seta hud_panel_powerups "" "enable/disable this panel"
seta hud_panel_powerups_pos "" "position of this panel"
seta hud_panel_powerups_size "" "size of this panel"
-seta hud_panel_powerups_flip "" "flip strength/shield positions"
seta hud_panel_powerups_baralign "" "0 = align bars to the left, 1 = align bars to the right, 2 = align only left bar to the right, 3 = align only right bar to the right"
seta hud_panel_powerups_iconalign "" "0 = align icons to the left, 1 = align icons to the right, 2 = align only left icon to the right, 3 = align only right icon to the right"
seta hud_panel_powerups_bg "" "if set to something else than \"\" = override default background"
seta hud_panel_powerups_bg_border "" "if set to something else than \"\" = override default size of border around the background"
seta hud_panel_powerups_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
seta hud_panel_powerups_progressbar "" "enable progressbar in panel"
-seta hud_panel_powerups_progressbar_strength "" "progressbar image for strength"
-seta hud_panel_powerups_progressbar_shield "" "progressbar image for shield"
-seta hud_panel_powerups_progressbar_superweapons "" "progressbar image for superweapons"
-seta hud_panel_powerups_text "" "show text/icons in the powerups panel"
+seta hud_panel_powerups_text "" "show text and icons in the powerups panel"
seta hud_panel_healtharmor "" "enable/disable this panel, 2 = combined health/armor display"
seta hud_panel_healtharmor_pos "" "position of this panel"
seta hud_panel_centerprint_fade_subsequent_minfontsize "" "minimum factor for the font size from the subsequent fading effects"
seta hud_panel_centerprint_fade_minfontsize "" "minimum factor for the font size from the fading in/out effects"
-seta hud_panel_buffs "" "enable/disable this panel"
-seta hud_panel_buffs_pos "" "position of this panel"
-seta hud_panel_buffs_size "" "size of this panel"
-seta hud_panel_buffs_bg "" "if set to something else than \"\" = override default background"
-seta hud_panel_buffs_bg_color "" "if set to something else than \"\" = override default panel background color"
-seta hud_panel_buffs_bg_color_team "" "override panel color with team color in team based games"
-seta hud_panel_buffs_bg_alpha "" "if set to something else than \"\" = override default panel background alpha"
-seta hud_panel_buffs_bg_border "" "if set to something else than \"\" = override default size of border around the background"
-seta hud_panel_buffs_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
-
seta hud_panel_mapvote "" "enable/disable this panel"
seta hud_panel_mapvote_pos "" "position of this panel"
seta hud_panel_mapvote_size "" "size of this panel"
alpha 190 190 180
sizeincrease -80
color 0xFF0FFF 0xFF0FFF
+
+// relic_resistance effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_resistance
+count 20
+type static
+color 0x00ff80 0x00ff80
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_regeneration effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_regeneration
+count 1
+type static
+color 0x00ffff 0x00ffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_vempire effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_vampire
+count 20
+type static
+color 0xff00ff 0xff00ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_ammo effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_ammo
+count 1
+type static
+color 0x80ff00 0x80ff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_damage effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_damage
+count 20
+type static
+color 0xff0000 0xff0000
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_splashdamage effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_ssplashdamage
+count 20
+type static
+color 0xff8000 0xff8000
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_firingspeed effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_firingspeed
+count 20
+type static
+color 0xffff00 0xffff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_disability effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_disability
+count 20
+type static
+color 0x0000ff 0x0000ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_disability_curse effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_disability_curse
+count 1
+type static
+color 0x000080 0x000080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_teamboost effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_teamboost
+count 20
+type static
+color 0xffffff 0xffffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_teamboost_boost effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_teamboost_boost
+count 1
+type static
+color 0x808080 0x808080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_speed effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_speed
+count 1
+type static
+color 0x80ffff 0x80ffff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_jump effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_jump
+count 20
+type static
+color 0xffff80 0xffff80
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_flight effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_flight
+count 1
+type static
+color 0x8080ff 0x8080ff
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_radioactive effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_radioactive
+count 20
+type static
+color 0x00ff00 0x00ff00
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_resurrection effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_resurrection
+count 20
+type static
+color 0xff0080 0xff0080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
+
+// relic_vengeance effect, used by the relics mutator
+// used in qcsrc/server/mutators/relics.qc: pointparticles(particleeffectnum(mdl), e.origin, '0 0 0', 1);
+effect relic_vengeance
+count 20
+type static
+color 0xff8080 0xff8080
+size 1.5 1.5
+alpha 128 256 256
+gravity -0.1
+airfriction 0.2
+liquidfriction 0.8
+originjitter 8 8 32
+velocityjitter 64 64 32
seta hud_progressbar_health_color "0.83 0.12 0"
seta hud_progressbar_armor_color "0.28 0.8 0"
seta hud_progressbar_fuel_color "0.77 0.67 0"
-seta hud_progressbar_strength_color "0.86 0.35 0"
-seta hud_progressbar_shield_color "0.28 0.8 0"
+seta hud_progressbar_strength_color "1 0.39 0"
+seta hud_progressbar_shield_color "0.36 1 0.07"
seta hud_progressbar_superweapons_color "0.77 0.67 0"
seta hud_progressbar_nexball_color "0.2 0.65 0.93"
seta hud_progressbar_speed_color "0.77 0.67 0"
seta hud_panel_ammo_text "1"
seta hud_panel_powerups 1
-seta hud_panel_powerups_pos "0.325000 0.820000"
-seta hud_panel_powerups_size "0.350000 0.050000"
+seta hud_panel_powerups_pos "0.325000 0.815000"
+seta hud_panel_powerups_size "0.350000 0.055000"
seta hud_panel_powerups_bg "border_shadow_south"
seta hud_panel_powerups_bg_color ""
seta hud_panel_powerups_bg_color_team ""
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
seta hud_panel_powerups_bg_padding ""
-seta hud_panel_powerups_flip "1"
-seta hud_panel_powerups_iconalign "2"
-seta hud_panel_powerups_baralign "2"
+seta hud_panel_powerups_iconalign "3"
+seta hud_panel_powerups_baralign "3"
seta hud_panel_powerups_progressbar "1"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.325000 0.820000"
-seta hud_panel_buffs_size "0.350000 0.050000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
seta hud_panel_powerups_bg_color_team ""
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
-seta hud_panel_powerups_bg_padding ""
-seta hud_panel_powerups_flip "1"
+seta hud_panel_powerups_bg_padding "-2"
seta hud_panel_powerups_iconalign "3"
seta hud_panel_powerups_baralign "3"
seta hud_panel_powerups_progressbar "1"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.450000 0.855000"
-seta hud_panel_buffs_size "0.050000 0.070000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
seta hud_panel_powerups_bg_padding "-3"
-seta hud_panel_powerups_flip "1"
seta hud_panel_powerups_iconalign "1"
seta hud_panel_powerups_baralign "1"
seta hud_panel_powerups_progressbar "1"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.450000 0.855000"
-seta hud_panel_buffs_size "0.050000 0.070000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
seta hud_panel_powerups_bg_padding "-3"
-seta hud_panel_powerups_flip "1"
seta hud_panel_powerups_iconalign "1"
seta hud_panel_powerups_baralign "1"
seta hud_panel_powerups_progressbar "1"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.450000 0.855000"
-seta hud_panel_buffs_size "0.050000 0.070000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
seta hud_panel_powerups_bg_padding ""
-seta hud_panel_powerups_flip "1"
seta hud_panel_powerups_iconalign "3"
seta hud_panel_powerups_baralign "3"
seta hud_panel_powerups_progressbar "1"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.450000 0.855000"
-seta hud_panel_buffs_size "0.050000 0.070000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
seta hud_panel_powerups_bg_alpha ""
seta hud_panel_powerups_bg_border ""
seta hud_panel_powerups_bg_padding ""
-seta hud_panel_powerups_flip "1"
seta hud_panel_powerups_iconalign "0"
seta hud_panel_powerups_baralign "0"
seta hud_panel_powerups_progressbar "0"
-seta hud_panel_powerups_progressbar_strength "progressbar"
-seta hud_panel_powerups_progressbar_shield "progressbar"
-seta hud_panel_powerups_progressbar_superweapons "progressbar"
seta hud_panel_powerups_text "1"
seta hud_panel_healtharmor 1
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
-seta hud_panel_buffs 1
-seta hud_panel_buffs_pos "0.450000 0.855000"
-seta hud_panel_buffs_size "0.050000 0.070000"
-seta hud_panel_buffs_bg "0"
-seta hud_panel_buffs_bg_color ""
-seta hud_panel_buffs_bg_color_team ""
-seta hud_panel_buffs_bg_alpha ""
-seta hud_panel_buffs_bg_border ""
-seta hud_panel_buffs_bg_padding ""
-
seta hud_panel_mapvote 1
seta hud_panel_mapvote_pos "0 0"
seta hud_panel_mapvote_size "1 1"
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_regeneration
\ No newline at end of file
+sign,models/relics/sign_medic
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_radioactive
\ No newline at end of file
+sign,textures/common/nodraw
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_resurrection
\ No newline at end of file
+sign,models/relics/sign_blessed
\ No newline at end of file
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_inferno
\ No newline at end of file
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_swapper
\ No newline at end of file
--- /dev/null
+ring,models/relics/relic_ring
+mesh,models/relics/relic
+sign,models/relics/sign_magnet
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_damage
\ No newline at end of file
+sign,textures/common/nodraw
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_splashdamage
\ No newline at end of file
+sign,models/relics/sign_bash
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_firingspeed
\ No newline at end of file
+sign,textures/common/nodraw
\ No newline at end of file
ring,models/relics/relic_ring
mesh,models/relics/relic
-sign,models/relics/sign_teamboost
\ No newline at end of file
+sign,textures/common/nodraw
\ No newline at end of file
// =======
set cl_buffs_autoreplace 1 "automatically drop current buff when picking up another"
set g_buffs 0 "enable buffs (requires buff items or powerups)"
+set g_buffs_effects 1 "show particle effects from carried buffs"
set g_buffs_waypoint_distance 1024 "maximum distance at which buff waypoint can be seen from item"
set g_buffs_randomize 1 "randomize buff type when player drops buff"
set g_buffs_random_lifetime 30 "re-spawn the buff again if it hasn't been touched after this time in seconds"
set g_buffs_cooldown_activate 5 "cooldown period when buff is first activated"
set g_buffs_cooldown_respawn 3 "cooldown period when buff is reloading"
set g_buffs_ammo 1 "ammo buff: infinite ammunition"
+set g_buffs_ammo_time 60 "ammo buff carry time"
set g_buffs_resistance 1 "resistance buff: greatly reduces damage taken"
+set g_buffs_resistance_time 60 "resistance buff time"
set g_buffs_resistance_blockpercent 0.7 "damage reduction multiplier, higher values mean less damage"
set g_buffs_medic 1 "medic buff: increased regeneration speed, extra health, chance to survive a fatal attack"
+set g_buffs_medic_time 60 "medic buff carry time"
set g_buffs_medic_survive_chance 0.6 "multiplier chance of player surviving a fatal hit"
set g_buffs_medic_survive_health 5 "amount of health player survives with after taking a fatal hit"
set g_buffs_medic_rot 0.2 "health rot rate multiplier"
-set g_buffs_medic_max 1.5 "stable health medic limit multiplier"
+set g_buffs_medic_max 2.5 "stable health medic limit multiplier"
set g_buffs_medic_regen 1.7 "health medic rate multiplier"
set g_buffs_vengeance 1 "vengeance buff: attackers also take damage"
+set g_buffs_vengeance_time 60 "vengeance buff carry time"
set g_buffs_vengeance_damage_multiplier 0.6 "amount of damage dealt the attacker takes when hitting a target with vengeance"
set g_buffs_bash 1 "bash buff: increased knockback force and immunity to knockback"
+set g_buffs_bash_time 60 "bash buff carry time"
set g_buffs_bash_force 2 "bash force multiplier"
set g_buffs_bash_force_self 1.2 "bash self force multiplier"
set g_buffs_disability 1 "disability buff: attacks to players and monsters deal slowness (decreased movement/attack speed) for a few seconds"
-set g_buffs_disability_time 3 "time in seconds for target disability"
-set g_buffs_disability_speed 0.5 "player speed multiplier while disabled"
-set g_buffs_disability_rate 1.7 "player weapon rate multiplier while disabled"
+set g_buffs_disability_time 60 "disability buff carry time"
+set g_buffs_disability_slowtime 3 "time in seconds for target disability"
+set g_buffs_disability_speed 0.7 "player speed multiplier while disabled"
+set g_buffs_disability_rate 1.5 "player weapon rate multiplier while disabled"
+set g_buffs_disability_weaponspeed 0.7 "weapon speed multiplier while disabled"
set g_buffs_speed 1 "speed buff: increased movement/attack/health regeneration speed, carrier takes slightly more damage"
+set g_buffs_speed_time 60 "speed buff carry time"
set g_buffs_speed_speed 1.7 "player speed multiplier while holding speed buff"
set g_buffs_speed_rate 0.8 "player weapon rate multiplier while holding speed buff"
+set g_buffs_speed_weaponspeed 1.6 "weapon speed multiplier while holding speed buff"
set g_buffs_speed_damage_take 1.2 "damage taken multiplier while holding speed buff"
set g_buffs_speed_regen 1.2 "regeneration speed multiplier while holding speed buff"
set g_buffs_vampire 1 "vampire buff: attacks to players and monsters heal the carrier"
+set g_buffs_vampire_time 60 "vampire buff carry time"
set g_buffs_vampire_damage_steal 0.6 "damage stolen multiplier while holding vampire buff"
-set g_buffs_jump 1 "jump buff: greatly increased jump height"
+set g_buffs_jump 0 "jump buff: greatly increased jump height"
+set g_buffs_jump_time 60 "jump buff carry time"
set g_buffs_jump_height 600 "jump height while holding jump buff"
-set g_buffs_flight 1 "flight buff: greatly decreased gravity"
+set g_buffs_flight 0 "flight buff: greatly decreased gravity"
+set g_buffs_flight_time 60 "flight buff carry time"
set g_buffs_flight_gravity 0.3 "player gravity multiplier while holding flight buff"
set g_buffs_invisible 1 "invisible buff: carrier becomes invisible"
+set g_buffs_invisible_time 60 "invisible buff carry time"
set g_buffs_invisible_alpha 0.4 "player invisibility multiplier while holding invisible buff"
-
+set g_buffs_inferno 1 "inferno buff: targets damaged by player carrying inferno buff will also receive burning damage"
+set g_buffs_inferno_time 60 "inferno buff carry time"
+set g_buffs_inferno_damagemultiplier 0.05 "multiplier of damage dealt during burn"
+set g_buffs_inferno_burntime_factor 2 "burn time logarithm base. 0 < x < 1: increasingly increasing, x > 1: decreasingly increasing"
+set g_buffs_inferno_burntime_min_time 0.5 "minimum seconds of burn time"
+set g_buffs_inferno_burntime_target_damage 150 "damage required for g_buffs_inferno_burntime_target_time seconds of burn"
+set g_buffs_inferno_burntime_target_time 5 "seconds of burn given g_buffs_inferno_burntime_target_damage damage"
+set g_buffs_swapper 1 "swapper buff: press dropweapon to switch places with a nearby enemy"
+set g_buffs_swapper_time 60 "swapper buff carry time"
+set g_buffs_swapper_range 1500 "maximum range of swapping with enemy"
+set g_buffs_magnet 1 "magnet buff: greatly increased item pickup range"
+set g_buffs_magnet_time 60 "magnet buff carry time"
+set g_buffs_magnet_range_item 450 "item pickup range"
float autocvar_hud_panel_physics_topspeed_time;
bool autocvar_hud_panel_powerups;
int autocvar_hud_panel_powerups_baralign;
-bool autocvar_hud_panel_powerups_flip;
int autocvar_hud_panel_powerups_iconalign;
bool autocvar_hud_panel_powerups_progressbar;
-bool autocvar_hud_panel_buffs;
-//float autocvar_hud_panel_buffs_iconalign;
-string autocvar_hud_panel_powerups_progressbar_shield;
-string autocvar_hud_panel_powerups_progressbar_strength;
-string autocvar_hud_panel_powerups_progressbar_superweapons;
bool autocvar_hud_panel_powerups_text;
int autocvar_hud_panel_pressedkeys;
float autocvar_hud_panel_pressedkeys_aspect;
// Powerups (#2)
//
+
+// Powerup item fields (reusing existing fields)
+.string message; // Human readable name
+.string netname; // Icon name
+.vector colormod; // Color
+.float count; // Time left
+.float lifetime; // Maximum time
+
+entity powerupItems;
+int powerupItemsCount;
+
+void resetPowerupItems()
+{
+ entity item;
+ for(item = powerupItems; item; item = item.chain)
+ item.count = 0;
+
+ powerupItemsCount = 0;
+}
+
+void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime)
+{
+ if(!powerupItems)
+ powerupItems = spawn();
+
+ entity item;
+ for(item = powerupItems; item.count; item = item.chain)
+ if(!item.chain)
+ item.chain = spawn();
+
+ item.message = name;
+ item.netname = icon;
+ item.colormod = color;
+ item.count = currentTime;
+ item.lifetime = lifeTime;
+
+ ++powerupItemsCount;
+}
+
+int getPowerupItemAlign(int align, int column, int row, int columns, int rows, bool isVertical)
+{
+ if(align < 2)
+ return align;
+
+ bool isTop = isVertical && rows > 1 && row == 0;
+ bool isBottom = isVertical && rows > 1 && row == rows-1;
+ bool isLeft = !isVertical && columns > 1 && column == 0;
+ bool isRight = !isVertical && columns > 1 && column == columns-1;
+
+ if(isTop || isLeft) return (align == 2) ? 1 : 0;
+ if(isBottom || isRight) return (align == 2) ? 0 : 1;
+
+ return 2;
+}
+
void HUD_Powerups(void)
{
- float strength_time, shield_time, superweapons_time;
if(intermission == 2) return;
+
+ int allItems = getstati(STAT_ITEMS, 0, 24);
+ int allBuffs = getstati(STAT_BUFFS, 0, 24);
+ int strengthTime, shieldTime, superTime;
+
+ // Initialize items
if(!autocvar__hud_configure)
{
if(!autocvar_hud_panel_powerups) return;
if(spectatee_status == -1) return;
- if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
- if (getstati(STAT_HEALTH) <= 0) return;
+ if(getstati(STAT_HEALTH) <= 0) return;
+ if(!(allItems & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) && !allBuffs) return;
- strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
- shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
- superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
+ strengthTime = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
+ shieldTime = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
+ superTime = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
- if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
- superweapons_time = 99; // force max
+ if(allItems & IT_UNLIMITED_SUPERWEAPONS)
+ superTime = 99;
- // prevent stuff to show up on mismatch that will be fixed next frame
- if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
- superweapons_time = 0;
+ // Prevent stuff to show up on mismatch that will be fixed next frame
+ if(!(allItems & IT_SUPERWEAPON))
+ superTime = 0;
}
else
{
- strength_time = 15;
- shield_time = 27;
- superweapons_time = 13;
+ strengthTime = 15;
+ shieldTime = 27;
+ superTime = 13;
+ allBuffs = 0;
}
- HUD_Panel_UpdateCvars();
+ // Add items to linked list
+ resetPowerupItems();
- draw_beginBoldFont();
+ if(strengthTime)
+ addPowerupItem("Strength", "strength", autocvar_hud_progressbar_strength_color, strengthTime, 30);
+ if(shieldTime)
+ addPowerupItem("Shield", "shield", autocvar_hud_progressbar_shield_color, shieldTime, 30);
+ if(superTime)
+ addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
- vector pos, mySize;
- pos = panel_pos;
- mySize = panel_size;
+ entity item;
+ for(item = Buff_Type_first; item; item = item.enemy)
+ if(allBuffs & item.items)
+ addPowerupItem(item.message, strcat("buff_", item.netname), item.colormod, bound(0, getstatf(STAT_BUFF_TIME) - time, 99), 60);
+
+ if(!powerupItemsCount)
+ return;
+
+ // Draw panel background
+ HUD_Panel_UpdateCvars();
+ HUD_Panel_DrawBg(1);
+
+ // Set drawing area
+ vector pos = panel_pos;
+ vector size = panel_size;
+ bool isVertical = size.y > size.x;
- HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
if(panel_bg_padding)
{
pos += '1 1 0' * panel_bg_padding;
- mySize -= '2 2 0' * panel_bg_padding;
+ size -= '2 2 0' * panel_bg_padding;
}
- float panel_ar = mySize.x/mySize.y;
- bool is_vertical = (panel_ar < 1);
- vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
-
- int superweapons_is = -1;
+ // Find best partitioning of the drawing area
+ const float DESIRED_ASPECT = 6;
+ float aspect = 0, a;
+ int columns = 0, c;
+ int rows = 0, r;
+ int i = 1;
- if(superweapons_time)
+ do
{
- if(strength_time)
- {
- if(shield_time)
- superweapons_is = 0;
- else
- superweapons_is = 2;
- }
- else
- {
- if(shield_time)
- superweapons_is = 1;
- else
- superweapons_is = 2;
- }
- }
+ c = floor(powerupItemsCount / i);
+ r = ceil(powerupItemsCount / c);
+ a = isVertical ? (size.y/r) / (size.x/c) : (size.x/c) / (size.y/r);
- // FIXME handle superweapons here
- if(superweapons_is == 0)
- {
- if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
+ if(i == 1 || fabs(DESIRED_ASPECT - a) < fabs(DESIRED_ASPECT - aspect))
{
- mySize.x *= (1.0 / 3.0);
- superweapons_offset.x = mySize.x;
- if (autocvar_hud_panel_powerups_flip)
- shield_offset.x = 2*mySize.x;
- else
- strength_offset.x = 2*mySize.x;
- }
- else
- {
- mySize.y *= (1.0 / 3.0);
- superweapons_offset.y = mySize.y;
- if (autocvar_hud_panel_powerups_flip)
- shield_offset.y = 2*mySize.y;
- else
- strength_offset.y = 2*mySize.y;
+ aspect = a;
+ columns = c;
+ rows = r;
}
}
- else
+ while(++i <= powerupItemsCount);
+
+ // Prevent single items from getting too wide
+ if(powerupItemsCount == 1 && aspect > DESIRED_ASPECT)
{
- if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
+ if(isVertical)
{
- mySize.x *= 0.5;
- if (autocvar_hud_panel_powerups_flip)
- shield_offset.x = mySize.x;
- else
- strength_offset.x = mySize.x;
+ size.y *= 0.5;
+ pos.y += size.y * 0.5;
}
else
{
- mySize.y *= 0.5;
- if (autocvar_hud_panel_powerups_flip)
- shield_offset.y = mySize.y;
- else
- strength_offset.y = mySize.y;
+ size.x *= 0.5;
+ pos.x += size.x * 0.5;
}
}
- bool shield_baralign, strength_baralign, superweapons_baralign;
- bool shield_iconalign, strength_iconalign, superweapons_iconalign;
+ // Draw items from linked list
+ vector itemPos = pos;
+ vector itemSize = eX * (size.x / columns) + eY * (size.y / rows);
+ vector textColor = '1 1 1';
- if (autocvar_hud_panel_powerups_flip)
- {
- strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
- shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
- strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
- shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
- }
- else
- {
- shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
- strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
- shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
- strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
- }
+ int fullSeconds = 0;
+ int align = 0;
+ int column = 0;
+ int row = 0;
- if(superweapons_is == 0)
- {
- superweapons_iconalign = strength_iconalign;
- superweapons_baralign = 2;
- }
- else if(superweapons_is == 1)
- {
- superweapons_offset = strength_offset;
- superweapons_iconalign = strength_iconalign;
- superweapons_baralign = strength_baralign;
- }
- else // if(superweapons_is == 2)
+ draw_beginBoldFont();
+ for(item = powerupItems; item.count; item = item.chain)
{
- superweapons_offset = shield_offset;
- superweapons_iconalign = shield_iconalign;
- superweapons_baralign = shield_baralign;
- }
+ itemPos = eX * (pos.x + column * itemSize.x) + eY * (pos.y + row * itemSize.y);
- if(shield_time)
- {
- const float maxshield = 30;
- float shield = ceil(shield_time);
+ // Draw progressbar
if(autocvar_hud_panel_powerups_progressbar)
- HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, autocvar_hud_progressbar_shield_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- if(autocvar_hud_panel_powerups_text)
{
- if(shield > 1)
- DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
- if(shield <= 5)
- DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
+ align = getPowerupItemAlign(autocvar_hud_panel_powerups_baralign, column, row, columns, rows, isVertical);
+ HUD_Panel_DrawProgressBar(itemPos, itemSize, "progressbar", item.count / item.lifetime, isVertical, align, item.colormod, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- }
- if(strength_time)
- {
- const float maxstrength = 30;
- float strength = ceil(strength_time);
- if(autocvar_hud_panel_powerups_progressbar)
- HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, autocvar_hud_progressbar_strength_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ // Draw icon and text
if(autocvar_hud_panel_powerups_text)
{
- if(strength > 1)
- DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
- if(strength <= 5)
- DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
+ align = getPowerupItemAlign(autocvar_hud_panel_powerups_iconalign, column, row, columns, rows, isVertical);
+ fullSeconds = ceil(item.count);
+ textColor = '0.6 0.6 0.6' + (item.colormod * 0.4);
+
+ if(item.count > 1)
+ DrawNumIcon(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha);
+ if(item.count <= 5)
+ DrawNumIcon_expanding(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha, bound(0, (fullSeconds - item.count) / 0.5, 1));
}
- }
- if(superweapons_time)
- {
- const float maxsuperweapons = 30;
- float superweapons = ceil(superweapons_time);
- if(autocvar_hud_panel_powerups_progressbar)
- HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, autocvar_hud_progressbar_superweapons_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- if(autocvar_hud_panel_powerups_text)
+ // Determine next section
+ if(isVertical)
{
- if(superweapons > 1)
- DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
- if(superweapons <= 5)
- DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
+ if(++column >= columns)
+ {
+ column = 0;
+ ++row;
+ }
+ }
+ else
+ {
+ if(++row >= rows)
+ {
+ row = 0;
+ ++column;
+ }
}
}
-
draw_endBoldFont();
}
yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
-
+
ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag);
}
}
-// Buffs (#18)
-//
-void HUD_Buffs(void)
-{
- if(intermission == 2) return;
- int buffs = getstati(STAT_BUFFS, 0, 24);
- if(!autocvar__hud_configure)
- {
- if(!autocvar_hud_panel_buffs) return;
- if(spectatee_status == -1) return;
- if(getstati(STAT_HEALTH) <= 0) return;
- if(!buffs) return;
- }
- else
- {
- buffs = Buff_Type_first.items; // force first buff
- }
-
- int b = 0; // counter to tell other functions that we have buffs
- entity e;
- string s = "";
- for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
- {
- ++b;
- string o = strcat(rgb_to_hexcolor(Buff_Color(e.items)), Buff_PrettyName(e.items));
- if(s == "")
- s = o;
- else
- s = strcat(s, " ", o);
- }
-
- HUD_Panel_UpdateCvars();
-
- draw_beginBoldFont();
-
- vector pos, mySize;
- pos = panel_pos;
- mySize = panel_size;
-
- HUD_Panel_DrawBg(bound(0, b, 1));
- if(panel_bg_padding)
- {
- pos += '1 1 0' * panel_bg_padding;
- mySize -= '2 2 0' * panel_bg_padding;
- }
-
- //float panel_ar = mySize_x/mySize_y;
- //bool is_vertical = (panel_ar < 1);
- //float buff_iconalign = autocvar_hud_panel_buffs_iconalign;
- vector buff_offset = '0 0 0';
-
- for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
- {
- //DrawNumIcon(pos + buff_offset, mySize, shield, "shield", is_vertical, buff_iconalign, '1 1 1', 1);
- drawcolorcodedstring_aspect(pos + buff_offset, s, mySize, panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
- }
-
- draw_endBoldFont();
-}
-
-
/*
==================
Main HUD system
int prev_p_health, prev_p_armor;
-#define HUD_PANELS(HUD_PANEL) \
- HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
- HUD_PANEL(AMMO , HUD_Ammo , ammo) \
- HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
- HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
- HUD_PANEL(NOTIFY , HUD_Notify , notify) \
- HUD_PANEL(TIMER , HUD_Timer , timer) \
- HUD_PANEL(RADAR , HUD_Radar , radar) \
- HUD_PANEL(SCORE , HUD_Score , score) \
- HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
- HUD_PANEL(VOTE , HUD_Vote , vote) \
- HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
- HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
- HUD_PANEL(CHAT , HUD_Chat , chat) \
- HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
- HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
- HUD_PANEL(PHYSICS , HUD_Physics , physics) \
- HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
- HUD_PANEL(BUFFS , HUD_Buffs , buffs) \
+#define HUD_PANELS(HUD_PANEL) \
+ HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
+ HUD_PANEL(AMMO , HUD_Ammo , ammo) \
+ HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
+ HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
+ HUD_PANEL(NOTIFY , HUD_Notify , notify) \
+ HUD_PANEL(TIMER , HUD_Timer , timer) \
+ HUD_PANEL(RADAR , HUD_Radar , radar) \
+ HUD_PANEL(SCORE , HUD_Score , score) \
+ HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
+ HUD_PANEL(VOTE , HUD_Vote , vote) \
+ HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
+ HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
+ HUD_PANEL(CHAT , HUD_Chat , chat) \
+ HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
+ HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
+ HUD_PANEL(PHYSICS , HUD_Physics , physics) \
+ HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
HUD_PANEL(MAPVOTE , MapVote_Draw , mapvote) \
// always add new panels to the end of list
HUD_Write_PanelCvar_q("_text");
break;
case HUD_PANEL_POWERUPS:
- HUD_Write_PanelCvar_q("_flip");
HUD_Write_PanelCvar_q("_iconalign");
HUD_Write_PanelCvar_q("_baralign");
HUD_Write_PanelCvar_q("_progressbar");
- HUD_Write_PanelCvar_q("_progressbar_strength");
- HUD_Write_PanelCvar_q("_progressbar_shield");
HUD_Write_PanelCvar_q("_text");
break;
case HUD_PANEL_HEALTHARMOR:
HUD_Write_PanelCvar_q("_fade_subsequent_passtwo_minalpha");
HUD_Write_PanelCvar_q("_fade_subsequent_minfontsize");
HUD_Write_PanelCvar_q("_fade_minfontsize");
- break;
}
HUD_Write("\n");
}
return 0;
}
-
-int Buff_Skin(float buff_id)
+int Buff_Skin(int buff_id)
{
entity e;
for(e = Buff_Type_first; e; e = e.enemy)
return e.model2;
return "";
}
+
+float Buff_Timer(int buff_id)
+{
+ entity e;
+ for(e = Buff_Type_first; e; e = e.enemy)
+ if(buff_id == e.items)
+ return e.buff_time;
+ return 0;
+}
#ifndef BUFFS_H
#define BUFFS_H
+// Welcome to the stuff behind the scenes
+// Below, you will find the list of buffs
+// Add new buffs here!
+// Note: Buffs also need spawnfuncs, which are set below
#include "teams.qh"
#include "util.qh"
.entity enemy; // internal next pointer
int BUFF_LAST = 1;
+int BUFF_ALL;
.int items; // buff ID
.string netname; // buff name
.vector colormod; // buff color
.string model2; // buff sprite
.int skin; // buff skin
+.float buff_time;
+
+// hacky function to return the cvar value only to server - TODO: do this properly!
+float sv_cvar(string cvarname)
+{
+#ifdef SVQC
+ return cvar(cvarname);
+#else
+ return 0;
+#endif
+}
#define REGISTER_BUFF(hname,sname,NAME,bskin,bcolor) \
int BUFF_##NAME; \
{ \
BUFF_##NAME = BUFF_LAST * 2; \
BUFF_LAST = BUFF_##NAME; \
+ BUFF_ALL |= BUFF_##NAME; \
Buff_Type##sname = spawn(); \
Buff_Type##sname.items = BUFF_##NAME; \
Buff_Type##sname.netname = #sname; \
Buff_Type##sname.message = hname; \
Buff_Type##sname.skin = bskin; \
Buff_Type##sname.colormod = bcolor; \
+ Buff_Type##sname.buff_time = sv_cvar(strcat("g_buffs_", #sname, "_time")); \
Buff_Type##sname.model2 = strzone(strcat("buff-", #sname)); \
if(!Buff_Type_first) \
Buff_Type_first = Buff_Type##sname; \
} \
ACCUMULATE_FUNCTION(RegisterBuffs, RegisterBuffs_##sname)
-REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.2 1 0.2');
-REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.3 0.2 1');
-REGISTER_BUFF(_("Speed"),speed,SPEED,9,'1 1 0.2');
-REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.3 1');
-REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.4 0');
-REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0.15 0');
-REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.66 0.66 0.73');
-REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'0.55 0.5 1');
-REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.7 0.2 1');
-REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'1 0.2 0.5');
-REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.9 0.9 0.9');
+REGISTER_BUFF(_("Ammo"),ammo,AMMO,3,'0.76 1 0.1');
+REGISTER_BUFF(_("Resistance"),resistance,RESISTANCE,0,'0.36 1 0.07');
+REGISTER_BUFF(_("Speed"),speed,SPEED,9,'0.1 1 0.84');
+REGISTER_BUFF(_("Medic"),medic,MEDIC,1,'1 0.12 0');
+REGISTER_BUFF(_("Bash"),bash,BASH,5,'1 0.39 0');
+REGISTER_BUFF(_("Vampire"),vampire,VAMPIRE,2,'1 0 0.24');
+REGISTER_BUFF(_("Disability"),disability,DISABILITY,7,'0.94 0.3 1');
+REGISTER_BUFF(_("Vengeance"),vengeance,VENGEANCE,15,'1 0.23 0.61');
+REGISTER_BUFF(_("Jump"),jump,JUMP,10,'0.24 0.78 1');
+REGISTER_BUFF(_("Flight"),flight,FLIGHT,11,'0.33 0.56 1');
+REGISTER_BUFF(_("Invisible"),invisible,INVISIBLE,12,'0.5 0.5 1');
+REGISTER_BUFF(_("Inferno"),inferno,INFERNO,16,'1 0.62 0');
+REGISTER_BUFF(_("Swapper"),swapper,SWAPPER,17,'0.63 0.36 1');
+REGISTER_BUFF(_("Magnet"),magnet,MAGNET,18,'1 0.95 0.18');
#undef REGISTER_BUFF
#ifdef SVQC
BUFF_SPAWNFUNCS(jump, BUFF_JUMP)
BUFF_SPAWNFUNCS(flight, BUFF_FLIGHT)
BUFF_SPAWNFUNCS(invisible, BUFF_INVISIBLE)
+BUFF_SPAWNFUNCS(inferno, BUFF_INFERNO)
+BUFF_SPAWNFUNCS(swapper, BUFF_SWAPPER)
+BUFF_SPAWNFUNCS(magnet, BUFF_MAGNET)
BUFF_SPAWNFUNCS(random, 0)
BUFF_SPAWNFUNC_Q3TA_COMPAT(doubler, BUFF_MEDIC)
-BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
+BUFF_SPAWNFUNC_Q3TA_COMPAT(resistance, BUFF_RESISTANCE)
BUFF_SPAWNFUNC_Q3TA_COMPAT(scout, BUFF_SPEED)
BUFF_SPAWNFUNC_Q3TA_COMPAT(ammoregen, BUFF_AMMO)
BUFF_SPAWNFUNC_Q3TA_COMPAT(haste, BUFF_SPEED)
BUFF_SPAWNFUNC_Q3TA_COMPAT(invis, BUFF_INVISIBLE)
BUFF_SPAWNFUNC_Q3TA_COMPAT(medic, BUFF_MEDIC)
+
+#undef BUFF_SPAWNFUNC
+#undef BUFF_SPAWNFUNC_Q3TA_COMPAT
+#undef BUFF_SPAWNFUNCS
#endif
vector Buff_Color(int buff_id);
int Buff_Type_FromSprite(string buff_sprite);
int Buff_Skin(int buff_id);
string Buff_Sprite(int buff_id);
+float Buff_Timer(int buff_id);
#endif
#define DEATHTYPES \
DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \
- DEATHTYPE(DEATH_BUFF_VENGEANCE, NO_MSG, DEATH_MURDER_VENGEANCE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUFF, NO_MSG, DEATH_MURDER_BUFF, NORMAL_POS) \
DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \
DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) \
MSG_INFO_NOTIF(2, INFO_SUPERSPEC_MISSING_UID, 0, 0, "", "", "", _("^F2You lack a UID, superspec options will not be saved/restored"), "") \
MSG_INFO_NOTIF(1, INFO_CA_JOIN_LATE, 0, 0, "", "", "", _("^F1Round already started, you will join the game in the next round"), "") \
MSG_INFO_NOTIF(1, INFO_CA_LEAVE, 0, 0, "", "", "", _("^F2You will spectate in the next round"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_BUFF, 3, 3, "spree_inf s1 s2 f3buffname s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was killed by ^BG%s^K1's ^BG%s^K1 buff ^K1%s%s"), _("^BG%s%s^K1 was scored against by ^BG%s^K1's ^BG%s^K1 buff ^K1%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_CHEAT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was unfairly eliminated by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_DROWN, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_water", _("^BG%s%s^K1 was drowned by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FALL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_fall", _("^BG%s%s^K1 was grounded by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_DEATH, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 got caught in the blast when ^BG%s^K1's Racer exploded%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_GUN, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was bolted down by ^BG%s^K1's Racer%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VH_WAKI_ROCKET, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 couldn't find shelter from ^BG%s^K1's Racer%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VENGEANCE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was destroyed by the vengeful ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_VOID, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_void", _("^BG%s%s^K1 was thrown into a world of hurt by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_AUTOTEAMCHANGE, 2, 1, "s1 s2loc death_team", "", "", _("^BG%s^K1 was moved into the %s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_BETRAYAL, 2, 1, "s1 s2loc spree_lost", "s1", "notify_teamkill_red", _("^BG%s^K1 became enemies with the Lord of Teamplay%s%s"), "") \
MULTITEAM_MULTI##teams(default,prefix,anncepre,infopre,centerpre)
#define MSG_MULTI_NOTIFICATIONS \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_BUFF, NO_MSG, INFO_DEATH_MURDER_BUFF, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_CHEAT, NO_MSG, INFO_DEATH_MURDER_CHEAT, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_DROWN, NO_MSG, INFO_DEATH_MURDER_DROWN, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FALL, NO_MSG, INFO_DEATH_MURDER_FALL, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_DEATH, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_DEATH, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_GUN, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_GUN, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VH_WAKI_ROCKET, NO_MSG, INFO_DEATH_MURDER_VH_WAKI_ROCKET, NO_MSG) \
- MSG_MULTI_NOTIF(1, DEATH_MURDER_VENGEANCE, NO_MSG, INFO_DEATH_MURDER_VENGEANCE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_VOID, NO_MSG, INFO_DEATH_MURDER_VOID, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, INFO_DEATH_SELF_AUTOTEAMCHANGE, CENTER_DEATH_SELF_AUTOTEAMCHANGE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_BETRAYAL, NO_MSG, INFO_DEATH_SELF_BETRAYAL, CENTER_DEATH_SELF_BETRAYAL) \
ARG_CASE(ARG_CS_SV, "spree_lost", (autocvar_notification_show_sprees ? notif_arg_spree_inf(-2, "", "", f1) : "")) \
ARG_CASE(ARG_CS_SV, "item_wepname", WEP_NAME(f1)) \
ARG_CASE(ARG_CS_SV, "item_buffname", sprintf("%s%s", rgb_to_hexcolor(Buff_Color(f1)), Buff_PrettyName(f1))) \
+ ARG_CASE(ARG_CS_SV, "f3buffname", sprintf("%s%s", rgb_to_hexcolor(Buff_Color(f3)), Buff_PrettyName(f3))) \
ARG_CASE(ARG_CS_SV, "item_wepammo", (s1 != "" ? sprintf(_(" with %s"), s1) : "")) \
ARG_CASE(ARG_DC, "item_centime", ftos(autocvar_notification_item_centerprinttime)) \
ARG_CASE(ARG_SV, "death_team", Team_ColoredFullName(f1)) \
const int STAT_OK_AMMO_CHARGEPOOL = 86;
const int STAT_FROZEN = 87;
const int STAT_REVIVE_PROGRESS = 88;
-const int STAT_WEAPONSINMAP = 89;
-const int STAT_WEAPONSINMAP2 = 90;
-const int STAT_WEAPONSINMAP3 = 91;
-const int STAT_CTF_FLAGSTATUS = 92;
-// 93 empty?
-// 94 empty?
+const int STAT_BUFF_TIME = 90;
+const int STAT_WEAPONSINMAP = 91;
+const int STAT_WEAPONSINMAP2 = 92;
+const int STAT_WEAPONSINMAP3 = 93;
+const int STAT_CTF_FLAGSTATUS = 94;
// 95 empty?
// 96 empty?
// 97 empty?
// accelerate
makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
- velspeed = WEP_CVAR(devastator, speed) * g_weaponspeedfactor - (self.velocity * v_forward);
+ velspeed = WEP_CVAR(devastator, speed) * W_WeaponSpeedFactor() - (self.velocity * v_forward);
if(velspeed > 0)
- self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * g_weaponspeedfactor * frametime, velspeed);
+ self.velocity = self.velocity + v_forward * min(WEP_CVAR(devastator, speedaccel) * W_WeaponSpeedFactor() * frametime, velspeed);
// laser guided, or remote detonation
if(self.realowner.weapon == WEP_DEVASTATOR)
#include "xonotic/dialog_credits.qc"
#include "xonotic/dialog_firstrun.qc"
#include "xonotic/dialog_hudpanel_ammo.qc"
-#include "xonotic/dialog_hudpanel_buffs.qc"
#include "xonotic/dialog_hudpanel_centerprint.qc"
#include "xonotic/dialog_hudpanel_chat.qc"
#include "xonotic/dialog_hudpanel_engineinfo.qc"
+++ /dev/null
-#ifndef DIALOG_HUDPANEL_BUFFS_H
-#define DIALOG_HUDPANEL_BUFFS_H
-#include "rootdialog.qc"
-CLASS(XonoticHUDBuffsDialog, XonoticRootDialog)
- METHOD(XonoticHUDBuffsDialog, fill, void(entity))
- ATTRIB(XonoticHUDBuffsDialog, title, string, _("Buffs Panel"))
- ATTRIB(XonoticHUDBuffsDialog, color, vector, SKINCOLOR_DIALOG_TEAMSELECT)
- ATTRIB(XonoticHUDBuffsDialog, intendedWidth, float, 0.4)
- ATTRIB(XonoticHUDBuffsDialog, rows, float, 15)
- ATTRIB(XonoticHUDBuffsDialog, columns, float, 4)
- ATTRIB(XonoticHUDBuffsDialog, name, string, "HUDbuffs")
- ATTRIB(XonoticHUDBuffsDialog, requiresConnection, float, true)
-ENDCLASS(XonoticHUDBuffsDialog)
-#endif
-
-#ifdef IMPLEMENTATION
-void XonoticHUDBuffsDialog_fill(entity me)
-{
- entity e;
- string panelname = "buffs";
-
- DIALOG_HUDPANEL_COMMON();
-}
-#endif
ATTRIB(XonoticHUDPowerupsDialog, title, string, _("Powerups Panel"))
ATTRIB(XonoticHUDPowerupsDialog, color, vector, SKINCOLOR_DIALOG_TEAMSELECT)
ATTRIB(XonoticHUDPowerupsDialog, intendedWidth, float, 0.4)
- ATTRIB(XonoticHUDPowerupsDialog, rows, float, 15)
+ ATTRIB(XonoticHUDPowerupsDialog, rows, float, 14)
ATTRIB(XonoticHUDPowerupsDialog, columns, float, 4)
ATTRIB(XonoticHUDPowerupsDialog, name, string, "HUDpowerups")
ATTRIB(XonoticHUDPowerupsDialog, requiresConnection, float, true)
me.TD(me, 1, 0.95, e = makeXonoticRadioButton(3, "hud_panel_powerups_iconalign", "1", _("Right")));
me.TD(me, 1, 0.95, e = makeXonoticRadioButton(3, "hud_panel_powerups_iconalign", "2", _("Inward")));
me.TD(me, 1, 0.95, e = makeXonoticRadioButton(3, "hud_panel_powerups_iconalign", "3", _("Outward")));
- me.TR(me);
- me.TD(me, 1, 4, e = makeXonoticCheckBox(0, "hud_panel_powerups_flip", _("Flip strength and shield positions")));
}
#endif
i.configureDialog(i);
me.addItemRightCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
- i = NEW(XonoticHUDBuffsDialog);
- i.configureDialog(i);
- me.addItemRightCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
-
// dialogs used by settings
me.userbindEditDialog = i = NEW(XonoticUserbindEditDialog);
bool autocvar_g_physics_clientselect;
string autocvar_g_physics_clientselect_options;
string autocvar_g_physics_clientselect_default;
+bool autocvar_g_buffs_effects;
float autocvar_g_buffs_waypoint_distance;
bool autocvar_g_buffs_randomize;
float autocvar_g_buffs_random_lifetime;
float autocvar_g_buffs_vengeance_damage_multiplier;
float autocvar_g_buffs_bash_force;
float autocvar_g_buffs_bash_force_self;
-float autocvar_g_buffs_disability_time;
+float autocvar_g_buffs_disability_slowtime;
float autocvar_g_buffs_disability_speed;
float autocvar_g_buffs_disability_rate;
+float autocvar_g_buffs_disability_weaponspeed;
float autocvar_g_buffs_speed_speed;
float autocvar_g_buffs_speed_rate;
+float autocvar_g_buffs_speed_weaponspeed;
float autocvar_g_buffs_speed_damage_take;
float autocvar_g_buffs_speed_regen;
float autocvar_g_buffs_vampire_damage_steal;
float autocvar_g_buffs_invisible_alpha;
float autocvar_g_buffs_flight_gravity;
float autocvar_g_buffs_jump_height;
+float autocvar_g_buffs_inferno_burntime_factor;
+float autocvar_g_buffs_inferno_burntime_min_time;
+float autocvar_g_buffs_inferno_burntime_target_damage;
+float autocvar_g_buffs_inferno_burntime_target_time;
+float autocvar_g_buffs_inferno_damagemultiplier;
+float autocvar_g_buffs_swapper_range;
+float autocvar_g_buffs_magnet_range_item;
float autocvar_sv_player_scale;
#endif
hf = self.dphitcontentsmask;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- shotspeed *= g_weaponspeedfactor;
- shotspeedupward *= g_weaponspeedfactor;
+ shotspeed *= W_WeaponSpeedFactor();
+ shotspeedupward *= W_WeaponSpeedFactor();
if (!shotspeed)
{
dprint("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " shotspeed is zero!\n");
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
+#include "../common/buffs.qh"
#include "../common/constants.qh"
#include "../common/deathtypes.qh"
#include "../common/notifications.qh"
);
}
+ float f3 = 0;
+ if(deathtype == DEATH_BUFF)
+ f3 = attacker.buffs;
+
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, 0);
+ Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
}
}
// count the damage
if(attacker)
if(!targ.deadflag)
- if(deathtype != DEATH_BUFF_VENGEANCE)
+ if(deathtype != DEATH_BUFF)
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
RadiusDamage_running = 0;
if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
return total_damage_to_creatures;
}
}
}
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
return max(0, totaldamage - mindamage); // can never be negative, but to make sure
}
else
e.fire_owner = o;
e.fire_hitsound = false;
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
return d;
}
}
// INPUT, OUTPUT:
float weapon_rate;
+MUTATOR_HOOKABLE(WeaponSpeedFactor);
+ // allows changing weapon speed (projectiles mostly)
+ // INPUT, OUTPUT:
+ //float ret_float;
+
MUTATOR_HOOKABLE(SetStartItems);
// adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
+#include "../../common/triggers/target/music.qh"
#include "mutator_buffs.qh"
#include "../_all.qh"
#include "../../common/buffs.qh"
-.float lifetime;
-
float buffs_BuffModel_Customize()
{
entity player, myowner;
return true;
}
+void buffs_BuffModel_Spawn(entity player)
+{
+ player.buff_model = spawn();
+ setmodel(player.buff_model, BUFF_MODEL);
+ setsize(player.buff_model, '0 0 -40', '0 0 40');
+ setattachment(player.buff_model, player, "");
+ setorigin(player.buff_model, '0 0 1' * (player.buff_model.maxs.z * 1));
+ player.buff_model.owner = player;
+ player.buff_model.scale = 0.7;
+ player.buff_model.pflags = PFLAGS_FULLDYNAMIC;
+ player.buff_model.light_lev = 200;
+ player.buff_model.customizeentityforclient = buffs_BuffModel_Customize;
+}
+
+vector buff_GlowColor(entity buff)
+{
+ //if(buff.team) { return Team_ColorRGB(buff.team); }
+ return buff.color;
+}
+
+void buff_Effect(entity player, string eff)
+{
+ if(!autocvar_g_buffs_effects) { return; }
+
+ if(time >= self.buff_effect_delay)
+ {
+ pointparticles(particleeffectnum(eff), player.origin + ((player.mins + player.maxs) * 0.5), '0 0 0', 1);
+ self.buff_effect_delay = time + 0.05; // prevent spam
+ }
+}
+
// buff item
float buff_Waypoint_visible_for_player(entity plr)
{
for(e = Buff_Type_first; e; e = e.enemy)
if(buff_Available(e.items))
{
- RandomSelection_Add(world, e.items, string_null, 1, 1 / e.count); // if it's already been chosen, give it a lower priority
+ RandomSelection_Add(world, e.items, string_null, 1, max(0.2, 1 / e.count)); // if it's already been chosen, give it a lower priority
e.count += 1;
}
ent.buffs = RandomSelection_chosen_float;
if(self.buffs != self.oldbuffs)
{
self.color = Buff_Color(self.buffs);
- self.glowmod = ((self.team) ? Team_ColorRGB(self.team) + '0.1 0.1 0.1' : self.color);
+ self.glowmod = buff_GlowColor(self);
self.skin = Buff_Skin(self.buffs);
- setmodel(self, "models/relics/relic.md3");
+ setmodel(self, BUFF_MODEL);
if(self.buff_waypoint)
{
if(autocvar_g_buffs_randomize)
buff_NewType(self, self.buffs);
- if(autocvar_g_buffs_random_location || (self.spawnflags & 1))
+ if(autocvar_g_buffs_random_location || (self.spawnflags & 64))
buff_Respawn(self);
}
}
}
- if(!self.buff_active)
- {
- self.alpha = 0.3;
- self.effects &= ~(EF_FULLBRIGHT);
- self.pflags = 0;
- }
- else
+ if(self.buff_active)
{
- self.alpha = 1;
- self.effects |= EF_FULLBRIGHT;
- self.light_lev = 220 + 36 * sin(time);
- self.pflags = PFLAGS_FULLDYNAMIC;
-
if(self.team && !self.buff_waypoint)
buff_Waypoint_Spawn(self);
buff_Waypoint_Reset();
self.buff_activetime_updated = false;
- if(autocvar_g_buffs_random_location || (self.spawnflags & 1))
+ if(autocvar_g_buffs_random_location || (self.spawnflags & 64))
buff_Respawn(self);
}
+float buff_Customize()
+{
+ entity player = WaypointSprite_getviewentity(other);
+ if(!self.buff_active || (self.team && DIFF_TEAM(player, self)))
+ {
+ self.alpha = 0.3;
+ if(self.effects & EF_FULLBRIGHT) { self.effects &= ~(EF_FULLBRIGHT); }
+ self.pflags = 0;
+ }
+ else
+ {
+ self.alpha = 1;
+ if(!(self.effects & EF_FULLBRIGHT)) { self.effects |= EF_FULLBRIGHT; }
+ self.light_lev = 220 + 36 * sin(time);
+ self.pflags = PFLAGS_FULLDYNAMIC;
+ }
+ return true;
+}
+
void buff_Init(entity ent)
{
- if(!cvar("g_buffs")) { remove(self); return; }
+ if(!cvar("g_buffs")) { remove(ent); return; }
- if(!teamplay && self.team) { self.team = 0; }
+ if(!teamplay && ent.team) { ent.team = 0; }
entity oldself = self;
self = ent;
self.skin = Buff_Skin(self.buffs);
self.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+ self.customizeentityforclient = buff_Customize;
//self.gravity = 100;
self.color = Buff_Color(self.buffs);
- self.glowmod = ((self.team) ? Team_ColorRGB(self.team) + '0.1 0.1 0.1' : self.color);
+ self.glowmod = buff_GlowColor(self);
buff_SetCooldown(autocvar_g_buffs_cooldown_activate + game_starttime);
self.buff_active = !self.buff_activetime;
self.pflags = PFLAGS_FULLDYNAMIC;
+ if(self.spawnflags & 1)
+ self.noalign = true;
+
if(self.noalign)
self.movetype = MOVETYPE_NONE; // reset by random location
- setmodel(self, "models/relics/relic.md3");
+ setmodel(self, BUFF_MODEL);
setsize(self, BUFF_MIN, BUFF_MAX);
- if(cvar("g_buffs_random_location") || (self.spawnflags & 1))
+ if(cvar("g_buffs_random_location") || (self.spawnflags & 64))
buff_Respawn(self);
self = oldself;
{
setorigin(ent, old.origin);
ent.angles = old.angles;
- ent.noalign = old.noalign;
+ ent.noalign = (old.noalign || (old.spawnflags & 1));
buff_Init(ent);
}
+void buff_Vengeance_DelayedDamage()
+{
+ if(self.enemy)
+ Damage(self.enemy, self.owner, self.owner, self.dmg, DEATH_BUFF, self.enemy.origin, '0 0 0');
+
+ remove(self);
+ return;
+}
+
+float buff_Inferno_CalculateTime(float x, float offset_x, float offset_y, float intersect_x, float intersect_y, float base)
+{
+ return offset_y + (intersect_y - offset_y) * logn(((x - offset_x) * ((base - 1) / intersect_x)) + 1, base);
+}
+
// mutator hooks
MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_SplitHealthArmor)
{
- if(frag_deathtype == DEATH_BUFF_VENGEANCE) { return false; } // oh no you don't
+ if(frag_deathtype == DEATH_BUFF) { return false; }
if(frag_target.buffs & BUFF_RESISTANCE)
{
return false;
}
-void buff_Vengeance_DelayedDamage()
-{
- if(self.enemy)
- Damage(self.enemy, self.owner, self.owner, self.dmg, DEATH_BUFF_VENGEANCE, self.enemy.origin, '0 0 0');
-
- remove(self);
- return;
-}
-
MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_Calculate)
{
- if(frag_deathtype == DEATH_BUFF_VENGEANCE) { return false; } // oh no you don't
+ if(frag_deathtype == DEATH_BUFF) { return false; }
if(frag_target.buffs & BUFF_SPEED)
if(frag_target != frag_attacker)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_attacker)
if(random() <= autocvar_g_buffs_medic_survive_chance)
- if(frag_target.health - autocvar_g_buffs_medic_survive_health > 0) // not if the final result would be less than 0, medic must get health
- frag_damage = frag_target.health - autocvar_g_buffs_medic_survive_health;
+ frag_damage = max(5, frag_target.health - autocvar_g_buffs_medic_survive_health);
+
+ if(frag_target.buffs & BUFF_JUMP)
+ if(frag_deathtype == DEATH_FALL)
+ frag_damage = 0;
if(frag_target.buffs & BUFF_VENGEANCE)
if(frag_attacker)
if(frag_attacker.buffs & BUFF_DISABILITY)
if(frag_target != frag_attacker)
- frag_target.buff_disability_time = time + autocvar_g_buffs_disability_time;
+ frag_target.buff_disability_time = time + autocvar_g_buffs_disability_slowtime;
if(frag_attacker.buffs & BUFF_MEDIC)
+ if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC)
if(SAME_TEAM(frag_attacker, frag_target))
if(frag_attacker != frag_target)
{
frag_damage = 0;
}
+ if(frag_attacker.buffs & BUFF_INFERNO)
+ if(frag_target != frag_attacker) {
+ float time = buff_Inferno_CalculateTime(
+ frag_damage,
+ 0,
+ autocvar_g_buffs_inferno_burntime_min_time,
+ autocvar_g_buffs_inferno_burntime_target_damage,
+ autocvar_g_buffs_inferno_burntime_target_time,
+ autocvar_g_buffs_inferno_burntime_factor
+ );
+ Fire_AddDamage(frag_target, frag_attacker, (frag_damage * autocvar_g_buffs_inferno_damagemultiplier) * time, time, DEATH_BUFF);
+ }
+
// this... is ridiculous (TODO: fix!)
if(frag_attacker.buffs & BUFF_VAMPIRE)
if(!frag_target.vehicle)
+ if(DEATH_WEAPONOF(frag_deathtype) != WEP_ARC)
if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
if(frag_target.deadflag == DEAD_NO)
if(IS_PLAYER(frag_target) || (frag_target.flags & FL_MONSTER))
if(!frag_target.frozen)
if(frag_target.takedamage)
if(DIFF_TEAM(frag_attacker, frag_target))
+ {
frag_attacker.health = bound(0, frag_attacker.health + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.health), g_pickup_healthsmall_max);
+ if(frag_target.armorvalue)
+ frag_attacker.armorvalue = bound(0, frag_attacker.armorvalue + bound(0, frag_damage * autocvar_g_buffs_vampire_damage_steal, frag_target.armorvalue), g_pickup_armorsmall_max);
+ }
return false;
}
self.stat_sv_airspeedlimit_nonqw *= autocvar_g_buffs_disability_speed;
}
+ if(self.buffs & BUFF_JUMP)
+ {
+ // automatically reset, no need to worry
+ self.stat_sv_jumpvelocity = autocvar_g_buffs_jump_height;
+ }
+
return false;
}
return false;
}
+MUTATOR_HOOKFUNCTION(buffs_PlayerThrowKey)
+{
+ if(MUTATOR_RETURNVALUE || gameover) { return false; }
+
+ if(self.buffs & BUFF_SWAPPER)
+ {
+ float best_distance = autocvar_g_buffs_swapper_range;
+ entity closest = world;
+ entity player;
+ FOR_EACH_PLAYER(player)
+ if(DIFF_TEAM(self, player))
+ if(player.deadflag == DEAD_NO && !player.frozen && !player.vehicle)
+ if(vlen(self.origin - player.origin) <= best_distance)
+ {
+ best_distance = vlen(self.origin - player.origin);
+ closest = player;
+ }
+
+ if(closest)
+ {
+ vector my_org, my_vel, my_ang, their_org, their_vel, their_ang;
+
+ my_org = self.origin;
+ my_vel = self.velocity;
+ my_ang = self.angles;
+ their_org = closest.origin;
+ their_vel = closest.velocity;
+ their_ang = closest.angles;
+
+ if(closest.ballcarried)
+ if(g_keepaway) { ka_DropEvent(closest); }
+ else { DropBall(closest.ballcarried, closest.origin, closest.velocity);}
+ if(closest.flagcarried) { ctf_Handle_Throw(closest, world, DROP_THROW); }
+ if(closest.nade) { toss_nade(closest, '0 0 0', time + 0.05); }
+
+ MUTATOR_CALLHOOK(PortalTeleport); // initiate flag dropper
+
+ setorigin(self, their_org);
+ setorigin(closest, my_org);
+
+ closest.velocity = my_vel;
+ closest.angles = my_ang;
+ closest.fixangle = true;
+ closest.oldorigin = my_org;
+ closest.oldvelocity = my_vel;
+ self.velocity = their_vel;
+ self.angles = their_ang;
+ self.fixangle = true;
+ self.oldorigin = their_org;
+ self.oldvelocity = their_vel;
+
+ // set pusher so self gets the kill if they fall into void
+ closest.pusher = self;
+ closest.pushltime = time + autocvar_g_maxpushtime;
+ closest.istypefrag = closest.BUTTON_CHAT;
+
+ pointparticles(particleeffectnum("electro_combo"), their_org, '0 0 0', 1);
+ pointparticles(particleeffectnum("electro_combo"), my_org, '0 0 0', 1);
+
+ sound(self, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NORM);
+ sound(closest, CH_TRIGGER, "keepaway/respawn.wav", VOL_BASE, ATTEN_NORM);
+
+ // TODO: add a counter to handle how many times one can teleport, and a delay to prevent spam
+ self.buffs = 0;
+ return true;
+ }
+ }
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(buffs_RemovePlayer)
{
if(self.buff_model)
return false;
}
+MUTATOR_HOOKFUNCTION(buffs_WeaponSpeed)
+{
+ if(self.buffs & BUFF_SPEED)
+ ret_float *= autocvar_g_buffs_speed_weaponspeed;
+
+ if(time < self.buff_disability_time)
+ ret_float *= autocvar_g_buffs_disability_weaponspeed;
+
+ return false;
+}
+
MUTATOR_HOOKFUNCTION(buffs_PlayerThink)
{
if(gameover || self.deadflag != DEAD_NO) { return false; }
self.buff_disability_effect_time = time + 0.5;
}
- if(self.frozen)
+ // handle buff lost status
+ // 1: notify everyone else
+ // 2: notify carrier as well
+ int buff_lost = 0;
+
+ if(self.buff_time)
+ if(time >= self.buff_time)
+ buff_lost = 2;
+
+ if(self.frozen) { buff_lost = 1; }
+
+ if(buff_lost)
{
if(self.buffs)
{
Send_Notification(NOTIF_ALL_EXCEPT, self, MSG_INFO, INFO_ITEM_BUFF_LOST, self.netname, self.buffs);
+ if(buff_lost >= 2)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_BUFF_DROP, self.buffs); // TODO: special timeout message?
+ sound(self, CH_TRIGGER, "relics/relic_effect.wav", VOL_BASE, ATTN_NORM);
+ }
self.buffs = 0;
}
}
+ if(self.buffs & BUFF_MAGNET)
+ {
+ vector pickup_size = '1 1 1' * autocvar_g_buffs_magnet_range_item;
+ for(other = world; (other = findflags(other, flags, FL_ITEM)); )
+ if(boxesoverlap(self.absmin - pickup_size, self.absmax + pickup_size, other.absmin, other.absmax))
+ {
+ entity oldself = self;
+ self = other;
+ other = oldself;
+ if(self.touch)
+ self.touch();
+ other = self;
+ self = oldself;
+ }
+ }
+
+ if(self.buffs & BUFF_AMMO)
+ if(self.clip_size)
+ self.clip_load = self.(weapon_load[self.switchweapon]) = self.clip_size;
+
if((self.buffs & BUFF_INVISIBLE) && (self.oldbuffs & BUFF_INVISIBLE))
if(self.alpha != autocvar_g_buffs_invisible_alpha)
- self.alpha = autocvar_g_buffs_invisible_alpha;
+ self.alpha = autocvar_g_buffs_invisible_alpha; // powerups reset alpha, so we must enforce this (TODO)
+
+#define BUFF_ONADD(b) if((self.buffs & (b)) && !(self.oldbuffs & (b)))
+#define BUFF_ONREM(b) if(!(self.buffs & (b)) && (self.oldbuffs & (b)))
if(self.buffs != self.oldbuffs)
{
- if(self.oldbuffs & BUFF_AMMO)
+ if(self.buffs && Buff_Timer(self.buffs))
+ self.buff_time = time + Buff_Timer(self.buffs);
+ else
+ self.buff_time = 0;
+
+ BUFF_ONADD(BUFF_AMMO)
+ {
+ self.buff_ammo_prev_infitems = (self.items & IT_UNLIMITED_WEAPON_AMMO);
+ self.items |= IT_UNLIMITED_WEAPON_AMMO;
+
+ if(self.clip_load)
+ self.buff_ammo_prev_clipload = self.clip_load;
+ self.clip_load = self.(weapon_load[self.switchweapon]) = self.clip_size;
+ }
+
+ BUFF_ONREM(BUFF_AMMO)
{
if(self.buff_ammo_prev_infitems)
self.items |= IT_UNLIMITED_WEAPON_AMMO;
else
self.items &= ~IT_UNLIMITED_WEAPON_AMMO;
- }
- else if(self.buffs & BUFF_AMMO)
- {
- self.buff_ammo_prev_infitems = (self.items & IT_UNLIMITED_WEAPON_AMMO);
- self.items |= IT_UNLIMITED_WEAPON_AMMO;
- if(!self.ammo_shells) { self.ammo_shells = 20; }
- if(!self.ammo_cells) { self.ammo_cells = 20; }
- if(!self.ammo_rockets) { self.ammo_rockets = 20; }
- if(!self.ammo_nails) { self.ammo_nails = 20; }
- if(!self.ammo_fuel) { self.ammo_fuel = 20; }
+
+ if(self.buff_ammo_prev_clipload)
+ self.clip_load = self.buff_ammo_prev_clipload;
}
- if(self.oldbuffs & BUFF_INVISIBLE)
+ BUFF_ONADD(BUFF_INVISIBLE)
{
if(time < self.strength_finished && g_instagib)
self.alpha = autocvar_g_instagib_invis_alpha;
else
self.alpha = self.buff_invisible_prev_alpha;
- }
- else if(self.buffs & BUFF_INVISIBLE)
- {
- if(time < self.strength_finished && g_instagib)
- self.buff_invisible_prev_alpha = default_player_alpha;
- else
- self.buff_invisible_prev_alpha = self.alpha;
self.alpha = autocvar_g_buffs_invisible_alpha;
}
- if(self.oldbuffs & BUFF_FLIGHT)
- self.gravity = self.buff_flight_prev_gravity;
- else if(self.buffs & BUFF_FLIGHT)
+ BUFF_ONREM(BUFF_INVISIBLE)
+ self.alpha = self.buff_invisible_prev_alpha;
+
+ BUFF_ONADD(BUFF_FLIGHT)
{
self.buff_flight_prev_gravity = self.gravity;
self.gravity = autocvar_g_buffs_flight_gravity;
}
+ BUFF_ONREM(BUFF_FLIGHT)
+ self.gravity = self.buff_flight_prev_gravity;
+
self.oldbuffs = self.buffs;
if(self.buffs)
{
if(!self.buff_model)
- {
- self.buff_model = spawn();
- setmodel(self.buff_model, "models/relics/relic.md3");
- setsize(self.buff_model, '0 0 -40', '0 0 40');
- setattachment(self.buff_model, self, "");
- setorigin(self.buff_model, '0 0 1' * (self.buff_model.maxs.z * 1));
- self.buff_model.owner = self;
- self.buff_model.scale = 0.7;
- self.buff_model.pflags = PFLAGS_FULLDYNAMIC;
- self.buff_model.light_lev = 200;
- self.buff_model.customizeentityforclient = buffs_BuffModel_Customize;
- }
+ buffs_BuffModel_Spawn(self);
+
self.buff_model.color = Buff_Color(self.buffs);
- self.buff_model.glowmod = ((self.buff_model.team) ? Team_ColorRGB(self.buff_model.team) + '0.1 0.1 0.1' : self.buff_model.color);
+ self.buff_model.glowmod = buff_GlowColor(self.buff_model);
self.buff_model.skin = Buff_Skin(self.buffs);
self.effects |= EF_NOSHADOW;
self.buff_model.alpha = self.alpha;
}
+#undef BUFF_ONADD
+#undef BUFF_ONREM
return false;
}
for(i = 0; i < autocvar_g_buffs_spawn_count; ++i)
{
entity e = spawn();
- e.spawnflags |= 1; // always randomize
+ e.spawnflags |= 64; // always randomize
e.velocity = randomvec() * 250; // this gets reset anyway if random location works
buff_Init(e);
}
void buffs_Initialize()
{
- precache_model("models/relics/relic.md3");
+ precache_model(BUFF_MODEL);
precache_sound("misc/strength_respawn.wav");
precache_sound("misc/shield_respawn.wav");
precache_sound("relics/relic_effect.wav");
precache_sound("keepaway/respawn.wav");
addstat(STAT_BUFFS, AS_INT, buffs);
+ addstat(STAT_BUFF_TIME, AS_FLOAT, buff_time);
InitializeEntity(world, buffs_DelayedInit, INITPRIO_FINDTARGET);
}
MUTATOR_HOOK(VehicleExit, buffs_VehicleExit, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerRegen, buffs_PlayerRegen, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, buffs_PlayerDies, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerUseKey, buffs_PlayerUseKey, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerUseKey, buffs_PlayerUseKey, CBC_ORDER_FIRST);
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, buffs_PlayerThrowKey, CBC_ORDER_ANY);
MUTATOR_HOOK(MakePlayerObserver, buffs_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, buffs_RemovePlayer, CBC_ORDER_ANY);
- MUTATOR_HOOK(OnEntityPreSpawn, buffs_OnEntityPreSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(OnEntityPreSpawn, buffs_OnEntityPreSpawn, CBC_ORDER_LAST);
MUTATOR_HOOK(CustomizeWaypoint, buffs_CustomizeWaypoint, CBC_ORDER_ANY);
MUTATOR_HOOK(WeaponRateFactor, buffs_WeaponRate, CBC_ORDER_ANY);
+ MUTATOR_HOOK(WeaponSpeedFactor, buffs_WeaponSpeed, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, buffs_PlayerThink, CBC_ORDER_ANY);
MUTATOR_HOOK(GetCvars, buffs_GetCvars, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, buffs_BuildMutatorsString, CBC_ORDER_ANY);
//
// ammo
.float buff_ammo_prev_infitems;
+.int buff_ammo_prev_clipload;
// invisible
.float buff_invisible_prev_alpha;
// flight
// disability
.float buff_disability_time;
.float buff_disability_effect_time;
+// common buff variables
+.float buff_effect_delay;
// buff definitions
.float buff_active;
.float buff_activetime;
.float buff_activetime_updated;
.entity buff_waypoint;
-.float oldbuffs; // for updating effects
+.int oldbuffs; // for updating effects
.entity buff_model; // controls effects (TODO: make csqc)
+const string BUFF_MODEL = "models/relics/relic.md3";
+
const vector BUFF_MIN = ('-16 -16 -20');
const vector BUFF_MAX = ('16 16 20');
float mspeed;
vector outvelocity;
- mvelocity = mvelocity * g_weaponspeedfactor;
+ mvelocity = mvelocity * W_WeaponSpeedFactor();
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
return t;
}
+float W_WeaponSpeedFactor()
+{
+ float t;
+ t = 1.0 * g_weaponspeedfactor;
+
+ ret_float = t;
+ MUTATOR_CALLHOOK(WeaponSpeedFactor);
+ t = ret_float;
+
+ return t;
+}
+
void(float fr, float t, void() func) weapon_thinkf;
float W_WeaponRateFactor();
+float W_WeaponSpeedFactor();
+
float weapon_prepareattack(float secondary, float attacktime);
float weapon_prepareattack_check(float secondary, float attacktime);
{
return x * pow(2, e);
}
+float logn(float x, float base)
+{
+ return log(x) / log(base);
+}
float log10(float x)
{
return log(x) * M_LOG10E;
int ilogb(float x);
float ldexp(float x, int e);
//float log(float x);
+float logn(float x, float base);
float log10(float x);
float log1p(float x);
float log2(float x);
models/relics/relic
{
dpreflectcube cubemaps/default/sky
- {
- map models/relics/relic.tga
+ {
+ map models/relics/relic
rgbgen lightingDiffuse
}
}
+
models/relics/relic_ring
{
- {
- map models/relics/relic_ring.tga
+ {
+ map models/relics/relic_ring
blendfunc GL_SRC_ALPHA GL_ONE
rgbgen lightingDiffuse
}
}
-models/relics/sign_resistance
+
+models/relics/sign_ammo
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_resistance.tga
+ nopicmip
+ {
+ map models/relics/sign_ammo
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_regeneration
+
+models/relics/sign_bash
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_regeneration.tga
+ nopicmip
+ {
+ map models/relics/sign_bash
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_vampire
+
+models/relics/sign_blessed
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_vampire.tga
+ nopicmip
+ {
+ map models/relics/sign_blessed
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_ammo
-{
- cull none
- {
- map models/relics/sign_ammo.tga
- blendfunc add
- rgbgen lightingDiffuse
- }
-}
-models/relics/sign_damage
+
+models/relics/sign_disability
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_damage.tga
+ nopicmip
+ {
+ map models/relics/sign_disability
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_splashdamage
+
+models/relics/sign_flight
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_splashdamage.tga
+ nopicmip
+ {
+ map models/relics/sign_flight
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_firingspeed
+
+models/relics/sign_inferno
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_firingspeed.tga
+ nopicmip
+ {
+ map models/relics/sign_inferno
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_disability
+
+models/relics/sign_invisible
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_disability.tga
+ nopicmip
+ {
+ map models/relics/sign_invisible
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_teamboost
+
+models/relics/sign_jump
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_teamboost.tga
+ nopicmip
+ {
+ map models/relics/sign_jump
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_speed
+
+models/relics/sign_magnet
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_speed.tga
+ nopicmip
+ {
+ map models/relics/sign_magnet
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_jump
+
+models/relics/sign_medic
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_jump.tga
+ nopicmip
+ {
+ map models/relics/sign_medic
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_flight
+
+models/relics/sign_resistance
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_flight.tga
+ nopicmip
+ {
+ map models/relics/sign_resistance
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_invisible
+
+models/relics/sign_speed
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_invisible.tga
+ nopicmip
+ {
+ map models/relics/sign_speed
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_radioactive
+
+models/relics/sign_swapper
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_radioactive.tga
+ nopicmip
+ {
+ map models/relics/sign_swapper
blendfunc add
- rgbgen lightingDiffuse
}
}
-models/relics/sign_resurrection
+
+models/relics/sign_vampire
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_resurrection.tga
+ nopicmip
+ {
+ map models/relics/sign_vampire
blendfunc add
- rgbgen lightingDiffuse
}
}
+
models/relics/sign_vengeance
{
+ deformVertexes autosprite
cull none
- {
- map models/relics/sign_vengeance.tga
+ nopicmip
+ {
+ map models/relics/sign_vengeance
blendfunc add
- rgbgen lightingDiffuse
}
}