seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it"
seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor"
seta g_friendlyfire_virtual 1 "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it"
+seta g_friendlyfire_virtual_force 1 "for teamplay 4: apply force even though damage was made virtual only"
seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage"
seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage count decreases"
// keepaway
set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details"
- set g_keepaway_bckillscore 1 "enable scoring points (y/n) for ball carrier kills"
- set g_keepaway_pointlimit -1 "total amount of points you can get, -1 for unlimited"
- set g_keepaway_pointleadlimit -1 "mercy rule, -1 for unlimited"
- set g_keepaway_ballcarrier_alpha 0.6 "alpha when the player is the ballcarrier"
- set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
- set g_keepaway_ballcarrier_damage 1.5 "damage multiplier while having powerup"
- set g_keepaway_ballcarrier_force 1.5 "force multiplier while having powerup"
- set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while having powerup"
- set g_keepaway_ballcarrier_selfforce 1.5 "self force multiplier while having powerup"
- set g_keepaway_noncarrier_warn 0 "warn players when they kill without holding the ball"
- set g_keepaway_noncarrier_damage 0.5 "damage done to other players if both you and they don't have the ball"
- set g_keepaway_noncarrier_force 0.5 "force done to other players if both you and they don't have the ball"
+ set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+ set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+ set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+ set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+ set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+ set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+ set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+ set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+ set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+ set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+ set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+ set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+ set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+ set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
set g_keepawayball_trail_color 254 "particle trail color from player/ball"
- set g_keepawayball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc"
- set g_keepawayball_respawntime 15 "if no one picks up the ball, how long to wait until the ball respawns"
+ set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+ set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
seta g_keepaway_teams_override 0
set g_keepaway_teams 0
seta hud_fontsize 11
seta scr_centersize 12
seta hud_width 560
-// alias hud_font "loadfont user1 ${1},gfx/fallback ${2-}; loadfont user2 ${1}-big ${2-}; scoreboard_columns_set"
-alias sbar_font "set _requested_sbar_font \"${*}\""
-sbar_font gfx/vera-sans 8 12 16 24 32
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
scr_loadingscreen_background 0
scr_loadingscreen_barcolor "0 0.5 1"
-scr_loadingscreen_barheight 20
+scr_loadingscreen_barheight 12
scr_loadingscreen_count 1
scr_conforcewhiledisconnected 0
+scr_infobar_height 12
// DP cannot properly detect this, so rather turn off the detection
r_texture_dds_load_dxt1_noalpha 1
float autocvar_g_balance_sniperrifle_secondary_force;
float autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage;
float autocvar_g_balance_sniperrifle_secondary_lifetime;
+float autocvar_g_balance_sniperrifle_secondary_reload;
float autocvar_g_balance_sniperrifle_secondary_refire;
float autocvar_g_balance_sniperrifle_secondary_speed;
float autocvar_g_balance_sniperrifle_secondary_spread;
float autocvar_g_balance_laser_primary_delay;
float autocvar_g_balance_laser_primary_edgedamage;
float autocvar_g_balance_laser_primary_force;
+float autocvar_g_balance_laser_primary_force_other_scale;
float autocvar_g_balance_laser_primary_force_velocitybias;
float autocvar_g_balance_laser_primary_force_zscale;
float autocvar_g_balance_laser_primary_lifetime;
float autocvar_g_balance_laser_secondary_damage;
float autocvar_g_balance_laser_secondary_edgedamage;
float autocvar_g_balance_laser_secondary_force;
+float autocvar_g_balance_laser_secondary_force_other_scale;
float autocvar_g_balance_laser_secondary_force_velocitybias;
float autocvar_g_balance_laser_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_uzi_bulletconstant;
float autocvar_g_balance_uzi_burst;
float autocvar_g_balance_uzi_burst_ammo;
+float autocvar_g_balance_uzi_burst_animtime;
float autocvar_g_balance_uzi_burst_refire;
float autocvar_g_balance_uzi_burst_refire2;
float autocvar_g_balance_uzi_burst_spread;
float autocvar_g_freezetag_warmup;
#define autocvar_g_friendlyfire cvar("g_friendlyfire")
#define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual")
+#define autocvar_g_friendlyfire_virtual_force cvar("g_friendlyfire_virtual_force")
float autocvar_g_full_getstatus_responses;
float autocvar_g_fullbrightitems;
float autocvar_g_fullbrightplayers;
float autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
- float autocvar_g_keepaway_ballcarrier_alpha;
+ float autocvar_g_keepaway_ballcarrier_effects;
float autocvar_g_keepaway_ballcarrier_damage;
float autocvar_g_keepaway_ballcarrier_force;
float autocvar_g_keepaway_ballcarrier_highspeed;
float autocvar_g_keepaway_ballcarrier_selfdamage;
float autocvar_g_keepaway_ballcarrier_selfforce;
- float autocvar_g_keepaway_bckillscore;
float autocvar_g_keepaway_noncarrier_damage;
float autocvar_g_keepaway_noncarrier_force;
float autocvar_g_keepaway_noncarrier_selfdamage;
float autocvar_g_keepaway_noncarrier_selfforce;
float autocvar_g_keepaway_noncarrier_warn;
+ float autocvar_g_keepaway_score_bckill;
+ float autocvar_g_keepaway_score_killac;
+ float autocvar_g_keepaway_score_timepoints;
+ float autocvar_g_keepaway_score_timeinterval;
float autocvar_g_keepawayball_damageforcescale;
+ float autocvar_g_keepawayball_effects;
float autocvar_g_keepawayball_respawntime;
float autocvar_g_keepawayball_trail_color;
float autocvar_g_keyhunt_point_leadlimit;
self.cnt = self.switchweapon;
self.weapon = 0;
+ self.wish_reload = 0;
+
if(!self.alivetime)
self.alivetime = time;
} else if(self.classname == "observer" || (g_ca && !allowed_to_spawn)) {
{
// do nothing
}
- else if(g_freezetag && self.freezetag_frozen == 1)
+ else if(self.freezetag_frozen)
{
// do nothing
}
self.modelflags &~= MF_ROCKET;
}
- self.effects &~= (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ self.effects &~= (EF_DIMLIGHT | EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
return;