity = this;
- WriteByte(MSG_ONE, SVC_SETVIEW);
- WriteEntity(MSG_ONE, this);
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
+ PlayerState_attach(this);
+ accuracy_resend(this);
+
+ if (this.team < 0)
+ JoinBestTeam(this, false, true);
+
+ entity spot = SelectSpawnPoint(this, false);
+ if (!spot) {
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
+ return; // spawn failed
}
- if (game_stopped)
- TRANSMUTE(Observer, this);
- SetSpectatee(this, NULL);
+ TRANSMUTE(Player, this);
- // reset player keys
- this.itemkeys = 0;
+ CS(this).wasplayer = true;
+ this.iscreature = true;
+ this.teleportable = TELEPORT_NORMAL;
+ if(!this.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, this);
+ this.damagedbycontents = true;
+ set_movetype(this, MOVETYPE_WALK);
+ this.solid = SOLID_SLIDEBOX;
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+ if (autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+ if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
+ this.frags = FRAGS_PLAYER;
+ if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
+ this.flags = FL_CLIENT | FL_PICKUPITEMS;
+ if (autocvar__notarget)
+ this.flags |= FL_NOTARGET;
+ this.takedamage = DAMAGE_AIM;
+ this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
+ this.dmg = 2; // WTF
+
+ if (warmup_stage) {
+ this.ammo_shells = warmup_start_ammo_shells;
+ this.ammo_nails = warmup_start_ammo_nails;
+ this.ammo_rockets = warmup_start_ammo_rockets;
+ this.ammo_cells = warmup_start_ammo_cells;
+ this.ammo_plasma = warmup_start_ammo_plasma;
+ this.ammo_fuel = warmup_start_ammo_fuel;
+ this.health = warmup_start_health;
+ this.armorvalue = warmup_start_armorvalue;
+ this.weapons = WARMUP_START_WEAPONS;
+ } else {
+ this.ammo_shells = start_ammo_shells;
+ this.ammo_nails = start_ammo_nails;
+ this.ammo_rockets = start_ammo_rockets;
+ this.ammo_cells = start_ammo_cells;
+ this.ammo_plasma = start_ammo_plasma;
+ this.ammo_fuel = start_ammo_fuel;
+ this.health = start_health;
+ this.armorvalue = start_armorvalue;
+ this.weapons = start_weapons;
+ }
+ SetSpectatee_status(this, 0);
+
+ PS(this).dual_weapons = '0 0 0';
+
+ this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+
+ this.items = start_items;
+
+ this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
+ this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
+ this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
+ this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
+ this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
+ // extend the pause of rotting if client was reset at the beginning of the countdown
+ if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
+ float f = game_starttime - time;
+ this.spawnshieldtime += f;
+ this.pauserotarmor_finished += f;
+ this.pauserothealth_finished += f;
+ this.pauseregen_finished += f;
+ }
+ this.damageforcescale = 2;
+ this.death_time = 0;
+ this.respawn_flags = 0;
+ this.respawn_time = 0;
+ this.stat_respawn_time = 0;
+ this.scale = autocvar_sv_player_scale;
+ this.fade_time = 0;
+ this.pain_frame = 0;
+ this.pain_finished = 0;
+ this.pushltime = 0;
+ setthink(this, func_null); // players have no think function
+ this.nextthink = 0;
+ this.dmg_team = 0;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_player;
- MUTATOR_CALLHOOK(PutClientInServer, this);
+ this.deadflag = DEAD_NO;
- if (IS_OBSERVER(this)) {
- PutObserverInServer(this);
- } else if (IS_PLAYER(this)) {
- if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+ this.angles = spot.angles;
+ this.angles_z = 0; // never spawn tilted even if the spot says to
+ if (IS_BOT_CLIENT(this))
+ this.v_angle = this.angles;
+ this.fixangle = true; // turn this way immediately
+ this.oldvelocity = this.velocity = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.punchangle = '0 0 0';
+ this.punchvector = '0 0 0';
- PlayerState_attach(this);
- accuracy_resend(this);
+ this.strength_finished = 0;
+ this.invincible_finished = 0;
+ this.fire_endtime = -1;
+ this.revive_progress = 0;
+ this.revival_time = 0;
+ this.air_finished = time + 12;
- if (this.team < 0)
- JoinBestTeam(this, false, true);
+ entity spawnevent = new_pure(spawnevent);
+ spawnevent.owner = this;
+ Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
- entity spot = SelectSpawnPoint(this, false);
- if (!spot) {
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
- return; // spawn failed
- }
+ // Cut off any still running player sounds.
+ stopsound(this, CH_PLAYER_SINGLE);
- TRANSMUTE(Player, this);
+ this.model = "";
+ FixPlayermodel(this);
+ this.drawonlytoclient = NULL;
- this.wasplayer = true;
- this.iscreature = true;
- this.teleportable = TELEPORT_NORMAL;
- if(!this.damagedbycontents)
- IL_PUSH(g_damagedbycontents, this);
- this.damagedbycontents = true;
- set_movetype(this, MOVETYPE_WALK);
- this.solid = SOLID_SLIDEBOX;
- this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if (autocvar_g_playerclip_collisions)
- this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
- if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
- this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
- this.frags = FRAGS_PLAYER;
- if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
- this.flags = FL_CLIENT | FL_PICKUPITEMS;
- if (autocvar__notarget)
- this.flags |= FL_NOTARGET;
- this.takedamage = DAMAGE_AIM;
- this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
- this.dmg = 2; // WTF
-
- if (warmup_stage) {
- this.ammo_shells = warmup_start_ammo_shells;
- this.ammo_nails = warmup_start_ammo_nails;
- this.ammo_rockets = warmup_start_ammo_rockets;
- this.ammo_cells = warmup_start_ammo_cells;
- this.ammo_plasma = warmup_start_ammo_plasma;
- this.ammo_fuel = warmup_start_ammo_fuel;
- this.health = warmup_start_health;
- this.armorvalue = warmup_start_armorvalue;
- this.weapons = WARMUP_START_WEAPONS;
- } else {
- this.ammo_shells = start_ammo_shells;
- this.ammo_nails = start_ammo_nails;
- this.ammo_rockets = start_ammo_rockets;
- this.ammo_cells = start_ammo_cells;
- this.ammo_plasma = start_ammo_plasma;
- this.ammo_fuel = start_ammo_fuel;
- this.health = start_health;
- this.armorvalue = start_armorvalue;
- this.weapons = start_weapons;
- }
- SetSpectatee_status(this, 0);
-
- this.dual_weapons = '0 0 0';
-
- this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
-
- this.items = start_items;
-
- this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
- this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
- this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
- this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
- this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
- // extend the pause of rotting if client was reset at the beginning of the countdown
- if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
- float f = game_starttime - time;
- this.spawnshieldtime += f;
- this.pauserotarmor_finished += f;
- this.pauserothealth_finished += f;
- this.pauseregen_finished += f;
- }
- this.damageforcescale = 2;
- this.death_time = 0;
- this.respawn_flags = 0;
- this.respawn_time = 0;
- this.stat_respawn_time = 0;
- this.scale = autocvar_sv_player_scale;
- this.fade_time = 0;
- this.pain_frame = 0;
- this.pain_finished = 0;
- this.pushltime = 0;
- setthink(this, func_null); // players have no think function
- this.nextthink = 0;
- this.dmg_team = 0;
- this.ballistics_density = autocvar_g_ballistics_density_player;
-
- this.deadflag = DEAD_NO;
-
- this.angles = spot.angles;
- this.angles_z = 0; // never spawn tilted even if the spot says to
- if (IS_BOT_CLIENT(this))
- this.v_angle = this.angles;
- this.fixangle = true; // turn this way immediately
- this.oldvelocity = this.velocity = '0 0 0';
- this.avelocity = '0 0 0';
- this.punchangle = '0 0 0';
- this.punchvector = '0 0 0';
-
- this.strength_finished = 0;
- this.invincible_finished = 0;
- this.fire_endtime = -1;
- this.revive_progress = 0;
- this.revival_time = 0;
- this.air_finished = time + 12;
-
- entity spawnevent = new_pure(spawnevent);
- spawnevent.owner = this;
- Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
-
- // Cut off any still running player sounds.
- stopsound(this, CH_PLAYER_SINGLE);
-
- this.model = "";
- FixPlayermodel(this);
- this.drawonlytoclient = NULL;
-
- this.viewloc = NULL;
-
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- this.spawnorigin = spot.origin;
- setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
- // don't reset back to last position, even if new position is stuck in solid
- this.oldorigin = this.origin;
- this.prevorigin = this.origin;
- this.lastteleporttime = time; // prevent insane speeds due to changing origin
- if(this.conveyor)
- IL_REMOVE(g_conveyed, this);
- this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
- this.hud = HUD_NORMAL;
-
- this.event_damage = PlayerDamage;
-
- if(!this.bot_attack)
- IL_PUSH(g_bot_targets, this);
- this.bot_attack = true;
- if(!this.monster_attack)
- IL_PUSH(g_monster_targets, this);
- this.monster_attack = true;
- navigation_dynamicgoal_init(this, false);
-
- PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
-
- if (this.killcount == FRAGS_SPECTATOR) {
- PlayerScore_Clear(this);
- this.killcount = 0;
- }
+ this.viewloc = NULL;
- for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- entity oldwep = this.(weaponentity);
- CL_SpawnWeaponentity(this, weaponentity);
- if(oldwep && oldwep.owner == this)
- this.(weaponentity).m_gunalign = oldwep.m_gunalign;
- }
- this.alpha = default_player_alpha;
- this.colormod = '1 1 1' * autocvar_g_player_brightness;
- this.exteriorweaponentity.alpha = default_weapon_alpha;
+ this.crouch = false;
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+ this.spawnorigin = spot.origin;
+ setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
+ // don't reset back to last position, even if new position is stuck in solid
+ this.oldorigin = this.origin;
+ this.lastteleporttime = time; // prevent insane speeds due to changing origin
+ if(this.conveyor)
+ IL_REMOVE(g_conveyed, this);
+ this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ this.hud = HUD_NORMAL;
+
+ this.event_damage = PlayerDamage;
+
+ if(!this.bot_attack)
+ IL_PUSH(g_bot_targets, this);
+ this.bot_attack = true;
+ if(!this.monster_attack)
+ IL_PUSH(g_monster_targets, this);
+ this.monster_attack = true;
+ navigation_dynamicgoal_init(this, false);
+
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+
+ if (CS(this).killcount == FRAGS_SPECTATOR) {
+ PlayerScore_Clear(this);
+ CS(this).killcount = 0;
+ }
- this.speedrunning = false;
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ entity oldwep = this.(weaponentity);
+ CL_SpawnWeaponentity(this, weaponentity);
+ if(oldwep && oldwep.owner == this)
+ this.(weaponentity).m_gunalign = oldwep.m_gunalign;
+ }
+ this.alpha = default_player_alpha;
+ this.colormod = '1 1 1' * autocvar_g_player_brightness;
+ this.exteriorweaponentity.alpha = default_weapon_alpha;
- target_voicescript_clear(this);
+ this.speedrunning = false;
- // reset fields the weapons may use
- FOREACH(Weapons, true, LAMBDA(
- it.wr_resetplayer(it, this);
+ target_voicescript_clear(this);
+
+ // reset fields the weapons may use
+ FOREACH(Weapons, true, {
+ it.wr_resetplayer(it, this);
// reload all reloadable weapons
- if (it.spawnflags & WEP_FLAG_RELOADABLE) {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
- }
+ if (it.spawnflags & WEP_FLAG_RELOADABLE) {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
}
- ));
-
- {
- string s = spot.target;
- spot.target = string_null;
- SUB_UseTargets(spot, this, NULL);
- spot.target = s;
}
+ });
- Unfreeze(this);
+ {
+ string s = spot.target;
+ spot.target = string_null;
+ SUB_UseTargets(spot, this, NULL);
+ spot.target = s;
+ }
- MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
+ Unfreeze(this);
- if (autocvar_spawn_debug)
- {
- sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
- delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
- }
+ MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
- this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
- else
- this.(weaponentity).m_switchweapon = WEP_Null;
- this.(weaponentity).m_weapon = WEP_Null;
- this.(weaponentity).weaponname = "";
- this.(weaponentity).m_switchingweapon = WEP_Null;
- this.(weaponentity).cnt = -1;
- }
+ if (autocvar_spawn_debug)
+ {
+ sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
+ delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
+ }
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
+ this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+ else
+ this.(weaponentity).m_switchweapon = WEP_Null;
+ this.(weaponentity).m_weapon = WEP_Null;
+ this.(weaponentity).weaponname = "";
+ this.(weaponentity).m_switchingweapon = WEP_Null;
+ this.(weaponentity).cnt = -1;
+ }
- MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+ MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
- if (!warmup_stage && !this.alivetime)
- this.alivetime = time;
+ if (!warmup_stage && !this.alivetime)
+ this.alivetime = time;
- antilag_clear(this, CS(this));
+ antilag_clear(this, CS(this));
+}
+
+/** Called when a client spawns in the server */
+void PutClientInServer(entity this)
+{
+ if (IS_BOT_CLIENT(this)) {
+ TRANSMUTE(Player, this);
+ } else if (IS_REAL_CLIENT(this)) {
+ msg_entity = this;
+ WriteByte(MSG_ONE, SVC_SETVIEW);
+ WriteEntity(MSG_ONE, this);
+ }
+ if (game_stopped)
+ TRANSMUTE(Observer, this);
+
+ SetSpectatee(this, NULL);
+
+ // reset player keys
+ if(PS(this))
+ PS(this).itemkeys = 0;
+
+ MUTATOR_CALLHOOK(PutClientInServer, this);
+
+ if (IS_OBSERVER(this)) {
+ PutObserverInServer(this);
+ } else if (IS_PLAYER(this)) {
+ PutPlayerInServer(this);
}
}
else
WriteString(channel, "");
WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+ WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
WriteByte(channel, serverflags);
WriteCoord(channel, autocvar_g_trueaim_minrange);
}
this.count = autocvar_g_balance_armor_blockpercent;
this.SendFlags |= 1;
}
+ if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
+ {
+ this.cnt = autocvar_g_balance_damagepush_speedfactor;
+ this.SendFlags |= 1;
+ }
}
void ClientInit_Spawn()
void SetChangeParms (entity this)
{
// save parms for level change
- parm1 = this.parm_idlesince - time;
+ parm1 = CS(this).parm_idlesince - time;
MUTATOR_CALLHOOK(SetChangeParms);
}
void DecodeLevelParms(entity this)
{
// load parms
- this.parm_idlesince = parm1;
- if (this.parm_idlesince == -(86400 * 366))
- this.parm_idlesince = time;
+ CS(this).parm_idlesince = parm1;
+ if (CS(this).parm_idlesince == -(86400 * 366))
+ CS(this).parm_idlesince = time;
// whatever happens, allow 60 seconds of idling directly after connect for map loading
- this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
+ CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
MUTATOR_CALLHOOK(DecodeLevelParms);
}
.float clientkill_nexttime;
void ClientKill_Now_TeamChange(entity this)
{
- if(this.killindicator_teamchange == -1)
+ if(CS(this).killindicator_teamchange == -1)
{
JoinBestTeam( this, false, true );
}
- else if(this.killindicator_teamchange == -2)
+ else if(CS(this).killindicator_teamchange == -2)
{
if(blockSpectators)
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
PutObserverInServer(this);
}
else
- SV_ChangeTeam(this, this.killindicator_teamchange - 1);
- this.killindicator_teamchange = 0;
+ SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
+ CS(this).killindicator_teamchange = 0;
}
void ClientKill_Now(entity this)
if(this.vehicle)
{
vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(!this.killindicator_teamchange)
+ if(!CS(this).killindicator_teamchange)
{
this.vehicle_health = -1;
Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
this.killindicator = NULL;
- if(this.killindicator_teamchange)
+ if(CS(this).killindicator_teamchange)
ClientKill_Now_TeamChange(this);
if(!IS_SPEC(this) && !IS_OBSERVER(this))
return;
killtime = M_ARGV(1, float);
- this.killindicator_teamchange = targetteam;
+ CS(this).killindicator_teamchange = targetteam;
if(!this.killindicator)
{
MUTATOR_CALLHOOK(FixClientCvars, e);
}
-float PlayerInIDList(entity p, string idlist)
+bool findinlist_abbrev(string tofind, string list)
{
- float n, i;
- string s;
+ if(list == "" || tofind == "")
+ return false; // empty list or search, just return
+ // this function allows abbreviated strings!
+ FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
+ {
+ return true;
+ });
+
+ return false;
+}
+
+bool PlayerInIPList(entity p, string iplist)
+{
+ // some safety checks (never allow local?)
+ if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
+ return false;
+
+ return findinlist_abbrev(p.netaddress, iplist);
+}
+
+bool PlayerInIDList(entity p, string idlist)
+{
// NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
- if (!p.crypto_idfp)
- return 0;
+ if(!p.crypto_idfp)
+ return false;
- // this function allows abbreviated player IDs too!
- n = tokenize_console(idlist);
- for(i = 0; i < n; ++i)
- {
- s = argv(i);
- if(s == substring(p.crypto_idfp, 0, strlen(s)))
- return 1;
- }
+ return findinlist_abbrev(p.crypto_idfp, idlist);
+}
- return 0;
+bool PlayerInList(entity player, string list)
+{
+ return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
}
#ifdef DP_EXT_PRECONNECT
#ifdef WATERMARK
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
#endif
- this.version_nagtime = time + 10 + random() * 10;
TRANSMUTE(Client, this);
+ CS(this).version_nagtime = time + 10 + random() * 10;
// identify the right forced team
if (autocvar_g_campaign)
}
}
}
- else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
- else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
- else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
- else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
+ else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
+ else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
+ else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
+ else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
else switch (autocvar_g_forced_team_otherwise)
{
default: this.team_forced = 0; break;
PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
// always track bots, don't ask for cl_allow_uidtracking
- if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
+ if (IS_BOT_CLIENT(this))
+ PlayerStats_GameReport_AddPlayer(this);
+ else
+ CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (autocvar_sv_eventlog)
GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
LogTeamchange(this.playerid, this.team, 1);
- this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
+ CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
- this.netname_previous = strzone(this.netname);
+ CS(this).netname_previous = strzone(this.netname);
if(teamplay && IS_PLAYER(this))
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
bot_relinkplayerlist();
- this.spectatortime = time;
+ CS(this).spectatortime = time;
if (blockSpectators)
{
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
}
- this.jointime = time;
- this.allowed_timeouts = autocvar_sv_timeout_number;
+ CS(this).jointime = time;
if (IS_REAL_CLIENT(this))
{
CSQCMODEL_AUTOINIT(this);
- this.model_randomizer = random();
+ CS(this).model_randomizer = random();
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
// update physics stats (players can spawn before physics runs)
- STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
- MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
- Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+ Physics_UpdateStats(this);
IL_EACH(g_initforplayer, it.init_for_player, {
it.init_for_player(it, this);
{
if (!autocvar_g_campaign && !IS_PLAYER(this))
{
- this.motd_actived_time = -1;
+ CS(this).motd_actived_time = -1;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
}
}
PlayerStats_GameReport_FinalizePlayer(this);
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
- if (this.active_minigame) part_minigame(this);
+ if (CS(this).active_minigame) part_minigame(this);
if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if (autocvar_sv_eventlog)
MUTATOR_CALLHOOK(ClientDisconnect, this);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
- if (this.netname_previous) strunzone(this.netname_previous);
if (this.clientstatus) strunzone(this.clientstatus);
if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
if (this.personal) delete(this.personal);
if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
{
- if ( this.owner.active_minigame )
+ if ( CS(this.owner).active_minigame )
this.mdl = "models/sprites/minigame_busy.iqm";
else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
this.mdl = "models/misc/chatbubble.spr";
regen_health_stable = M_ARGV(9, float);
regen_health_rotstable = M_ARGV(10, float);
-
if(!mutator_returnvalue)
if(!STAT(FROZEN, this))
{
this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
}
+ // Ugly hack to make sure the health and armor don't go beyond hard limit.
+ // TODO: Remove this hack when all code uses GivePlayerHealth and
+ // GivePlayerArmor.
+ if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
+ {
+ this.health = RESOURCE_AMOUNT_HARD_LIMIT;
+ }
+ if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
+ {
+ this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+ }
+ // End hack.
}
bool zoomstate_set;
void SetZoomState(entity this, float newzoom)
{
- if(newzoom != this.zoomstate)
+ if(newzoom != CS(this).zoomstate)
{
- this.zoomstate = newzoom;
+ CS(this).zoomstate = newzoom;
ClientData_Touch(this);
}
zoomstate_set = true;
{
MUTATOR_CALLHOOK(GetPressedKeys, this);
int keys = STAT(PRESSED_KEYS, this);
- keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
- keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
- keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
- keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+ keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
- this.pressedkeys = keys; // store for other users
+ CS(this).pressedkeys = keys; // store for other users
STAT(PRESSED_KEYS, this) = keys;
}
this.clip_size = spectatee.clip_size;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
this.health = spectatee.health;
- this.impulse = 0;
+ CS(this).impulse = 0;
this.items = spectatee.items;
this.last_pickup = spectatee.last_pickup;
this.hit_time = spectatee.hit_time;
this.superweapons_finished = spectatee.superweapons_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
this.weapons = spectatee.weapons;
- this.dual_weapons = spectatee.dual_weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
- SetZoomState(this, spectatee.zoomstate);
+ SetZoomState(this, CS(spectatee).zoomstate);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
void SetSpectatee_status(entity this, int spectatee_num)
{
- int oldspectatee_status = this.spectatee_status;
- this.spectatee_status = spectatee_num;
+ int oldspectatee_status = CS(this).spectatee_status;
+ CS(this).spectatee_status = spectatee_num;
- if (this.spectatee_status != oldspectatee_status)
+ if (CS(this).spectatee_status != oldspectatee_status)
{
ClientData_Touch(this);
if (g_race || g_cts) race_InitSpectator();
.bool team_selected;
bool ShowTeamSelection(entity this)
{
- if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+ if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
return false;
stuffcmd(this, "menu_showteamselect\n");
return true;
// TODO simplify this
int totalClients = 0;
int currentlyPlaying = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it != ignore)
++totalClients;
if(IS_REAL_CLIENT(it))
if(IS_PLAYER(it) || it.caplayer)
++currentlyPlaying;
- ));
+ });
float free_slots = 0;
if (!autocvar_g_maxplayers)
if(!this.caplayer)
if(IS_REAL_CLIENT(this))
{
- if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
+ if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
dropclient(this);
}
void PrintWelcomeMessage(entity this)
{
- if(this.motd_actived_time == 0)
+ if(CS(this).motd_actived_time == 0)
{
if (autocvar_g_campaign) {
if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
- this.motd_actived_time = time;
+ CS(this).motd_actived_time = time;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this)) {
- this.motd_actived_time = time;
+ CS(this).motd_actived_time = time;
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
}
}
}
- else if(this.motd_actived_time > 0) // showing MOTD or campaign message
+ else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
{
if (autocvar_g_campaign) {
if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = time;
+ else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = time;
+ else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
}
}
- else //if(this.motd_actived_time < 0) // just connected, motd is active
+ else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
{
if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
- this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+ CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
+ else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
{
// instanctly hide MOTD
- this.motd_actived_time = 0;
+ CS(this).motd_actived_time = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
}
bool joinAllowed(entity this)
{
- if (this.version_mismatch) return false;
+ if (CS(this).version_mismatch) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (ShowTeamSelection(this)) return false;
return true;
}
+.int items_added;
+bool PlayerThink(entity this)
+{
+ if (game_stopped || intermission_running) {
+ this.modelflags &= ~MF_ROCKET;
+ if(intermission_running)
+ IntermissionThink(this);
+ return false;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) {
+ // don't allow the player to turn around while game is paused
+ // FIXME turn this into CSQC stuff
+ this.v_angle = this.lastV_angle;
+ this.angles = this.lastV_angle;
+ this.fixangle = true;
+ }
+
+ if (frametime) player_powerups(this);
+
+ if (IS_DEAD(this)) {
+ if (this.personal && g_race_qualifying) {
+ if (time > this.respawn_time) {
+ STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
+ respawn(this);
+ CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
+ }
+ } else {
+ if (frametime) player_anim(this);
+
+ if (this.respawn_flags & RESPAWN_DENY)
+ {
+ STAT(RESPAWN_TIME, this) = 0;
+ return false;
+ }
+
+ bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
+
+ switch(this.deadflag)
+ {
+ case DEAD_DYING:
+ {
+ if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
+ this.deadflag = DEAD_RESPAWNING;
+ else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
+ this.deadflag = DEAD_DEAD;
+ break;
+ }
+ case DEAD_DEAD:
+ {
+ if (button_pressed)
+ this.deadflag = DEAD_RESPAWNABLE;
+ else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNABLE:
+ {
+ if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNING:
+ {
+ if (time > this.respawn_time)
+ {
+ this.respawn_time = time + 1; // only retry once a second
+ this.respawn_time_max = this.respawn_time;
+ respawn(this);
+ }
+ break;
+ }
+ }
+
+ ShowRespawnCountdown(this);
+
+ if (this.respawn_flags & RESPAWN_SILENT)
+ STAT(RESPAWN_TIME, this) = 0;
+ else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
+ {
+ if (time < this.respawn_time)
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ else if (this.deadflag != DEAD_RESPAWNING)
+ STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
+ }
+ else
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ }
+
+ // if respawning, invert stat_respawn_time to indicate this, the client translates it
+ if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
+ STAT(RESPAWN_TIME, this) *= -1;
+
+ return false;
+ }
+
+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook.state)
+ {
+ have_hook = true;
+ break;
+ }
+ }
+ bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+ if (have_hook) {
+ do_crouch = false;
+ } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ do_crouch = false;
+ } else if (this.vehicle) {
+ do_crouch = false;
+ } else if (STAT(FROZEN, this)) {
+ do_crouch = false;
+ }
+
+ if (do_crouch) {
+ if (!this.crouch) {
+ this.crouch = true;
+ this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+ setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+ // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
+ }
+ } else if (this.crouch) {
+ tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+ if (!trace_startsolid) {
+ this.crouch = false;
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+ }
+ }
+
+ FixPlayermodel(this);
+
+ // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
+ //if(frametime)
+ {
+ this.items &= ~this.items_added;
+
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ W_WeaponFrame(this, weaponentity);
+
+ if(slot == 0)
+ {
+ this.clip_load = this.(weaponentity).clip_load;
+ this.clip_size = this.(weaponentity).clip_size;
+ }
+ }
+
+ this.items_added = 0;
+ if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
+ this.items_added |= IT_FUEL;
+
+ this.items |= this.items_added;
+ }
+
+ player_regen(this);
+
+ // WEAPONTODO: Add a weapon request for this
+ // rot vortex charge to the charge limit
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+ this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ }
+
+ if (frametime) player_anim(this);
+
+ // secret status
+ secrets_setstatus(this);
+
+ // monsters status
+ monsters_setstatus(this);
+
+ this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+
+ return true;
+}
+
void ObserverThink(entity this)
{
- if ( this.impulse )
+ if ( CS(this).impulse )
{
- MinigameImpulse(this, this.impulse);
- this.impulse = 0;
+ MinigameImpulse(this, CS(this).impulse);
+ CS(this).impulse = 0;
}
if (this.flags & FL_JUMPRELEASED) {
if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
this.flags &= ~FL_JUMPRELEASED;
this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectateNext(this)) {
TRANSMUTE(Spectator, this);
}
} else {
- int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+ int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
set_movetype(this, preferred_movetype);
}
} else {
void SpectatorThink(entity this)
{
- if ( this.impulse )
+ if ( CS(this).impulse )
{
- if(MinigameImpulse(this, this.impulse))
- this.impulse = 0;
+ if(MinigameImpulse(this, CS(this).impulse))
+ CS(this).impulse = 0;
- if (this.impulse == IMP_weapon_drop.impulse)
+ if (CS(this).impulse == IMP_weapon_drop.impulse)
{
STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
- this.impulse = 0;
+ CS(this).impulse = 0;
return;
}
}
if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
this.flags &= ~FL_JUMPRELEASED;
this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectateNext(this)) {
TRANSMUTE(Spectator, this);
TRANSMUTE(Observer, this);
PutClientInServer(this);
}
- this.impulse = 0;
- } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
+ CS(this).impulse = 0;
+ } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectatePrev(this)) {
TRANSMUTE(Spectator, this);
TRANSMUTE(Observer, this);
PutClientInServer(this);
}
- this.impulse = 0;
+ CS(this).impulse = 0;
} else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
this.flags &= ~FL_JUMPRELEASED;
TRANSMUTE(Observer, this);
Called every frame for each client before the physics are run
=============
*/
-.float usekeypressed;
.float last_vehiclecheck;
-.int items_added;
void PlayerPreThink (entity this)
{
- WarpZone_PlayerPhysics_FixVAngle(this);
+ STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
+ STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
- STAT(GAMESTARTTIME, this) = game_starttime;
- STAT(ROUNDSTARTTIME, this) = round_starttime;
- STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
- STAT(LEADLIMIT, this) = autocvar_leadlimit;
-
- STAT(WEAPONSINMAP, this) = weaponsInMap;
+ WarpZone_PlayerPhysics_FixVAngle(this);
if (frametime) {
// physics frames: update anticheat stuff
this.netname = strzone(sprintf("Player#%d", this.playerid));
// stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
}
- if (this.netname != this.netname_previous) {
+ if (this.netname != CS(this).netname_previous) {
if (autocvar_sv_eventlog) {
GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
}
- if (this.netname_previous) strunzone(this.netname_previous);
- this.netname_previous = strzone(this.netname);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
+ CS(this).netname_previous = strzone(this.netname);
}
// version nagging
- if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
- this.version_nagtime = 0;
- if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
+ CS(this).version_nagtime = 0;
+ if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git client
} else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
// git server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else {
- int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
+ int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
if (r < 0) { // old client
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
} else if (r > 0) { // old server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
}
}
}
this.max_armorvalue = 0;
}
- if (STAT(FROZEN, this) == 2)
- {
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
- if (this.revive_progress >= 1)
- Unfreeze(this);
- }
- else if (STAT(FROZEN, this) == 3)
+ if(IS_PLAYER(this))
{
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+ if (STAT(FROZEN, this) == 2)
+ {
+ this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+ this.health = max(1, this.revive_progress * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
- if (this.health < 1)
+ if (this.revive_progress >= 1)
+ Unfreeze(this);
+ }
+ else if (STAT(FROZEN, this) == 3)
{
- if (this.vehicle)
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(this.event_damage)
- this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+ if (this.health < 1)
+ {
+ if (this.vehicle)
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(this.event_damage)
+ this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ }
+ else if (this.revive_progress <= 0)
+ Unfreeze(this);
}
- else if (this.revive_progress <= 0)
- Unfreeze(this);
}
MUTATOR_CALLHOOK(PlayerPreThink, this);
this.last_vehiclecheck = time + 1;
}
- if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+ if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
- if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
+ if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
PlayerUseKey(this);
- this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+ CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
}
if (IS_REAL_CLIENT(this))
PrintWelcomeMessage(this);
if (IS_PLAYER(this)) {
- CheckRules_Player(this);
-
- if (game_stopped || intermission_running) {
- this.modelflags &= ~MF_ROCKET;
- if(intermission_running)
- IntermissionThink(this);
+ if(!PlayerThink(this))
return;
- }
-
- if (timeout_status == TIMEOUT_ACTIVE) {
- // don't allow the player to turn around while game is paused
- // FIXME turn this into CSQC stuff
- this.v_angle = this.lastV_angle;
- this.angles = this.lastV_angle;
- this.fixangle = true;
- }
-
- if (frametime) player_powerups(this);
-
- if (IS_DEAD(this)) {
- if (this.personal && g_race_qualifying) {
- if (time > this.respawn_time) {
- STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
- respawn(this);
- this.impulse = CHIMPULSE_SPEEDRUN.impulse;
- }
- } else {
- if (frametime) player_anim(this);
-
- if (this.respawn_flags & RESPAWN_DENY)
- {
- STAT(RESPAWN_TIME, this) = 0;
- return;
- }
-
- bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
-
- switch(this.deadflag)
- {
- case DEAD_DYING:
- {
- if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
- this.deadflag = DEAD_RESPAWNING;
- else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
- this.deadflag = DEAD_DEAD;
- break;
- }
- case DEAD_DEAD:
- {
- if (button_pressed)
- this.deadflag = DEAD_RESPAWNABLE;
- else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNABLE:
- {
- if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNING:
- {
- if (time > this.respawn_time)
- {
- this.respawn_time = time + 1; // only retry once a second
- this.respawn_time_max = this.respawn_time;
- respawn(this);
- }
- break;
- }
- }
-
- ShowRespawnCountdown(this);
-
- if (this.respawn_flags & RESPAWN_SILENT)
- STAT(RESPAWN_TIME, this) = 0;
- else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
- {
- if (time < this.respawn_time)
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- else if (this.deadflag != DEAD_RESPAWNING)
- STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
- }
- else
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- }
-
- // if respawning, invert stat_respawn_time to indicate this, the client translates it
- if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
- STAT(RESPAWN_TIME, this) *= -1;
-
- return;
- }
-
- this.prevorigin = this.origin;
-
- bool have_hook = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).hook.state)
- {
- have_hook = true;
- break;
- }
- }
- bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if (have_hook) {
- do_crouch = false;
- } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- do_crouch = false;
- } else if (this.vehicle) {
- do_crouch = false;
- } else if (STAT(FROZEN, this)) {
- do_crouch = false;
- }
-
- if (do_crouch) {
- if (!this.crouch) {
- this.crouch = true;
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
- setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
- // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
- }
- } else if (this.crouch) {
- tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
- if (!trace_startsolid) {
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- }
- }
-
- FixPlayermodel(this);
-
- // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
- //if(frametime)
- {
- this.items &= ~this.items_added;
-
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- W_WeaponFrame(this, weaponentity);
-
- if(slot == 0)
- {
- this.clip_load = this.(weaponentity).clip_load;
- this.clip_size = this.(weaponentity).clip_size;
- }
- }
-
- this.items_added = 0;
- if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
- this.items_added |= IT_FUEL;
-
- this.items |= this.items_added;
- }
-
- player_regen(this);
-
- // WEAPONTODO: Add a weapon request for this
- // rot vortex charge to the charge limit
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
- this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
- }
-
- if (frametime) player_anim(this);
-
- // secret status
- secrets_setstatus(this);
-
- // monsters status
- monsters_setstatus(this);
-
- this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
}
else if (game_stopped || intermission_running) {
if(intermission_running)
SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
}
- if (this.teamkill_soundtime && time > this.teamkill_soundtime)
+ if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
{
- this.teamkill_soundtime = 0;
+ CS(this).teamkill_soundtime = 0;
- entity e = this.teamkill_soundsource;
+ entity e = CS(this).teamkill_soundsource;
entity oldpusher = e.pusher;
e.pusher = this;
PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
e.pusher = oldpusher;
}
- if (this.taunt_soundtime && time > this.taunt_soundtime) {
- this.taunt_soundtime = 0;
+ if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
+ CS(this).taunt_soundtime = 0;
PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
}
if(!this.move_qcphysics)
return;
- if(!frametime && !this.pm_frametime)
+ if(!frametime && !CS(this).pm_frametime)
return;
- Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
+ Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
- this.pm_frametime = 0;
+ CS(this).pm_frametime = 0;
}
/*
Called every frame for each client after the physics are run
=============
*/
-.float idlekick_lasttimeleft;
void PlayerPostThink (entity this)
{
Player_Physics(this);
if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
{ /* do nothing */ }
- else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
+ else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
{
- if (this.idlekick_lasttimeleft)
+ if (CS(this).idlekick_lasttimeleft)
{
- this.idlekick_lasttimeleft = 0;
+ CS(this).idlekick_lasttimeleft = 0;
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
}
}
else
{
- float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
+ float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
- if (!this.idlekick_lasttimeleft)
+ if (!CS(this).idlekick_lasttimeleft)
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
}
if (timeleft <= 0) {
return;
}
else if (timeleft <= 10) {
- if (timeleft != this.idlekick_lasttimeleft) {
+ if (timeleft != CS(this).idlekick_lasttimeleft) {
Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
}
- this.idlekick_lasttimeleft = timeleft;
+ CS(this).idlekick_lasttimeleft = timeleft;
}
}
}
CheatFrame(this);
- //CheckPlayerJump();
if (game_stopped)
{
this.solid = SOLID_NOT;
if (IS_PLAYER(this)) {
DrownPlayer(this);
- CheckRules_Player(this);
UpdateChatBubble(this);
- if (this.impulse) ImpulseCommands(this);
+ if (CS(this).impulse) ImpulseCommands(this);
if (game_stopped)
{
CSQCMODEL_AUTOUPDATE(this);
CSQCMODEL_AUTOUPDATE(this);
}
+
+// hack to copy the button fields from the client entity to the Client State
+void PM_UpdateButtons(entity this, entity store)
+{
+ if(this.impulse)
+ store.impulse = this.impulse;
+ this.impulse = 0;
+
+ store.button0 = this.button0;
+ store.button2 = this.button2;
+ store.button3 = this.button3;
+ store.button4 = this.button4;
+ store.button5 = this.button5;
+ store.button6 = this.button6;
+ store.button7 = this.button7;
+ store.button8 = this.button8;
+ store.button9 = this.button9;
+ store.button10 = this.button10;
+ store.button11 = this.button11;
+ store.button12 = this.button12;
+ store.button13 = this.button13;
+ store.button14 = this.button14;
+ store.button15 = this.button15;
+ store.button16 = this.button16;
+ store.buttonuse = this.buttonuse;
+ store.buttonchat = this.buttonchat;
+
+ store.cursor_active = this.cursor_active;
+ store.cursor_screen = this.cursor_screen;
+ store.cursor_trace_start = this.cursor_trace_start;
+ store.cursor_trace_endpos = this.cursor_trace_endpos;
+ store.cursor_trace_ent = this.cursor_trace_ent;
+
+ store.ping = this.ping;
+ store.ping_packetloss = this.ping_packetloss;
+ store.ping_movementloss = this.ping_movementloss;
+
+ store.v_angle = this.v_angle;
+ store.movement = this.movement;
+}
#pragma once
+#include "utils.qh"
+#include <common/sounds/all.qh>
+
void ClientState_attach(entity this);
IntrusiveList g_players;
/** the string "HMAC-SHA256" if signing, and string_null if plaintext */
ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
+ // engine client fields
+ ATTRIB(Client, impulse, int, this.impulse);
+
+ ATTRIB(Client, button0, int, this.button0);
+ ATTRIB(Client, button2, int, this.button2);
+ ATTRIB(Client, button3, int, this.button3);
+ ATTRIB(Client, button4, int, this.button4);
+ ATTRIB(Client, button5, int, this.button5);
+ ATTRIB(Client, button6, int, this.button6);
+ ATTRIB(Client, button7, int, this.button7);
+ ATTRIB(Client, button8, int, this.button8);
+ ATTRIB(Client, button9, int, this.button9);
+ ATTRIB(Client, button10, int, this.button10);
+ ATTRIB(Client, button11, int, this.button11);
+ ATTRIB(Client, button12, int, this.button12);
+ ATTRIB(Client, button13, int, this.button13);
+ ATTRIB(Client, button14, int, this.button14);
+ ATTRIB(Client, button15, int, this.button15);
+ ATTRIB(Client, button16, int, this.button16);
+ ATTRIB(Client, buttonuse, int, this.buttonuse);
+ ATTRIB(Client, buttonchat, int, this.buttonchat);
+
+ ATTRIB(Client, cursor_active, int, this.cursor_active);
+ ATTRIB(Client, cursor_screen, vector, this.cursor_screen);
+ ATTRIB(Client, cursor_trace_start, vector, this.cursor_trace_start);
+ ATTRIB(Client, cursor_trace_endpos, vector, this.cursor_trace_endpos);
+ ATTRIB(Client, cursor_trace_ent, entity, this.cursor_trace_ent);
+
+ ATTRIB(Client, ping, float, this.ping);
+ ATTRIB(Client, ping_packetloss, float, this.ping_packetloss);
+ ATTRIB(Client, ping_movementloss, float, this.ping_movementloss);
+
+ ATTRIB(Client, v_angle, vector, this.v_angle);
+ ATTRIB(Client, movement, vector, this.movement);
+
// custom
ATTRIB(Client, playerid, int, this.playerid);
+ ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
+ ATTRIB(Client, muted, bool, this.muted);
+ ATTRIB(Client, killindicator_teamchange, int, this.killindicator_teamchange);
+ ATTRIB(Client, idlekick_lasttimeleft, float, this.idlekick_lasttimeleft);
+ ATTRIB(Client, pm_frametime, float, this.pm_frametime);
+ ATTRIB(Client, pressedkeys, int, this.pressedkeys);
+ ATTRIB(Client, movement_old, vector, this.movement_old);
+ ATTRIB(Client, buttons_old, int, this.buttons_old);
+ ATTRIB(Client, teamkill_complain, float, this.teamkill_complain);
+ ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
+ ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
+ ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
+ ATTRIB(Client, motd_actived_time, float, this.motd_actived_time);
+ ATTRIB(Client, jointime, float, this.jointime);
+ ATTRIB(Client, spectatortime, float, this.spectatortime);
+ ATTRIB(Client, version_nagtime, float, this.version_nagtime);
+ ATTRIB(Client, netname_previous, string, this.netname_previous);
+ ATTRIB(Client, allowed_timeouts, int, this.allowed_timeouts);
+ ATTRIB(Client, active_minigame, entity, this.active_minigame);
+ ATTRIB(Client, taunt_soundtime, float, this.taunt_soundtime);
+ ATTRIB(Client, killcount, int, this.killcount);
+ ATTRIB(Client, version_mismatch, bool, this.version_mismatch);
+ ATTRIB(Client, version, int, this.version);
+ ATTRIB(Client, spectatee_status, int, this.spectatee_status);
+ ATTRIB(Client, zoomstate, bool, this.zoomstate);
+ ATTRIB(Client, just_joined, bool, this.just_joined);
+ ATTRIB(Client, race_completed, bool, this.race_completed);
+ ATTRIBARRAY(Client, msg_choice_choices, int, 50); // TODO: actually NOTIF_CHOICE_MAX
+ ATTRIB(Client, latency_sum, float, this.latency_sum);
+ ATTRIB(Client, latency_cnt, int, this.latency_cnt);
+ ATTRIB(Client, latency_time, float, this.latency_time);
+ ATTRIB(Client, v_angle_old, vector, this.v_angle_old);
+ ATTRIB(Client, model_randomizer, float, this.model_randomizer);
+ ATTRIB(Client, accuracy, entity, this.accuracy);
+ ATTRIB(Client, hasweapon_complain_spam, float, this.hasweapon_complain_spam);
+ ATTRIB(Client, scorekeeper, entity, this.scorekeeper);
+ ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
+ ATTRIB(Client, hitplotfh, int, this.hitplotfh);
+ ATTRIB(Client, clientdata, entity, this.clientdata);
+ ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
+ ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
+ ATTRIB(Client, wasplayer, bool, this.wasplayer);
+
+ // networked cvars
+
+ ATTRIB(Client, cvar_cl_allow_uid2name, int, this.cvar_cl_allow_uid2name);
+ ATTRIB(Client, cvar_cl_allow_uidtracking, int, this.cvar_cl_allow_uidtracking);
+ ATTRIB(Client, cvar_cl_autotaunt, float, this.cvar_cl_autotaunt);
+ ATTRIB(Client, cvar_cl_voice_directional, int, this.cvar_cl_voice_directional);
+ ATTRIB(Client, cvar_cl_voice_directional_taunt_attenuation, float, this.cvar_cl_voice_directional_taunt_attenuation);
+ ATTRIB(Client, cvar_cl_physics, string, this.cvar_cl_physics);
+ ATTRIB(Client, cvar_cl_buffs_autoreplace, bool, this.cvar_cl_buffs_autoreplace);
+ ATTRIB(Client, cvar_cl_nade_type, int, this.cvar_cl_nade_type);
+ ATTRIB(Client, cvar_cl_pokenade_type, string, this.cvar_cl_pokenade_type);
+ ATTRIB(Client, cvar_cl_spawn_near_teammate, bool, this.cvar_cl_spawn_near_teammate);
+ ATTRIB(Client, cvar_cl_gunalign, int, this.cvar_cl_gunalign);
+ ATTRIB(Client, cvar_cl_handicap, float, this.cvar_cl_handicap);
+ ATTRIB(Client, cvar_cl_clippedspectating, bool, this.cvar_cl_clippedspectating);
+ ATTRIB(Client, cvar_cl_autoscreenshot, int, this.cvar_cl_autoscreenshot);
+ ATTRIB(Client, cvar_cl_jetpack_jump, bool, this.cvar_cl_jetpack_jump);
+ ATTRIB(Client, cvar_cl_newusekeysupported, bool, this.cvar_cl_newusekeysupported);
+ ATTRIB(Client, cvar_cl_noantilag, bool, this.cvar_cl_noantilag);
+ ATTRIB(Client, cvar_cl_movement_track_canjump, bool, this.cvar_cl_movement_track_canjump);
+ ATTRIB(Client, cvar_cl_weaponimpulsemode, int, this.cvar_cl_weaponimpulsemode);
+ ATTRIB(Client, cvar_g_xonoticversion, string, this.cvar_g_xonoticversion);
+ ATTRIB(Client, autoswitch, bool, this.autoswitch);
+ ATTRIB(Client, cvar_cl_dodging_timeout, float, this.cvar_cl_dodging_timeout);
+ ATTRIB(Client, cvar_cl_multijump, bool, this.cvar_cl_multijump);
+ ATTRIB(Client, cvar_cl_accuracy_data_share, bool, this.cvar_cl_accuracy_data_share);
+ ATTRIB(Client, cvar_cl_accuracy_data_receive, bool, this.cvar_cl_accuracy_data_receive);
+ ATTRIBARRAY(Client, cvar_cl_weaponpriorities, string, 10);
+ ATTRIB(Client, cvar_cl_weaponpriority, string, this.cvar_cl_weaponpriority);
+
METHOD(Client, m_unwind, bool(Client this));
STATIC_METHOD(Client, Add, void(Client this, int _team));
ENDCLASS(Spectator)
CLASS(Player, Client)
+
+ // custom
+
+ ATTRIB(Player, dual_weapons, vector, this.dual_weapons); // TODO: actually WepSet!
+ ATTRIB(Player, itemkeys, int, this.itemkeys);
+ ATTRIB(Player, ballistics_density, float, this.ballistics_density);
+ ATTRIB(Player, prevstrengthsound, float, this.prevstrengthsound);
+ ATTRIB(Player, prevstrengthsoundattempt, float, this.prevstrengthsoundattempt);
+ ATTRIB(Player, buff_shield, float, this.buff_shield);
+
INIT(Player) {
this.classname = STR_PLAYER;
IL_PUSH(g_players, this);
#include "banning.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/state.qh>
#include <common/command/_mod.qh>
#include "banning.qh"
}
default:
- LOG_INFO("Incorrect parameters for ^2ban^7\n");
+ LOG_INFO("Incorrect parameters for ^2ban^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd ban address [bantime] [reason]\n");
- LOG_INFO(" 'address' is the IP address or range of the player to ban,\n");
- LOG_INFO(" 'bantime' is the amount of time that the ban is active (default if not provided),\n");
- LOG_INFO(" and 'reason' is the string to label the ban with as reason for banning.\n");
- LOG_INFO("See also: ^2banlist, kickban, unban^7\n");
+ LOG_INFO("Usage:^3 sv_cmd ban address [bantime] [reason]");
+ LOG_INFO(" 'address' is the IP address or range of the player to ban,");
+ LOG_INFO(" 'bantime' is the amount of time that the ban is active (default if not provided),");
+ LOG_INFO(" and 'reason' is the string to label the ban with as reason for banning.");
+ LOG_INFO("See also: ^2banlist, kickban, unban^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd banlist\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2ban, kickban, unban^7\n");
+ LOG_INFO("Usage:^3 sv_cmd banlist");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2ban, kickban, unban^7");
return;
}
}
}
else
{
- LOG_INFO("kickban: ", GetClientErrorString(accepted, argv(1)), ".\n");
+ LOG_INFO("kickban: ", GetClientErrorString(accepted, argv(1)), ".");
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2kickban^7\n");
+ LOG_INFO("Incorrect parameters for ^2kickban^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd kickban client [bantime] [masksize] [reason]\n");
- LOG_INFO(" 'client' is the entity number or name of the player to ban,\n");
- LOG_INFO(" 'bantime' is the amount of time that the ban is active (default if not provided),\n");
- LOG_INFO(" 'masksize' is the range of the IP address (1-thru-4, default if not provided),\n");
- LOG_INFO(" and 'reason' is the string to label the ban with as reason for banning.\n");
- LOG_INFO("See also: ^2ban, banlist, unban^7\n");
+ LOG_INFO("Usage:^3 sv_cmd kickban client [bantime] [masksize] [reason]");
+ LOG_INFO(" 'client' is the entity number or name of the player to ban,");
+ LOG_INFO(" 'bantime' is the amount of time that the ban is active (default if not provided),");
+ LOG_INFO(" 'masksize' is the range of the IP address (1-thru-4, default if not provided),");
+ LOG_INFO(" and 'reason' is the string to label the ban with as reason for banning.");
+ LOG_INFO("See also: ^2ban, banlist, unban^7");
return;
}
}
if (accepted > 0)
{
- client.muted = true;
+ CS(client).muted = true;
return;
}
else
{
- LOG_INFO("mute: ", GetClientErrorString(accepted, argv(1)), ".\n");
+ LOG_INFO("mute: ", GetClientErrorString(accepted, argv(1)), ".");
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2mute^7\n");
+ LOG_INFO("Incorrect parameters for ^2mute^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd mute client\n");
- LOG_INFO(" 'client' is the entity number or name of the player to mute.\n");
- LOG_INFO("See also: ^2unmute^7\n");
+ LOG_INFO("Usage:^3 sv_cmd mute client");
+ LOG_INFO(" 'client' is the entity number or name of the player to mute.");
+ LOG_INFO("See also: ^2unmute^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd unban banid\n");
- LOG_INFO(" Where 'banid' is the ID of the ban of which to remove.\n");
- LOG_INFO("See also: ^2ban, banlist, kickban^7\n");
+ LOG_INFO("Usage:^3 sv_cmd unban banid");
+ LOG_INFO(" Where 'banid' is the ID of the ban of which to remove.");
+ LOG_INFO("See also: ^2ban, banlist, kickban^7");
return;
}
}
if (accepted > 0)
{
- client.muted = false;
+ CS(client).muted = false;
return;
}
else
{
- LOG_INFO("unmute: ", GetClientErrorString(accepted, argv(1)), ".\n");
+ LOG_INFO("unmute: ", GetClientErrorString(accepted, argv(1)), ".");
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2mute^7\n");
+ LOG_INFO("Incorrect parameters for ^2mute^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd unmute client\n");
- LOG_INFO(" 'client' is the entity number or name of the player to unmute.\n");
- LOG_INFO("See also: ^2mute^7\n");
+ LOG_INFO("Usage:^3 sv_cmd unmute client");
+ LOG_INFO(" 'client' is the entity number or name of the player to unmute.");
+ LOG_INFO("See also: ^2mute^7");
return;
}
}
void BanCommand_macro_help()
{
#define BAN_COMMAND(name, function, description) \
- { if (strtolower(description) != "") { LOG_INFO(" ^2", name, "^7: ", description, "\n"); } }
+ { if (strtolower(description) != "") { LOG_INFO(" ^2", name, "^7: ", description); } }
BAN_COMMANDS(0, 0, "");
#undef BAN_COMMAND
#include "cmd.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
#include <common/command/_mod.qh>
#include "common.qh"
bool SV_ParseClientCommand_floodcheck(entity this)
{
+ entity store = IS_CLIENT(this) ? CS(this) : this; // unfortunately, we need to store these on the client initially
+
if (!timeout_status) // not while paused
{
- if (time <= (this.cmd_floodtime + autocvar_sv_clientcommand_antispam_time))
+ if (time <= (store.cmd_floodtime + autocvar_sv_clientcommand_antispam_time))
{
- this.cmd_floodcount += 1;
- if (this.cmd_floodcount > autocvar_sv_clientcommand_antispam_count) return false; // too much spam, halt
+ store.cmd_floodcount += 1;
+ if (store.cmd_floodcount > autocvar_sv_clientcommand_antispam_count) return false; // too much spam, halt
}
else
{
- this.cmd_floodtime = time;
- this.cmd_floodcount = 1;
+ store.cmd_floodtime = time;
+ store.cmd_floodcount = 1;
}
}
return true; // continue, as we're not flooding yet
{
if (argv(1) != "")
{
- caller.autoswitch = InterpretBoolean(argv(1));
- sprint(caller, strcat("^1autoswitch is currently turned ", (caller.autoswitch ? "on" : "off"), ".\n"));
+ CS(caller).autoswitch = InterpretBoolean(argv(1));
+ sprint(caller, strcat("^1autoswitch is currently turned ", (CS(caller).autoswitch ? "on" : "off"), ".\n"));
return;
}
}
{
if (IS_CLIENT(caller))
{
- caller.version = ((argv(1) == "$gameversion") ? 1 : stof(argv(1)));
+ CS(caller).version = ((argv(1) == "$gameversion") ? 1 : stof(argv(1)));
- if (caller.version < autocvar_gameversion_min || caller.version > autocvar_gameversion_max)
+ if (CS(caller).version < autocvar_gameversion_min || CS(caller).version > autocvar_gameversion_max)
{
- caller.version_mismatch = 1;
+ CS(caller).version_mismatch = true;
ClientKill_TeamChange(caller, -2); // observe
}
else if (autocvar_g_campaign || autocvar_g_balance_teams)
}
default:
- sprint(caller, strcat("Current physics set: ^3", caller.cvar_cl_physics, "\n"));
+ sprint(caller, strcat("Current physics set: ^3", CS(caller).cvar_cl_physics, "\n"));
case CMD_REQUEST_USAGE:
{
sprint(caller, "\nUsage:^3 cmd physics <physics>\n");
{
sprint(caller, "^7You already are on that team.\n");
}
- else if (caller.wasplayer && autocvar_g_changeteam_banned)
+ else if (CS(caller).wasplayer && autocvar_g_changeteam_banned)
{
sprint(caller, "^1You cannot change team, forbidden by the server.\n");
}
tokenize_console(s);
}
- GetCvars(caller, 1);
+ GetCvars(caller, CS(caller), 1);
return;
}
#include "common.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
#include <common/command/_mod.qh>
#include "common.qh"
}
else // no, maybe it's a name?
{
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(strdecolorize(it.netname) == strdecolorize(argv(start_index)))
{
selection = it;
break; // no reason to keep looking
}
- ));
+ });
index = (start_index + 1);
}
else
{
selection = NULL;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(strdecolorize(it.netname) == strdecolorize(input))
{
selection = it;
break; // no reason to keep looking
}
- ));
+ });
}
return selection;
void print_to(entity to, string input)
{
if (to) sprint(to, strcat(input, "\n"));
- else LOG_INFO(input, "\n");
+ else print(input, "\n");
}
// ==========================================
cvar_set("slowmo", ftos(orig_slowmo));
// unlock the view for players so they can move around again
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
it.fixangle = false;
- ));
+ });
timeout_handler_reset(this);
}
cvar_set("slowmo", ftos(TIMEOUT_SLOWMO_VALUE));
// reset all the flood variables
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
it.nickspamcount = it.nickspamtime = it.floodcontrol_chat =
it.floodcontrol_chatteam = it.floodcontrol_chattell =
it.floodcontrol_voice = it.floodcontrol_voiceteam = 0;
- ));
+ });
// copy .v_angle to .lastV_angle for every player in order to fix their view during pause (see PlayerPreThink)
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
it.lastV_angle = it.v_angle;
- ));
+ });
this.nextthink = time; // think again next frame to handle it under TIMEOUT_ACTIVE code
}
case "butcher":
{
if (caller) { print_to(caller, "This command is not available to players"); return; }
- if (MUTATOR_CALLHOOK(AllowMobButcher)) { LOG_INFO(M_ARGV(0, string), "\n"); return; }
+ if (MUTATOR_CALLHOOK(AllowMobButcher)) { LOG_INFOF("%s", M_ARGV(0, string)); return; }
int tmp_remcount = 0;
{
print_to(caller, "^7Error: You can not call a timeout while the map is being restarted.");
}
- else if (caller && (caller.allowed_timeouts < 1))
+ else if (caller && (CS(caller).allowed_timeouts < 1))
{
print_to(caller, "^7Error: You already used all your timeout calls for this map.");
}
else // everything should be okay, proceed with starting the timeout
{
- if (caller) caller.allowed_timeouts -= 1;
+ if (caller) CS(caller).allowed_timeouts -= 1;
// write a bprint who started the timeout (and how many they have left)
- bprint(GetCallerName(caller), " ^7called a timeout", (caller ? strcat(" (", ftos(caller.allowed_timeouts), " timeout(s) left)") : ""), "!\n");
+ bprint(GetCallerName(caller), " ^7called a timeout", (caller ? strcat(" (", ftos(CS(caller).allowed_timeouts), " timeout(s) left)") : ""), "!\n");
timeout_status = TIMEOUT_LEADTIME;
timeout_caller = caller;
"ent", "nickname", "ping", "pl", "time", "ip", "crypto_id"));
total_listed_players = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
is_bot = (IS_BOT_CLIENT(it));
if (is_bot)
print_to(caller, sprintf(strreplace(" ", separator, " #%-3d %-20.20s %-5d %-3d %-9s %-16s %s "),
etof(it),
it.netname,
- it.ping,
- it.ping_packetloss,
- process_time(1, time - it.jointime),
+ CS(it).ping,
+ CS(it).ping_packetloss,
+ process_time(1, time - CS(it).jointime),
tmp_netaddress,
tmp_crypto_idfp));
++total_listed_players;
- ));
+ });
print_to(caller, strcat("Finished listing ", ftos(total_listed_players), " client(s) out of ", ftos(maxclients), " slots."));
METHOD(commoncommand_##id, m_invokecmd, void(commoncommand_##id this, int request, entity caller, int arguments, string command))
STATIC_INIT(COMMON_COMMANDS_aliases) {
- FOREACH(COMMON_COMMANDS, true, LAMBDA(localcmd(sprintf("alias %1$s \"%2$s %1$s ${* ?}\"\n", it.m_name, "qc_cmd_svcmd"))));
+ FOREACH(COMMON_COMMANDS, true, { localcmd(sprintf("alias %1$s \"%2$s %1$s ${* ?}\"\n", it.m_name, "qc_cmd_svcmd")); });
}
#include "vote.qh"
void CommonCommand_macro_help(entity caller)
{
- FOREACH(COMMON_COMMANDS, true, LAMBDA(print_to(caller, sprintf(" ^2%s^7: %s", it.m_name, it.m_description))));
+ FOREACH(COMMON_COMMANDS, true, { print_to(caller, sprintf(" ^2%s^7: %s", it.m_name, it.m_description)); });
}
float CommonCommand_macro_command(float argc, entity caller, string command)
{
string c = strtolower(argv(0));
- FOREACH(COMMON_COMMANDS, it.m_name == c, LAMBDA(
+ FOREACH(COMMON_COMMANDS, it.m_name == c, {
it.m_invokecmd(it, CMD_REQUEST_COMMAND, caller, argc, command);
return true;
- ));
+ });
return false;
}
float CommonCommand_macro_usage(float argc, entity caller)
{
string c = strtolower(argv(1));
- FOREACH(COMMON_COMMANDS, it.m_name == c, LAMBDA(
+ FOREACH(COMMON_COMMANDS, it.m_name == c, {
it.m_invokecmd(it, CMD_REQUEST_USAGE, caller, argc, "");
return true;
- ));
+ });
return false;
}
void CommonCommand_macro_write_aliases(float fh)
{
- FOREACH(COMMON_COMMANDS, true, LAMBDA(CMD_Write_Alias("qc_cmd_svcmd", it.m_name, it.m_description)));
+ FOREACH(COMMON_COMMANDS, true, { CMD_Write_Alias("qc_cmd_svcmd", it.m_name, it.m_description); });
}
#include "getreplies.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
#include <common/command/_mod.qh>
#include "getreplies.qh"
+#include "radarmap.qh"
#ifdef RADARMAP
-#include "radarmap.qh"
#include <common/command/_mod.qh>
-#include "radarmap.qh"
#include "../g_world.qh"
#include "../g_subs.qh"
this.maxs_x = (mi_picmax.x - mi_picmin.x) / this.size.x;
this.maxs_y = (mi_picmax.y - mi_picmin.y) / this.size.y;
this.maxs_z = mi_max.z - mi_min.z;
- LOG_INFO("Picture mins/maxs: ", ftos(this.maxs.x), " and ", ftos(this.maxs.y), " should match\n");
+ LOG_INFO("Picture mins/maxs: ", ftos(this.maxs.x), " and ", ftos(this.maxs.y), " should match");
this.netname = strzone(strcat("gfx/", mi_shortname, "_radar.xpm"));
if (!(this.count & 1))
{
{
fclose(this.cnt);
- LOG_INFO(this.netname, " already exists, aborting (you may want to specify --force)\n");
+ LOG_INFO(this.netname, " already exists, aborting (you may want to specify --force)");
RadarMap_Next();
return;
}
this.cnt = fopen(this.netname, FILE_WRITE);
if (this.cnt < 0)
{
- LOG_INFO("Error writing ", this.netname, "\n");
+ LOG_INFO("Error writing ", this.netname);
delete(this);
radarmapper = NULL;
return;
}
- LOG_INFO("Writing to ", this.netname, "...\n");
+ LOG_INFO("Writing to ", this.netname, "...");
fputs(this.cnt, "/* XPM */\n");
fputs(this.cnt, "static char *RadarMap[] = {\n");
fputs(this.cnt, "/* columns rows colors chars-per-pixel */\n");
else
{
fputs(this.cnt, "\",\n");
- LOG_INFO(ftos(this.size.y - this.frame), " lines left\n");
+ LOG_INFO(ftos(this.size.y - this.frame), " lines left");
}
}
else
{
fputs(this.cnt, "\",\n");
- LOG_INFO(ftos(this.size.y - this.frame), " lines left\n");
+ LOG_INFO(ftos(this.size.y - this.frame), " lines left");
}
}
// close the file
fputs(this.cnt, "};\n");
fclose(this.cnt);
- LOG_INFO("Finished. Please edit data/", this.netname, " with an image editing application and place it in the TGA format in the gfx folder.\n");
+ LOG_INFO("Finished. Please edit data/", this.netname, " with an image editing application and place it in the TGA format in the gfx folder.");
RadarMap_Next();
}
}
if (radarmapper) // after doing the arguments, see if we successfully went forward.
{
- LOG_INFO("Radarmap entity spawned.\n");
+ LOG_INFO("Radarmap entity spawned.");
return true; // if so, don't print usage.
}
}
#pragma once
#ifndef RADARMAP
-bool RadarMap_Make(float argc) { LOG_INFO("radarmap is disabled, compile with -DRADARMAP to enable it.\n"); return true; }
+bool RadarMap_Make(float argc) { LOG_INFO("radarmap is disabled, compile with -DRADARMAP to enable it."); return true; }
#else
// ===========================================
METHOD(servercommand_##id, m_invokecmd, void(servercommand_##id this, int request, entity caller, int arguments, string command))
STATIC_INIT(SERVER_COMMANDS_aliases) {
- FOREACH(SERVER_COMMANDS, true, LAMBDA(localcmd(sprintf("alias %1$s \"%2$s %1$s ${* ?}\"\n", it.m_name, "qc_cmd_sv"))));
+ FOREACH(SERVER_COMMANDS, true, { localcmd(sprintf("alias %1$s \"%2$s %1$s ${* ?}\"\n", it.m_name, "qc_cmd_sv")); });
}
#include "sv_cmd.qh"
#include "_mod.qh"
+#include <common/effects/all.qh>
+
#include "banning.qh"
#include "cmd.qh"
#include "common.qh"
{
if (_MapInfo_FilterGametype(MAPINFO_TYPE_ALL, 0, 0, 0, 1))
{
- LOG_INFO("Done rebuiling mapinfos.\n");
+ LOG_INFO("Done rebuiling mapinfos.");
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
delete(this);
}
if (accepted <= 0)
{
- LOG_INFO("adminmsg: ", GetClientErrorString(accepted, t), (targets ? ", skipping to next player.\n" : ".\n"));
+ LOG_INFO("adminmsg: ", GetClientErrorString(accepted, t), (targets ? ", skipping to next player.\n" : "."));
continue;
}
}
if (successful) bprint("Successfully sent message '", admin_message, "' to ", successful, ".\n");
- else LOG_INFO("No players given (", original_targets, ") could receive the message.\n");
+ else LOG_INFO("No players given (", original_targets, ") could receive the message.");
return;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2adminmsg^7\n");
+ LOG_INFO("Incorrect parameters for ^2adminmsg^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd adminmsg clients \"message\" [infobartime]\n");
- LOG_INFO(" 'clients' is a list (separated by commas) of player entity ID's or nicknames\n");
- LOG_INFO(" If infobartime is provided, the message will be sent to infobar.\n");
- LOG_INFO(" Otherwise, it will just be sent as a centerprint message.\n");
- LOG_INFO("Examples: adminmsg 2,4 \"this infomessage will last for ten seconds\" 10\n");
- LOG_INFO(" adminmsg 2,5 \"this message will be a centerprint\"\n");
+ LOG_INFO("Usage:^3 sv_cmd adminmsg clients \"message\" [infobartime]");
+ LOG_INFO(" 'clients' is a list (separated by commas) of player entity ID's or nicknames");
+ LOG_INFO(" If infobartime is provided, the message will be sent to infobar.");
+ LOG_INFO(" Otherwise, it will just be sent as a centerprint message.");
+ LOG_INFO("Examples: adminmsg 2,4 \"this infomessage will last for ten seconds\" 10");
+ LOG_INFO(" adminmsg 2,5 \"this message will be a centerprint\"");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd allready\n");
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 sv_cmd allready");
+ LOG_INFO(" No arguments required.");
return;
}
}
{
string reason = argv(1);
int n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if (it.caplayer) it.caplayer = 0;
PutObserverInServer(it);
++n;
- ));
+ });
if (n) bprint(strcat("Successfully forced all (", ftos(n), ") players to spectate", (reason ? strcat(" for reason: '", reason, "'") : ""), ".\n"));
- else LOG_INFO("No players found to spectate.\n");
+ else LOG_INFO("No players found to spectate.");
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd allspec [reason]\n");
- LOG_INFO(" Where 'reason' is an optional argument for explanation of allspec command.\n");
- LOG_INFO("See also: ^2moveplayer, shuffleteams^7\n");
+ LOG_INFO("Usage:^3 sv_cmd allspec [reason]");
+ LOG_INFO(" Where 'reason' is an optional argument for explanation of allspec command.");
+ LOG_INFO("See also: ^2moveplayer, shuffleteams^7");
return;
}
}
}
else
{
- LOG_INFO("anticheat: ", GetClientErrorString(accepted, argv(1)), ".\n");
+ LOG_INFO("anticheat: ", GetClientErrorString(accepted, argv(1)), ".");
}
}
default:
- LOG_INFO("Incorrect parameters for ^2anticheat^7\n");
+ LOG_INFO("Incorrect parameters for ^2anticheat^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd anticheat client\n");
- LOG_INFO(" 'client' is the entity number or name of the player.\n");
+ LOG_INFO("Usage:^3 sv_cmd anticheat client");
+ LOG_INFO(" 'client' is the entity number or name of the player.");
return;
}
}
NULL);
size_max.z = (trace_startsolid) ? world.absmax.z : trace_endpos.z;
- LOG_INFOF("Original size: %v %v\n", world.absmin, world.absmax);
- LOG_INFOF("Currently set size: %v %v\n", world.mins, world.maxs);
- LOG_INFOF("Solid bounding box size: %v %v\n", size_min, size_max);
+ LOG_INFOF("Original size: %v %v", world.absmin, world.absmax);
+ LOG_INFOF("Currently set size: %v %v", world.mins, world.maxs);
+ LOG_INFOF("Solid bounding box size: %v %v", size_min, size_max);
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd bbox\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2gettaginfo, trace^7\n");
+ LOG_INFO("Usage:^3 sv_cmd bbox");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2gettaginfo, trace^7");
return;
}
}
cvar_settemp("bot_number", "0");
bot_fixcount();
cvar_settemp("bot_number", argv(2));
- if (!bot_fixcount()) LOG_INFO("Sorry, could not set requested bot count\n");
+ if (!bot_fixcount()) LOG_INFO("Sorry, could not set requested bot count");
return;
}
else if (argv(1) == "load" && argc == 3)
fh = fopen(argv(2), FILE_READ);
if (fh < 0)
{
- LOG_INFO("cannot open the file\n");
+ LOG_INFO("cannot open the file");
return;
}
cvar_settemp("bot_number", "0");
bot_fixcount();
cvar_settemp("bot_number", argv(3));
- if (!bot_fixcount()) LOG_INFO("Sorry, could not set requested bot count\n");
+ if (!bot_fixcount()) LOG_INFO("Sorry, could not set requested bot count");
}
else
{
++i;
}
- LOG_INFO(ftos(i), " commands read\n");
+ LOG_INFO(ftos(i), " commands read");
fclose(fh);
return;
}
bot_num++;
});
if(bot_num)
- LOG_INFO(strcat("Command '", substring(command, argv_start_index(2), -1), "' sent to all bots (", ftos(bot_num), ")\n"));
+ LOG_INFO("Command '", substring(command, argv_start_index(2), -1), "' sent to all bots (", ftos(bot_num), ")");
return;
}
else
if (bot == NULL) bot = find_bot_by_name(argv(1));
if (bot)
{
- LOG_INFO(strcat("Command '", substring(command, argv_start_index(2), -1), "' sent to bot ", bot.netname, "\n"));
+ LOG_INFO("Command '", substring(command, argv_start_index(2), -1), "' sent to bot ", bot.netname);
bot_queuecommand(bot, substring(command, argv_start_index(2), -1));
return;
}
else
{
- LOG_INFO(strcat("Error: Can't find bot with the name or id '", argv(1), "' - Did you mistype the command?\n")); // don't return so that usage is shown
+ LOG_INFO("Error: Can't find bot with the name or id '", argv(1), "' - Did you mistype the command?"); // don't return so that usage is shown
}
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2bot_cmd^7\n");
+ LOG_INFO("Incorrect parameters for ^2bot_cmd^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd bot_cmd client command [argument]\n");
- LOG_INFO(" 'client' can be either the name of the bot or a progressive number (not the entity number!)\n");
- LOG_INFO(" can also be '*' or 'all' to allow sending the command to all the bots\n");
- LOG_INFO(" For full list of commands, see bot_cmd help [command].\n");
- LOG_INFO("Examples: sv_cmd bot_cmd 1 cc \"say something\"\n");
- LOG_INFO(" sv_cmd bot_cmd 1 presskey jump\n");
- LOG_INFO(" sv_cmd bot_cmd * pause\n");
+ LOG_INFO("Usage:^3 sv_cmd bot_cmd client command [argument]");
+ LOG_INFO(" 'client' can be either the name of the bot or a progressive number (not the entity number!)");
+ LOG_INFO(" can also be '*' or 'all' to allow sending the command to all the bots");
+ LOG_INFO(" For full list of commands, see bot_cmd help [command].");
+ LOG_INFO("Examples: sv_cmd bot_cmd 1 cc \"say something\"");
+ LOG_INFO(" sv_cmd bot_cmd 1 presskey jump");
+ LOG_INFO(" sv_cmd bot_cmd * pause");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd cointoss [result1 result2]\n");
- LOG_INFO(" Where 'result1' and 'result2' are user created options.\n");
+ LOG_INFO("Usage:^3 sv_cmd cointoss [result1 result2]");
+ LOG_INFO(" Where 'result1' and 'result2' are user created options.");
return;
}
}
if (argv(1) == "save")
{
db_save(ServerProgsDB, argv(2));
- LOG_INFO(strcat("Copied serverprogs database to '", argv(2), "' in the data directory.\n"));
+ LOG_INFO("Copied serverprogs database to '", argv(2), "' in the data directory.");
return;
}
else if (argv(1) == "dump")
{
db_dump(ServerProgsDB, argv(2));
- LOG_INFO("DB dumped.\n"); // wtf does this do?
+ LOG_INFO("DB dumped."); // wtf does this do?
return;
}
else if (argv(1) == "load")
{
db_close(ServerProgsDB);
ServerProgsDB = db_load(argv(2));
- LOG_INFO(strcat("Loaded '", argv(2), "' as new serverprogs database.\n"));
+ LOG_INFO("Loaded '", argv(2), "' as new serverprogs database.");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2database^7\n");
+ LOG_INFO("Incorrect parameters for ^2database^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd database action filename\n");
- LOG_INFO(" Where 'action' is the command to complete,\n");
- LOG_INFO(" and 'filename' is what it acts upon.\n");
- LOG_INFO(" Full list of commands here: \"save, dump, load.\"\n");
+ LOG_INFO("Usage:^3 sv_cmd database action filename");
+ LOG_INFO(" Where 'action' is the command to complete,");
+ LOG_INFO(" and 'filename' is what it acts upon.");
+ LOG_INFO(" Full list of commands here: \"save, dump, load.\"");
return;
}
}
if (accepted > 0)
{
stuffcmd(client, "defer clear\n");
- LOG_INFO("defer clear stuffed to ", playername(client, false), "\n");
+ LOG_INFO("defer clear stuffed to ", playername(client, false));
}
- else { LOG_INFO("defer_clear: ", GetClientErrorString(accepted, argv(1)), ".\n"); }
+ else { LOG_INFO("defer_clear: ", GetClientErrorString(accepted, argv(1)), "."); }
return;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2defer_clear^7\n");
+ LOG_INFO("Incorrect parameters for ^2defer_clear^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd defer_clear client\n");
- LOG_INFO(" 'client' is the entity number or name of the player.\n");
- LOG_INFO("See also: ^2defer_clear_all^7\n");
+ LOG_INFO("Usage:^3 sv_cmd defer_clear client");
+ LOG_INFO(" 'client' is the entity number or name of the player.");
+ LOG_INFO("See also: ^2defer_clear_all^7");
return;
}
}
int n = 0;
float argc;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
argc = tokenize_console(strcat("defer_clear ", ftos(etof(it))));
GameCommand_defer_clear(CMD_REQUEST_COMMAND, argc);
++n;
- ));
- if (n) LOG_INFO(strcat("Successfully stuffed defer clear to all clients (", ftos(n), ")\n")); // should a message be added if no players were found?
+ });
+ if (n) LOG_INFO("Successfully stuffed defer clear to all clients (", ftos(n), ")"); // should a message be added if no players were found?
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd defer_clear_all\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2defer_clear^7\n");
+ LOG_INFO("Usage:^3 sv_cmd defer_clear_all");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2defer_clear^7");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2delrec^7\n");
+ LOG_INFO("Incorrect parameters for ^2delrec^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd delrec ranking [map]\n");
- LOG_INFO(" 'ranking' is which ranking level to clear up to, \n");
- LOG_INFO(" it will clear all records up to nth place.\n");
- LOG_INFO(" if 'map' is not provided it will use current map.\n");
+ LOG_INFO("Usage:^3 sv_cmd delrec ranking [map]");
+ LOG_INFO(" 'ranking' is which ranking level to clear up to, ");
+ LOG_INFO(" it will clear all records up to nth place.");
+ LOG_INFO(" if 'map' is not provided it will use current map.");
return;
}
}
string s;
d = db_create();
- LOG_INFO("begin of effects list\n");
+ LOG_INFO("begin of effects list");
db_put(d, "TE_GUNSHOT", "1");
- LOG_INFO("effect TE_GUNSHOT is ", ftos(_particleeffectnum("TE_GUNSHOT")), "\n");
+ LOG_INFO("effect TE_GUNSHOT is ", ftos(_particleeffectnum("TE_GUNSHOT")));
db_put(d, "TE_GUNSHOTQUAD", "1");
- LOG_INFO("effect TE_GUNSHOTQUAD is ", ftos(_particleeffectnum("TE_GUNSHOTQUAD")), "\n");
+ LOG_INFO("effect TE_GUNSHOTQUAD is ", ftos(_particleeffectnum("TE_GUNSHOTQUAD")));
db_put(d, "TE_SPIKE", "1");
- LOG_INFO("effect TE_SPIKE is ", ftos(_particleeffectnum("TE_SPIKE")), "\n");
+ LOG_INFO("effect TE_SPIKE is ", ftos(_particleeffectnum("TE_SPIKE")));
db_put(d, "TE_SPIKEQUAD", "1");
- LOG_INFO("effect TE_SPIKEQUAD is ", ftos(_particleeffectnum("TE_SPIKEQUAD")), "\n");
+ LOG_INFO("effect TE_SPIKEQUAD is ", ftos(_particleeffectnum("TE_SPIKEQUAD")));
db_put(d, "TE_SUPERSPIKE", "1");
- LOG_INFO("effect TE_SUPERSPIKE is ", ftos(_particleeffectnum("TE_SUPERSPIKE")), "\n");
+ LOG_INFO("effect TE_SUPERSPIKE is ", ftos(_particleeffectnum("TE_SUPERSPIKE")));
db_put(d, "TE_SUPERSPIKEQUAD", "1");
- LOG_INFO("effect TE_SUPERSPIKEQUAD is ", ftos(_particleeffectnum("TE_SUPERSPIKEQUAD")), "\n");
+ LOG_INFO("effect TE_SUPERSPIKEQUAD is ", ftos(_particleeffectnum("TE_SUPERSPIKEQUAD")));
db_put(d, "TE_WIZSPIKE", "1");
- LOG_INFO("effect TE_WIZSPIKE is ", ftos(_particleeffectnum("TE_WIZSPIKE")), "\n");
+ LOG_INFO("effect TE_WIZSPIKE is ", ftos(_particleeffectnum("TE_WIZSPIKE")));
db_put(d, "TE_KNIGHTSPIKE", "1");
- LOG_INFO("effect TE_KNIGHTSPIKE is ", ftos(_particleeffectnum("TE_KNIGHTSPIKE")), "\n");
+ LOG_INFO("effect TE_KNIGHTSPIKE is ", ftos(_particleeffectnum("TE_KNIGHTSPIKE")));
db_put(d, "TE_EXPLOSION", "1");
- LOG_INFO("effect TE_EXPLOSION is ", ftos(_particleeffectnum("TE_EXPLOSION")), "\n");
+ LOG_INFO("effect TE_EXPLOSION is ", ftos(_particleeffectnum("TE_EXPLOSION")));
db_put(d, "TE_EXPLOSIONQUAD", "1");
- LOG_INFO("effect TE_EXPLOSIONQUAD is ", ftos(_particleeffectnum("TE_EXPLOSIONQUAD")), "\n");
+ LOG_INFO("effect TE_EXPLOSIONQUAD is ", ftos(_particleeffectnum("TE_EXPLOSIONQUAD")));
db_put(d, "TE_TAREXPLOSION", "1");
- LOG_INFO("effect TE_TAREXPLOSION is ", ftos(_particleeffectnum("TE_TAREXPLOSION")), "\n");
+ LOG_INFO("effect TE_TAREXPLOSION is ", ftos(_particleeffectnum("TE_TAREXPLOSION")));
db_put(d, "TE_TELEPORT", "1");
- LOG_INFO("effect TE_TELEPORT is ", ftos(_particleeffectnum("TE_TELEPORT")), "\n");
+ LOG_INFO("effect TE_TELEPORT is ", ftos(_particleeffectnum("TE_TELEPORT")));
db_put(d, "TE_LAVASPLASH", "1");
- LOG_INFO("effect TE_LAVASPLASH is ", ftos(_particleeffectnum("TE_LAVASPLASH")), "\n");
+ LOG_INFO("effect TE_LAVASPLASH is ", ftos(_particleeffectnum("TE_LAVASPLASH")));
db_put(d, "TE_SMALLFLASH", "1");
- LOG_INFO("effect TE_SMALLFLASH is ", ftos(_particleeffectnum("TE_SMALLFLASH")), "\n");
+ LOG_INFO("effect TE_SMALLFLASH is ", ftos(_particleeffectnum("TE_SMALLFLASH")));
db_put(d, "TE_FLAMEJET", "1");
- LOG_INFO("effect TE_FLAMEJET is ", ftos(_particleeffectnum("TE_FLAMEJET")), "\n");
+ LOG_INFO("effect TE_FLAMEJET is ", ftos(_particleeffectnum("TE_FLAMEJET")));
db_put(d, "EF_FLAME", "1");
- LOG_INFO("effect EF_FLAME is ", ftos(_particleeffectnum("EF_FLAME")), "\n");
+ LOG_INFO("effect EF_FLAME is ", ftos(_particleeffectnum("EF_FLAME")));
db_put(d, "TE_BLOOD", "1");
- LOG_INFO("effect TE_BLOOD is ", ftos(_particleeffectnum("TE_BLOOD")), "\n");
+ LOG_INFO("effect TE_BLOOD is ", ftos(_particleeffectnum("TE_BLOOD")));
db_put(d, "TE_SPARK", "1");
- LOG_INFO("effect TE_SPARK is ", ftos(_particleeffectnum("TE_SPARK")), "\n");
+ LOG_INFO("effect TE_SPARK is ", ftos(_particleeffectnum("TE_SPARK")));
db_put(d, "TE_PLASMABURN", "1");
- LOG_INFO("effect TE_PLASMABURN is ", ftos(_particleeffectnum("TE_PLASMABURN")), "\n");
+ LOG_INFO("effect TE_PLASMABURN is ", ftos(_particleeffectnum("TE_PLASMABURN")));
db_put(d, "TE_TEI_G3", "1");
- LOG_INFO("effect TE_TEI_G3 is ", ftos(_particleeffectnum("TE_TEI_G3")), "\n");
+ LOG_INFO("effect TE_TEI_G3 is ", ftos(_particleeffectnum("TE_TEI_G3")));
db_put(d, "TE_TEI_SMOKE", "1");
- LOG_INFO("effect TE_TEI_SMOKE is ", ftos(_particleeffectnum("TE_TEI_SMOKE")), "\n");
+ LOG_INFO("effect TE_TEI_SMOKE is ", ftos(_particleeffectnum("TE_TEI_SMOKE")));
db_put(d, "TE_TEI_BIGEXPLOSION", "1");
- LOG_INFO("effect TE_TEI_BIGEXPLOSION is ", ftos(_particleeffectnum("TE_TEI_BIGEXPLOSION")), "\n");
+ LOG_INFO("effect TE_TEI_BIGEXPLOSION is ", ftos(_particleeffectnum("TE_TEI_BIGEXPLOSION")));
db_put(d, "TE_TEI_PLASMAHIT", "1");
- LOG_INFO("effect TE_TEI_PLASMAHIT is ", ftos(_particleeffectnum("TE_TEI_PLASMAHIT")), "\n");
+ LOG_INFO("effect TE_TEI_PLASMAHIT is ", ftos(_particleeffectnum("TE_TEI_PLASMAHIT")));
db_put(d, "EF_STARDUST", "1");
- LOG_INFO("effect EF_STARDUST is ", ftos(_particleeffectnum("EF_STARDUST")), "\n");
+ LOG_INFO("effect EF_STARDUST is ", ftos(_particleeffectnum("EF_STARDUST")));
db_put(d, "TR_ROCKET", "1");
- LOG_INFO("effect TR_ROCKET is ", ftos(_particleeffectnum("TR_ROCKET")), "\n");
+ LOG_INFO("effect TR_ROCKET is ", ftos(_particleeffectnum("TR_ROCKET")));
db_put(d, "TR_GRENADE", "1");
- LOG_INFO("effect TR_GRENADE is ", ftos(_particleeffectnum("TR_GRENADE")), "\n");
+ LOG_INFO("effect TR_GRENADE is ", ftos(_particleeffectnum("TR_GRENADE")));
db_put(d, "TR_BLOOD", "1");
- LOG_INFO("effect TR_BLOOD is ", ftos(_particleeffectnum("TR_BLOOD")), "\n");
+ LOG_INFO("effect TR_BLOOD is ", ftos(_particleeffectnum("TR_BLOOD")));
db_put(d, "TR_WIZSPIKE", "1");
- LOG_INFO("effect TR_WIZSPIKE is ", ftos(_particleeffectnum("TR_WIZSPIKE")), "\n");
+ LOG_INFO("effect TR_WIZSPIKE is ", ftos(_particleeffectnum("TR_WIZSPIKE")));
db_put(d, "TR_SLIGHTBLOOD", "1");
- LOG_INFO("effect TR_SLIGHTBLOOD is ", ftos(_particleeffectnum("TR_SLIGHTBLOOD")), "\n");
+ LOG_INFO("effect TR_SLIGHTBLOOD is ", ftos(_particleeffectnum("TR_SLIGHTBLOOD")));
db_put(d, "TR_KNIGHTSPIKE", "1");
- LOG_INFO("effect TR_KNIGHTSPIKE is ", ftos(_particleeffectnum("TR_KNIGHTSPIKE")), "\n");
+ LOG_INFO("effect TR_KNIGHTSPIKE is ", ftos(_particleeffectnum("TR_KNIGHTSPIKE")));
db_put(d, "TR_VORESPIKE", "1");
- LOG_INFO("effect TR_VORESPIKE is ", ftos(_particleeffectnum("TR_VORESPIKE")), "\n");
+ LOG_INFO("effect TR_VORESPIKE is ", ftos(_particleeffectnum("TR_VORESPIKE")));
db_put(d, "TR_NEHAHRASMOKE", "1");
- LOG_INFO("effect TR_NEHAHRASMOKE is ", ftos(_particleeffectnum("TR_NEHAHRASMOKE")), "\n");
+ LOG_INFO("effect TR_NEHAHRASMOKE is ", ftos(_particleeffectnum("TR_NEHAHRASMOKE")));
db_put(d, "TR_NEXUIZPLASMA", "1");
- LOG_INFO("effect TR_NEXUIZPLASMA is ", ftos(_particleeffectnum("TR_NEXUIZPLASMA")), "\n");
+ LOG_INFO("effect TR_NEXUIZPLASMA is ", ftos(_particleeffectnum("TR_NEXUIZPLASMA")));
db_put(d, "TR_GLOWTRAIL", "1");
- LOG_INFO("effect TR_GLOWTRAIL is ", ftos(_particleeffectnum("TR_GLOWTRAIL")), "\n");
+ LOG_INFO("effect TR_GLOWTRAIL is ", ftos(_particleeffectnum("TR_GLOWTRAIL")));
db_put(d, "TR_SEEKER", "1");
- LOG_INFO("effect TR_SEEKER is ", ftos(_particleeffectnum("TR_SEEKER")), "\n");
+ LOG_INFO("effect TR_SEEKER is ", ftos(_particleeffectnum("TR_SEEKER")));
db_put(d, "SVC_PARTICLE", "1");
- LOG_INFO("effect SVC_PARTICLE is ", ftos(_particleeffectnum("SVC_PARTICLE")), "\n");
+ LOG_INFO("effect SVC_PARTICLE is ", ftos(_particleeffectnum("SVC_PARTICLE")));
fh = fopen("effectinfo.txt", FILE_READ);
while ((s = fgets(fh)))
if (db_get(d, argv(1)) != "1")
{
int i = _particleeffectnum(argv(1));
- if (i >= 0) LOG_INFO("effect ", argv(1), " is ", ftos(i), "\n");
+ if (i >= 0) LOG_INFO("effect ", argv(1), " is ", ftos(i));
db_put(d, argv(1), "1");
}
}
}
- LOG_INFO("end of effects list\n");
+ LOG_INFO("end of effects list");
db_close(d);
return;
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd effectindexdump\n");
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 sv_cmd effectindexdump");
+ LOG_INFO(" No arguments required.");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd extendmatchtime\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2reducematchtime^7\n");
+ LOG_INFO("Usage:^3 sv_cmd extendmatchtime");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2reducematchtime^7");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2gametype^7\n");
+ LOG_INFO("Incorrect parameters for ^2gametype^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd gametype mode\n");
- LOG_INFO(" Where 'mode' is the gametype mode to switch to.\n");
- LOG_INFO("See also: ^2gotomap^7\n");
+ LOG_INFO("Usage:^3 sv_cmd gametype mode");
+ LOG_INFO(" Where 'mode' is the gametype mode to switch to.");
+ LOG_INFO("See also: ^2gotomap^7");
return;
}
}
if (i)
{
v = gettaginfo(tmp_entity, i);
- LOG_INFO("model ", tmp_entity.model, " frame ", ftos(tmp_entity.frame), " tag ", gettaginfo_name);
- LOG_INFO(" index ", ftos(i), " parent ", ftos(gettaginfo_parent), "\n");
- LOG_INFO(" vector = ", ftos(v.x), " ", ftos(v.y), " ", ftos(v.z), "\n");
- LOG_INFO(" offset = ", ftos(gettaginfo_offset.x), " ", ftos(gettaginfo_offset.y), " ", ftos(gettaginfo_offset.z), "\n");
- LOG_INFO(" forward = ", ftos(gettaginfo_forward.x), " ", ftos(gettaginfo_forward.y), " ", ftos(gettaginfo_forward.z), "\n");
- LOG_INFO(" right = ", ftos(gettaginfo_right.x), " ", ftos(gettaginfo_right.y), " ", ftos(gettaginfo_right.z), "\n");
- LOG_INFO(" up = ", ftos(gettaginfo_up.x), " ", ftos(gettaginfo_up.y), " ", ftos(gettaginfo_up.z), "\n");
+ LOG_INFOF(
+ "model %s frame %s tag %s index %s parent %s",
+ tmp_entity.model, ftos(tmp_entity.frame), gettaginfo_name, ftos(i), ftos(gettaginfo_parent)
+ );
+ LOG_INFOF(" vector = %s %s %s", ftos(v.x), ftos(v.y), ftos(v.z));
+ LOG_INFOF(" offset = %s %s %s", ftos(gettaginfo_offset.x), ftos(gettaginfo_offset.y), ftos(gettaginfo_offset.z));
+ LOG_INFOF(" forward = %s %s %s", ftos(gettaginfo_forward.x), ftos(gettaginfo_forward.y), ftos(gettaginfo_forward.z));
+ LOG_INFOF(" right = %s %s %s", ftos(gettaginfo_right.x), ftos(gettaginfo_right.y), ftos(gettaginfo_right.z));
+ LOG_INFOF(" up = %s %s %s", ftos(gettaginfo_up.x), ftos(gettaginfo_up.y), ftos(gettaginfo_up.z));
if (argc >= 6)
{
v.y = -v.y;
}
else
{
- LOG_INFO("bone not found\n");
+ LOG_INFO("bone not found");
}
delete(tmp_entity);
}
default:
- LOG_INFO("Incorrect parameters for ^2gettaginfo^7\n");
+ LOG_INFO("Incorrect parameters for ^2gettaginfo^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd gettaginfo model frame index [command one] [command two]\n");
- LOG_INFO("See also: ^2bbox, trace^7\n");
+ LOG_INFO("Usage:^3 sv_cmd gettaginfo model frame index [command one] [command two]");
+ LOG_INFO("See also: ^2bbox, trace^7");
return;
}
}
t2 += gettime(GETTIME_HIRES) - t0;
n += 1;
}
- LOG_INFO("model ", tmp_entity.model, " frame ", ftos(f1), " animtime ", ftos(n / t1), "/s\n");
- LOG_INFO("model ", tmp_entity.model, " frame ", ftos(f2), " animtime ", ftos(n / t2), "/s\n");
+ LOG_INFO("model ", tmp_entity.model, " frame ", ftos(f1), " animtime ", ftos(n / t1), "/s");
+ LOG_INFO("model ", tmp_entity.model, " frame ", ftos(f2), " animtime ", ftos(n / t2), "/s");
delete(tmp_entity);
return;
}
default:
- LOG_INFO("Incorrect parameters for ^2gettaginfo^7\n");
+ LOG_INFO("Incorrect parameters for ^2gettaginfo^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd gettaginfo model frame index [command one] [command two]\n");
- LOG_INFO("See also: ^2bbox, trace^7\n");
+ LOG_INFO("Usage:^3 sv_cmd gettaginfo model frame index [command one] [command two]");
+ LOG_INFO("See also: ^2bbox, trace^7");
return;
}
}
{
if (argv(1))
{
- LOG_INFO(GotoMap(argv(1)), "\n");
+ LOG_INFO(GotoMap(argv(1)));
return;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2gotomap^7\n");
+ LOG_INFO("Incorrect parameters for ^2gotomap^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd gotomap map\n");
- LOG_INFO(" Where 'map' is the *.bsp file to change to.\n");
- LOG_INFO("See also: ^2gametype^7\n");
+ LOG_INFO("Usage:^3 sv_cmd gotomap map");
+ LOG_INFO(" Where 'map' is the *.bsp file to change to.");
+ LOG_INFO("See also: ^2gametype^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd lockteams\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2unlockteams^7\n");
+ LOG_INFO("Usage:^3 sv_cmd lockteams");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2unlockteams^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd make_mapinfo\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2radarmap^7\n");
+ LOG_INFO("Usage:^3 sv_cmd make_mapinfo");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2radarmap^7");
return;
}
}
if (accepted <= 0)
{
- LOG_INFO("moveplayer: ", GetClientErrorString(accepted, t), (targets ? ", skipping to next player.\n" : ".\n"));
+ LOG_INFO("moveplayer: ", GetClientErrorString(accepted, t), (targets ? ", skipping to next player.\n" : "."));
continue;
}
}
else
{
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") is already spectating.\n");
+ LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") is already spectating.");
}
continue;
}
if (team_id == client.team) // already on the destination team
{
// keep the forcing undone
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") is already on the ", Team_ColoredFullName(client.team), (targets ? "^7, skipping to next player.\n" : "^7.\n"));
+ LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") is already on the ", Team_ColoredFullName(client.team), (targets ? "^7, skipping to next player.\n" : "^7."));
continue;
}
else if (team_id == 0) // auto team
// Check to see if the destination team is even available
switch (team_id)
{
- case NUM_TEAM_1: if (c1 == -1) { LOG_INFO("Sorry, can't move player to red team if it doesn't exist.\n"); return; } break;
- case NUM_TEAM_2: if (c2 == -1) { LOG_INFO("Sorry, can't move player to blue team if it doesn't exist.\n"); return; } break;
- case NUM_TEAM_3: if (c3 == -1) { LOG_INFO("Sorry, can't move player to yellow team if it doesn't exist.\n"); return; } break;
- case NUM_TEAM_4: if (c4 == -1) { LOG_INFO("Sorry, can't move player to pink team if it doesn't exist.\n"); return; } break;
+ case NUM_TEAM_1: if (c1 == -1) { LOG_INFO("Sorry, can't move player to red team if it doesn't exist."); return; } break;
+ case NUM_TEAM_2: if (c2 == -1) { LOG_INFO("Sorry, can't move player to blue team if it doesn't exist."); return; } break;
+ case NUM_TEAM_3: if (c3 == -1) { LOG_INFO("Sorry, can't move player to yellow team if it doesn't exist."); return; } break;
+ case NUM_TEAM_4: if (c4 == -1) { LOG_INFO("Sorry, can't move player to pink team if it doesn't exist."); return; } break;
- default: LOG_INFO("Sorry, can't move player here if team ", destination, " doesn't exist.\n");
+ default: LOG_INFO("Sorry, can't move player here if team ", destination, " doesn't exist.");
return;
}
client.team_forced = 0;
MoveToTeam(client, team_id, 6);
successful = strcat(successful, (successful ? ", " : ""), playername(client, false));
- LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") has been moved to the ", Team_ColoredFullName(team_id), "^7.\n");
+ LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", playername(client, false), ") has been moved to the ", Team_ColoredFullName(team_id), "^7.");
continue;
}
else
{
- LOG_INFO("Can't change teams when currently not playing a team game.\n");
+ LOG_INFO("Can't change teams when currently not playing a team game.");
return;
}
}
else
{
- LOG_INFO("Can't change teams if the player isn't in the game.\n"); // well technically we could, but should we allow that? :P
+ LOG_INFO("Can't change teams if the player isn't in the game."); // well technically we could, but should we allow that? :P
return;
}
}
}
if (successful) bprint("Successfully moved players ", successful, " to destination ", destination, ".\n");
- else LOG_INFO("No players given (", original_targets, ") are able to move.\n");
+ else LOG_INFO("No players given (", original_targets, ") are able to move.");
return; // still correct parameters so return to avoid usage print
}
}
default:
- LOG_INFO("Incorrect parameters for ^2moveplayer^7\n");
+ LOG_INFO("Incorrect parameters for ^2moveplayer^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd moveplayer clients destination\n");
- LOG_INFO(" 'clients' is a list (separated by commas) of player entity ID's or nicknames\n");
- LOG_INFO(" 'destination' is what to send the player to, be it team or spectating\n");
- LOG_INFO(" Full list of destinations here: \"spec, spectator, red, blue, yellow, pink, auto.\"\n");
- LOG_INFO("Examples: sv_cmd moveplayer 1,3,5 red 3\n");
- LOG_INFO(" sv_cmd moveplayer 2 spec \n");
- LOG_INFO("See also: ^2allspec, shuffleteams^7\n");
+ LOG_INFO("Usage:^3 sv_cmd moveplayer clients destination");
+ LOG_INFO(" 'clients' is a list (separated by commas) of player entity ID's or nicknames");
+ LOG_INFO(" 'destination' is what to send the player to, be it team or spectating");
+ LOG_INFO(" Full list of destinations here: \"spec, spectator, red, blue, yellow, pink, auto.\"");
+ LOG_INFO("Examples: sv_cmd moveplayer 1,3,5 red 3");
+ LOG_INFO(" sv_cmd moveplayer 2 spec ");
+ LOG_INFO("See also: ^2allspec, shuffleteams^7");
return;
}
}
{
blockSpectators = 1;
// give every spectator <g_maxplayers_spectator_blocktime> seconds time to become a player
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_SPEC(it) || IS_OBSERVER(it)) && !it.caplayer, LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_SPEC(it) || IS_OBSERVER(it)) && !it.caplayer, {
if(!it.caplayer)
{
- it.spectatortime = time;
+ CS(it).spectatortime = time;
Send_Notification(NOTIF_ONE_ONLY, it, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
}
- ));
+ });
bprint(strcat("^7All spectators will be automatically kicked when not joining the game after ", ftos(autocvar_g_maxplayers_spectator_blocktime), " seconds!\n"));
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd nospectators\n");
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 sv_cmd nospectators");
+ LOG_INFO(" No arguments required.");
return;
}
}
if (accepted <= 0)
{
- LOG_INFO("playerdemo: read: ", GetClientErrorString(accepted, argv(2)), ".\n");
+ LOG_INFO("playerdemo: read: ", GetClientErrorString(accepted, argv(2)), ".");
return;
}
if (accepted <= 0)
{
- LOG_INFO("playerdemo: write: ", GetClientErrorString(accepted, argv(2)), ".\n");
+ LOG_INFO("playerdemo: write: ", GetClientErrorString(accepted, argv(2)), ".");
return;
}
}
default:
- LOG_INFO("Incorrect parameters for ^2playerdemo^7\n");
+ LOG_INFO("Incorrect parameters for ^2playerdemo^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd playerdemo command (entitynumber filename | entitynumber botnumber)\n");
- LOG_INFO(" Full list of commands here: \"read, write, auto_read_and_write, auto_read.\"\n");
+ LOG_INFO("Usage:^3 sv_cmd playerdemo command (entitynumber filename | entitynumber botnumber)");
+ LOG_INFO(" Full list of commands here: \"read, write, auto_read_and_write, auto_read.\"");
return;
}
}
case CMD_REQUEST_COMMAND:
{
DumpStats(false);
- LOG_INFO("stats dumped.\n");
+ LOG_INFO("stats dumped.");
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd printstats\n");
- LOG_INFO(" No arguments required.\n");
+ LOG_INFO("Usage:^3 sv_cmd printstats");
+ LOG_INFO(" No arguments required.");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2radarmap^7\n");
+ LOG_INFO("Incorrect parameters for ^2radarmap^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd radarmap [--force] [--loop] [--quit] [--block | --trace | --sample | --lineblock] [--sharpen N] [--res W H] [--qual Q]\n");
- LOG_INFO(" The quality factor Q is roughly proportional to the time taken.\n");
- LOG_INFO(" trace supports no quality factor; its result should look like --block with infinite quality factor.\n");
- LOG_INFO("See also: ^2make_mapinfo^7\n");
+ LOG_INFO("Usage:^3 sv_cmd radarmap [--force] [--loop] [--quit] [--block | --trace | --sample | --lineblock] [--sharpen N] [--res W H] [--qual Q]");
+ LOG_INFO(" The quality factor Q is roughly proportional to the time taken.");
+ LOG_INFO(" trace supports no quality factor; its result should look like --block with infinite quality factor.");
+ LOG_INFO("See also: ^2make_mapinfo^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd reducematchtime\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2extendmatchtime^7\n");
+ LOG_INFO("Usage:^3 sv_cmd reducematchtime");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2extendmatchtime^7");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2setbots^7\n");
+ LOG_INFO("Incorrect parameters for ^2setbots^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd setbots botnumber\n");
- LOG_INFO(" Where 'botnumber' is the amount of bots to set bot_number cvar to.\n");
- LOG_INFO("See also: ^2bot_cmd^7\n");
+ LOG_INFO("Usage:^3 sv_cmd setbots botnumber");
+ LOG_INFO(" Where 'botnumber' is the amount of bots to set bot_number cvar to.");
+ LOG_INFO("See also: ^2bot_cmd^7");
return;
}
}
{
if (!teamplay)
{
- LOG_INFO("Can't shuffle teams when currently not playing a team game.\n");
+ LOG_INFO("Can't shuffle teams when currently not playing a team game.");
return;
}
- FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, {
if (it.team_forced) {
// we could theoretically assign forced players to their teams
// and shuffle the rest to fill the empty spots but in practise
// either all players or none are gonna have forced teams
- LOG_INFO("Can't shuffle teams because at least one player has a forced team.\n");
+ LOG_INFO("Can't shuffle teams because at least one player has a forced team.");
return;
}
- ));
+ });
int number_of_teams = 0;
CheckAllowedTeams(NULL);
if (c4 >= 0) number_of_teams = max(4, number_of_teams);
int team_index = 0;
- FOREACH_CLIENT_RANDOM(IS_PLAYER(it) || it.caplayer, LAMBDA(
+ FOREACH_CLIENT_RANDOM(IS_PLAYER(it) || it.caplayer, {
int target_team_number = Team_NumberToTeam(team_index + 1);
if (it.team != target_team_number) MoveToTeam(it, target_team_number, 6);
team_index = (team_index + 1) % number_of_teams;
- ));
+ });
bprint("Successfully shuffled the players around randomly.\n");
return;
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd shuffleteams\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2moveplayer, allspec^7\n");
+ LOG_INFO("Usage:^3 sv_cmd shuffleteams");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2moveplayer, allspec^7");
return;
}
}
if (accepted > 0)
{
stuffcmd(client, strcat("\n", argv(next_token), "\n"));
- LOG_INFO(strcat("Command: \"", argv(next_token), "\" sent to ", GetCallerName(client), " (", argv(1), ").\n"));
+ LOG_INFO("Command: \"", argv(next_token), "\" sent to ", GetCallerName(client), " (", argv(1), ").");
}
else
{
- LOG_INFO("stuffto: ", GetClientErrorString(accepted, argv(1)), ".\n");
+ LOG_INFO("stuffto: ", GetClientErrorString(accepted, argv(1)), ".");
}
return;
}
default:
- LOG_INFO("Incorrect parameters for ^2stuffto^7\n");
+ LOG_INFO("Incorrect parameters for ^2stuffto^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd stuffto client \"command\"\n");
- LOG_INFO(" 'client' is the entity number or name of the player,\n");
- LOG_INFO(" and 'command' is the command to be sent to that player.\n");
+ LOG_INFO("Usage:^3 sv_cmd stuffto client \"command\"");
+ LOG_INFO(" 'client' is the entity number or name of the player,");
+ LOG_INFO(" and 'command' is the command to be sent to that player.");
return;
}
}
#else
if (request)
{
- LOG_INFO("stuffto command is not enabled on this server.\n");
+ LOG_INFO("stuffto command is not enabled on this server.");
return;
}
#endif
case "debug":
{
float hitcount = 0;
- LOG_INFO("TEST CASE. If this returns the runaway loop counter error, possibly everything is oaky.\n");
+ LOG_INFO("TEST CASE. If this returns the runaway loop counter error, possibly everything is oaky.");
float worst_endpos_bug = 0;
for ( ; ; )
{
}
}
- LOG_INFO("safe distance to back off: ", ftos(safe * vlen(p - start)), "qu\n");
- LOG_INFO("unsafe distance to back off: ", ftos(unsafe * vlen(p - start)), "qu\n");
+ LOG_INFO("safe distance to back off: ", ftos(safe * vlen(p - start)), "qu");
+ LOG_INFO("unsafe distance to back off: ", ftos(unsafe * vlen(p - start)), "qu");
tracebox(p, PL_MIN_CONST + '0.1 0.1 0.1', PL_MAX_CONST - '0.1 0.1 0.1', p, MOVE_NOMONSTERS, NULL);
- if (trace_startsolid) LOG_INFO("trace_endpos much in solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p), "\n");
- else LOG_INFO("trace_endpos just in solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p), "\n");
+ if (trace_startsolid) LOG_INFO("trace_endpos much in solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p));
+ else LOG_INFO("trace_endpos just in solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p));
if (++hitcount >= 10) break;
}
else
if (dq > worst_endpos_bug)
{
worst_endpos_bug = dq;
- LOG_INFO("trace_endpos still before solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p), "\n");
- LOG_INFO("could go ", ftos(dq), " units further to ", vtos(q), "\n");
+ LOG_INFO("trace_endpos still before solid when tracing from ", vtos(start), " to ", vtos(end), " endpos ", vtos(p));
+ LOG_INFO("could go ", ftos(dq), " units further to ", vtos(q));
if (++hitcount >= 10) break;
}
}
vv = trace_endpos;
if (trace_fraction == 1)
{
- LOG_INFO("not above ground, aborting\n");
+ LOG_INFO("not above ground, aborting");
return;
}
f = 0;
dv = randomvec();
if (dv.z > 0) dv = -1 * dv;
tracebox(vv, e.mins, e.maxs, vv + dv, MOVE_NORMAL, e);
- if (trace_startsolid) LOG_INFO("bug 1\n");
+ if (trace_startsolid) LOG_INFO("bug 1");
if (trace_fraction == 1)
{
if (dv.z < f)
{
LOG_INFO("bug 2: ", ftos(dv.x), " ", ftos(dv.y), " ", ftos(dv.z));
- LOG_INFO(" (", ftos(asin(dv.z / vlen(dv)) * 180 / M_PI), " degrees)\n");
+ LOG_INFO(" (", ftos(asin(dv.z / vlen(dv)) * 180 / M_PI), " degrees)");
f = dv.z;
}
}
}
- LOG_INFO("highest possible dist: ", ftos(f), "\n");
+ LOG_INFO("highest possible dist: ", ftos(f));
return;
}
if (argc == 4)
{
e = nextent(NULL);
- if (tracewalk(e, stov(argv(2)), e.mins, e.maxs, stov(argv(3)), MOVE_NORMAL)) LOG_INFO("can walk\n");
- else LOG_INFO("cannot walk\n");
+ if (tracewalk(e, stov(argv(2)), e.mins, e.maxs, stov(argv(3)), MOVE_NORMAL)) LOG_INFO("can walk");
+ else LOG_INFO("cannot walk");
return;
}
}
}
default:
- LOG_INFO("Incorrect parameters for ^2trace^7\n");
+ LOG_INFO("Incorrect parameters for ^2trace^7");
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd trace command (startpos endpos)\n");
- LOG_INFO(" Full list of commands here: \"debug, debug2, walk, showline.\"\n");
- LOG_INFO("See also: ^2bbox, gettaginfo^7\n");
+ LOG_INFO("Usage:^3 sv_cmd trace command (startpos endpos)");
+ LOG_INFO(" Full list of commands here: \"debug, debug2, walk, showline.\"");
+ LOG_INFO("See also: ^2bbox, gettaginfo^7");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd unlockteams\n");
- LOG_INFO(" No arguments required.\n");
- LOG_INFO("See also: ^2lockteams^7\n");
+ LOG_INFO("Usage:^3 sv_cmd unlockteams");
+ LOG_INFO(" No arguments required.");
+ LOG_INFO("See also: ^2lockteams^7");
return;
}
}
if (argc >= 2)
{
CampaignLevelWarp(stof(argv(1)));
- LOG_INFO("Successfully warped to campaign level ", argv(1), ".\n");
+ LOG_INFO("Successfully warped to campaign level ", argv(1), ".");
}
else
{
CampaignLevelWarp(-1);
- LOG_INFO("Successfully warped to next campaign level.\n");
+ LOG_INFO("Successfully warped to next campaign level.");
}
}
else
{
- LOG_INFO("Not in campaign, can't level warp\n");
+ LOG_INFO("Not in campaign, can't level warp");
}
return;
}
default:
case CMD_REQUEST_USAGE:
{
- LOG_INFO("\nUsage:^3 sv_cmd warp [level]\n");
- LOG_INFO(" 'level' is the level to change campaign mode to.\n");
- LOG_INFO(" if 'level' is not provided it will change to the next level.\n");
+ LOG_INFO("Usage:^3 sv_cmd warp [level]");
+ LOG_INFO(" 'level' is the level to change campaign mode to.");
+ LOG_INFO(" if 'level' is not provided it will change to the next level.");
return;
}
}
void GameCommand_macro_help()
{
- FOREACH(SERVER_COMMANDS, true, LAMBDA(LOG_INFOF(" ^2%s^7: %s\n", it.m_name, it.m_description)));
+ FOREACH(SERVER_COMMANDS, true, { LOG_INFOF(" ^2%s^7: %s", it.m_name, it.m_description); });
}
float GameCommand_macro_command(float argc, string command)
{
string c = strtolower(argv(0));
- FOREACH(SERVER_COMMANDS, it.m_name == c, LAMBDA(
+ FOREACH(SERVER_COMMANDS, it.m_name == c, {
it.m_invokecmd(it, CMD_REQUEST_COMMAND, NULL, argc, command);
return true;
- ));
+ });
return false;
}
float GameCommand_macro_usage(float argc)
{
string c = strtolower(argv(1));
- FOREACH(SERVER_COMMANDS, it.m_name == c, LAMBDA(
+ FOREACH(SERVER_COMMANDS, it.m_name == c, {
it.m_invokecmd(it, CMD_REQUEST_USAGE, NULL, argc, "");
return true;
- ));
+ });
return false;
}
void GameCommand_macro_write_aliases(float fh)
{
- FOREACH(SERVER_COMMANDS, true, LAMBDA(CMD_Write_Alias("qc_cmd_sv", it.m_name, it.m_description)));
+ FOREACH(SERVER_COMMANDS, true, { CMD_Write_Alias("qc_cmd_sv", it.m_name, it.m_description); });
}
{
if (argc == 1)
{
- LOG_INFO("\nServer console commands:\n");
+ LOG_INFO("Server console commands:");
GameCommand_macro_help();
- LOG_INFO("\nBanning commands:\n");
+ LOG_INFO("\nBanning commands:");
BanCommand_macro_help();
- LOG_INFO("\nCommon networked commands:\n");
+ LOG_INFO("\nCommon networked commands:");
CommonCommand_macro_help(NULL);
- LOG_INFO("\nGeneric commands shared by all programs:\n");
+ LOG_INFO("\nGeneric commands shared by all programs:");
GenericCommand_macro_help();
- LOG_INFO("\nUsage:^3 sv_cmd COMMAND...^7, where possible commands are listed above.\n");
- LOG_INFO("For help about a specific command, type sv_cmd help COMMAND\n");
+ LOG_INFO(
+ "\nUsage:^3 sv_cmd COMMAND...^7, where possible commands are listed above.\n"
+ "For help about a specific command, type sv_cmd help COMMAND"
+ );
return;
}
}
// nothing above caught the command, must be invalid
- LOG_INFO(((command != "") ? strcat("Unknown server command \"", command, "\"") : "No command provided"), ". For a list of supported commands, try sv_cmd help.\n");
+ LOG_INFO(((command != "") ? strcat("Unknown server command \"", command, "\"") : "No command provided"), ". For a list of supported commands, try sv_cmd help.");
}
#include "vote.qh"
+
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
#include <common/command/_mod.qh>
#include "vote.qh"
void VoteReset()
{
- FOREACH_CLIENT(true, LAMBDA(it.vote_selection = 0));
+ FOREACH_CLIENT(true, { it.vote_selection = 0; });
if (vote_called)
{
Nagger_VoteCountChanged();
// add up all the votes from each connected client
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_CLIENT(it), {
++vote_player_count;
if (IS_PLAYER(it)) ++vote_real_player_count;
switch (it.vote_selection)
}
default: break;
}
- ));
+ });
// Check to see if there are enough players on the server to allow master voting... otherwise, vote master could be used for evil.
if ((vote_called == VOTE_MASTER) && autocvar_sv_vote_master_playerlimit > vote_player_count)
if (it.reset2) it.reset2(it);
});
- FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), LAMBDA(Unfreeze(it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && STAT(FROZEN, it), { Unfreeze(it); });
// Moving the player reset code here since the player-reset depends
// on spawnpoint entities which have to be reset first --blub
*/
// NEW: changed behaviour so that it prevents that previous spectators/observers suddenly spawn as players
// PlayerScore_Clear(it);
- it.killcount = 0;
+ CS(it).killcount = 0;
// stop the player from moving so that he stands still once he gets respawned
it.velocity = '0 0 0';
it.avelocity = '0 0 0';
- it.movement = '0 0 0';
+ CS(it).movement = '0 0 0';
PutClientInServer(it);
});
}
game_starttime = time + RESTART_COUNTDOWN;
// clear player attributes
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.alivetime = 0;
- it.killcount = 0;
+ CS(it).killcount = 0;
PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, -PS_GR_P_ADDVAL(it, PLAYERSTATS_ALIVETIME, 0));
- ));
+ });
restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(it.ready = false));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { it.ready = false; });
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
// after a restart every players number of allowed timeouts gets reset, too
if (autocvar_sv_timeout)
{
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(it.allowed_timeouts = autocvar_sv_timeout_number));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { CS(it).allowed_timeouts = autocvar_sv_timeout_number; });
}
// reset map immediately if this cvar is not set
if (!autocvar_sv_ready_restart_after_countdown) reset_map(true);
float ready_needed_factor, ready_needed_count;
float t_ready = 0, t_players = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || it.caplayer == 1), {
++t_players;
if (it.ready) ++t_ready;
- ));
+ });
readycount = t_ready;
if(cvar_type(cvarname) & CVAR_TYPEFLAG_EXISTS)
cmdrestriction = cvar_string(cvarname);
else
- LOG_INFO("NOTE: ", cvarname, " does not exist, no restrictions will be applied.\n");
+ LOG_INFO("NOTE: ", cvarname, " does not exist, no restrictions will be applied.");
if (cmdrestriction == "") return true;
return true;
}
-float VoteCommand_parse(entity caller, string vote_command, string vote_list, float startpos, float argc)
+int VoteCommand_parse(entity caller, string vote_command, string vote_list, float startpos, float argc)
{
string first_command;
(autocvar_sv_vote_limit > 0)
&&
(strlen(substring(vote_command, argv_start_index(startpos), strlen(vote_command) - argv_start_index(startpos))) > autocvar_sv_vote_limit)
- ) return false;
+ ) return 0;
- if (!VoteCommand_checkinlist(first_command, vote_list)) return false;
+ if (!VoteCommand_checkinlist(first_command, vote_list)) return 0;
- if (!VoteCommand_checkargs(startpos, argc)) return false;
+ if (!VoteCommand_checkargs(startpos, argc)) return 0;
switch (first_command) // now go through and parse the proper commands to adjust as needed.
{
vote_parsed_command = strcat(first_command, " # ", ftos(etof(victim)), " ", command_arguments);
vote_parsed_display = strcat("^1", vote_command, " (^7", victim.netname, "^1): ", reason);
}
- else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return false; }
+ else { print_to(caller, strcat("vcall: ", GetClientErrorString(accepted, argv(startpos + 1)), ".\n")); return 0; }
break;
}
case "gotomap": // re-direct all map selection commands to gotomap
{
vote_command = ValidateMap(argv(startpos + 1), caller);
- if (!vote_command) return false;
+ if (!vote_command) return -1;
vote_parsed_command = strcat("gotomap ", vote_command);
vote_parsed_display = strzone(strcat("^1", vote_parsed_command));
}
}
- return true;
+ return 1;
}
case CMD_REQUEST_COMMAND:
{
float tmp_playercount = 0;
+ int parse_error;
vote_command = VoteCommand_extractcommand(vote_command, 2, argc);
{
print_to(caller, "^1Syntax error in command, see 'vhelp' for more info.");
}
- else if (!VoteCommand_parse(caller, vote_command, autocvar_sv_vote_commands, 2, argc))
+ else if ((parse_error = VoteCommand_parse(caller, vote_command, autocvar_sv_vote_commands, 2, argc)) <= 0)
{
- print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
+ if(parse_error == 0)
+ print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
}
else // everything went okay, continue with calling the vote
msg_entity = caller;
}
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(++tmp_playercount));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++tmp_playercount; });
if (tmp_playercount > 1) Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_VOTE_CALL); // don't announce a "vote now" sound if player is alone
bprint("\{1}^2* ^3", OriginalCallerName(), "^2 calls a vote for ", vote_called_display, "\n");
{
case "do":
{
+ int parse_error;
vote_command = VoteCommand_extractcommand(vote_command, 3, argc);
if (!caller.vote_master) { print_to(caller, "^1You do not have vote master privelages."); }
{
print_to(caller, "^1Syntax error in command, see 'vhelp' for more info.");
}
- else if (!VoteCommand_parse(caller, vote_command, strcat(autocvar_sv_vote_commands, " ", autocvar_sv_vote_master_commands), 3, argc))
+ else if ((parse_error = VoteCommand_parse(caller, vote_command, strcat(autocvar_sv_vote_commands, " ", autocvar_sv_vote_master_commands), 3, argc)) <= 0)
{
- print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
+ if(parse_error == 0)
+ print_to(caller, "^1This command is not acceptable, see 'vhelp' for more info.");
}
else // everything went okay, proceed with command
#include "quake.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/weapons/_all.qh>
spawnfunc(weapon_electro);
#include "quake3.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/weapons/_all.qh>
spawnfunc(weapon_crylink);
{
if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
- this.netname = "devastator";
+ this.netname = cons(this.netname, "devastator");
}
else if (it.classname == "weapon_lightning") {
this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
- if(this.netname == "")
- this.netname = "electro";
- else
- this.netname = strcat(this.netname, " electro");
+ this.netname = cons(this.netname, "electro");
}
else if (it.classname == "weapon_plasmagun") {
this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
- if(this.netname == "")
- this.netname = "hagar";
- else
- this.netname = strcat(this.netname, " hagar");
+ this.netname = cons(this.netname, "hagar");
}
else if (it.classname == "weapon_bfg") {
this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
- if(this.netname == "")
- this.netname = "crylink";
- else
- this.netname = strcat(this.netname, " crylink");
+ this.netname = cons(this.netname, "crylink");
}
else if (it.classname == "weapon_grenadelauncher" || it.classname == "weapon_mortar") {
this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
- if(this.netname == "")
- this.netname = "mortar";
- else
- this.netname = strcat(this.netname, " mortar");
+ this.netname = cons(this.netname, "mortar");
}
else if (it.classname == "item_armor_body")
this.armorvalue = 100;
#include "wop.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/weapons/_all.qh>
// #include <server/mutators/gamemode.qh>
.float count;
//.float cnt2;
-.float play_time;
.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
float intermission_exittime;
float alreadychangedlevel;
-.float version;
-
// footstep interval
.float nextstep;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
+.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
.string cvar_g_xonoticversion;
.float cvar_cl_allow_uidtracking;
.string stored_netname;
-.float version_nagtime;
-
string gamemode_name;
float startitem_failed;
void FixClientCvars(entity e);
// WEAPONTODO: remove this
-WepSet weaponsInMap;
+//WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
// set when showing a kill countdown
.entity killindicator;
-.float killindicator_teamchange;
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
-.float parm_idlesince;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
int sv_maxidle_slots;
.float cvar_cl_voice_directional;
.float cvar_cl_voice_directional_taunt_attenuation;
-.float version_mismatch;
-
int autocvar__independent_players;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
string cvar_purechanges;
float cvar_purechanges_count;
-float game_starttime; //point in time when the countdown to game start is over
-float round_starttime; //point in time when the countdown to round start is over
+//float game_starttime; //point in time when the countdown to game start is over
+//float round_starttime; //point in time when the countdown to round start is over
void W_Porto_Remove (entity p);
.float bulletcounter;
// Nexball
-.entity ballcarried; // Also used for keepaway
float g_nexball_meter_period;
void SUB_DontUseTargets(entity this, entity actor, entity trigger);
//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-.float wasplayer;
+.bool wasplayer;
float servertime, serverprevtime, serverframetime;
.float ammo_fuel;
-.vector prevorigin;
-
//flood fields
.float nickspamtime; // time of last nick change
.float nickspamcount;
#include "g_damage.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "g_hook.qh"
#include "mutators/_mod.qh"
void UpdateFrags(entity player, int f)
{
- PlayerTeamScore_AddScore(player, f);
+ GameRules_scoring_add_team(player, SCORE, f);
}
void GiveFrags (entity attacker, entity targ, float f, int deathtype)
if(targ == attacker)
{
// suicide
- PlayerScore_Add(attacker, SP_SUICIDES, 1);
+ GameRules_scoring_add(attacker, SUICIDES, 1);
}
else
{
// teamkill
- PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
+ GameRules_scoring_add(attacker, KILLS, -1); // or maybe add a teamkills field?
}
}
else
{
// regular frag
- PlayerScore_Add(attacker, SP_KILLS, 1);
+ GameRules_scoring_add(attacker, KILLS, 1);
if(targ.playerid)
PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
}
- PlayerScore_Add(targ, SP_DEATHS, 1);
+ GameRules_scoring_add(targ, DEATHS, 1);
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
{
if(deathtype == DEATH_FIRE.m_id)
{
- Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : targ.ping));
- Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping));
+ Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
+ Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
return true;
}
{
case DEATH_MIRRORDAMAGE:
{
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
break;
}
default:
{
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
break;
}
}
}
}
- else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
+ else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
{
backtrace("SUICIDE: what the hell happened here?\n");
return;
LogDeath("tk", deathtype, attacker, targ);
GiveFrags(attacker, targ, -1, deathtype);
- attacker.killcount = 0;
+ CS(attacker).killcount = 0;
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
// In this case, the death message will ALWAYS be "foo was betrayed by bar"
// No need for specific death/weapon messages...
LogDeath("frag", deathtype, attacker, targ);
GiveFrags(attacker, targ, 1, deathtype);
- attacker.taunt_soundtime = time + 1;
- attacker.killcount = attacker.killcount + 1;
+ CS(attacker).taunt_soundtime = time + 1;
+ CS(attacker).killcount = CS(attacker).killcount + 1;
attacker.killsound += 1;
PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
break; \
}
- switch(attacker.killcount)
+ switch(CS(attacker).killcount)
{
KILL_SPREE_LIST
default: break;
}
else
{
- kill_count_to_attacker = attacker.killcount;
+ kill_count_to_attacker = CS(attacker).killcount;
kill_count_to_target = 0;
}
CHOICE_TYPEFRAG,
targ.netname,
kill_count_to_attacker,
- (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
+ (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
);
Send_Notification(
NOTIF_ONE,
kill_count_to_target,
attacker.health,
attacker.armorvalue,
- (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
+ (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
CHOICE_FRAG,
targ.netname,
kill_count_to_attacker,
- (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
+ (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
);
Send_Notification(
NOTIF_ONE,
kill_count_to_target,
attacker.health,
attacker.armorvalue,
- (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
+ (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
if(deathtype == DEATH_BUFF.m_id)
f3 = buff_FirstFromFlags(attacker.buffs).m_id;
- if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
- Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
+ if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
+ Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
}
}
targ.netname,
inflictor.message,
deathlocation,
- targ.killcount,
+ CS(targ).killcount,
0,
0);
break;
targ.netname,
((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
deathlocation,
- targ.killcount,
+ CS(targ).killcount,
0,
0);
break;
default:
{
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
break;
}
}
LogDeath("accident", deathtype, targ, targ);
GiveFrags(targ, targ, -1, deathtype);
- if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
+ if(GameRules_scoring_add(targ, SCORE, 0) == -5)
{
Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
}
// reset target kill count
- if(targ.killcount) { targ.killcount = 0; }
+ CS(targ).killcount = 0;
}
void Ice_Think(entity this)
float mirrordamage = 0;
float mirrorforce = 0;
- if (game_stopped || targ.killcount == FRAGS_SPECTATOR)
+ if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
return;
entity attacker_save = attacker;
setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
targ.oldorigin = targ.origin;
- targ.prevorigin = targ.origin;
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
}
}
}
}
- else
+ else if(IS_PLAYER(attacker))
{
if(deathtype != DEATH_FIRE.m_id)
{
attacker.typehitsound += 1;
}
if(complainteamdamage > 0)
- if(time > attacker.teamkill_complain)
+ if(time > CS(attacker).teamkill_complain)
{
- attacker.teamkill_complain = time + 5;
- attacker.teamkill_soundtime = time + 0.4;
- attacker.teamkill_soundsource = targ;
+ CS(attacker).teamkill_complain = time + 5;
+ CS(attacker).teamkill_soundtime = time + 0.4;
+ CS(attacker).teamkill_soundsource = targ;
}
}
}
force = force * a;
if(autocvar_g_throughfloor_debug)
- LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
+ LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
}
//if (targ == attacker)
if(!IS_INDEPENDENT_PLAYER(e))
if(!STAT(FROZEN, e))
- FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
if(!IS_DEAD(it))
if(!IS_INDEPENDENT_PLAYER(it))
if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
}
- ));
+ });
}
void Fire_ApplyEffect(entity e)
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <server/defs.qh>
+ #include <server/miscfunctions.qh>
#include <lib/warpzone/common.qh>
#include <common/constants.qh>
#include <common/teams.qh>
#include "g_hook.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "weapons/common.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/weaponsystem.qh"
#include "g_lights.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
void train_next(entity this);
const float LOOP = 1;
#include "g_models.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "g_subs.qh"
#include <common/net_linked.qh>
#include "../common/triggers/subs.qh"
#include "g_subs.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "antilag.qh"
#include "command/common.qh"
#include "../common/state.qh"
}
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(source)) ? CS(source).cvar_cl_noantilag : false);
+ if (autocvar_g_antilag != 2 || noantilag)
lag = 0;
traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
}
void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
{
- if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(source)) ? CS(source).cvar_cl_noantilag : false);
+ if (autocvar_g_antilag != 2 || noantilag)
lag = 0;
tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, false);
}
}
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(source)) ? CS(source).cvar_cl_noantilag : false);
+ if (autocvar_g_antilag != 2 || noantilag)
lag = 0;
WarpZone_traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
}
void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
{
- if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(source)) ? CS(source).cvar_cl_noantilag : false);
+ if (autocvar_g_antilag != 2 || noantilag)
lag = 0;
tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, true);
}
this.nextthink = time + delta;
e = edict_num(this.cnt + 1);
- if(IS_REAL_CLIENT(e))
+ if(IS_CLIENT(e) && IS_REAL_CLIENT(e))
{
WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
WriteByte(MSG_BROADCAST, this.cnt);
- WriteShort(MSG_BROADCAST, bound(1, e.ping, 65535));
- WriteByte(MSG_BROADCAST, min(ceil(e.ping_packetloss * 255), 255));
- WriteByte(MSG_BROADCAST, min(ceil(e.ping_movementloss * 255), 255));
+ WriteShort(MSG_BROADCAST, bound(1, CS(e).ping, 65535));
+ WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_packetloss * 255), 255));
+ WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_movementloss * 255), 255));
// record latency times for clients throughout the match so we can report it to playerstats
- if(time > (e.latency_time + LATENCY_THINKRATE))
+ if(time > (CS(e).latency_time + LATENCY_THINKRATE))
{
- e.latency_sum += e.ping;
- e.latency_cnt += 1;
- e.latency_time = time;
- //print("sum: ", ftos(e.latency_sum), ", cnt: ", ftos(e.latency_cnt), ", avg: ", ftos(e.latency_sum / e.latency_cnt), ".\n");
+ CS(e).latency_sum += CS(e).ping;
+ CS(e).latency_cnt += 1;
+ CS(e).latency_time = time;
+ //print("sum: ", ftos(CS(e).latency_sum), ", cnt: ", ftos(CS(e).latency_cnt), ", avg: ", ftos(CS(e).latency_sum / CS(e).latency_cnt), ".\n");
}
}
else
else
{
this.nextthink = time + 1;
- LOG_INFO("Waiting for _sv_init being set to 1 by initialization scripts...\n");
+ LOG_INFO("Waiting for _sv_init being set to 1 by initialization scripts...");
}
}
// these can contain player IDs, so better hide
BADPREFIX("g_forced_team_");
BADCVAR("sv_muteban_list");
+ BADCVAR("sv_allow_customplayermodels_idlist");
+ BADCVAR("sv_allow_customplayermodels_speciallist");
// mapinfo
BADCVAR("fraglimit");
BADCVAR("g_freezetag");
BADCVAR("g_freezetag_teams");
BADCVAR("g_invasion_teams");
+ BADCVAR("g_invasion_type");
BADCVAR("g_jailbreak");
BADCVAR("g_jailbreak_teams");
BADCVAR("g_keepaway");
tracebox(o, '-1 -1 -1' * i, '1 1 1' * i, o - '0 0 32768', MOVE_WORLDONLY, NULL);
if(trace_fraction == 1)
continue;
- LOG_INFO(ftos(i), " -> ", vtos(trace_endpos), "\n");
+ LOG_INFO(ftos(i), " -> ", vtos(trace_endpos));
}
break;
MapInfo_Shutdown();
}
-void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override)
-{
- if(!autocvar_g_campaign)
- {
- if(fraglimit_override >= 0) cvar_set("fraglimit", ftos(fraglimit_override));
- if(timelimit_override >= 0) cvar_set("timelimit", ftos(timelimit_override));
- if(leadlimit_override >= 0) cvar_set("leadlimit", ftos(leadlimit_override));
- if(qualifying_override >= 0) cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
- }
- limits_are_set = true;
-}
-
void Map_MarkAsRecent(string m);
float world_already_spawned;
void Nagger_Init();
fclose(sentinel);
if (switchversion != "" && switchversion != WATERMARK)
{
- LOG_INFOF("Switching progs: " WATERMARK " -> %s\n", switchversion);
+ LOG_INFOF("Switching progs: " WATERMARK " -> %s", switchversion);
// if it doesn't exist, assume either:
// a) the current program was overwritten
// b) this is a client only update
}
if (wantrestart)
{
- LOG_INFOF("Restart requested\n");
+ LOG_INFOF("Restart requested");
changelevel(mapname);
// let initialization continue, shutdown depends on it
}
readlevelcvars();
GrappleHookInit();
- if(!limits_are_set)
- SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
+ GameRules_limit_fallbacks();
if(warmup_limit == 0)
warmup_limit = (autocvar_timelimit > 0) ? autocvar_timelimit * 60 : autocvar_timelimit;
continue;
if(argv(0) == "cd")
{
- LOG_INFO("Found ^1UNSUPPORTED^7 cd loop command in .cfg file; put this line in mapinfo instead:\n");
- LOG_INFO(" cdtrack ", argv(2), "\n");
+ LOG_INFO("Found ^1UNSUPPORTED^7 cd loop command in .cfg file; put this line in mapinfo instead:");
+ LOG_INFO(" cdtrack ", argv(2));
}
else if(argv(0) == "fog")
{
- LOG_INFO("Found ^1UNSUPPORTED^7 fog command in .cfg file; put this line in worldspawn in the .map/.bsp/.ent file instead:\n");
- LOG_INFO(" \"fog\" \"", s, "\"\n");
+ LOG_INFO("Found ^1UNSUPPORTED^7 fog command in .cfg file; put this line in worldspawn in the .map/.bsp/.ent file instead:");
+ LOG_INFO(" \"fog\" \"", s, "\"");
}
else if(argv(0) == "set")
{
- LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:\n");
- LOG_INFO(" clientsettemp_for_type all ", argv(1), " ", argv(2), "\n");
+ LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:");
+ LOG_INFO(" clientsettemp_for_type all ", argv(1), " ", argv(2));
}
else if(argv(0) != "//")
{
- LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:\n");
- LOG_INFO(" clientsettemp_for_type all ", argv(0), " ", argv(1), "\n");
+ LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:");
+ LOG_INFO(" clientsettemp_for_type all ", argv(0), " ", argv(1));
}
}
fclose(fd);
{
FixIntermissionClient(this);
- float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
- float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
+ float server_screenshot = (autocvar_sv_autoscreenshot && CS(this).cvar_cl_autoscreenshot);
+ float client_screenshot = (CS(this).cvar_cl_autoscreenshot == 2);
if( (server_screenshot || client_screenshot)
&& ((this.autoscreenshot > 0) && (time > this.autoscreenshot)) )
s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));
if(to_console)
- LOG_INFO(s, "\n");
+ LOG_INFO(s);
if(to_eventlog)
GameLogEcho(s);
s = strcat(":labels:player:", GetPlayerScoreString(NULL, 0));
if(to_console)
- LOG_INFO(s, "\n");
+ LOG_INFO(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
fputs(file, strcat(s, "\n"));
- FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), {
s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
- s = strcat(s, ftos(rint(time - it.jointime)), ":");
+ s = strcat(s, ftos(rint(time - CS(it).jointime)), ":");
if(IS_PLAYER(it) || MUTATOR_CALLHOOK(GetPlayerStatus, it))
s = strcat(s, ftos(it.team), ":");
else
s = strcat(s, "spectator:");
if(to_console)
- LOG_INFO(s, playername(it, false), "\n");
+ LOG_INFO(s, playername(it, false));
if(to_eventlog)
GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it, false)));
if(to_file)
fputs(file, strcat(s, playername(it, false), "\n"));
- ));
+ });
if(teamplay)
{
s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));
if(to_console)
- LOG_INFO(s, "\n");
+ LOG_INFO(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));
s = strcat(s, ":", ftos(i));
if(to_console)
- LOG_INFO(s, "\n");
+ LOG_INFO(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
}
if(to_console)
- LOG_INFO(":end\n");
+ LOG_INFO(":end");
if(to_eventlog)
GameLogEcho(":end");
if(to_file)
{
stuffcmd(e, "\nscr_printspeed 1000000\n");
RandomSelection_Init();
- FOREACH_WORD(autocvar_sv_intermission_cdtrack, true, LAMBDA(
+ FOREACH_WORD(autocvar_sv_intermission_cdtrack, true, {
RandomSelection_AddString(it, 1, 1);
- ));
+ });
if (RandomSelection_chosen_string != "")
{
stuffcmd(e, sprintf("\ncd loop %s\n", RandomSelection_chosen_string));
GameLogClose();
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
FixIntermissionClient(it);
if(it.winning)
bprint(playername(it, false), " ^7wins.\n");
- ));
+ });
target_music_kill();
localcmd("\nsv_hook_gameend\n");
}
-/*
-============
-CheckRules_Player
-
-Exit deathmatch games upon conditions
-============
-*/
-void CheckRules_Player(entity this)
-{
- if (game_stopped) // someone else quit the game already
- return;
-
- if(!IS_DEAD(this))
- this.play_time += frametime;
-
- // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities
- // (div0: and that in CheckRules_World please)
-}
-
float InitiateSuddenDeath()
{
// set the .winning flag for exactly those players with a given field value
void SetWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.winning = (it.(field) == value)));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.winning = (it.(field) == value); });
}
// set the .winning flag for those players with a given field value
void AddWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(it.(field) == value)
it.winning = 1;
- ));
+ });
}
// clear the .winning flags
void ClearWinners()
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.winning = 0));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.winning = 0; });
}
void ShuffleMaplist()
team1_score = team2_score = team3_score = team4_score = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
switch(it.team)
{
case NUM_TEAM_1: team1_score = 1; break;
case NUM_TEAM_3: team3_score = 1; break;
case NUM_TEAM_4: team4_score = 1; break;
}
- ));
+ });
IL_EACH(g_spawnpoints, true,
{
float playerswithlaps;
float readyplayers;
totalplayers = playerswithlaps = readyplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
++totalplayers;
- if(PlayerScore_Add(it, SP_RACE_FASTEST, 0))
+ if(GameRules_scoring_add(it, RACE_FASTEST, 0))
++playerswithlaps;
if(it.ready)
++readyplayers;
- ));
+ });
// at least 2 of the players have completed a lap: start the RACE
// otherwise, the players should end the qualifying on their own
redirection_nextthink = time + 1;
clients_found = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
// TODO add timer
- LOG_INFO("Redirecting: sending connect command to ", it.netname, "\n");
+ LOG_INFO("Redirecting: sending connect command to ", it.netname);
if(redirection_target == "self")
stuffcmd(it, "\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " reconnect\n");
else
stuffcmd(it, strcat("\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " \"connect ", redirection_target, "\"\n"));
++clients_found;
- ));
+ });
- LOG_INFO("Redirecting: ", ftos(clients_found), " clients left.\n");
+ LOG_INFO("Redirecting: ", ftos(clients_found), " clients left.");
if(time > redirection_timeout || clients_found == 0)
localcmd("\nwait; wait; wait; quit\n");
}
else if(world_initialized == 0)
{
- LOG_INFO("NOTE: crashed before even initializing the world, not saving persistent data\n");
+ LOG_INFO("NOTE: crashed before even initializing the world, not saving persistent data");
}
else
{
const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
-bool limits_are_set = false;
-void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override);
-
float WinningCondition_Scores(float limit, float leadlimit);
void SetWinners(.float field, float value);
-void CheckRules_Player(entity this);
void IntermissionThink(entity this);
void GotoNextMap(float reinit);
void ReadyRestart();
for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \
{ \
.entity weaponentity = weaponentities[wepslot]; \
- W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriorities[slot], dir, weaponentity); \
if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \
break; \
} \
{
if (game_stopped) return;
- int imp = this.impulse;
+ int imp = CS(this).impulse;
if (!imp) return;
- this.impulse = 0;
+ CS(this).impulse = 0;
if (MinigameImpulse(this, imp)) return;
if (e.wphardwired)
{
- LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired\n");
+ LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired");
return;
}
m = 0;
IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin));
it.colormod_z = 8;
it.effects |= EF_NODEPTHTEST | EF_BLUE;
++j;
++m;
});
- if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)", j);
navigation_markroutes_inverted(e2);
j = 0;
IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin));
it.colormod_x = 8;
if (!(it.effects & EF_NODEPTHTEST)) // not already reported before
++m;
it.effects |= EF_NODEPTHTEST | EF_RED;
++j;
});
- if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
- if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
+ if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)", j);
+ if (m) LOG_INFOF("%d waypoints have been marked total", m);
j = 0;
IL_EACH(g_spawnpoints, true,
else
{
setorigin(it, org);
- LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST;
_setmodel(it, this.model);
it.frame = this.frame;
++j;
}
});
- if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
+ if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)", j);
j = 0;
IL_EACH(g_items, true,
IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, false)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST | EF_RED;
it.colormod_x = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)", j);
j = 0;
IL_EACH(g_items, true,
{
if (navigation_findnearestwaypoint(it, true)) continue;
- LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin));
it.effects |= EF_NODEPTHTEST | EF_BLUE;
it.colormod_z = 8;
++j;
});
- if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)", j);
}
#include "ipban.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "autocvars.qh"
#include "command/banning.qh"
#include "defs.qh"
if(id >= MAX_IPBAN_URIS)
{
- LOG_INFO("Received ban list for invalid ID\n");
+ LOG_INFO("Received ban list for invalid ID");
return;
}
tokenize_console(autocvar_g_ban_sync_uri);
uri = argv(id);
- LOG_INFO("Received ban list from ", uri, ": ");
+ string prelude = strcat("Received ban list from ", uri, ": ");
if(OnlineBanList_RequestWaiting[id] == 0)
{
- LOG_INFO("rejected (unexpected)\n");
+ LOG_INFO(prelude, "rejected (unexpected)");
return;
}
if(time > OnlineBanList_Timeout)
{
- LOG_INFO("rejected (too late)\n");
+ LOG_INFO(prelude, "rejected (too late)");
return;
}
syncinterval = autocvar_g_ban_sync_interval;
if(syncinterval == 0)
{
- LOG_INFO("rejected (syncing disabled)\n");
+ LOG_INFO(prelude, "rejected (syncing disabled)");
return;
}
if(syncinterval > 0)
if(status != 0)
{
- LOG_INFO("error: status is ", ftos(status), "\n");
+ LOG_INFO(prelude, "error: status is ", ftos(status));
return;
}
if(substring(data, 0, 1) == "<")
{
- LOG_INFO("error: received HTML instead of a ban list\n");
+ LOG_INFO(prelude, "error: received HTML instead of a ban list");
return;
}
if(strstrofs(data, "\r", 0) != -1)
{
- LOG_INFO("error: received carriage returns\n");
+ LOG_INFO(prelude, "error: received carriage returns");
return;
}
if((n % 4) != 0)
{
- LOG_INFO("error: received invalid item count: ", ftos(n), "\n");
+ LOG_INFO(prelude, "error: received invalid item count: ", ftos(n));
return;
}
- LOG_INFO("OK, ", ftos(n / 4), " items\n");
+ LOG_INFO(prelude, "OK, ", ftos(n / 4), " items");
for(i = 0; i < n; i += 4)
{
for(j = 0; j < l; ++j)
if(strstrofs("0123456789.", substring(ip, j, 1), 0) == -1)
{
- LOG_INFO("Invalid character ", substring(ip, j, 1), " in IP address ", ip, ". Skipping this ban.\n");
+ LOG_INFO("Invalid character ", substring(ip, j, 1), " in IP address ", ip, ". Skipping this ban.");
goto skip;
}
}
// the ban will be prolonged on the next sync
// or expire 5 seconds after the next timeout
Ban_Insert(ip, timeleft, strcat("ban synced from ", serverip, " at ", uri), 0);
- LOG_INFO("Ban list syncing: accepted ban of ", ip, " by ", serverip, " at ", uri, ": ");
- LOG_INFO(reason, "\n");
+ LOG_INFO("Ban list syncing: accepted ban of ", ip, " by ", serverip, " at ", uri, ": ", reason);
LABEL(skip)
}
float i, n;
string msg;
- LOG_INFO("^2Listing all existing active bans:\n");
+ LOG_INFO("^2Listing all existing active bans:");
n = 0;
for(i = 0; i < ban_count; ++i)
msg = strcat(msg, ban_ip[i], " is still banned for ");
msg = strcat(msg, ftos(ban_expire[i] - time), " seconds");
- LOG_INFO(" ", msg, "\n");
+ LOG_INFO(" ", msg);
}
- LOG_INFO("^2Done listing all active (", ftos(n), ") bans.\n");
+ LOG_INFO("^2Done listing all active (", ftos(n), ") bans.");
}
float Ban_GetClientIP(entity client)
if(i < ban_count)
if(ban_expire[i] > time + bantime)
{
- LOG_INFO(ip, " could not get banned due to no free ban slot\n");
+ LOG_INFO(ip, " could not get banned due to no free ban slot");
return false;
}
// okay, insert our new victim as i
bool item_keys_usekey(entity l, entity p)
{
- float valid = l.itemkeys & p.itemkeys;
+ int valid = l.itemkeys & PS(p).itemkeys;
if (!valid) {
- // other has none of the needed keys
+ // player has none of the needed keys
return false;
} else if (l.itemkeys == valid) {
// ALL needed keys were given
return;
// player already picked up this key
- if (toucher.itemkeys & this.itemkeys)
+ if (PS(toucher).itemkeys & this.itemkeys)
return;
- toucher.itemkeys |= this.itemkeys;
+ PS(toucher).itemkeys |= this.itemkeys;
play2(toucher, this.noise);
centerprint(toucher, this.message);
#include "mapvoting.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "g_world.qh"
#include "command/cmd.qh"
#include "command/getreplies.qh"
#include <common/net_linked.qh>
#include "../common/mapinfo.qh"
#include "../common/playerstats.qh"
+#include <common/state.qh>
#include "../common/util.qh"
void MapVote_ClearAllVotes()
{
- FOREACH_CLIENT(true, LAMBDA(it.mapvote = 0));
+ FOREACH_CLIENT(true, { it.mapvote = 0; });
}
void MapVote_UnzoneStrings()
GameLogEcho(strcat(":vote:suggestion_accepted:", mapvote_maps[mappos]));
}
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(FixClientCvars(it)));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { FixClientCvars(it); });
if(gametypevote)
{
return;
int totalvotes = 0;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
// hide scoreboard again
if(it.health != 2342)
{
it.health = 2342;
- it.impulse = 0;
+ CS(it).impulse = 0;
msg_entity = it;
WriteByte(MSG_ONE, SVC_FINALE);
if ( !(mapvote_maps_flags[it.mapvote-1] & GTV_AVAILABLE) )
it.mapvote = 0;
// use impulses as new vote
- if(it.impulse >= 1 && it.impulse <= mapvote_count)
- if( mapvote_maps_flags[it.impulse - 1] & GTV_AVAILABLE )
+ if(CS(it).impulse >= 1 && CS(it).impulse <= mapvote_count)
+ if( mapvote_maps_flags[CS(it).impulse - 1] & GTV_AVAILABLE )
{
- it.mapvote = it.impulse;
+ it.mapvote = CS(it).impulse;
MapVote_TouchVotes(it);
}
- it.impulse = 0;
+ CS(it).impulse = 0;
if(it.mapvote)
++totalvotes;
- ));
+ });
MapVote_CheckRules_1(); // just count
}
#include "miscfunctions.qh"
+
#include "antilag.qh"
#include "command/common.qh"
#include "constants.qh"
void crosshair_trace(entity pl)
{
- traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+ traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
.bool ctrace_solidchanged;
void crosshair_trace_plusvisibletriggers(entity pl)
}
void WarpZone_crosshair_trace(entity pl)
{
- WarpZone_traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+ WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
0: sends the request
>0: receives a cvar from name=argv(f) value=argv(f+1)
*/
-void GetCvars_handleString(entity this, string thisname, float f, .string field, string name)
+void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name)
{
if (f < 0)
{
- if (this.(field))
- strunzone(this.(field));
- this.(field) = string_null;
+ if (store.(field))
+ strunzone(store.(field));
+ store.(field) = string_null;
}
else if (f > 0)
{
if (thisname == name)
{
- if (this.(field))
- strunzone(this.(field));
- this.(field) = strzone(argv(f + 1));
+ if (store.(field))
+ strunzone(store.(field));
+ store.(field) = strzone(argv(f + 1));
}
}
else
stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
-void GetCvars_handleString_Fixup(entity this, string thisname, float f, .string field, string name, string(entity, string) func)
+void GetCvars_handleString_Fixup(entity this, entity store, string thisname, float f, .string field, string name, string(entity, string) func)
{
- GetCvars_handleString(this, thisname, f, field, name);
+ GetCvars_handleString(this, store, thisname, f, field, name);
if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
if (thisname == name)
{
- string s = func(this, strcat1(this.(field)));
- if (s != this.(field))
+ string s = func(this, strcat1(store.(field)));
+ if (s != store.(field))
{
- strunzone(this.(field));
- this.(field) = strzone(s);
+ strunzone(store.(field));
+ store.(field) = strzone(s);
}
}
}
-void GetCvars_handleFloat(entity this, string thisname, float f, .float field, string name)
+void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name)
{
if (f < 0)
{
else if (f > 0)
{
if (thisname == name)
- this.(field) = stof(argv(f + 1));
+ store.(field) = stof(argv(f + 1));
}
else
stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
-void GetCvars_handleFloatOnce(entity this, string thisname, float f, .float field, string name)
+void GetCvars_handleFloatOnce(entity this, entity store, string thisname, float f, .float field, string name)
{
if (f < 0)
{
{
if (thisname == name)
{
- if (!this.(field))
+ if (!store.(field))
{
- this.(field) = stof(argv(f + 1));
- if (!this.(field))
- this.(field) = -1;
+ store.(field) = stof(argv(f + 1));
+ if (!store.(field))
+ store.(field) = -1;
}
}
}
else
{
- if (!this.(field))
+ if (!store.(field))
stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
/**
* @param f -1: cleanup, 0: request, 1: receive
*/
-void GetCvars(entity this, int f)
+void GetCvars(entity this, entity store, int f)
{
string s = string_null;
Notification_GetCvars(this);
- ReplicateVars(this, s, f);
+ ReplicateVars(this, store, s, f);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleString_Fixup(this, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
+ GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
- GetCvars_handleFloat(this, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
+ GetCvars_handleFloat(this, store, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
// fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
if (f > 0)
return strcat(t, strdecolorize(p.netname));
}
else
- return ColorTranslateRGB(p.netname);
+ return p.netname;
}
float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
{
g_weaponarena = 1;
g_weaponarena_list = "All Weapons";
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
g_weaponarena_weapons |= (it.m_wepset);
- ));
+ });
}
else if (s == "devall")
{
{
g_weaponarena = 1;
g_weaponarena_list = "Most Weapons";
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
if(it.spawnflags & WEP_FLAG_NORMAL)
g_weaponarena_weapons |= (it.m_wepset);
- ));
+ });
}
else if (s == "none")
{
for (i = 0; i < t; ++i)
{
s = argv(i);
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == s)
{
g_weaponarena_weapons |= (it.m_wepset);
g_weaponarena_list = strcat(g_weaponarena_list, it.m_name, " & ");
break;
}
- ));
+ });
}
g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
}
}
else
{
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
int w = want_weapon(it, false);
WepSet s = it.m_wepset;
if(w & 1)
start_weapons_default |= s;
if(w & 4)
start_weapons_defaultmask |= s;
- ));
+ });
}
if(!cvar("g_use_ammunition"))
warmup_start_weapons = '0 0 0';
warmup_start_weapons_default = '0 0 0';
warmup_start_weapons_defaultmask = '0 0 0';
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
int w = want_weapon(it, g_warmup_allguns);
WepSet s = (it.m_wepset);
if(w & 1)
warmup_start_weapons_default |= s;
if(w & 4)
warmup_start_weapons_defaultmask |= s;
- ));
+ });
}
}
WepSet precache_weapons = start_weapons;
if (g_warmup_allguns != 1)
precache_weapons |= warmup_start_weapons;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(precache_weapons & (it.m_wepset))
it.wr_init(it);
- ));
+ });
start_ammo_shells = max(0, start_ammo_shells);
start_ammo_nails = max(0, start_ammo_nails);
void precache_playermodels(string s)
{
- FOREACH_WORD(s, true, LAMBDA(precache_playermodel(it)));
+ FOREACH_WORD(s, true, { precache_playermodel(it); });
}
void precache()
}
else
{
- LOG_INFO("Received HTTP request data for an invalid id ", ftos(id), ".\n");
+ LOG_INFO("Received HTTP request data for an invalid id ", ftos(id), ".");
}
}
#pragma once
+#include <server/defs.qh>
+
#include <common/t_items.qh>
#include "mutators/events.qh"
void play2team(float t, string filename);
-void GetCvars_handleFloat(entity this, string thisname, float f, .float field, string name);
+void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
-void GetCvars_handleString(entity this, string thisname, float f, .string field, string name);
+void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
void precache_all_playermodels(string pattern);
void GameLogClose();
-void GetCvars(entity this, float f);
+void GetCvars(entity this, entity store, int f);
string GetMapname();
if (!warmup_stage)
game_starttime = time + cvar("g_start_delay");
- FOREACH(Weapons, it != WEP_Null, LAMBDA(it.wr_init(it)));
+ FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
readplayerstartcvars();
}
#pragma once
+#include <server/miscfunctions.qh>
#include <server/g_world.qh>
#include <server/round_handler.qh>
#include <server/scores.qh>
#include <server/scores_rules.qh>
#include <server/teamplay.qh>
+#include <common/gamemodes/rules.qh>
#include "mutator.qh"
#include <server/weapons/weaponsystem.qh>
#include <common/physics/player.qh>
-#include <common/effects/qc/all.qh>
+#include <common/effects/qc/_mod.qh>
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
#include <common/triggers/teleporters.qh>
#include "loader.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
STATIC_INIT_LATE(Gametype) {
Gametype g = MapInfo_CurrentGametype();
if (g) {
for (string _s = g.m_mutators; _s != ""; _s = cdr(_s)) {
string s = car(_s);
- FOREACH(Mutators, it.m_name == s, LAMBDA(Mutator_Add(it); break));
+ FOREACH(Mutators, it.m_name == s, { Mutator_Add(it); break; });
}
}
}
{
if(this.enemy.health - this.dmg > 0.5)
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.dmg);
+ GameRules_scoring_add_team(actor, SCORE, this.dmg);
this.enemy.health = this.enemy.health - this.dmg;
}
else
{
- PlayerTeamScore_Add(actor, SP_SCORE, ST_SCORE, this.enemy.health);
- PlayerTeamScore_Add(actor, SP_ASSAULT_OBJECTIVES, ST_ASSAULT_OBJECTIVES, 1);
+ GameRules_scoring_add_team(actor, SCORE, this.enemy.health);
+ GameRules_scoring_add_team(actor, ASSAULT_OBJECTIVES, 1);
this.enemy.health = -1;
if(this.enemy.message)
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(centerprint(it, this.enemy.message)));
+ FOREACH_CLIENT(IS_PLAYER(it), { centerprint(it, this.enemy.message); });
SUB_UseTargets(this.enemy, this, trigger);
}
this.havocbot_attack_time = 0;
- if(checkpvs(this.view_ofs,it))
- if(checkpvs(this.view_ofs,best))
+ if(checkpvs(this.origin + this.view_ofs, it))
+ if(checkpvs(this.origin + this.view_ofs, best))
{
// dprint("increasing attack time for this target\n");
this.havocbot_attack_time = time + 2;
// readyrestart not supported (yet)
return true;
}
-
-// scoreboard setup
-void assault_ScoreRules()
-{
- int teams = 0;
- teams |= BIT(0);
- teams |= BIT(1); // always red vs blue
-
- ScoreRules_basics(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, true);
- ScoreInfo_SetLabel_TeamScore( ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
- ScoreRules_basics_end();
-}
#include "../gamemode.qh"
-void assault_ScoreRules();
+const int ST_ASSAULT_OBJECTIVES = 1;
REGISTER_MUTATOR(as, false)
{
- ActivateTeamplay();
- have_team_spawns = -1; // request team spawns
-
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- assault_ScoreRules();
+ GameRules_teams(true);
+ int teams = BITS(2); // always red vs blue
+ GameRules_scoring(teams, SFL_SORT_PRIO_SECONDARY, SFL_SORT_PRIO_SECONDARY, {
+ field_team(ST_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
+ field(SP_ASSAULT_OBJECTIVES, "objectives", SFL_SORT_PRIO_PRIMARY);
+ });
}
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back assault_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
return 0;
}
void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_items;
void(entity this, float ratingscale, vector org, float sradius) havocbot_goalrating_enemyplayers;
-// scoreboard stuff
-const float ST_ASSAULT_OBJECTIVES = 1;
-
// predefined spawnfuncs
void target_objective_decrease_activate(entity this);
void CA_count_alive_players()
{
total_players = redalive = bluealive = yellowalive = pinkalive = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
switch(it.team)
{
case NUM_TEAM_1: ++total_players; if(!IS_DEAD(it)) ++redalive; break;
case NUM_TEAM_3: ++total_players; if(!IS_DEAD(it)) ++yellowalive; break;
case NUM_TEAM_4: ++total_players; if(!IS_DEAD(it)) ++pinkalive; break;
}
- ));
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
it.redalive_stat = redalive;
it.bluealive_stat = bluealive;
it.yellowalive_stat = yellowalive;
it.pinkalive_stat = pinkalive;
- ));
+ });
}
float CA_GetWinnerTeam()
{
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(nades_Clear(it)));
+ FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
allowed_to_spawn = false;
game_stopped = true;
game_stopped = true;
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(nades_Clear(it)));
+ FOREACH_CLIENT(IS_PLAYER(it), { nades_Clear(it); });
return 1;
}
if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join
{
TRANSMUTE(Observer, player);
- if (player.jointime != time && !player.caplayer) // not when connecting
+ if (CS(player).jointime != time && !player.caplayer) // not when connecting
{
player.caplayer = 0.5;
Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE);
MUTATOR_HOOKFUNCTION(ca, reset_map_players)
{
FOREACH_CLIENT(true, {
- it.killcount = 0;
+ CS(it).killcount = 0;
if (!it.caplayer && IS_BOT_CLIENT(it))
{
it.team = -1;
if (!IS_DEAD(player))
ca_LastPlayerForTeam_Notify(player);
- if (player.killindicator_teamchange == -2) // player wants to spectate
+ if (CS(player).killindicator_teamchange == -2) // player wants to spectate
player.caplayer = 0;
if (player.caplayer)
player.frags = FRAGS_LMS_LOSER;
float excess = max(0, frag_damage - damage_take - damage_save);
if (frag_target != frag_attacker && IS_PLAYER(frag_attacker))
- PlayerTeamScore_Add(frag_attacker, SP_SCORE, ST_SCORE, (frag_damage - excess) * autocvar_g_ca_damage2score_multiplier);
+ GameRules_scoring_add_team(frag_attacker, SCORE, (frag_damage - excess) * autocvar_g_ca_damage2score_multiplier);
}
MUTATOR_HOOKFUNCTION(ca, PlayerRegen)
void CA_RoundStart();
bool ca_isEliminated(entity e);
-void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override);
-
REGISTER_MUTATOR(ca, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- // game loads at time 1
- if (time > 1) error("This is a game type and it cannot be added at runtime.");
-
- allowed_to_spawn = true;
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_ca_team_spawns);
+ GameRules_limit_score(autocvar_g_ca_point_limit);
+ GameRules_limit_lead(autocvar_g_ca_point_leadlimit);
ca_teams = autocvar_g_ca_teams_override;
if (ca_teams < 2)
ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame
- ca_teams = bound(2, ca_teams, 4);
-
- int teams = 0;
- if(ca_teams >= 1) teams |= BIT(0);
- if(ca_teams >= 2) teams |= BIT(1);
- if(ca_teams >= 3) teams |= BIT(2);
- if(ca_teams >= 4) teams |= BIT(3);
- ca_teams = teams; // now set it?
-
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
- ScoreInfo_SetLabel_TeamScore(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
- ScoreRules_basics_end();
+ ca_teams = BITS(bound(2, ca_teams, 4));
+ GameRules_scoring(ca_teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
+ });
+ allowed_to_spawn = true;
round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
-
EliminatedPlayers_Init(ca_isEliminated);
-
- ActivateTeamplay();
- SetLimits(autocvar_g_ca_point_limit, autocvar_g_ca_point_leadlimit, autocvar_timelimit_override, -1);
-
- if (autocvar_g_ca_team_spawns)
- have_team_spawns = -1; // request team spawns
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
}
-
return 0;
}
#include "gamemode_ctf.qh"
-#ifndef CSQC
-void ctf_Initialize();
-
-REGISTER_MUTATOR(ctf, false)
-{
- MUTATOR_ONADD
- {
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- ctf_Initialize();
-
- ActivateTeamplay();
- SetLimits(autocvar_capturelimit_override, autocvar_captureleadlimit_override, autocvar_timelimit_override, -1);
- have_team_spawns = -1; // request team spawns
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back ctf_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
- return 0;
-}
-#endif
-
-#ifdef SVQC
+#include <common/effects/all.qh>
#include <common/vehicles/all.qh>
#include <server/teamplay.qh>
-#endif
#include <lib/warpzone/common.qh>
if(ctf_oneflag)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_CTF_CAPTURE_NEUTRAL, player.netname);
else if(!ctf_captimerecord)
- Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_TIME), player.netname, (cap_time * 100));
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_TIME), player.netname, TIME_ENCODE(cap_time));
else if(cap_time < cap_record)
- Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, (cap_time * 100), (cap_record * 100));
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_BROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
else
- Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, (cap_time * 100), (cap_record * 100));
+ Send_Notification(NOTIF_ALL, NULL, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_CAPTURE_UNBROKEN), player.netname, refername, TIME_ENCODE(cap_time), TIME_ENCODE(cap_record));
// write that shit in the database
if(!ctf_oneflag) // but not in 1-flag mode
ctf_captimerecord = cap_time;
db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/time"), ftos(cap_time));
db_put(ServerProgsDB, strcat(GetMapname(), "/captimerecord/netname"), player.netname);
- write_recordmarker(player, (time - cap_time), cap_time);
+ write_recordmarker(player, flag.ctf_pickuptime, cap_time);
}
if(autocvar_g_ctf_leaderboard && !ctf_oneflag)
if(ctf_captureshield_max_ratio <= 0)
return false;
- s = PlayerScore_Add(p, SP_CTF_CAPS, 0);
- s2 = PlayerScore_Add(p, SP_CTF_PICKUPS, 0);
- s3 = PlayerScore_Add(p, SP_CTF_RETURNS, 0);
- s4 = PlayerScore_Add(p, SP_CTF_FCKILLS, 0);
+ s = GameRules_scoring_add(p, CTF_CAPS, 0);
+ s2 = GameRules_scoring_add(p, CTF_PICKUPS, 0);
+ s3 = GameRules_scoring_add(p, CTF_RETURNS, 0);
+ s4 = GameRules_scoring_add(p, CTF_FCKILLS, 0);
sr = ((s - s2) + (s3 + s4));
return false;
players_total = players_worseeq = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(DIFF_TEAM(it, p))
continue;
- se = PlayerScore_Add(it, SP_CTF_CAPS, 0);
- se2 = PlayerScore_Add(it, SP_CTF_PICKUPS, 0);
- se3 = PlayerScore_Add(it, SP_CTF_RETURNS, 0);
- se4 = PlayerScore_Add(it, SP_CTF_FCKILLS, 0);
+ se = GameRules_scoring_add(it, CTF_CAPS, 0);
+ se2 = GameRules_scoring_add(it, CTF_PICKUPS, 0);
+ se3 = GameRules_scoring_add(it, CTF_RETURNS, 0);
+ se4 = GameRules_scoring_add(it, CTF_FCKILLS, 0);
ser = ((se - se2) + (se3 + se4));
if(ser <= sr)
++players_worseeq;
++players_total;
- ));
+ });
// player is in the worse half, if >= half the players are better than him, or consequently, if < half of the players are worse
// use this rule here
ctf_EventLog("dropped", player.team, player);
// scoring
- PlayerTeamScore_AddScore(player, -((flag.score_drop) ? flag.score_drop : autocvar_g_ctf_score_penalty_drop));
- PlayerScore_Add(player, SP_CTF_DROPS, 1);
+ GameRules_scoring_add_team(player, SCORE, -((flag.score_drop) ? flag.score_drop : autocvar_g_ctf_score_penalty_drop));
+ GameRules_scoring_add(player, CTF_DROPS, 1);
// waypoints
if(autocvar_g_ctf_flag_dropped_waypoint) {
// transfer flag to player
flag.owner = player;
flag.owner.flagcarried = flag;
+ GameRules_scoring_vip(player, true);
// reset flag
if(player.vehicle)
_sound(player, CH_TRIGGER, flag.snd_flag_pass, VOL_BASE, ATTEN_NORM);
ctf_EventLog("receive", flag.team, player);
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if(it == sender)
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_SENT), player.netname);
else if(it == player)
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_RECEIVED), sender.netname);
else if(SAME_TEAM(it, sender))
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_NUM(flag.team, CENTER_CTF_PASS_OTHER), sender.netname, player.netname);
- ));
+ });
// create new waypoint
ctf_FlagcarrierWaypoints(player);
setattachment(flag, NULL, "");
setorigin(flag, player.origin + FLAG_DROP_OFFSET);
flag.owner.flagcarried = NULL;
+ GameRules_scoring_vip(flag.owner, false);
flag.owner = NULL;
flag.solid = SOLID_TRIGGER;
flag.ctf_dropper = player;
float pscore = 0;
if(enemy_flag.score_capture || flag.score_capture)
pscore = floor((max(1, enemy_flag.score_capture) + max(1, flag.score_capture)) * 0.5);
- PlayerTeamScore_AddScore(player, ((pscore) ? pscore : autocvar_g_ctf_score_capture));
+ GameRules_scoring_add_team(player, SCORE, ((pscore) ? pscore : autocvar_g_ctf_score_capture));
float capscore = 0;
if(enemy_flag.score_team_capture || flag.score_team_capture)
capscore = floor((max(1, enemy_flag.score_team_capture) + max(1, flag.score_team_capture)) * 0.5);
- PlayerTeamScore_Add(player, SP_CTF_CAPS, ST_CTF_CAPS, ((capscore) ? capscore : 1));
+ GameRules_scoring_add_team(player, CTF_CAPS, ((capscore) ? capscore : 1));
- old_time = PlayerScore_Add(player, SP_CTF_CAPTIME, 0);
+ old_time = GameRules_scoring_add(player, CTF_CAPTIME, 0);
new_time = TIME_ENCODE(time - enemy_flag.ctf_pickuptime);
if(!old_time || new_time < old_time)
- PlayerScore_Add(player, SP_CTF_CAPTIME, new_time - old_time);
+ GameRules_scoring_add(player, CTF_CAPTIME, new_time - old_time);
// effects
Send_Effect_(flag.capeffect, flag.origin, '0 0 0', 1);
if(flag.speedrunning) { ctf_FakeTimeLimit(player, -1); }
if((enemy_flag.ctf_dropper) && (player != enemy_flag.ctf_dropper))
- { PlayerTeamScore_AddScore(enemy_flag.ctf_dropper, ((enemy_flag.score_assist) ? enemy_flag.score_assist : autocvar_g_ctf_score_capture_assist)); }
+ { GameRules_scoring_add_team(enemy_flag.ctf_dropper, SCORE, ((enemy_flag.score_assist) ? enemy_flag.score_assist : autocvar_g_ctf_score_capture_assist)); }
}
// reset the flag
// scoring
if(IS_PLAYER(player))
{
- PlayerTeamScore_AddScore(player, ((flag.score_return) ? flag.score_return : autocvar_g_ctf_score_return)); // reward for return
- PlayerScore_Add(player, SP_CTF_RETURNS, 1); // add to count of returns
+ GameRules_scoring_add_team(player, SCORE, ((flag.score_return) ? flag.score_return : autocvar_g_ctf_score_return)); // reward for return
+ GameRules_scoring_add(player, CTF_RETURNS, 1); // add to count of returns
nades_GiveBonus(player,autocvar_g_nades_bonus_score_medium);
}
if(flag.ctf_dropper)
{
- PlayerScore_Add(flag.ctf_dropper, SP_SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
+ GameRules_scoring_add(flag.ctf_dropper, SCORE, -autocvar_g_ctf_score_penalty_returned); // punish the player who dropped the flag
ctf_CaptureShield_Update(flag.ctf_dropper, 0); // shield player from picking up flag
flag.ctf_dropper.next_take_time = time + autocvar_g_ctf_flag_collect_delay; // set next take time
}
// attach the flag to the player
flag.owner = player;
player.flagcarried = flag;
+ GameRules_scoring_vip(player, true);
if(player.vehicle)
{
setattachment(flag, player.vehicle, "");
Send_Notification(NOTIF_TEAM_EXCEPT, player, MSG_CHOICE, APP_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
if(!flag.team)
- FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), LAMBDA(Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname)));
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player && DIFF_TEAM(it, player), { Send_Notification(NOTIF_ONE, it, MSG_CHOICE, CHOICE_CTF_PICKUP_ENEMY_NEUTRAL, Team_ColorCode(player.team), player.netname); });
if(flag.team)
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(CTF_SAMETEAM(flag, it))
if(SAME_TEAM(player, it))
Send_Notification(NOTIF_ONE, it, MSG_CHOICE, APP_TEAM_NUM(flag.team, CHOICE_CTF_PICKUP_TEAM), Team_ColorCode(player.team), player.netname);
else
Send_Notification(NOTIF_ONE, it, MSG_CHOICE, ((SAME_TEAM(flag, player)) ? CHOICE_CTF_PICKUP_ENEMY_TEAM : CHOICE_CTF_PICKUP_ENEMY), Team_ColorCode(player.team), player.netname);
- ));
+ });
_sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
// scoring
- PlayerScore_Add(player, SP_CTF_PICKUPS, 1);
+ GameRules_scoring_add(player, CTF_PICKUPS, 1);
nades_GiveBonus(player, autocvar_g_nades_bonus_score_minor);
switch(pickuptype)
{
case PICKUP_BASE:
{
- PlayerTeamScore_AddScore(player, ((flag.score_pickup) ? flag.score_pickup : autocvar_g_ctf_score_pickup_base));
+ GameRules_scoring_add_team(player, SCORE, ((flag.score_pickup) ? flag.score_pickup : autocvar_g_ctf_score_pickup_base));
ctf_EventLog("steal", flag.team, player);
break;
}
pickup_dropped_score = (autocvar_g_ctf_flag_return_time ? bound(0, ((flag.ctf_droptime + autocvar_g_ctf_flag_return_time) - time) / autocvar_g_ctf_flag_return_time, 1) : 1);
pickup_dropped_score = floor((autocvar_g_ctf_score_pickup_dropped_late * (1 - pickup_dropped_score) + autocvar_g_ctf_score_pickup_dropped_early * pickup_dropped_score) + 0.5);
LOG_TRACE("pickup_dropped_score is ", ftos(pickup_dropped_score));
- PlayerTeamScore_AddScore(player, pickup_dropped_score);
+ GameRules_scoring_add_team(player, SCORE, pickup_dropped_score);
ctf_EventLog("pickup", flag.team, player);
break;
}
case RETURN_DAMAGE:
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_DAMAGED)); break;
case RETURN_SPEEDRUN:
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_SPEEDRUN), ctf_captimerecord); break;
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_SPEEDRUN), TIME_ENCODE(ctf_captimerecord)); break;
case RETURN_NEEDKILL:
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_NUM(flag.team, INFO_CTF_FLAGRETURN_NEEDKILL)); break;
default:
if (!wpforenemy_announced)
{
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER))));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { Send_Notification(NOTIF_ONE, it, MSG_CENTER, ((it.flagcarried) ? CENTER_CTF_STALEMATE_CARRIER : CENTER_CTF_STALEMATE_OTHER)); });
wpforenemy_announced = true;
}
// captureshield
if(this == ctf_worldflaglist) // only for the first flag
- FOREACH_CLIENT(true, LAMBDA(ctf_CaptureShield_Update(it, 1))); // release shield only
+ FOREACH_CLIENT(true, { ctf_CaptureShield_Update(it, 1); }); // release shield only
// sanity checks
if(this.mins != this.m_mins || this.maxs != this.m_maxs) { // reset the flag boundaries in case it got squished
this.health = 0;
ctf_CheckFlagReturn(this, RETURN_SPEEDRUN);
- this.owner.impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
+ CS(this.owner).impulse = CHIMPULSE_SPEEDRUN.impulse; // move the player back to the waypoint they set
ImpulseCommands(this.owner);
}
if(autocvar_g_ctf_stalemate)
WaypointSprite_Kill(flag.wps_flagcarrier);
flag.owner.flagcarried = NULL;
+ GameRules_scoring_vip(flag.owner, false);
if(flag.speedrunning)
ctf_FakeTimeLimit(flag.owner, -1);
int c = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(DIFF_TEAM(it, bot) || IS_DEAD(it) || it == bot)
continue;
if(vdist(it.origin - org, <, tc_radius))
++c;
- ));
+ });
return c;
}
// if there is only me on the team switch to offense
c = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), LAMBDA(++c));
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this), { ++c; });
if(c==1)
{
// if enemies are closer to our base, go there
entity closestplayer = NULL;
float distance, bestdistance = 10000;
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
distance = vlen(org - it.origin);
if(distance<bestdistance)
{
closestplayer = it;
bestdistance = distance;
}
- ));
+ });
if(closestplayer)
if(DIFF_TEAM(closestplayer, this))
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)) && (frag_target.flagcarried))
{
- PlayerTeamScore_AddScore(frag_attacker, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
- PlayerScore_Add(frag_attacker, SP_CTF_FCKILLS, 1);
+ GameRules_scoring_add_team(frag_attacker, SCORE, ((SAME_TEAM(frag_attacker, frag_target)) ? -autocvar_g_ctf_score_kill : autocvar_g_ctf_score_kill));
+ GameRules_scoring_add(frag_attacker, CTF_FCKILLS, 1);
}
if(frag_target.flagcarried)
entity player = M_ARGV(0, entity);
- if(player.cvar_cl_allow_uidtracking == 1 && player.cvar_cl_allow_uid2name == 1)
+ if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
{
if (!player.stored_netname)
player.stored_netname = strzone(uid2name(player.crypto_idfp));
}
}
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(it.flagcarried && (it.team == _team || _team == 0))
{
found = true;
continue; // already spectating this fc, try another
return superspec_Spectate(player, it);
}
- ));
+ });
if(!found)
superspec_msg("", "", player, "No active flag carrier\n", 1);
void ctf_ScoreRules(int teams)
{
CheckAllowedTeams(NULL);
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
- ScoreInfo_SetLabel_TeamScore (ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_FCKILLS, "fckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_RETURNS, "returns", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_CTF_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_CTF_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+ field(SP_CTF_CAPTIME, "captime", SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_CTF_PICKUPS, "pickups", 0);
+ field(SP_CTF_FCKILLS, "fckills", 0);
+ field(SP_CTF_RETURNS, "returns", 0);
+ field(SP_CTF_DROPS, "drops", SFL_LOWER_IS_BETTER);
+ });
}
// code from here on is just to support maps that don't have flag and team entities
#ifdef SVQC
#include "../gamemode.qh"
+
+void ctf_Initialize();
+
+REGISTER_MUTATOR(ctf, false)
+{
+ MUTATOR_STATIC();
+ MUTATOR_ONADD
+ {
+ GameRules_teams(true);
+ GameRules_limit_score(autocvar_capturelimit_override);
+ GameRules_limit_lead(autocvar_captureleadlimit_override);
+
+ ctf_Initialize();
+ }
+ return 0;
+}
+
// used in cheats.qc
void ctf_RespawnFlag(entity flag);
void cts_ScoreRules()
{
- ScoreRules_basics(0, 0, 0, false);
- if(g_race_qualifying)
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- else
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- ScoreRules_basics_end();
+ GameRules_score_enabled(false);
+ GameRules_scoring(0, 0, 0, {
+ if (g_race_qualifying) {
+ field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ } else {
+ field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
+ }
+ });
}
void cts_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
// ensure nothing EVIL is being done (i.e. div0_evade)
// this hinders joystick users though
// but it still gives SOME analog control
- wishvel.x = fabs(player.movement.x);
- wishvel.y = fabs(player.movement.y);
+ wishvel.x = fabs(CS(player).movement.x);
+ wishvel.y = fabs(CS(player).movement.y);
if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
wishvel.z = 0;
if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(player.movement.x > 0)
- player.movement_x = wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = wishspeed;
else
- player.movement_x = -wishspeed;
- player.movement_y = 0;
+ CS(player).movement_x = -wishspeed;
+ CS(player).movement_y = 0;
}
else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
- player.movement_x = 0;
- if(player.movement.y > 0)
- player.movement_y = wishspeed;
+ CS(player).movement_x = 0;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = wishspeed;
else
- player.movement_y = -wishspeed;
+ CS(player).movement_y = -wishspeed;
}
else
{
// diagonal
- if(player.movement.x > 0)
- player.movement_x = M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = M_SQRT1_2 * wishspeed;
else
- player.movement_x = -M_SQRT1_2 * wishspeed;
- if(player.movement.y > 0)
- player.movement_y = M_SQRT1_2 * wishspeed;
+ CS(player).movement_x = -M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = M_SQRT1_2 * wishspeed;
else
- player.movement_y = -M_SQRT1_2 * wishspeed;
+ CS(player).movement_y = -M_SQRT1_2 * wishspeed;
}
}
}
race_ClearRecords();
PlayerScore_Sort(race_place, 0, 1, 0);
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it.race_place)
{
- s = PlayerScore_Add(it, SP_RACE_FASTEST, 0);
+ s = GameRules_scoring_add(it, RACE_FASTEST, 0);
if(!s)
it.race_place = 0;
}
cts_EventLog(ftos(it.race_place), it);
- ));
+ });
if(g_race_qualifying == 2)
{
{
entity player = M_ARGV(0, entity);
- if(PlayerScore_Add(player, SP_RACE_FASTEST, 0))
+ if(GameRules_scoring_add(player, RACE_FASTEST, 0))
player.frags = FRAGS_LMS_LOSER;
else
player.frags = FRAGS_SPECTATOR;
if(IS_PLAYER(player))
if(!game_stopped)
{
- if(player.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
+ if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
race_PreparePlayer(player);
else // respawn
race_RetractPlayer(player);
{
entity player = M_ARGV(0, entity);
- if(player.cvar_cl_allow_uidtracking == 1 && player.cvar_cl_allow_uid2name == 1)
+ if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
{
if (!player.stored_netname)
player.stored_netname = strzone(uid2name(player.crypto_idfp));
REGISTER_MUTATOR(cts, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
-
g_race_qualifying = true;
independent_players = 1;
- SetLimits(0, 0, autocvar_timelimit_override, -1);
+ GameRules_limit_score(0);
+ GameRules_limit_lead(0);
cts_Initialize();
}
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back cts_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
return 0;
}
REGISTER_MUTATOR(dm, false)
{
- MUTATOR_ONADD
- {
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back dm_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- error("This is a game type and it cannot be removed at runtime.");
- return -1;
- }
-
+ MUTATOR_STATIC();
return 0;
}
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
if(this.enemy.playerid == this.enemy_playerid)
- PlayerScore_Add(this.enemy, SP_DOM_TAKES, 1);
+ GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
else
this.enemy = NULL;
this.captime = time;
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(set_dom_state(it)));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
}
void AnimateDomPoint(entity this)
// give credit to the individual player, if he is still there
if (this.enemy.playerid == this.enemy_playerid)
{
- PlayerScore_Add(this.enemy, SP_SCORE, fragamt);
- PlayerScore_Add(this.enemy, SP_DOM_TICKS, fragamt);
+ GameRules_scoring_add(this.enemy, SCORE, fragamt);
+ GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
}
else
this.enemy = NULL;
void Domination_RoundStart()
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.player_blocked = false));
+ FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
}
//go to best items, or control points you don't own
MUTATOR_HOOKFUNCTION(dom, reset_map_players)
{
total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
PutClientInServer(it);
if(domination_roundbased)
it.player_blocked = 1;
if(IS_REAL_CLIENT(it))
set_dom_state(it);
- ));
+ });
return true;
}
{
if(domination_roundbased)
{
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
- ScoreInfo_SetLabel_TeamScore (ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_DOM_TAKES, "takes", 0);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
+ field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_DOM_TAKES, "takes", 0);
+ });
}
else
{
sp_domticks = SFL_SORT_PRIO_PRIMARY;
else
sp_score = SFL_SORT_PRIO_PRIMARY;
- ScoreRules_basics(teams, sp_score, sp_score, true);
- ScoreInfo_SetLabel_TeamScore (ST_DOM_TICKS, "ticks", sp_domticks);
- ScoreInfo_SetLabel_PlayerScore(SP_DOM_TICKS, "ticks", sp_domticks);
- ScoreInfo_SetLabel_PlayerScore(SP_DOM_TAKES, "takes", 0);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, sp_score, sp_score, {
+ field_team(ST_DOM_TICKS, "ticks", sp_domticks);
+ field(SP_DOM_TICKS, "ticks", sp_domticks);
+ field(SP_DOM_TAKES, "takes", 0);
+ });
}
}
REGISTER_MUTATOR(dom, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- dom_Initialize();
-
int fraglimit_override = autocvar_g_domination_point_limit;
if (autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
fraglimit_override = autocvar_g_domination_roundbased_point_limit;
- ActivateTeamplay();
- SetLimits(fraglimit_override, autocvar_g_domination_point_leadlimit, autocvar_timelimit_override, -1);
- have_team_spawns = -1; // request team spawns
- }
+ GameRules_teams(true);
+ GameRules_limit_score(fraglimit_override);
+ GameRules_limit_lead(autocvar_g_domination_point_leadlimit);
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ dom_Initialize();
}
-
return 0;
}
int autocvar_g_freezetag_teams_override;
float autocvar_g_freezetag_warmup;
-void freezetag_ScoreRules(int teams)
-{
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_FREEZETAG_REVIVALS, "revivals", 0);
- ScoreRules_basics_end();
-}
-
void freezetag_count_alive_players()
{
total_players = redalive = bluealive = yellowalive = pinkalive = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
switch(it.team)
{
case NUM_TEAM_1: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++redalive; break;
case NUM_TEAM_3: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++yellowalive; break;
case NUM_TEAM_4: ++total_players; if(it.health >= 1 && STAT(FROZEN, it) != 1) ++pinkalive; break;
}
- ));
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ });
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
it.redalive_stat = redalive;
it.bluealive_stat = bluealive;
it.yellowalive_stat = yellowalive;
it.pinkalive_stat = pinkalive;
- ));
+ });
eliminatedPlayers.SendFlags |= 1;
}
{
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.freezetag_frozen_timeout = 0;
nades_Clear(it);
- ));
+ });
game_stopped = true;
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
return 1;
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
}
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.freezetag_frozen_timeout = 0;
nades_Clear(it);
- ));
+ });
game_stopped = true;
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
entity freezetag_LastPlayerForTeam(entity this)
{
entity last_pl = NULL;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
if(it.health >= 1)
if(!STAT(FROZEN, it))
if(SAME_TEAM(it, this))
last_pl = it;
else
return NULL;
- ));
+ });
return last_pl;
}
{
// you froze your own dumb targ
// counted as "suicide" already
- PlayerScore_Add(targ, SP_SCORE, -1);
+ GameRules_scoring_add(targ, SCORE, -1);
}
else if(IS_PLAYER(attacker))
{
// got frozen by an enemy
// counted as "kill" and "death" already
- PlayerScore_Add(targ, SP_SCORE, -1);
- PlayerScore_Add(attacker, SP_SCORE, +1);
+ GameRules_scoring_add(targ, SCORE, -1);
+ GameRules_scoring_add(attacker, SCORE, +1);
}
// else nothing - got frozen by the game type rules themselves
}
void havocbot_goalrating_freeplayers(entity this, float ratingscale, vector org, float sradius)
{
float t;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && SAME_TEAM(it, this), {
if (STAT(FROZEN, it) == 1)
{
if(vdist(it.origin - org, >, sradius))
t = 0.2 * 150 / (this.health + this.armorvalue);
navigation_routerating(this, it, t * ratingscale, 2000);
}
- ));
+ });
}
void havocbot_role_ft_offense(entity this)
// Count how many players on team are unfrozen.
int unfrozen = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), LAMBDA(unfrozen++));
+ FOREACH_CLIENT(IS_PLAYER(it) && SAME_TEAM(it, this) && !(STAT(FROZEN, it) != 1), { unfrozen++; });
// If only one left on team or if role has timed out then start trying to free players.
if (((unfrozen == 0) && (!STAT(FROZEN, this))) || (time > this.havocbot_role_timeout))
MUTATOR_HOOKFUNCTION(ft, reset_map_players)
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- it.killcount = 0;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ CS(it).killcount = 0;
it.freezetag_frozen_timeout = -1;
PutClientInServer(it);
it.freezetag_frozen_timeout = 0;
- ));
+ });
freezetag_count_alive_players();
return true;
}
{
vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it != player, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != player, {
if(STAT(FROZEN, it) == 0)
if(!IS_DEAD(it))
if(SAME_TEAM(it, player))
it.reviving = true;
++n;
}
- ));
+ });
}
}
// EVERY team mate nearby gets a point (even if multiple!)
- FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
- PlayerScore_Add(it, SP_FREEZETAG_REVIVALS, +1);
- PlayerScore_Add(it, SP_SCORE, +1);
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
+ GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
+ GameRules_scoring_add(it, SCORE, +1);
nades_GiveBonus(it,autocvar_g_nades_bonus_score_low);
- ));
+ });
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, o.netname);
}
- FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it.reviving, {
it.revive_progress = player.revive_progress;
it.reviving = false;
- ));
+ });
}
else if(!n && STAT(FROZEN, player) == 1) // only if no teammate is nearby will we reset
{
if(STAT(FROZEN, frag_target))
return; // target was already frozen, so this is just pushing them off the cliff
- Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : frag_target.ping));
- Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : frag_attacker.ping));
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CHOICE, CHOICE_FRAG_FREEZE, frag_target.netname, kill_count_to_attacker, (IS_BOT_CLIENT(frag_target) ? -1 : CS(frag_target).ping));
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CHOICE, CHOICE_FRAGGED_FREEZE, frag_attacker.netname, kill_count_to_target, frag_attacker.health, frag_attacker.armorvalue, (IS_BOT_CLIENT(frag_attacker) ? -1 : CS(frag_attacker).ping));
return true;
}
freezetag_teams = autocvar_g_freezetag_teams_override;
if(freezetag_teams < 2)
freezetag_teams = cvar("g_freezetag_teams"); // read the cvar directly as it gets written earlier in the same frame
- freezetag_teams = bound(2, freezetag_teams, 4);
-
- int teams = 0;
- if(freezetag_teams >= 1) teams |= BIT(0);
- if(freezetag_teams >= 2) teams |= BIT(1);
- if(freezetag_teams >= 3) teams |= BIT(2);
- if(freezetag_teams >= 4) teams |= BIT(3);
- freezetag_teams = teams; // now set it?
- freezetag_ScoreRules(freezetag_teams);
+ freezetag_teams = BITS(bound(2, freezetag_teams, 4));
+ GameRules_scoring(freezetag_teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+ field(SP_FREEZETAG_REVIVALS, "revivals", 0);
+ });
round_handler_Spawn(freezetag_CheckTeams, freezetag_CheckWinner, func_null);
round_handler_Init(5, autocvar_g_freezetag_warmup, autocvar_g_freezetag_round_timelimit);
REGISTER_MUTATOR(ft, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- freezetag_Initialize();
-
- ActivateTeamplay();
- SetLimits(autocvar_g_freezetag_point_limit, autocvar_g_freezetag_point_leadlimit, autocvar_timelimit_override, -1);
-
- if (autocvar_g_freezetag_team_spawns)
- have_team_spawns = -1; // request team spawns
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back freezetag_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_freezetag_team_spawns);
+ GameRules_limit_score(autocvar_g_freezetag_point_limit);
+ GameRules_limit_lead(autocvar_g_freezetag_point_leadlimit);
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ freezetag_Initialize();
}
-
return 0;
}
#include <server/teamplay.qh>
+IntrusiveList g_invasion_roundends;
+STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
+
IntrusiveList g_invasion_waves;
STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
bool autocvar_g_invasion_zombies_only;
float autocvar_g_invasion_spawn_delay;
+bool victent_present;
+.bool inv_endreached;
+
bool inv_warning_shown; // spammy
.string spawnmob;
+void target_invasion_roundend_use(entity this, entity actor, entity trigger)
+{
+ if(!IS_PLAYER(actor)) { return; }
+
+ actor.inv_endreached = true;
+
+ int plnum = 0;
+ int realplnum = 0;
+ // let's not count bots
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
+ ++realplnum;
+ if(it.inv_endreached)
+ ++plnum;
+ });
+ if(plnum < ceil(realplnum * min(1, this.count))) // 70% of players
+ return;
+
+ this.winning = true;
+}
+
+spawnfunc(target_invasion_roundend)
+{
+ if(!g_invasion) { delete(this); return; }
+
+ victent_present = true; // a victory entity is present, we don't need to rely on monster count TODO: merge this with the intrusive list (can check empty)
+
+ if(!this.count) { this.count = 0.7; } // require at least 70% of the players to reach the end before triggering victory
+
+ this.use = target_invasion_roundend_use;
+
+ IL_PUSH(g_invasion_roundends, this);
+}
+
spawnfunc(invasion_wave)
{
if(!g_invasion) { delete(this); return; }
IL_PUSH(g_invasion_spawns, this);
}
+void ClearWinners();
+
+// Invasion stage mode winning condition: If the attackers triggered a round end (by fulfilling all objectives)
+// they win.
+int WinningCondition_Invasion()
+{
+ WinningConditionHelper(NULL); // set worldstatus
+
+ int status = WINNING_NO;
+
+ if(autocvar_g_invasion_type == INV_TYPE_STAGE)
+ {
+ SetWinners(inv_endreached, true);
+
+ int found = 0;
+ IL_EACH(g_invasion_roundends, true,
+ {
+ ++found;
+ if(it.winning)
+ {
+ bprint("Invasion: round completed.\n");
+ // winners already set (TODO: teamplay support)
+
+ status = WINNING_YES;
+ break;
+ }
+ });
+
+ if(!found)
+ status = WINNING_YES; // just end it? TODO: should warn mapper!
+ }
+ else if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ {
+ ClearWinners();
+
+ int found = 0; // NOTE: this ends the round if no monsters are placed
+ IL_EACH(g_monsters, !(it.spawnflags & MONSTERFLAG_RESPAWNED),
+ {
+ ++found;
+ });
+
+ if(found <= 0)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+ {
+ it.winning = true;
+ });
+ status = WINNING_YES;
+ }
+ }
+
+ return status;
+}
+
Monster invasion_PickMonster(int supermonster_count)
{
RandomSelection_Init();
}
else
{
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- float cs = PlayerScore_Add(it, SP_KILLS, 0);
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ float cs = GameRules_scoring_add(it, KILLS, 0);
if(cs > winning_score)
{
winning_score = cs;
winner = it;
}
- ));
+ });
}
IL_EACH(g_monsters, true,
void Invasion_RoundStart()
{
int numplayers = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
it.player_blocked = false;
++numplayers;
- ));
+ });
if(inv_roundcnt < inv_maxrounds)
inv_roundcnt += 1; // a limiter to stop crazy counts
if(!(frag_target.spawnflags & MONSTERFLAG_RESPAWNED))
{
- inv_numkilled += 1;
- inv_maxcurrent -= 1;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ inv_numkilled += 1;
+ inv_maxcurrent -= 1;
+ }
if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
if(IS_PLAYER(frag_attacker))
if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
- PlayerScore_Add(frag_attacker, SP_KILLS, -1);
+ GameRules_scoring_add(frag_attacker, KILLS, -1);
else
{
- PlayerScore_Add(frag_attacker, SP_KILLS, +1);
+ GameRules_scoring_add(frag_attacker, KILLS, +1);
if(teamplay)
TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
}
MUTATOR_HOOKFUNCTION(inv, MonsterSpawn)
{
entity mon = M_ARGV(0, entity);
+ mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
+
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT)
+ return false; // allowed
if(!(mon.spawnflags & MONSTERFLAG_SPAWNED))
return true;
if((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_INVASION_SUPERMONSTER, mon.monster_name);
-
- mon.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
-}
-
-MUTATOR_HOOKFUNCTION(inv, OnEntityPreSpawn)
-{
- entity ent = M_ARGV(0, entity);
-
- // TODO: allow these as "rogues" or something
- if(startsWith(ent.classname, "monster_"))
- if(!(ent.spawnflags & MONSTERFLAG_SPAWNED))
- return true;
}
MUTATOR_HOOKFUNCTION(inv, SV_StartFrame)
{
+ if(autocvar_g_invasion_type != INV_TYPE_ROUND)
+ return; // uses map spawned monsters
+
monsters_total = inv_maxspawned; // TODO: make sure numspawned never exceeds maxspawned
monsters_killed = inv_numkilled;
}
MUTATOR_HOOKFUNCTION(inv, PlayerRegen)
{
- // no regeneration in invasion
+ // no regeneration in invasion, regardless of the game type
return true;
}
}
}
-MUTATOR_HOOKFUNCTION(inv, SV_ParseClientCommand)
-{
- if(MUTATOR_RETURNVALUE) // command was already handled?
- return;
-
- entity player = M_ARGV(0, entity);
- string cmd_name = M_ARGV(1, string);
-
- if(cmd_name == "debuginvasion")
- {
- sprint(player, strcat("inv_maxspawned = ", ftos(inv_maxspawned), "\n"));
- sprint(player, strcat("inv_numspawned = ", ftos(inv_numspawned), "\n"));
- sprint(player, strcat("inv_numkilled = ", ftos(inv_numkilled), "\n"));
- sprint(player, strcat("inv_roundcnt = ", ftos(inv_roundcnt), "\n"));
- sprint(player, strcat("monsters_total = ", ftos(monsters_total), "\n"));
- sprint(player, strcat("monsters_killed = ", ftos(monsters_killed), "\n"));
- sprint(player, strcat("inv_monsterskill = ", ftos(inv_monsterskill), "\n"));
-
- return true;
- }
-}
-
MUTATOR_HOOKFUNCTION(inv, BotShouldAttack)
{
entity targ = M_ARGV(1, entity);
MUTATOR_HOOKFUNCTION(inv, SetStartItems)
{
- start_health = 200;
- start_armorvalue = 200;
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ start_health = 200;
+ start_armorvalue = 200;
+ }
}
MUTATOR_HOOKFUNCTION(inv, AccuracyTargetValid)
return true;
}
+MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
+{
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ return false;
+
+ M_ARGV(0, float) = WinningCondition_Invasion();
+ return true;
+}
+
MUTATOR_HOOKFUNCTION(inv, CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
{
M_ARGV(0, float) = invasion_teams;
void invasion_ScoreRules(int inv_teams)
{
if(inv_teams) { CheckAllowedTeams(NULL); }
- ScoreRules_basics(inv_teams, 0, 0, false);
- if(inv_teams) ScoreInfo_SetLabel_TeamScore(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
- ScoreRules_basics_end();
+ GameRules_score_enabled(false);
+ GameRules_scoring(inv_teams, 0, 0, {
+ if (inv_teams) {
+ field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
+ }
+ field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
+ });
}
void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
{
+ if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
+ cvar_set("fraglimit", "0");
+
if(autocvar_g_invasion_teams)
{
- invasion_teams = bound(2, autocvar_g_invasion_teams, 4);
- int teams = 0;
- if(invasion_teams >= 1) teams |= BIT(0);
- if(invasion_teams >= 2) teams |= BIT(1);
- if(invasion_teams >= 3) teams |= BIT(2);
- if(invasion_teams >= 4) teams |= BIT(3);
-
- invasion_teams = teams; // now set it?
+ invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
}
else
invasion_teams = 0;
independent_players = 0;
- round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
- round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
+ if(autocvar_g_invasion_type == INV_TYPE_ROUND)
+ {
+ round_handler_Spawn(Invasion_CheckPlayers, Invasion_CheckWinner, Invasion_RoundStart);
+ round_handler_Init(5, autocvar_g_invasion_warmup, autocvar_g_invasion_round_timelimit);
- inv_roundcnt = 0;
- inv_maxrounds = 15; // 15?
+ inv_roundcnt = 0;
+ inv_maxrounds = 15; // 15?
+ }
}
void invasion_Initialize()
#define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
int autocvar_g_invasion_teams;
+int autocvar_g_invasion_type;
bool autocvar_g_invasion_team_spawns;
bool g_invasion;
void invasion_Initialize();
REGISTER_MUTATOR(inv, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- g_invasion = true;
- invasion_Initialize();
-
- cvar_settemp("g_monsters", "1");
-
- SetLimits(autocvar_g_invasion_point_limit, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
- if (autocvar_g_invasion_teams >= 2)
- {
- ActivateTeamplay();
- if (autocvar_g_invasion_team_spawns)
- have_team_spawns = -1; // request team spawns
+ if (autocvar_g_invasion_teams >= 2) {
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
}
- }
+ GameRules_limit_score(autocvar_g_invasion_point_limit);
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back invasion_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ g_invasion = true;
+ cvar_settemp("g_monsters", "1");
+ invasion_Initialize();
}
-
return 0;
}
float inv_monsterskill;
const float ST_INV_KILLS = 1;
+
+const int INV_TYPE_ROUND = 0; // round-based waves of enemies
+const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
+const int INV_TYPE_STAGE = 2; // reach the end of the level
#include "gamemode_keepaway.qh"
+#include <common/effects/all.qh>
+
+.entity ballcarried;
+
int autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
float autocvar_g_keepaway_ballcarrier_force;
if(this.owner.ballcarried)
{ // add points for holding the ball after a certain amount of time
if(autocvar_g_keepaway_score_timepoints)
- PlayerScore_Add(this.owner, SP_SCORE, autocvar_g_keepaway_score_timepoints);
+ GameRules_scoring_add(this.owner, SCORE, autocvar_g_keepaway_score_timepoints);
- PlayerScore_Add(this.owner, SP_KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
+ GameRules_scoring_add(this.owner, KEEPAWAY_BCTIME, (autocvar_g_keepaway_score_timeinterval / 1)); // interval is divided by 1 so that time always shows "seconds"
this.nextthink = time + autocvar_g_keepaway_score_timeinterval;
}
}
// attach the ball to the player
this.owner = toucher;
toucher.ballcarried = this;
+ GameRules_scoring_vip(toucher, true);
setattachment(this, toucher, "");
setorigin(this, '0 0 0');
sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
+ GameRules_scoring_add(toucher, KEEPAWAY_PICKUPS, 1);
// waypoints
WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
ball.effects &= ~EF_NODRAW;
setorigin(ball, plyr.origin + '0 0 10');
ball.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
- ball.owner.ballcarried = world; // I hope nothing checks to see if the world has the ball in the rest of my code :P
- ball.owner = NULL;
+ entity e = ball.owner; ball.owner = NULL;
+ e.ballcarried = NULL;
+ GameRules_scoring_vip(e, false);
navigation_dynamicgoal_set(ball);
// reset the player effects
sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- // PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
+ // GameRules_scoring_add(plyr, KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
// waypoints
WaypointSprite_Spawn(WP_KaBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER);
if((frag_attacker != frag_target) && (IS_PLAYER(frag_attacker)))
{
if(frag_target.ballcarried) { // add to amount of times killing carrier
- PlayerScore_Add(frag_attacker, SP_KEEPAWAY_CARRIERKILLS, 1);
+ GameRules_scoring_add(frag_attacker, KEEPAWAY_CARRIERKILLS, 1);
if(autocvar_g_keepaway_score_bckill) // add bckills to the score
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_bckill);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_bckill);
}
else if(!frag_attacker.ballcarried)
if(autocvar_g_keepaway_noncarrier_warn)
Send_Notification(NOTIF_ONE_ONLY, frag_attacker, MSG_CENTER, CENTER_KEEPAWAY_WARN);
if(frag_attacker.ballcarried) // add to amount of kills while ballcarrier
- PlayerScore_Add(frag_attacker, SP_SCORE, autocvar_g_keepaway_score_killac);
+ GameRules_scoring_add(frag_attacker, SCORE, autocvar_g_keepaway_score_killac);
}
if(frag_target.ballcarried) { ka_DropEvent(frag_target); } // a player with the ball has died, drop it
// Initialization
// ==============
+MODEL(KA_BALL, "models/orbs/orbblue.md3");
+
void ka_SpawnBall() // loads various values for the ball, runs only once at start of match
{
entity e = new(keepawayball);
- e.model = "models/orbs/orbblue.md3";
- precache_model(e.model);
- _setmodel(e, e.model);
+ setmodel(e, MDL_KA_BALL);
setsize(e, '-16 -16 -20', '16 16 20'); // 20 20 20 was too big, player is only 16 16 24... gotta cheat with the Z (20) axis so that the particle isn't cut off
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
InitializeEntity(e, ka_RespawnBall, INITPRIO_SETLOCATION); // is this the right priority? Neh, I have no idea.. Well-- it works! So.
}
-void ka_ScoreRules()
-{
- ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, 0, true); // SFL_SORT_PRIO_PRIMARY
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
- ScoreRules_basics_end();
-}
-
void ka_Initialize() // run at the start of a match, initiates game mode
{
- ka_ScoreRules();
ka_SpawnBall();
}
REGISTER_MUTATOR(ka, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- ka_Initialize();
- }
-
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back ka_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
+ GameRules_scoring(0, SFL_SORT_PRIO_PRIMARY, 0, {
+ field(SP_KEEPAWAY_PICKUPS, "pickups", 0);
+ field(SP_KEEPAWAY_CARRIERKILLS, "bckills", 0);
+ field(SP_KEEPAWAY_BCTIME, "bctime", SFL_SORT_PRIO_SECONDARY);
+ });
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ ka_Initialize();
}
-
return false;
}
int kh_Key_AllOwnedByWhichTeam();
-const float ST_KH_CAPS = 1;
+const int ST_KH_CAPS = 1;
void kh_ScoreRules(int teams)
{
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true);
- ScoreInfo_SetLabel_TeamScore( ST_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_PUSHES, "pushes", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_DESTROYS, "destroyed", SFL_LOWER_IS_BETTER);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_PICKUPS, "pickups", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_KCKILLS, "kckills", 0);
- ScoreInfo_SetLabel_PlayerScore(SP_KH_LOSSES, "losses", SFL_LOWER_IS_BETTER);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {
+ field_team(ST_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+ field(SP_KH_CAPS, "caps", SFL_SORT_PRIO_SECONDARY);
+ field(SP_KH_PUSHES, "pushes", 0);
+ field(SP_KH_DESTROYS, "destroyed", SFL_LOWER_IS_BETTER);
+ field(SP_KH_PICKUPS, "pickups", 0);
+ field(SP_KH_KCKILLS, "kckills", 0);
+ field(SP_KH_LOSSES, "losses", SFL_LOWER_IS_BETTER);
+ });
}
bool kh_KeyCarrier_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs all the time
s |= (32 ** key.count) * f;
}
- FOREACH_CLIENT(true, LAMBDA(it.kh_state = s));
+ FOREACH_CLIENT(true, { it.kh_state = s; });
FOR_EACH_KH_KEY(key)
{
{
if (!k.owner) continue;
entity first = WP_Null;
- FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, LAMBDA(first = it; break));
+ FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, { first = it; break; });
entity third = WP_Null;
- FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, LAMBDA(third = it; break));
+ FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, { third = it; break; });
WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFinish, third);
}
}
{
if (!k.owner) continue;
entity first = WP_Null;
- FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, LAMBDA(first = it; break));
+ FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model1, { first = it; break; });
entity third = WP_Null;
- FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, LAMBDA(third = it; break));
+ FOREACH(Waypoints, it.netname == k.owner.waypointsprite_attachedforcarrier.model3, { third = it; break; });
WaypointSprite_UpdateSprites(k.owner.waypointsprite_attachedforcarrier, first, WP_KeyCarrierFriend, third);
}
}
if(key.kh_dropperteam != player.team)
{
kh_Scores_Event(player, key, "collect", autocvar_g_balance_keyhunt_score_collect, 0);
- PlayerScore_Add(player, SP_KH_PICKUPS, 1);
+ GameRules_scoring_add(player, KH_PICKUPS, 1);
}
key.kh_dropperteam = 0;
int realteam = kh_Team_ByID(key.count);
{
float f = DistributeEvenly_Get(1);
kh_Scores_Event(key.owner, key, "capture", f, 0);
- PlayerTeamScore_Add(key.owner, SP_KH_CAPS, ST_KH_CAPS, 1);
+ GameRules_scoring_add_team(key.owner, KH_CAPS, 1);
nades_GiveBonus(key.owner, autocvar_g_nades_bonus_score_high);
}
kh_Scores_Event(lostkey.kh_previous_owner, NULL, "pushed", 0, -autocvar_g_balance_keyhunt_score_push);
// don't actually GIVE him the -nn points, just log
kh_Scores_Event(attacker, NULL, "push", autocvar_g_balance_keyhunt_score_push, 0);
- PlayerScore_Add(attacker, SP_KH_PUSHES, 1);
+ GameRules_scoring_add(attacker, KH_PUSHES, 1);
//centerprint(attacker, "Your push is the best!"); // does this really need to exist?
}
else
int players = 0;
float of = autocvar_g_balance_keyhunt_score_destroyed_ownfactor;
- FOREACH_CLIENT(IS_PLAYER(it) && it.team != loser_team, LAMBDA(++players));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.team != loser_team, { ++players; });
entity key;
int keys = 0;
// don't actually GIVE him the -nn points, just log
if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid)
- PlayerScore_Add(lostkey.kh_previous_owner, SP_KH_DESTROYS, 1);
+ GameRules_scoring_add(lostkey.kh_previous_owner, KH_DESTROYS, 1);
DistributeEvenly_Init(autocvar_g_balance_keyhunt_score_destroyed, keys * of + players);
continue;
players = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, LAMBDA(++players));
+ FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, { ++players; });
DistributeEvenly_Init(fragsleft, j);
fragsleft = DistributeEvenly_Get(j - 1);
DistributeEvenly_Init(DistributeEvenly_Get(1), players);
- FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it.team == thisteam, {
f = DistributeEvenly_Get(1);
kh_Scores_Event(it, NULL, "destroyed", f, 0);
- ));
+ });
--j;
}
if(kh_interferemsg_time && time > kh_interferemsg_time)
{
kh_interferemsg_time = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(it.team == kh_interferemsg_team)
if(it.kh_next)
Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_MEET);
Send_Notification(NOTIF_ONE, it, MSG_CENTER, CENTER_KEYHUNT_HELP);
else
Send_Notification(NOTIF_ONE, it, MSG_CENTER, APP_TEAM_NUM(kh_interferemsg_team, CENTER_KEYHUNT_INTERFERE));
- ));
+ });
}
this.nextthink = time + 0.05;
key.enemy = player;
kh_Scores_Event(player, key, "dropkey", 0, 0);
- PlayerScore_Add(player, SP_KH_LOSSES, 1);
+ GameRules_scoring_add(player, KH_LOSSES, 1);
int realteam = kh_Team_ByID(key.count);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_DROP), player.netname);
while((key = player.kh_next))
{
kh_Scores_Event(player, key, "losekey", 0, 0);
- PlayerScore_Add(player, SP_KH_LOSSES, 1);
+ GameRules_scoring_add(player, KH_LOSSES, 1);
int realteam = kh_Team_ByID(key.count);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(realteam, INFO_KEYHUNT_LOST), player.netname);
kh_Key_AssignTo(key, NULL);
{
int teem = kh_Team_ByID(i);
int players = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == teem)
++players;
- ));
+ });
if (!players)
missing_teams |= (2 ** i);
}
int teem = kh_Team_ByID(i);
int players = 0;
entity my_player = NULL;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(!IS_DEAD(it) && !PHYS_INPUT_BUTTON_CHAT(it) && it.team == teem)
{
++players;
if(random() * players <= 1)
my_player = it;
}
- ));
+ });
kh_Key_Spawn(my_player, 360 * i / NumTeams(kh_teams), i);
}
else
{
kh_Scores_Event(attacker, targ.kh_next, "carrierfrag", autocvar_g_balance_keyhunt_score_carrierfrag-1, 0);
- PlayerScore_Add(attacker, SP_KH_KCKILLS, 1);
+ GameRules_scoring_add(attacker, KH_KCKILLS, 1);
// the frag gets added later
}
}
kh_teams = autocvar_g_keyhunt_teams_override;
if(kh_teams < 2)
kh_teams = cvar("g_keyhunt_teams"); // read the cvar directly as it gets written earlier in the same frame
- kh_teams = bound(2, kh_teams, 4);
-
- int teams = 0;
- if(kh_teams >= 1) teams |= BIT(0);
- if(kh_teams >= 2) teams |= BIT(1);
- if(kh_teams >= 3) teams |= BIT(2);
- if(kh_teams >= 4) teams |= BIT(3);
-
- kh_teams = teams; // now set it?
+ kh_teams = BITS(bound(2, kh_teams, 4));
// make a KH entity for controlling the game
kh_controller = spawn();
REGISTER_MUTATOR(kh, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- kh_Initialize();
-
- ActivateTeamplay();
- SetLimits(autocvar_g_keyhunt_point_limit, autocvar_g_keyhunt_point_leadlimit, autocvar_timelimit_override, -1);
- if (autocvar_g_keyhunt_team_spawns)
- have_team_spawns = -1; // request team spawns
- }
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_keyhunt_team_spawns);
+ GameRules_limit_score(autocvar_g_keyhunt_point_limit);
+ GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit);
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back kh_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ kh_Initialize();
}
-
return 0;
}
{
// a winner!
// and assign him his first place
- PlayerScore_Add(head, SP_LMS_RANK, 1);
+ GameRules_scoring_add(head, LMS_RANK, 1);
if(warmup_stage)
return WINNING_NO;
else
FOREACH_CLIENT(true, {
TRANSMUTE(Player, it);
it.frags = FRAGS_PLAYER;
- PlayerScore_Add(it, SP_LMS_LIVES, LMS_NewPlayerLives());
+ GameRules_scoring_add(it, LMS_LIVES, LMS_NewPlayerLives());
PutClientInServer(it);
});
}
TRANSMUTE(Observer, player);
else
{
- float tl = PlayerScore_Add(player, SP_LMS_LIVES, 0);
+ float tl = GameRules_scoring_add(player, LMS_LIVES, 0);
if(tl < lms_lowest_lives)
lms_lowest_lives = tl;
if(tl <= 0)
TRANSMUTE(Observer, player);
if(warmup_stage)
- PlayerScore_Add(player, SP_LMS_RANK, -PlayerScore_Add(player, SP_LMS_RANK, 0));
+ GameRules_scoring_add(player, LMS_RANK, -GameRules_scoring_add(player, LMS_RANK, 0));
}
}
return false;
if(player.frags == FRAGS_SPECTATOR)
return true;
- if(PlayerScore_Add(player, SP_LMS_LIVES, 0) <= 0)
+ if(GameRules_scoring_add(player, LMS_LIVES, 0) <= 0)
{
Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_LMS_NOLIVES);
return true;
void lms_RemovePlayer(entity player)
{
static int quitters = 0;
- float player_rank = PlayerScore_Add(player, SP_LMS_RANK, 0);
+ float player_rank = GameRules_scoring_add(player, LMS_RANK, 0);
if (!player_rank)
{
int pl_cnt = 0;
if(IS_BOT_CLIENT(player))
bot_clear(player);
player.frags = FRAGS_LMS_LOSER;
- PlayerScore_Add(player, SP_LMS_RANK, pl_cnt + 1);
+ GameRules_scoring_add(player, LMS_RANK, pl_cnt + 1);
}
else
{
FOREACH_CLIENT(true, {
if (it.frags == FRAGS_LMS_LOSER)
{
- float it_rank = PlayerScore_Add(it, SP_LMS_RANK, 0);
+ float it_rank = GameRules_scoring_add(it, LMS_RANK, 0);
if (it_rank > player_rank && it_rank <= 256)
- PlayerScore_Add(it, SP_LMS_RANK, -1);
+ GameRules_scoring_add(it, LMS_RANK, -1);
lms_lowest_lives = 0;
}
else if (it.frags != FRAGS_SPECTATOR)
{
- float tl = PlayerScore_Add(it, SP_LMS_LIVES, 0);
+ float tl = GameRules_scoring_add(it, LMS_LIVES, 0);
if(tl < lms_lowest_lives)
lms_lowest_lives = tl;
}
});
- PlayerScore_Add(player, SP_LMS_RANK, 665 - quitters); // different from 666
+ GameRules_scoring_add(player, LMS_RANK, 665 - quitters); // different from 666
if(!warmup_stage)
{
- PlayerScore_Add(player, SP_LMS_LIVES, -PlayerScore_Add(player, SP_LMS_LIVES, 0));
+ GameRules_scoring_add(player, LMS_LIVES, -GameRules_scoring_add(player, LMS_LIVES, 0));
++quitters;
}
player.frags = FRAGS_LMS_LOSER;
lms_lowest_lives = 0; // end the game now!
}
- if(player.killcount != FRAGS_SPECTATOR)
- if(PlayerScore_Add(player, SP_LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
+ if(CS(player).killcount != FRAGS_SPECTATOR)
+ if(GameRules_scoring_add(player, LMS_RANK, 0) > 0 && player.lms_spectate_warning != 2)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_NOLIVES, player.netname);
else
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_LMS_FORFEIT, player.netname);
TRANSMUTE(Player, player);
campaign_bots_may_start = true;
- if(PlayerScore_Add(player, SP_LMS_LIVES, LMS_NewPlayerLives()) <= 0)
+ if(GameRules_scoring_add(player, LMS_LIVES, LMS_NewPlayerLives()) <= 0)
{
- PlayerScore_Add(player, SP_LMS_RANK, 666); // mark as forced spectator for the hud code
+ GameRules_scoring_add(player, LMS_RANK, 666); // mark as forced spectator for the hud code
player.frags = FRAGS_SPECTATOR;
}
}
if (!warmup_stage)
{
// remove a life
- int tl = PlayerScore_Add(frag_target, SP_LMS_LIVES, -1);
+ int tl = GameRules_scoring_add(frag_target, LMS_LIVES, -1);
if(tl < lms_lowest_lives)
lms_lowest_lives = tl;
if(tl <= 0)
if(IS_BOT_CLIENT(frag_target))
bot_clear(frag_target);
frag_target.frags = FRAGS_LMS_LOSER;
- PlayerScore_Add(frag_target, SP_LMS_RANK, pl_cnt);
+ GameRules_scoring_add(frag_target, LMS_RANK, pl_cnt);
}
}
M_ARGV(2, float) = 0; // frag score
if(item.itemdef == ITEM_ExtraLife)
{
Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_EXTRALIVES);
- PlayerScore_Add(toucher, SP_LMS_LIVES, autocvar_g_lms_extra_lives);
+ GameRules_scoring_add(toucher, LMS_LIVES, autocvar_g_lms_extra_lives);
return MUT_ITEMTOUCH_PICKUP;
}
MUTATOR_HOOKFUNCTION(lms, Bot_FixCount, CBC_ORDER_EXCLUSIVE)
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), {
++M_ARGV(0, int); // activerealplayers
++M_ARGV(1, int); // realplayers
- ));
+ });
return true;
}
return true; // allow writing to this field in intermission as it is needed for newly joining players
}
-// scoreboard stuff
-void lms_ScoreRules()
-{
- ScoreRules_basics(0, 0, 0, false);
- ScoreInfo_SetLabel_PlayerScore(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
- ScoreInfo_SetLabel_PlayerScore(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
- ScoreRules_basics_end();
-}
-
void lms_Initialize()
{
lms_lowest_lives = 9999;
-
- lms_ScoreRules();
}
REGISTER_MUTATOR(lms, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- lms_Initialize();
-
- SetLimits(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override), 0, autocvar_timelimit_override, -1);
- }
+ GameRules_limit_score(((!autocvar_g_lms_lives_override) ? -1 : autocvar_g_lms_lives_override));
+ GameRules_limit_lead(0);
+ GameRules_score_enabled(false);
+ GameRules_scoring(0, 0, 0, {
+ field(SP_LMS_LIVES, "lives", SFL_SORT_PRIO_SECONDARY);
+ field(SP_LMS_RANK, "rank", SFL_LOWER_IS_BETTER | SFL_RANK | SFL_SORT_PRIO_PRIMARY | SFL_ALLOW_HIDE);
+ });
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back lms_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ lms_Initialize();
}
-
return 0;
}
void race_ScoreRules()
{
- ScoreRules_basics(race_teams, 0, 0, false);
- if(race_teams)
- {
- ScoreInfo_SetLabel_TeamScore( ST_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- else if(g_race_qualifying)
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- else
- {
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
- ScoreInfo_SetLabel_PlayerScore(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
- }
- ScoreRules_basics_end();
+ GameRules_score_enabled(false);
+ GameRules_scoring(race_teams, 0, 0, {
+ if (race_teams) {
+ field_team(ST_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
+ } else if (g_race_qualifying) {
+ field(SP_RACE_FASTEST, "fastest", SFL_SORT_PRIO_PRIMARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ } else {
+ field(SP_RACE_LAPS, "laps", SFL_SORT_PRIO_PRIMARY);
+ field(SP_RACE_TIME, "time", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER | SFL_TIME);
+ field(SP_RACE_FASTEST, "fastest", SFL_LOWER_IS_BETTER | SFL_TIME);
+ }
+ });
}
void race_EventLog(string mode, entity actor) // use an alias for easy changing and quick editing later
n = 0;
c = 0;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
++n;
- if(it.race_completed)
+ if(CS(it).race_completed)
++c;
- ));
+ });
if(n && (n == c))
return WINNING_YES;
wc = WinningCondition_Scores(fraglimit, 0);
// ensure nothing EVIL is being done (i.e. div0_evade)
// this hinders joystick users though
// but it still gives SOME analog control
- wishvel.x = fabs(player.movement.x);
- wishvel.y = fabs(player.movement.y);
+ wishvel.x = fabs(CS(player).movement.x);
+ wishvel.y = fabs(CS(player).movement.y);
if(wishvel.x != 0 && wishvel.y != 0 && wishvel.x != wishvel.y)
{
wishvel.z = 0;
if(wishvel.x >= 2 * wishvel.y)
{
// pure X motion
- if(player.movement.x > 0)
- player.movement_x = wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = wishspeed;
else
- player.movement_x = -wishspeed;
- player.movement_y = 0;
+ CS(player).movement_x = -wishspeed;
+ CS(player).movement_y = 0;
}
else if(wishvel.y >= 2 * wishvel.x)
{
// pure Y motion
- player.movement_x = 0;
- if(player.movement.y > 0)
- player.movement_y = wishspeed;
+ CS(player).movement_x = 0;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = wishspeed;
else
- player.movement_y = -wishspeed;
+ CS(player).movement_y = -wishspeed;
}
else
{
// diagonal
- if(player.movement.x > 0)
- player.movement_x = M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.x > 0)
+ CS(player).movement_x = M_SQRT1_2 * wishspeed;
else
- player.movement_x = -M_SQRT1_2 * wishspeed;
- if(player.movement.y > 0)
- player.movement_y = M_SQRT1_2 * wishspeed;
+ CS(player).movement_x = -M_SQRT1_2 * wishspeed;
+ if(CS(player).movement.y > 0)
+ CS(player).movement_y = M_SQRT1_2 * wishspeed;
else
- player.movement_y = -M_SQRT1_2 * wishspeed;
+ CS(player).movement_y = -M_SQRT1_2 * wishspeed;
}
}
}
race_ClearRecords();
PlayerScore_Sort(race_place, 0, 1, 0);
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it.race_place)
{
- s = PlayerScore_Add(it, SP_RACE_FASTEST, 0);
+ s = GameRules_scoring_add(it, RACE_FASTEST, 0);
if(!s)
it.race_place = 0;
}
race_EventLog(ftos(it.race_place), it);
- ));
+ });
if(g_race_qualifying == 2)
{
entity player = M_ARGV(0, entity);
if(g_race_qualifying)
- if(PlayerScore_Add(player, SP_RACE_FASTEST, 0))
+ if(GameRules_scoring_add(player, RACE_FASTEST, 0))
player.frags = FRAGS_LMS_LOSER;
else
player.frags = FRAGS_SPECTATOR;
if(IS_PLAYER(player))
if(!game_stopped)
{
- if(player.killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
+ if(CS(player).killcount == FRAGS_SPECTATOR /* initial spawn */ || g_race_qualifying) // spawn
race_PreparePlayer(player);
else // respawn
race_RetractPlayer(player);
{
entity player = M_ARGV(0, entity);
- if(player.cvar_cl_allow_uidtracking == 1 && player.cvar_cl_allow_uid2name == 1)
+ if(CS(player).cvar_cl_allow_uidtracking == 1 && CS(player).cvar_cl_allow_uid2name == 1)
{
if (!player.stored_netname)
player.stored_netname = strzone(uid2name(player.crypto_idfp));
if(autocvar_g_race_teams)
{
- ActivateTeamplay();
- race_teams = bound(2, autocvar_g_race_teams, 4);
- int teams = 0;
- if(race_teams >= 1) teams |= BIT(0);
- if(race_teams >= 2) teams |= BIT(1);
- if(race_teams >= 3) teams |= BIT(2);
- if(race_teams >= 4) teams |= BIT(3);
-
- race_teams = teams; // now set it?
-
- have_team_spawns = -1; // request team spawns
+ GameRules_teams(true);
+ race_teams = BITS(bound(2, autocvar_g_race_teams, 4));
}
else
race_teams = 0;
}
else
g_race_qualifying = 0;
- SetLimits(fraglimit_override, leadlimit_override, timelimit_override, qualifying_override);
+ GameRules_limit_score(fraglimit_override);
+ GameRules_limit_lead(leadlimit_override);
+ GameRules_limit_time(timelimit_override);
+ GameRules_limit_time_qualifying(qualifying_override);
}
REGISTER_MUTATOR(rc, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
-
rc_SetLimits();
- race_Initialize();
- }
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back race_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ race_Initialize();
}
-
return 0;
}
LOG_TRACE("No \"tdm_team\" entities found on this map, creating them anyway.");
int numteams = autocvar_g_tdm_teams_override;
-
if(numteams < 2) { numteams = autocvar_g_tdm_teams; }
- numteams = bound(2, numteams, 4);
-
- int teams = 0;
- if(numteams >= 1) teams |= BIT(0);
- if(numteams >= 2) teams |= BIT(1);
- if(numteams >= 3) teams |= BIT(2);
- if(numteams >= 4) teams |= BIT(3);
+ int teams = BITS(bound(2, numteams, 4));
if(teams & BIT(0))
tdm_SpawnTeam("Red", NUM_TEAM_1);
if(teams & BIT(1))
REGISTER_MUTATOR(tdm, false)
{
+ MUTATOR_STATIC();
MUTATOR_ONADD
{
- if (time > 1) // game loads at time 1
- error("This is a game type and it cannot be added at runtime.");
- InitializeEntity(NULL, tdm_DelayedInit, INITPRIO_GAMETYPE);
-
- ActivateTeamplay();
- SetLimits(autocvar_g_tdm_point_limit, autocvar_g_tdm_point_leadlimit, autocvar_timelimit_override, -1);
- if (autocvar_g_tdm_team_spawns)
- have_team_spawns = -1; // request team spawns
- }
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_tdm_team_spawns);
+ GameRules_limit_score(autocvar_g_tdm_point_limit);
+ GameRules_limit_lead(autocvar_g_tdm_point_leadlimit);
- MUTATOR_ONROLLBACK_OR_REMOVE
- {
- // we actually cannot roll back tdm_Initialize here
- // BUT: we don't need to! If this gets called, adding always
- // succeeds.
- }
-
- MUTATOR_ONREMOVE
- {
- LOG_INFO("This is a game type and it cannot be removed at runtime.");
- return -1;
+ InitializeEntity(NULL, tdm_DelayedInit, INITPRIO_GAMETYPE);
}
-
return 0;
}
#include "main.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "pathlib.qh"
#include "utility.qh"
#include "../command/common.qh"
#include "movenode.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "pathlib.qh"
#include "utility.qh"
#include "utility.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "pathlib.qh"
bool location_isok(vector point, bool waterok, bool air_isok)
#include "player.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "cheats.qh"
#include "g_damage.qh"
#include "../common/minigames/sv_minigames.qh"
#include "../common/physics/player.qh"
-#include "../common/effects/qc/all.qh"
+#include "../common/effects/qc/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
#include "../common/wepent.qh"
clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
set_movetype(clone, this.move_movetype);
clone.solid = this.solid;
- clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
setcefc(clone, getcefc(this));
clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
//clone.weapon = this.weapon;
setorigin(clone, this.origin);
setsize(clone, this.mins, this.maxs);
- clone.prevorigin = this.origin;
clone.reset = SUB_Remove;
clone._ps = this._ps;
float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
if (teamplay)
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
if(it.team == this.team)
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
sdelay_small_count = 1;
if (sdelay_large_count == 0)
}
else
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
{
if (IS_INDEPENDENT_PLAYER(this))
if(!DEATH_ISSPECIAL(deathtype))
{
- damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
- if(this != attacker)
- damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
+ damage *= bound(1.0, CS(this).cvar_cl_handicap, 10.0);
+ if(this != attacker && IS_PLAYER(attacker))
+ damage /= bound(1.0, CS(attacker).cvar_cl_handicap, 10.0);
}
if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
if (this != attacker) {
float realdmg = damage - excess;
if (IS_PLAYER(attacker)) {
- PlayerScore_Add(attacker, SP_DMG, realdmg);
+ GameRules_scoring_add(attacker, DMG, realdmg);
}
if (IS_PLAYER(this)) {
- PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
+ GameRules_scoring_add(this, DMGTAKEN, realdmg);
}
}
{
delete(this.killindicator);
this.killindicator = NULL;
- if(this.killindicator_teamchange)
+ if(CS(this).killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
if(this.classname == "body")
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
- attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
+ CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
damage = M_ARGV(4, float);
set_movetype(this, MOVETYPE_TOSS);
// shootable corpse
this.solid = SOLID_CORPSE;
- this.ballistics_density = autocvar_g_ballistics_density_corpse;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
UNSET_ONGROUND(this);
// dying animation
this.deadflag = DEAD_DYING;
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
// when to allow respawn
calculate_player_respawn_time(this);
if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
- msgin = formatmessage(source, msgin);
+ if(source)
+ msgin = formatmessage(source, msgin);
string colorstr;
if (!IS_PLAYER(source))
// FLOOD CONTROL
int flood = 0;
var .float flood_field = floodcontrol_chat;
- if(floodcontrol)
+ if(floodcontrol && source)
{
float flood_spl;
float flood_burst;
}
if(flood)
- LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
+ LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
// build sourcemsgstr by cutting off a prefix and replacing it by the other one
if(privatesay)
sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
int ret;
- if(source.muted)
+ if(source && CS(source).muted)
{
// always fake the message
ret = -1;
centerprint(privatesay, cmsgstr);
}
}
- else if ( teamsay && source.active_minigame )
+ else if ( teamsay && CS(source).active_minigame )
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
}
else if(teamsay > 0) // team message, only sent to team mates
{
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
-/** to be used by `prvm_edictset server playernumber muted 1` */
-.float muted;
int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);
#elif defined(SVQC)
#include "defs.qh"
#include "playerdemo.qh"
+ #include <common/state.qh>
#endif
.float playerdemo_fh;
{
if(this.playerdemo_mode != PLAYERDEMO_MODE_OFF)
{
- LOG_INFO("playerdemo: ", this.netname, " closed\n");
+ LOG_INFO("playerdemo: ", this.netname, " closed");
fclose(this.playerdemo_fh);
}
this.playerdemo_mode = 0;
this.playerdemo_time = stof(fgets(this.playerdemo_fh));
this.playerdemo_time += this.playerdemo_starttime;
set_movetype(this, MOVETYPE_NONE);
- LOG_INFO("playerdemo: ", this.netname, " reading from ", f, "\n");
+ LOG_INFO("playerdemo: ", this.netname, " reading from ", f);
}
void playerdemo_open_write(entity this, string f)
{
this.playerdemo_mode = PLAYERDEMO_MODE_WRITING;
this.playerdemo_fh = fopen(f, FILE_WRITE);
this.playerdemo_starttime = time - 1;
- LOG_INFO("playerdemo: ", this.netname, " writing to ", f, "\n");
- LOG_INFO("WARNING: playerdemo file format is incomplete and not stable yet. DO NOT RELY ON IT!\n");
+ LOG_INFO("playerdemo: ", this.netname, " writing to ", f);
+ LOG_INFO("WARNING: playerdemo file format is incomplete and not stable yet. DO NOT RELY ON IT!");
}
#define PLAYERDEMO_FIELD(ent,func,t,f) func##t(ent,f,#f);
#define PLAYERDEMO_FIELDS(ent,func) \
PLAYERDEMO_FIELD(ent,func,float,frame) \
PLAYERDEMO_FIELD(ent,func,float,effects) \
/* PLAYERDEMO_FIELD(ent,func,float,switchweapon) */ \
- PLAYERDEMO_FIELD(ent,func,float,button0) /* TODO: PHYS_INPUT_BUTTON_ATCK */ \
- PLAYERDEMO_FIELD(ent,func,float,button3) /* TODO: PHYS_INPUT_BUTTON_ATCK2 */ \
- PLAYERDEMO_FIELD(ent,func,float,button5) /* TODO: PHYS_INPUT_BUTTON_CROUCH */ \
- PLAYERDEMO_FIELD(ent,func,float,button6) /* TODO: PHYS_INPUT_BUTTON_HOOK */ \
- PLAYERDEMO_FIELD(ent,func,float,buttonuse) /* TODO: PHYS_INPUT_BUTTON_USE */ \
+ PLAYERDEMO_FIELD(CS(ent),func,float,button0) /* TODO: PHYS_INPUT_BUTTON_ATCK */ \
+ PLAYERDEMO_FIELD(CS(ent),func,float,button3) /* TODO: PHYS_INPUT_BUTTON_ATCK2 */ \
+ PLAYERDEMO_FIELD(CS(ent),func,float,button5) /* TODO: PHYS_INPUT_BUTTON_CROUCH */ \
+ PLAYERDEMO_FIELD(CS(ent),func,float,button6) /* TODO: PHYS_INPUT_BUTTON_HOOK */ \
+ PLAYERDEMO_FIELD(CS(ent),func,float,buttonuse) /* TODO: PHYS_INPUT_BUTTON_USE */ \
PLAYERDEMO_FIELD(ent,func,float,flags) \
// end of list
this.playerdemo_time += this.playerdemo_starttime;
}
this.velocity = '0 0 0';
+ CS(this).movement = '0 0 0';
+ this.dmg_take = 0; // so screen doesn't stay blurry
+ this.dmg_save = 0;
+ this.dmg_inflictor = NULL;
time = t;
return 1;
}
#include "portals.qh"
+#include <common/effects/all.qh>
#include "g_hook.qh"
#include "mutators/_mod.qh"
#include "../common/constants.qh"
tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
if(trace_startsolid)
{
- LOG_INFO("'safe' teleport location is not safe!\n");
+ LOG_INFO("'safe' teleport location is not safe!");
// FAIL TODO why does this happen?
return 0;
}
tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
if(trace_startsolid)
{
- LOG_INFO("trace_endpos in solid, this can't be!\n");
+ LOG_INFO("trace_endpos in solid, this can't be!");
// FAIL TODO why does this happen? (reported by MrBougo)
return 0;
}
if(!move_out_of_solid(portal))
{
#ifdef DEBUG
- LOG_INFO("NO SAFE ORIGIN\n");
+ LOG_INFO("NO SAFE ORIGIN");
#endif
return 0;
}
fixedmakevectors(this.mangle);
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it), {
if(it != o)
if(IS_INDEPENDENT_PLAYER(it) || IS_INDEPENDENT_PLAYER(o))
continue; // cannot go through someone else's portal
if(it.(weaponentity).hook)
Portal_Think_TryTeleportPlayer(this, it.(weaponentity).hook, g);
}
- ));
+ });
this.solid = SOLID_TRIGGER;
this.aiment = o;
#endif
#include <lib/_all.inc>
#if XONOTIC
-#include <server/_all.inc>
+
+#include <server/_mod.inc>
+
+#include <common/_all.inc>
+#include <common/effects/qc/_mod.inc>
+
+#include <lib/csqcmodel/sv_model.qc>
+
+#include <lib/warpzone/anglestransform.qc>
+#include <lib/warpzone/common.qc>
+#include <lib/warpzone/server.qc>
+#include <lib/warpzone/util_server.qc>
#include <ecs/_mod.inc>
#endif
#include "race.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "client.qh"
#include "portals.qh"
#include "scores.qh"
#include "../common/deathtypes/all.qh"
#include "../common/notifications/all.qh"
#include "../common/mapinfo.qh"
+#include <common/gamemodes/rules.qh>
#include <common/net_linked.qh>
+#include <common/state.qh>
#include "../common/triggers/subs.qh"
#include "../lib/warpzone/util_server.qh"
#include "../lib/warpzone/common.qh"
int cp = e.race_checkpoint;
float recordtime = race_checkpoint_records[cp];
+ float myrecordtime = e.race_checkpoint_record[cp];
string recordholder = race_checkpoint_recordholders[cp];
if(recordholder == e.netname)
recordholder = "";
if(!IS_REAL_CLIENT(e))
return;
- if(!spec && !e.cvar_cl_race_cptimes_onlyself) // don't show spectators the player's personal time
+ if(!spec)
msg_entity = e;
WRITESPECTATABLE_MSG_ONE(msg_entity, {
WriteHeader(MSG_ONE, TE_CSQC_RACE);
WriteByte(MSG_ONE, RACE_NET_CHECKPOINT_NEXT_QUALIFYING);
WriteByte(MSG_ONE, race_CheckpointNetworkID(cp)); // checkpoint the player will be at next
WriteInt24_t(MSG_ONE, recordtime);
+ if(!spec)
+ WriteInt24_t(MSG_ONE, myrecordtime);
WriteString(MSG_ONE, recordholder);
});
-
- if(!spec && e.cvar_cl_race_cptimes_onlyself) // don't send to spectators!
- {
- recordtime = e.race_checkpoint_record[cp];
-
- // not spectatable
- msg_entity = e;
- WriteHeader(MSG_ONE, TE_CSQC_RACE);
- WriteByte(MSG_ONE, RACE_NET_CHECKPOINT_NEXT_SELF_QUALIFYING);
- WriteByte(MSG_ONE, race_CheckpointNetworkID(cp)); // checkpoint the player will be at next
- WriteInt24_t(MSG_ONE, recordtime);
- }
}
void race_send_recordtime(float msg)
if(tvalid)
if(cp == race_timed_checkpoint) // finish line
- if (!e.race_completed)
+ if (!CS(e).race_completed)
{
float s;
if(g_race_qualifying)
{
- s = PlayerScore_Add(e, SP_RACE_FASTEST, 0);
+ s = GameRules_scoring_add(e, RACE_FASTEST, 0);
if(!s || t < s)
- PlayerScore_Add(e, SP_RACE_FASTEST, t - s);
+ GameRules_scoring_add(e, RACE_FASTEST, t - s);
}
else
{
- s = PlayerScore_Add(e, SP_RACE_FASTEST, 0);
+ s = GameRules_scoring_add(e, RACE_FASTEST, 0);
if(!s || t < s)
- PlayerScore_Add(e, SP_RACE_FASTEST, t - s);
+ GameRules_scoring_add(e, RACE_FASTEST, t - s);
- s = PlayerScore_Add(e, SP_RACE_TIME, 0);
+ s = GameRules_scoring_add(e, RACE_TIME, 0);
snew = TIME_ENCODE(time - game_starttime);
- PlayerScore_Add(e, SP_RACE_TIME, snew - s);
- l = PlayerTeamScore_Add(e, SP_RACE_LAPS, ST_RACE_LAPS, 1);
+ GameRules_scoring_add(e, RACE_TIME, snew - s);
+ l = GameRules_scoring_add_team(e, RACE_LAPS, 1);
if(autocvar_fraglimit)
if(l >= autocvar_fraglimit)
if(race_completing)
{
- e.race_completed = 1;
+ CS(e).race_completed = 1;
MAKE_INDEPENDENT_PLAYER(e);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_RACE_FINISHED, e.netname);
ClientData_Touch(e);
if(g_race_qualifying)
{
float recordtime;
- float myrecordtime;
string recordholder;
if(tvalid)
{
recordtime = race_checkpoint_records[cp];
- myrecordtime = e.race_checkpoint_record[cp];
+ float myrecordtime = e.race_checkpoint_record[cp];
recordholder = strcat1(race_checkpoint_recordholders[cp]); // make a tempstring copy, as we'll possibly strunzone it!
if(recordholder == e.netname)
recordholder = "";
race_setTime(GetMapname(), t, e.crypto_idfp, e.netname, e, true);
MUTATOR_CALLHOOK(Race_FinalCheckpoint, e);
}
+ if(t < myrecordtime || myrecordtime == 0)
+ e.race_checkpoint_record[cp] = t; // resending done below
+
if(t < recordtime || recordtime == 0)
{
race_checkpoint_records[cp] = t;
strunzone(race_checkpoint_recordholders[cp]);
race_checkpoint_recordholders[cp] = strzone(e.netname);
if(g_race_qualifying)
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it.race_checkpoint == cp, LAMBDA(race_SendNextCheckpoint(it, 0)));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it.race_checkpoint == cp, { race_SendNextCheckpoint(it, 0); });
}
- if(t < myrecordtime || myrecordtime == 0)
- e.race_checkpoint_record[cp] = t; // resending done below
}
}
else
// dummies
t = 0;
recordtime = 0;
- myrecordtime = 0;
recordholder = "";
}
if(IS_REAL_CLIENT(e))
{
- msg_entity = e;
if(g_race_qualifying)
{
- WRITESPECTATABLE_MSG_ONE(e, {
- if(it == e && e.cvar_cl_race_cptimes_onlyself)
- continue;
- WriteHeader(MSG_ONE, TE_CSQC_RACE);
- WriteByte(MSG_ONE, RACE_NET_CHECKPOINT_HIT_QUALIFYING);
- WriteByte(MSG_ONE, race_CheckpointNetworkID(cp)); // checkpoint the player now is at
- WriteInt24_t(MSG_ONE, t); // time to that intermediate
- WriteInt24_t(MSG_ONE, recordtime); // previously best time
- WriteString(MSG_ONE, recordholder); // record holder
- });
-
- if(e.cvar_cl_race_cptimes_onlyself)
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
{
- msg_entity = e;
- WriteHeader(MSG_ONE, TE_CSQC_RACE);
- WriteByte(MSG_ONE, RACE_NET_CHECKPOINT_HIT_SELF_QUALIFYING);
- WriteByte(MSG_ONE, race_CheckpointNetworkID(cp)); // checkpoint the player now is at
- WriteInt24_t(MSG_ONE, t); // time to that intermediate
- WriteInt24_t(MSG_ONE, myrecordtime); // previously best time
- }
+ if(it == e || (IS_SPEC(it) && it.enemy == e))
+ {
+ msg_entity = it;
+ WriteHeader(MSG_ONE, TE_CSQC_RACE);
+ WriteByte(MSG_ONE, RACE_NET_CHECKPOINT_HIT_QUALIFYING);
+ WriteByte(MSG_ONE, race_CheckpointNetworkID(cp)); // checkpoint the player now is at
+ WriteInt24_t(MSG_ONE, t); // time to that intermediate
+ WriteInt24_t(MSG_ONE, recordtime); // previously best time
+ WriteInt24_t(MSG_ONE, ((tvalid) ? it.race_checkpoint_record[cp] : 0)); // previously best time
+ WriteString(MSG_ONE, recordholder); // record holder
+ }
+ });
}
}
}
entity oth = race_checkpoint_lastplayers[cp];
if(oth)
{
- mylaps = PlayerScore_Add(e, SP_RACE_LAPS, 0);
+ mylaps = GameRules_scoring_add(e, RACE_LAPS, 0);
lother = race_checkpoint_lastlaps[cp];
othtime = race_checkpoint_lasttimes[cp];
}
g_race_qualifying = qual;
- IL_EACH(g_race_targets, true,
+ IL_EACH(g_race_targets, it.classname == "target_checkpoint" || it.classname == "target_startTimer" || it.classname == "target_stopTimer",
{
+ if(it.targetname == "" || !it.targetname) // somehow this is a case...
+ continue;
entity cpt = it;
FOREACH_ENTITY_STRING(target, cpt.targetname,
{
if (race_timed_checkpoint) {
if (defrag_ents) {
- IL_EACH(g_race_targets, true,
+ IL_EACH(g_race_targets, it.classname == "target_checkpoint" || it.classname == "target_startTimer" || it.classname == "target_stopTimer",
{
entity cpt = it;
if(it.classname == "target_startTimer" || it.classname == "target_stopTimer") {
+ if(it.targetname == "" || !it.targetname) // somehow this is a case...
+ continue;
FOREACH_ENTITY_STRING(target, cpt.targetname, {
- WaypointSprite_UpdateSprites(it.sprite, ((cpt.classname == "target_startTimer") ? WP_RaceStart : WP_RaceFinish), WP_Null, WP_Null);
+ if(it.sprite)
+ WaypointSprite_UpdateSprites(it.sprite, ((cpt.classname == "target_startTimer") ? WP_RaceStart : WP_RaceFinish), WP_Null, WP_Null);
});
}
if(it.classname == "target_checkpoint") {
void race_AbandonRaceCheck(entity p)
{
- if(race_completing && !p.race_completed)
+ if(race_completing && !CS(p).race_completed)
{
- p.race_completed = 1;
+ CS(p).race_completed = 1;
MAKE_INDEPENDENT_PLAYER(p);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_RACE_ABANDONED, p.netname);
ClientData_Touch(p);
void race_StartCompleting()
{
race_completing = 1;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_DEAD(it), LAMBDA(race_AbandonRaceCheck(it)));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_DEAD(it), { race_AbandonRaceCheck(it); });
}
void race_PreparePlayer(entity this)
void race_ClearRecords()
{
- float i;
-
- for(i = 0; i < MAX_CHECKPOINTS; ++i)
+ for(int j = 0; j < MAX_CHECKPOINTS; ++j)
{
- race_checkpoint_records[i] = 0;
- if(race_checkpoint_recordholders[i])
- strunzone(race_checkpoint_recordholders[i]);
- race_checkpoint_recordholders[i] = string_null;
+ race_checkpoint_records[j] = 0;
+ if(race_checkpoint_recordholders[j])
+ strunzone(race_checkpoint_recordholders[j]);
+ race_checkpoint_recordholders[j] = string_null;
}
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
float p = it.race_place;
race_PreparePlayer(it);
it.race_place = p;
- ));
+ });
}
void race_ImposePenaltyTime(entity pl, float penalty, string reason)
// links on CP entities)
float l;
- l = PlayerScore_Add(e, SP_RACE_LAPS, 0);
- if(e.race_completed)
+ l = GameRules_scoring_add(e, RACE_LAPS, 0);
+ if(CS(e).race_completed)
return l; // not fractional
vector o0, o1;
void race_RetractPlayer(entity this);
void race_InitSpectator();
-
-.bool cvar_cl_race_cptimes_onlyself;
-
-REPLICATE(cvar_cl_race_cptimes_onlyself, bool, "cl_race_cptimes_onlyself");
#include "round_handler.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "campaign.qh"
#include "command/vote.qh"
#include "../common/util.qh"
if(MUTATOR_CALLHOOK(ForbidPlayerScore_Clear)) return 0;
- sk = player.scorekeeper;
+ sk = CS(player).scorekeeper;
FOREACH(Scores, true, {
if(sk.(scores(it)) != 0)
if(scores_label(it) != "")
entity sk;
float t;
FOREACH_CLIENTSLOT(true, {
- sk = it.scorekeeper;
+ sk = CS(it).scorekeeper;
if (!sk) continue;
FOREACH(Scores, true, {
if(sk.(scores(it)) != 0)
void PlayerScore_Attach(entity player)
{
- if(player.scorekeeper)
+ if(CS(player).scorekeeper)
error("player already has a scorekeeper");
entity sk = new_pure(scorekeeper);
sk.owner = player;
Net_LinkEntity(sk, false, 0, PlayerScore_SendEntity);
- player.scorekeeper = sk;
+ CS(player).scorekeeper = sk;
}
void PlayerScore_Detach(entity player)
{
- if(!player.scorekeeper)
+ if(!CS(player).scorekeeper)
error("player has no scorekeeper");
- delete(player.scorekeeper);
- player.scorekeeper = NULL;
+ delete(CS(player).scorekeeper);
+ CS(player).scorekeeper = NULL;
}
float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score)
score = 0;
if(!scores_initialized) return 0; // FIXME remove this when everything uses this system
- entity s = player.scorekeeper;
+ entity s = CS(player).scorekeeper;
if(!s)
{
if(game_stopped)
WinningConditionHelper_second = NULL;
winnerscorekeeper = NULL;
secondscorekeeper = NULL;
- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- sk = it.scorekeeper;
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ sk = CS(it).scorekeeper;
c = PlayerScore_Compare(winnerscorekeeper, sk, 1);
if(c < 0)
{
secondscorekeeper = sk;
}
}
- ));
+ });
WinningConditionHelper_equality = (PlayerScore_Compare(winnerscorekeeper, secondscorekeeper, 0) == 0);
if(WinningConditionHelper_equality)
strunzone(worldstatus);
worldstatus = strzone(s);
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
string s = "";
if(fullstatus)
{
if(it.clientstatus)
strunzone(it.clientstatus);
it.clientstatus = strzone(s);
- ));
+ });
}
string GetScoreLogLabel(string label, float fl)
});
out = substring(out, 0, strlen(out) - 1);
}
- else if((sk = pl.scorekeeper))
+ else if((sk = CS(pl).scorekeeper))
{
FOREACH(Scores, true, {
if ((scores_flags(it) & SFL_SORT_PRIO_MASK) == SFL_SORT_PRIO_PRIMARY)
return 0;
}
- return PlayerScore_Compare(p1.scorekeeper, p2.scorekeeper, strict);
+ return PlayerScore_Compare(CS(p1).scorekeeper, CS(p2).scorekeeper, strict);
}
entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators)
plist = NULL;
- FOREACH_CLIENT(true, LAMBDA(it.(field) = 0));
+ FOREACH_CLIENT(true, { it.(field) = 0; });
- FOREACH_CLIENT(it.scorekeeper,
+ FOREACH_CLIENT(CS(it).scorekeeper,
{
if(nospectators)
if(it.frags == FRAGS_SPECTATOR)
float fl, sc;
s = " ";
- sk = p.scorekeeper;
+ sk = CS(p).scorekeeper;
s = strcat(s, playername(p, false));
for (;;)
}
t = 0;
- FOREACH_CLIENT(!IS_PLAYER(it), LAMBDA(
+ FOREACH_CLIENT(!IS_PLAYER(it), {
if (!t)
Score_NicePrint_Spectators(to);
Score_NicePrint_Spectator(to, it);
t = 1;
- ));
+ });
}
void PlayerScore_PlayerStats(entity p)
{
- entity s = p.scorekeeper;
+ entity s = CS(p).scorekeeper;
FOREACH(Scores, true, {
if(s.(scores(it)) != 0)
if(scores_label(it) != "")
*/
float PlayerTeamScore_Add(entity player, PlayerScoreField pscorefield, float tscorefield, float score);
-/**
- * Adds to the generic score fields for both the player and the team.
- */
-#define PlayerTeamScore_AddScore(p, s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
-
/**
* Set the label of a team score item, as well as the scoring flags.
*/
#include "scores_rules.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "client.qh"
#include "scores.qh"
+#include <common/gamemodes/rules.qh>
int ScoreRules_teams;
}
void ScoreRules_generic()
{
- if(teamplay)
- {
+ int teams = 0;
+ if (teamplay) {
CheckAllowedTeams(NULL);
- int teams = 0;
- if(c1 >= 0) teams |= BIT(0);
- if(c2 >= 0) teams |= BIT(1);
- if(c3 >= 0) teams |= BIT(2);
- if(c4 >= 0) teams |= BIT(3);
- ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true);
+ if (c1 >= 0) teams |= BIT(0);
+ if (c2 >= 0) teams |= BIT(1);
+ if (c3 >= 0) teams |= BIT(2);
+ if (c4 >= 0) teams |= BIT(3);
}
- else
- ScoreRules_basics(0, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, true);
- ScoreRules_basics_end();
+ GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, SFL_SORT_PRIO_PRIMARY, {});
}
this.maxs = PL_MAX_CONST;
if (!move_out_of_solid(this))
objerror(this, "could not get out of solid at all!");
- LOG_INFO("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
- LOG_INFO(" needs to be moved out of solid, e.g. by '", ftos(this.origin.x - o.x));
- LOG_INFO(" ", ftos(this.origin.y - o.y));
- LOG_INFO(" ", ftos(this.origin.z - o.z), "'\n");
+ LOG_INFOF(
+ "^1NOTE: this map needs FIXING. Spawnpoint at %s needs to be moved out of solid, e.g. by %s",
+ vtos(o - '0 0 1'),
+ vtos(this.origin - o)
+ );
if (autocvar_g_spawnpoints_auto_move_out_of_solid)
{
if (!spawnpoint_nag)
- LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
+ LOG_INFO("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)");
spawnpoint_nag = 1;
}
else
}
shortest = vlen(world.maxs - world.mins);
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
thisdist = vlen(it.origin - spot.origin);
if (thisdist < shortest)
shortest = thisdist;
- ));
+ });
if(shortest > mindist)
prio += SPAWN_PRIO_GOOD_DISTANCE;
void Pause_TryPause(bool ispaused)
{
int n = 0;
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
++n;
- ));
+ });
if (!n) return;
setpause(ispaused);
}
if(time > client_cefc_accumulatortime + 1)
{
float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
- LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
int c_seeing = 0;
int c_seen = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(IS_REAL_CLIENT(it))
++c_seeing;
if(IS_PLAYER(it))
++c_seen;
- ));
- LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
- LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
-
+ });
+ LOG_INFO(
+ "CEFC time: ", ftos(t * 1000), "ms; ",
+ "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
+ "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
+ );
client_cefc_accumulatortime = time;
client_cefc_accumulator = 0;
}
ScoreRules_generic();
}
-void ActivateTeamplay()
-{
- serverflags |= SERVERFLAG_TEAMPLAY;
- teamplay = 1;
- cvar_set("teamplay", "2"); // DP needs this for sending proper getstatus replies.
-}
-
void InitGameplayMode()
{
VoteReset();
max_shot_distance = min(230000, vlen(world.maxs - world.mins));
MapInfo_LoadMapSettings(mapname);
- serverflags &= ~SERVERFLAG_TEAMPLAY;
- teamplay = 0;
- cvar_set("teamplay", "0"); // DP needs this for sending proper getstatus replies.
+ GameRules_teams(false);
if (!cvar_value_issafe(world.fog))
{
- LOG_INFO("The current map contains a potentially harmful fog setting, ignored\n");
+ LOG_INFO("The current map contains a potentially harmful fog setting, ignored");
world.fog = string_null;
}
if(MapInfo_Map_fog != "")
string GetClientVersionMessage(entity this)
{
- if (this.version_mismatch) {
- if(this.version < autocvar_gameversion) {
+ if (CS(this).version_mismatch) {
+ if(CS(this).version < autocvar_gameversion) {
return strcat("This is Xonotic ", autocvar_g_xonoticversion,
"\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
} else {
// FIXME: also find and memorize the lowest-scoring bot on each team (in case players must be shuffled around)
// also remember the lowest-scoring player
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
float t;
if(IS_PLAYER(it) || it.caplayer)
t = it.team;
cb1 = cb1 + bvalue;
}
}
- if(t == NUM_TEAM_2)
+ else if(t == NUM_TEAM_2)
{
if(c2 >= 0)
{
cb2 = cb2 + bvalue;
}
}
- if(t == NUM_TEAM_3)
+ else if(t == NUM_TEAM_3)
{
if(c3 >= 0)
{
cb3 = cb3 + bvalue;
}
}
- if(t == NUM_TEAM_4)
+ else if(t == NUM_TEAM_4)
{
if(c4 >= 0)
{
}
}
}
- ));
+ });
// if the player who has a forced team has not joined yet, reserve the spot
if(autocvar_g_campaign)
return;
}
- if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && this.wasplayer)) {
+ if((autocvar_g_campaign) || (autocvar_g_changeteam_banned && CS(this).wasplayer)) {
Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_TEAMCHANGE_NOTALLOWED);
return; // changing teams is not allowed
}
lowest_player_score = 999999999;
// find the lowest-scoring player & bot of that team
- FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it.team == steam, {
if(it.isbot)
{
if(it.totalfrags < lowest_bot_score)
lowest_player_score = it.totalfrags;
}
}
- ));
+ });
// prefers to move a bot...
if(lowest_bot != NULL)
void default_delayedinit(entity this);
-void ActivateTeamplay();
-
void InitGameplayMode();
string GetClientVersionMessage(entity this);
#pragma once
+#include "defs.qh"
+#include "miscfunctions.qh"
#include "autocvars.qh"
#include "client.qh"
#include "command/_mod.qh"
--- /dev/null
+#pragma once
+
+int maxclients;
+
+const string STR_PLAYER = "player";
+const string STR_SPECTATOR = "spectator";
+const string STR_OBSERVER = "observer";
+
+#define IS_PLAYER(v) ((v).classname == STR_PLAYER)
+#define IS_SPEC(v) ((v).classname == STR_SPECTATOR)
+#define IS_OBSERVER(v) ((v).classname == STR_OBSERVER)
+
+#define IS_CLIENT(v) (v.flags & FL_CLIENT)
+/** want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v)) */
+#define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT)
+#define IS_FAKE_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
+#define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
+/** was: (clienttype(v) == CLIENTTYPE_NOTACLIENT) */
+#define IS_NOT_A_CLIENT(v) (!IS_CLIENT(v))
+
+#define IS_MONSTER(v) (v.flags & FL_MONSTER)
+#define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
+#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
+
+// NOTE: FOR_EACH_CLIENTSLOT deprecated! Use the following instead: FOREACH_CLIENTSLOT(true, { code; });
+// NOTE: FOR_EACH_CLIENT deprecated! Use the following instead: FOREACH_CLIENT(true, { code; });
+// NOTE: FOR_EACH_REALCLIENT deprecated! Use the following instead: FOREACH_CLIENT(IS_REAL_CLIENT(it), { code; });
+
+// NOTE: FOR_EACH_PLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it), { code; });
+// NOTE: FOR_EACH_SPEC deprecated! Use the following instead: FOREACH_CLIENT(IS_SPEC(it), { code; });
+// NOTE: FOR_EACH_OBSERVER deprecated! Use the following instead: FOREACH_CLIENT(IS_OBSERVER(it), { code; });
+// NOTE: FOR_EACH_REALPLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { code; });
+
+#define FOREACH_CLIENTSLOT(cond, body) \
+ MACRO_BEGIN { \
+ for(int _i = 1; _i <= maxclients; ++_i) \
+ { \
+ const noref int i = _i; \
+ ITER_CONST noref entity it = ftoe(i); \
+ if(cond) { LAMBDA(body) } \
+ } \
+ } MACRO_END
+
+#define FOREACH_CLIENT(cond, body) FOREACH_CLIENTSLOT(IS_CLIENT(it) && (cond), body)
+
+// using the "inside out" version of knuth-fisher-yates shuffle
+// https://en.wikipedia.org/wiki/Fisher–Yates_shuffle
+entity _FCR_clients[255];
+bool _FCR_entered = false;
+#define FOREACH_CLIENT_RANDOM(cond, body) \
+ MACRO_BEGIN { \
+ if (_FCR_entered) LOG_FATAL("FOREACH_CLIENT_RANDOM must not be nested"); \
+ _FCR_entered = true; \
+ int _cnt = 0; \
+ FOREACH_CLIENT(cond, { \
+ int _j = floor(random() * (_cnt + 1)); \
+ if (_j == _cnt) \
+ { \
+ _FCR_clients[_cnt] = it; \
+ } \
+ else \
+ { \
+ _FCR_clients[_cnt] = _FCR_clients[_j]; \
+ _FCR_clients[_j] = it; \
+ } \
+ _cnt++; \
+ }); \
+ for (int _i = 0; _i < _cnt; ++_i) \
+ { \
+ const noref int i = _i; \
+ ITER_CONST noref entity it = _FCR_clients[i]; \
+ if (cond) { LAMBDA(body) } \
+ } \
+ _FCR_entered = false; \
+ } MACRO_END
+
+// NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: IL_EACH(g_monsters, true, { code; });
entity a = this.owner;
if (IS_SPEC(a)) a = a.enemy;
- a = a.accuracy;
+ a = CS(a).accuracy;
if (to != a.owner)
- if (!autocvar_sv_accuracy_data_share && !a.owner.cvar_cl_accuracy_data_share)
+ if (!autocvar_sv_accuracy_data_share && !CS(a.owner).cvar_cl_accuracy_data_share)
sf = 0;
// note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
WriteInt24_t(MSG_ENTITY, sf);
// init/free
void accuracy_init(entity e)
{
- entity a = e.accuracy = new_pure(accuracy);
+ entity a = CS(e).accuracy = new_pure(accuracy);
a.owner = e;
a.drawonlytoclient = e;
Net_LinkEntity(a, false, 0, accuracy_send);
void accuracy_free(entity e)
{
- delete(e.accuracy);
+ delete(CS(e).accuracy);
}
// force a resend of a player's accuracy stats
void accuracy_resend(entity e)
{
- e.accuracy.SendFlags = 0xFFFFFF;
+ CS(e).accuracy.SendFlags = 0xFFFFFF;
}
// update accuracy stats
void accuracy_add(entity this, int w, int fired, int hit)
{
if (IS_INDEPENDENT_PLAYER(this)) return;
- entity a = this.accuracy;
+ entity a = CS(this).accuracy;
if (!a) return;
if (!hit && !fired) return;
w -= WEP_FIRST;
if (b == accuracy_byte(a.accuracy_hit[w], a.accuracy_fired[w])) return; // no change
int sf = 1 << (w % 24);
a.SendFlags |= sf;
- FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, LAMBDA(it.accuracy.SendFlags |= sf));
+ FOREACH_CLIENT(IS_SPEC(it) && it.enemy == this, { CS(it).accuracy.SendFlags |= sf; });
}
bool accuracy_isgooddamage(entity attacker, entity targ)
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
.bool cvar_cl_accuracy_data_share;
REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
.bool cvar_cl_accuracy_data_receive;
#include "common.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/t_items.qh>
#include <common/constants.qh>
#include <common/net_linked.qh>
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
+#include <common/state.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
#include <common/items/_mod.qh>
}
}
-void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+void W_PlayStrengthSound(entity player)
{
+ entity store = IS_PLAYER(player) ? PS(player) : player; // because non-player entities can fire, but can they have items? TODO
+
if((player.items & ITEM_Strength.m_itemid)
- && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
- || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ && ((time > store.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > store.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
- player.prevstrengthsound = time;
+ store.prevstrengthsound = time;
}
- player.prevstrengthsoundattempt = time;
+ store.prevstrengthsoundattempt = time;
}
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
+ MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
+
if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
{
this.owner = attacker;
this.realowner = attacker;
}
- MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
-
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
this.nextthink = time;
#include "csqcprojectile.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include <common/t_items.qh>
#include "../command/common.qh"
#include "hitplot.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "../antilag.qh"
#include "../g_subs.qh"
#include <common/weapons/_all.qh>
void W_HitPlotAnalysis(entity player, .entity weaponentity, vector screenforward, vector screenright, vector screenup)
{
- vector hitplot;
- vector org;
- float lag;
-
- if(player.hitplotfh >= 0)
+ if(CS(player).hitplotfh >= 0)
{
- lag = ANTILAG_LATENCY(player);
+ float lag = ANTILAG_LATENCY(player);
if(lag < 0.001)
lag = 0;
if(!IS_REAL_CLIENT(player))
lag = 0; // only antilag for clients
- org = player.origin + player.view_ofs;
+ vector org = player.origin + player.view_ofs;
traceline_antilag_force(player, org, org + screenforward * max_shot_distance, MOVE_NORMAL, player, lag);
if(IS_CLIENT(trace_ent) || IS_MONSTER(trace_ent))
{
entity store = IS_CLIENT(trace_ent) ? CS(trace_ent) : trace_ent;
antilag_takeback(trace_ent, store, time - lag);
- hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
+ vector hitplot = W_HitPlotNormalizedUntransform(org, trace_ent, screenforward, screenright, screenup, trace_endpos);
antilag_restore(trace_ent, store);
- fputs(player.hitplotfh, strcat(ftos(hitplot.x), " ", ftos(hitplot.y), " ", ftos(hitplot.z), " ", ftos(player.(weaponentity).m_switchweapon.m_id), "\n"));
+ fputs(CS(player).hitplotfh, strcat(ftos(hitplot.x), " ", ftos(hitplot.y), " ", ftos(hitplot.z), " ", ftos(player.(weaponentity).m_switchweapon.m_id), "\n"));
//print(strcat(ftos(hitplot_x), " ", ftos(hitplot_y), " ", ftos(hitplot_z), "\n"));
}
}
{
if(autocvar_g_hitplots || strhasword(autocvar_g_hitplots_individuals, player.netaddress))
{
- player.hitplotfh = fopen(strcat("hits-", matchid, "-", player.netaddress, "-", ftos(player.playerid), ".plot"), FILE_WRITE);
- fputs(player.hitplotfh, strcat("#name ", playername(player, false), "\n"));
+ CS(player).hitplotfh = fopen(strcat("hits-", matchid, "-", player.netaddress, "-", ftos(player.playerid), ".plot"), FILE_WRITE);
+ fputs(CS(player).hitplotfh, strcat("#name ", playername(player, false), "\n"));
}
- else { player.hitplotfh = -1; }
+ else { CS(player).hitplotfh = -1; }
}
void W_HitPlotClose(entity player)
{
- if(player.hitplotfh >= 0)
+ if(CS(player).hitplotfh >= 0)
{
- fclose(player.hitplotfh);
- player.hitplotfh = -1;
+ fclose(CS(player).hitplotfh);
+ CS(player).hitplotfh = -1;
}
}
{
float f = 0;
- if (time < this.hasweapon_complain_spam)
+ if (time < CS(this).hasweapon_complain_spam)
complain = 0;
// ignore hook button when using other offhand equipment
complain = 0;
if (complain)
- this.hasweapon_complain_spam = time + 0.2;
+ CS(this).hasweapon_complain_spam = time + 0.2;
if (wpn == WEP_Null)
{
sprint(this, "Invalid weapon\n");
return false;
}
- if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(this.dual_weapons & wpn.m_wepset))
+ if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
return false; // no complaints needed
if (this.weapons & WepSet_FromWeapon(wpn))
{
void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
{
float w;
- w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity);
+ w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
if(w > 0)
W_SwitchWeapon(this, Weapons_from(w), weaponentity);
}
else if(list == 1)
W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity);
else if(list == 2)
- W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity);
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
}
// prev weapon
else if(list == 1)
W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity);
else if(list == 2)
- W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity);
+ W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
}
// previously used if exists and has ammo, (second) best otherwise
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
// switch between weapons
void Send_WeaponComplain(entity e, float wpn, float type);
.int weaponcomplainindex;
float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity);
-#define w_getbestweapon(ent,wepent) Weapons_from(W_GetCycleWeapon(ent, ent.cvar_cl_weaponpriority, 0, -1, false, true, wepent))
+#define w_getbestweapon(ent,wepent) Weapons_from(W_GetCycleWeapon(ent, CS(ent).cvar_cl_weaponpriority, 0, -1, false, true, wepent))
void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
for (int i = 1; i < t; ++i)
{
s = argv(i);
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == s)
{
entity replacement = spawn();
weapon_defaultspawnfunc(replacement, it);
break;
}
- ));
+ });
}
}
if (t >= 1) // always the case!
{
s = argv(0);
wpn = WEP_Null;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
if(it.netname == s)
{
wpn = it;
break;
}
- ));
+ });
}
if (wpn == WEP_Null)
{
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
string W_Apply_Weaponreplace(string in);
void weapon_defaultspawnfunc(entity this, Weapon e);
else
{
int superweapons = 1;
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ FOREACH(Weapons, it != WEP_Null, {
WepSet set = it.m_wepset;
if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
- ));
+ });
if(superweapons <= 1)
{
wep.superweapons_finished = own.superweapons_finished;
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
.float savenextthink;
void thrown_wep_think(entity this);
#include "tracing.qh"
+#include <common/effects/all.qh>
+
#include "accuracy.qh"
#include "common.qh"
#include "hitplot.qh"
{
TC(Sound, snd);
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
- float oldsolid;
- vector vecs, dv;
- oldsolid = ent.dphitcontentsmask;
- if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
+ float oldsolid = ent.dphitcontentsmask;
+ if(!IS_CLIENT(ent))
+ antilag = false; // no antilag for non-clients!
+ if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
vector md = ent.(weaponentity).movedir;
- if(md.x > 0)
- vecs = md;
- else
- vecs = '0 0 0';
+ vector vecs = ((md.x > 0) ? md : '0 0 0');
- dv = v_right * -vecs.y + v_up * vecs.z;
+ vector dv = v_right * -vecs.y + v_up * vecs.z;
w_shotorg = ent.origin + ent.view_ofs + dv;
// now move the shotorg forward as much as requested if possible
//vector prevend = w_shotend;
if (antilag)
- if (!ent.cvar_cl_noantilag)
+ if (!CS(ent).cvar_cl_noantilag)
{
if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
else if(autocvar_g_antilag == 3) // client side hitscan
{
// this part MUST use prydon cursor
- if (ent.cursor_trace_ent) // client was aiming at someone
- if (ent.cursor_trace_ent != ent) // just to make sure
- if (ent.cursor_trace_ent.takedamage) // and that person is killable
- if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+ if (CS(ent).cursor_trace_ent) // client was aiming at someone
+ if (CS(ent).cursor_trace_ent != ent) // just to make sure
+ if (CS(ent).cursor_trace_ent.takedamage) // and that person is killable
+ if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
{
// verify that the shot would miss without antilag
// (avoids an issue where guns would always shoot at their origin)
if (!trace_ent.takedamage)
{
// verify that the shot would hit if altered
- traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
- if (trace_ent == ent.cursor_trace_ent)
- w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+ traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
+ if (trace_ent == CS(ent).cursor_trace_ent)
+ w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
else
- LOG_INFO("antilag fail\n");
+ LOG_INFO("antilag fail");
}
}
}
#if 0
mspercallsum += gettime(GETTIME_HIRES);
mspercallcount += 1;
- LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+ LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
#endif
proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
// Find all non-hit players the beam passed close by
if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
if(!it.railgunhit)
if(!(IS_SPEC(it) && it.enemy == this))
{
pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
}
- ));
+ });
if(pseudoprojectile)
delete(pseudoprojectile);
else
fireBullet_trace_callback_eff = EFFECT_BULLET;
- float lag = ANTILAG_LATENCY(this);
+ float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
if(lag < 0.001)
lag = 0;
- if (!IS_REAL_CLIENT(this))
- lag = 0;
- if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
+ bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
+ if(autocvar_g_antilag == 0 || noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
{
break;
float maxdist;
+ entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
if(max_solid_penetration < 0)
break;
- else if(hit.ballistics_density < -1)
+ else if(hitstore.ballistics_density < -1)
break; // -2: no solid penetration, ever
- else if(hit.ballistics_density < 0)
+ else if(hitstore.ballistics_density < 0)
maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
- else if(hit.ballistics_density == 0)
+ else if(hitstore.ballistics_density == 0)
maxdist = max_solid_penetration * solid_penetration_left;
else
- maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
+ maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
if(maxdist <= autocvar_g_ballistics_mindistance)
break;
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
vector w_shotorg;
vector w_shotdir;
vector w_shotend;
#include "weaponstats.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
#include "../g_world.qh"
#include <common/weapons/_all.qh>
case URL_READY_CANREAD:
// url_fclose is processing, we got a response for writing the data
// this must come from HTTP
- LOG_INFO("Got response from weapon stats server:\n");
+ LOG_INFO("Got response from weapon stats server:");
while((s = url_fgets(fh)))
- LOG_INFO(" ", s, "\n");
- LOG_INFO("End of response.\n");
+ LOG_INFO(" ", s);
+ LOG_INFO("End of response.");
url_fclose(fh);
break;
case URL_READY_CLOSED:
// url_fclose has finished
- LOG_INFO("Weapon stats written\n");
+ LOG_INFO("Weapon stats written");
buf_del(weaponstats_buffer);
weaponstats_buffer = -1;
break;
case URL_READY_ERROR:
default:
- LOG_INFO("Weapon stats writing failed: ", ftos(status), "\n");
+ LOG_INFO("Weapon stats writing failed: ", ftos(status));
buf_del(weaponstats_buffer);
weaponstats_buffer = -1;
break;
if (this)
{
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
wframe_send(it, this, a, restartanim);
- ));
+ });
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
.entity wepe1 = weaponentities[0];
entity wep1 = actor.(wepe1);
this.m_switchweapon = wep1.m_switchweapon;
- if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(actor.dual_weapons & wep1.m_switchweapon.m_wepset))
+ entity store = IS_PLAYER(actor) ? PS(actor) : actor;
+ if(!(this.m_switchweapon.spawnflags & WEP_FLAG_DUALWIELD) && !(store.dual_weapons & wep1.m_switchweapon.m_wepset))
{
this.m_weapon = WEP_Null;
this.m_switchingweapon = WEP_Null;
#pragma once
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+
float internalteam;
float weaponswapping;
entity weapon_dropevent_item;
set -eu
cd ${0%/*}
+# This script attempts to build the codebase in every possible header configuration,
+# to check that all files #include what they need, so that we can eventually move away
+# from a unity build and into incremental compilation.
+
+# If these files exist from previous compilation, `./all compile` will stop
+# detecting changes after running this script so delete them to trigger
+# a recompile next time.
+if [ -f ../../csprogs.dat ]; then
+ rm ../../csprogs.dat
+fi
+
+if [ -f ../../menu.dat ]; then
+ rm ../../menu.dat
+fi
+
+if [ -f ../../progs.dat ]; then
+ rm ../../progs.dat
+fi
+
WORKDIR=../.tmp
CPP="cc -xc -E"
-DNDEBUG=1
-DXONOTIC=1
-DWATERMARK="\"$(git describe --tags --dirty='~')\""
+ -DENABLE_EFFECTINFO=0
+ -DENABLE_DEBUGDRAW=0
+ -DENABLE_DEBUGTRACE=0
)
QCCDEFS="${QCCDEFS[@]}"
declare -l prog="${1}"
declare -l file="${2}"
MODE=${prog}
+ includes="-include lib/_all.inc"
+ [ -f ${prog}/_all.qh ] && includes="${includes} -include ${prog}/_all.qh"
qpp ${file} test.dat \
- -include lib/_all.inc -include ${prog}/_all.qh \
+ ${includes} \
-I. ${QCCIDENT} ${QCCDEFS} > ${WORKDIR}/${prog}.qc
qcc ${QCCFLAGS} -o ../${WORKDIR}/test.dat ../${WORKDIR}/${prog}.qc >/dev/null
}
MOD=_mod
+function hash() {
+ git hash-object $1
+}
+
function genmod() {
# use context to work around cmake issue #12619
CTX="${PWD#$ROOT}/"
+ oldHashC=$(hash ${MOD}.inc)
+ oldTimeC=$(stat -c "%Y" ${MOD}.inc)
+ oldHashH=$(hash ${MOD}.qh)
+ oldTimeH=$(stat -c "%Y" ${MOD}.qh)
echo '// generated file; do not modify' > ${MOD}.inc
echo '// generated file; do not modify' > ${MOD}.qh
for f in $(ls | sort -k 1,1 -t .); do
echo "#include <${CTX}$f/${mod}.qh>" >> ${MOD}.qh
fi
fi; done
+ newHashC=$(hash ${MOD}.inc)
+ if [[ $newHashC == $oldHashC ]]; then touch -d @$oldTimeC ${MOD}.inc; fi
+ newHashH=$(hash ${MOD}.qh)
+ if [[ $newHashH == $oldHashH ]]; then touch -d @$oldTimeH ${MOD}.qh; fi
}
(cd lib; genmod)
cd ${0%/*}
cd ..
+VERBOSE=${VERBOSE:-1}
+
function startswith() {
declare -l file="${1}"
declare -l prelude="${2}"
function check() {
declare -l base="${1}"
find "$base" -type f -name '*.qc' -print0 | sort -z | while read -r -d '' file; do
- echo "$file"
+ [ "$VERBOSE" != "0" ] && echo "$file"
declare -l file_h="${file%.qc}.qh"
if [[ ! -f "$file_h" ]]; then echo "#pragma once" > "$file_h"; fi
startswith "$file" "$include"
done
find "$base" -type f -name '*.qh' -a \! -name '_mod.qh' -print0 | sort -z | while read -r -d '' file; do
- echo "$file"
+ [ "$VERBOSE" != "0" ] && echo "$file"
startswith "$file" "#pragma once"
done
}
cd ${0%/*}
cd ..
+function hash() {
+ git hash-object $1
+}
+
function check() {
declare -l base="${1}"
- find "$base" -type f -print0 | sort -z | xargs -0 sed -i \
- `# strip trailing spaces` \
- -e 's/[[:space:]]*$//' \
- `# line feed at EOF for #include to work properly` \
- -e '$a\'
+ # strip trailing spaces
+ STRIP_TRAILING_WS='s/[[:space:]]\+$//'
+ # line feed at EOF for #include to work properly
+ ENSURE_EOFLF='$a\'
+ find "$base" -type f -print0 | sort -z | while read -r -d '' file; do
+ oldHash=$(hash ${file})
+ oldTime=$(stat -c "%Y" ${file})
+ sed -i -e ${STRIP_TRAILING_WS} -e ${ENSURE_EOFLF} ${file}
+ newHash=$(hash ${file})
+ if [[ $newHash == $oldHash ]]; then touch -d @$oldTime ${file}; fi
+ done
}
check lib
r_hdr_scenebrightness 1
r_ambient 4
-menu_cmd sync
+menu_sync
r_hdr_scenebrightness 1
r_ambient 0.25
-menu_cmd sync
+menu_sync
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_01"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_02"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_03"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_04"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_05"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_06"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_07"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_08"
blendfunc add
{
dpnoshadow
deformVertexes autosprite
- dppolygonoffset -6000
{
map "models/ok_nade_counter/ok_nade_counter_09"
blendfunc add
}
-}
\ No newline at end of file
+}