seta cl_reticle 1 "control for toggling whether ANY zoom reticles are shown"
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (breaks image proportions)"
-seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
+seta cl_reticle_item_vortex 1 "draw aiming reticle for the vortex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
fov 100
seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out"
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 "minstanex nex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator grenadelauncher hagar hlac crylink laser machinegun fireball seeker shotgun 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 crylink hlac hagar shotgun blaster rifle tuba minelayer arc shockwave" "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer shotgun vortex machinegun hlac tuba seeker hagar crylink mortar electro rocketlauncher blaster fireball rifle minelayer arc shockwave" "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"
r_mipskins 1
r_shadow_realtime_world_lightmaps 1
cl_decals_fadetime 5
- cl_decals_time 2
+ 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 5 "average lifetime of 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_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 0 "sloppy projectiles, 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
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 for 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 con_completion_vmap map
set con_completion_vnextmap map
set con_completion_vdomap map
- set con_completion_playermodel models/player/*.iqm
+ set con_completion_playermodel "models/player/*.iqm"
// helper
// these non-saved engine cvars shall be saved
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 "minstanex nex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser porto seeker hook" "weapon priority list"
+seta cl_weaponpriority "minstanex vortex fireball grenadelauncher machinegun hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser 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 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives"
-seta cl_weaponpriority1 "minstanex nex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy"
-seta cl_weaponpriority2 "minstanex nex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact"
-seta cl_weaponpriority3 "minstanex nex rifle uzi shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all"
+seta cl_weaponpriority1 "minstanex vortex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy"
+seta cl_weaponpriority2 "minstanex vortex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact"
+seta cl_weaponpriority3 "minstanex vortex rifle machinegun shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all"
seta cl_weaponpriority4 "grenadelauncher minelayer hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons"
seta cl_weaponpriority5 "laser hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving"
seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
set cl_loddistance1 1024
set cl_loddistance2 3072
- seta cl_playerdetailreduction 1 "the higher, the less detailed player models are displayed (LOD)"
+ 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"
// set the cvars to "0" to totally disable a weapon
set g_weaponreplace_laser ""
set g_weaponreplace_shotgun ""
-set g_weaponreplace_uzi ""
+set g_weaponreplace_machinegun ""
set g_weaponreplace_grenadelauncher ""
set g_weaponreplace_electro ""
set g_weaponreplace_crylink ""
-set g_weaponreplace_nex ""
+set g_weaponreplace_vortex ""
set g_weaponreplace_hagar ""
set g_weaponreplace_rocketlauncher ""
set g_weaponreplace_porto ""
-set g_weaponreplace_minstanex ""
+set g_weaponreplace_vaporizer ""
set g_weaponreplace_hook ""
set g_weaponreplace_tuba ""
set g_weaponreplace_fireball ""
-set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)"
+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)"
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
// strength sound settings
set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds"
scr_loadingscreen_scale_limit 2
// other config files
-exec mutator_new_toys.cfg // run BEFORE balance to make sure balance wins
-exec balanceXonotic.cfg
+exec balance-xonotic.cfg
exec effects-normal.cfg
exec physicsX.cfg
exec turrets.cfg
// =======
- // nades
+ // Nades
// =======
set g_nades 0 "enable off-hand grenades"
set g_nades_spawn 1 "give nades right away when player spawns rather than delaying entire refire"
+ set g_nades_client_select 0 "allow client side selection of nade type"
set g_nades_nade_lifetime 3.5
set g_nades_nade_minforce 400
set g_nades_nade_maxforce 2000
set g_nades_nade_radius 300
set g_nades_nade_force 650
set g_nades_nade_newton_style 0
+ set g_nades_nade_type 1 "Type of the off-hand grenade. 1:normal 2:napalm 3:ice 4:translocate 5:spawn 6:heal 7:pokenade"
+
+ seta cl_nade_timer 1 "show a visual timer for nades, 1 = only circle, 2 = circle with text"
+ seta cl_nade_type 3
+ seta cl_pokenade_type "zombie"
+
+ // ------------
+ // Nade bonus
+ // ------------
+ //
+ // How the nade bonus system works:
+ // Each player has a score counter that is increased by some actions (eg: capping, fragging...)
+ // Once this counter reaches its maximum, the player will receive a bonus grenade and the score counter resets
+ // If the player dies all the bonus nades will be lost and the score counter resets
+ // If g_nades_bonus_score_time is not zero, this score will increase or decrease over time
+ //
+ set g_nades_bonus 0 "Enable bonus grenades"
+ set g_nades_bonus_client_select 0 "Allow client side selection of bonus nade type"
+ set g_nades_bonus_type 2 "Type of the bonus grenade. 1:normal 2:napalm 3:ice 4:translocate 5:spawn 6:heal 7:pokenade"
+ set g_nades_bonus_onstrength 1 "Always give bonus grenades to players that have the strength powerup"
+ set g_nades_bonus_max 3 "Maximum number of bonus grenades"
+ // Bonus score
+ set g_nades_bonus_score_max 120 "Score value that will give a bonus nade"
+ set g_nades_bonus_score_minor 5 "Score given for minor actions (pickups, regular frags etc.)"
+ set g_nades_bonus_score_low 20 "Score given for frags and unfreezes"
+ set g_nades_bonus_score_medium 30 "Score given for flag returns and flag carrier kills"
+ set g_nades_bonus_score_high 60 "Score given for flag captures"
+ set g_nades_bonus_score_spree 40 "Score given every spree of this many frags"
+ set g_nades_bonus_score_time -1 "Bonus nade score given per second (negative to have the score decay)"
+ set g_nades_bonus_score_time_flagcarrier 2 "Bonus nade score given per second as flag carrier (negative to have the score decay)"
+
+ // Napalm (2)
+ set g_nades_napalm_blast 1 "Whether the napalm grenades also give damage with the usual grenade explosion"
+ set g_nades_napalm_burntime 0.5 "Time that the fire from napalm will stick to the player"
+ set g_nades_napalm_selfdamage 1 "Whether the player that tossed the nade can be harmed by its fire"
+ // Napalm fireballs
+ set g_nades_napalm_ball_count 6 "Number of fireballs emitted during the explosion"
+ set g_nades_napalm_ball_spread 500 "Maximum force which the fireballs will have on explosion"
+ set g_nades_napalm_ball_damageforcescale 4
+ set g_nades_napalm_ball_damage 40
+ set g_nades_napalm_ball_lifetime 7
+ set g_nades_napalm_ball_radius 100 "Distance from the fireball within which you may get burned"
+ // Napalm Fire fountain
+ set g_nades_napalm_fountain_lifetime 3 "Time period during which extra fire mines are ejected"
+ set g_nades_napalm_fountain_delay 0.5 "Delay between emissions by the fountain"
+ set g_nades_napalm_fountain_damage 50 "Damage caused by the center of the fountain"
+ set g_nades_napalm_fountain_edgedamage 20 "Damage caused by the edge of the fountain"
+ set g_nades_napalm_fountain_radius 130
+
+ // Ice (3)
+ set g_nades_ice_freeze_time 3 "How long the ice field will last"
+ set g_nades_ice_health 0 "How much health the player will have after being unfrozen"
+ set g_nades_ice_explode 0 "Whether the ice nade should explode again once the ice field dissipated"
+ set g_nades_ice_teamcheck 0 "Don't freeze teammates"
+
+ // Spawn (5)
+ set g_nades_spawn_count 3 "Number of times player will spawn at their spawn nade explosion location"
+
+ // Heal (6)
+ set g_nades_heal_time 5 "How long the heling field will last"
+ set g_nades_heal_rate 30 "Health given per second"
+ set g_nades_heal_friend 1 "Multiplier of health given to team mates"
+ set g_nades_heal_foe -2 "Multiplier of health given to enemies"
+
+ // Pokenade (7)
+ set g_nades_pokenade_monster_lifetime 150 "How long pokenade monster will survive"
+ set g_nades_pokenade_monster_type "zombie" "Monster to spawn"
// ============
set g_campcheck_distance 1800
++<<<<<<< HEAD
+// ==========
+// New Toys
+// ==========
+set g_new_toys 0 "Mutator 'New Toys': enable extra fun guns"
+set g_new_toys_autoreplace 2 "0: never replace, 1: always auto replace guns by available new toys, 2: randomly auto replace guns by available new toys"
++=======
+ // =======
+ // buffs
+ // =======
+ 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_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_random_location 0 "randomize buff location on start and when reset"
+ set g_buffs_random_location_attempts 10 "number of random locations a single buff will attempt to respawn at before giving up"
+ set g_buffs_spawn_count 5 "how many buffs to spawn on the map if none exist already"
+ set g_buffs_replace_powerups 1 "replace powerups on the map with random buffs"
+ 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_resistance 1 "resistance buff: greatly reduces damage taken"
+ 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_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 0.7 "health rot rate multiplier"
+ set g_buffs_medic_max 1.5 "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_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_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_speed 1 "speed buff: increased movement/attack/health regeneration speed, carrier takes slightly more damage"
+ 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_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_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_height 600 "jump height while holding jump buff"
+ set g_buffs_flight 1 "flight buff: greatly decreased gravity"
+ 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_alpha 0.4 "player invisibility multiplier while holding invisible buff"
+
++>>>>>>> master
registercvar("hud_usecsqc", "1");
registercvar("scoreboard_columns", "default");
+ registercvar("cl_nade_type", "3");
+ registercvar("cl_pokenade_type", "zombie");
+
gametype = 0;
// hud_fields uses strunzone on the titles!
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
+ CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
WaypointSprite_Load();
Hook_Precache();
GibSplash_Precache();
Casings_Precache();
- DamageInfo_Precache();
Vehicles_Precache();
turrets_precache();
Tuba_Precache();
if(autocvar_cl_reticle)
{
- if(autocvar_cl_reticle_item_normal) { precache_pic("gfx/reticle_normal"); }
- if(autocvar_cl_reticle_item_nex) { precache_pic("gfx/reticle_nex"); }
+ precache_pic("gfx/reticle_normal");
+ // weapon reticles are precached in weapon files
}
get_mi_min_max_texcoords(1); // try the CLEVER way first
case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
- case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break;
- case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break;
+ case ENT_CLIENT_ARC_BEAM: Ent_ReadArcBeam(bIsNewEntity); break;
case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
case ENT_CLIENT_TURRET: ent_turret(); break;
case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break;
case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
case ENT_CLIENT_NOTIFICATION: Read_Notification(bIsNewEntity); break;
+ case ENT_CLIENT_HEALING_ORB: ent_healer(); break;
default:
//error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype));
hook_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
hook_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
hook_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
- electro_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
- electro_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
- electro_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
- electro_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
if(forcefog)
strunzone(forcefog);
g_balance_electro_secondary_bouncefactor = ReadCoord();
g_balance_electro_secondary_bouncestop = ReadCoord();
- nex_scope = !ReadByte();
+ vortex_scope = !ReadByte();
rifle_scope = !ReadByte();
serverflags = ReadByte();
if(complain_weapon_name)
strunzone(complain_weapon_name);
- complain_weapon_name = strzone(ReadString());
+ complain_weapon_name = strzone(WEP_NAME(complain_weapon));
complain_weapon_type = ReadByte();
Net_ReadRace();
bHandled = true;
break;
- case TE_CSQC_NEXGUNBEAMPARTICLE:
- Net_ReadNexgunBeamParticle();
+ case TE_CSQC_VORTEXBEAMPARTICLE:
+ Net_ReadVortexBeamParticle();
bHandled = true;
break;
case TE_CSQC_TEAMNAGGER:
Net_TeamNagger();
bHandled = true;
break;
- case TE_CSQC_LIGHTNINGARC:
- Net_ReadLightningarc();
+ case TE_CSQC_ARC:
+ Net_ReadArc();
bHandled = true;
break;
case TE_CSQC_PINGPLREPORT:
cl_notice_read();
bHandled = true;
break;
+ case TE_CSQC_SHOCKWAVEPARTICLE:
+ Net_ReadShockwaveParticle();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
float TrueAimCheck()
{
- float nudge = 1; // added to traceline target and subtracted from result
+ 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?
vector vecs, trueaimpoint, w_shotorg;
vector mi, ma, dv;
float shottype;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon)
+ switch(activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
case WEP_HOOK: // no trueaim
- case WEP_GRENADE_LAUNCHER: // toss curve
+ case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
- case WEP_NEX:
- case WEP_MINSTANEX:
+ case WEP_VORTEX:
+ case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
case WEP_RIFLE:
return EnemyHitCheck();
}
break;
- case WEP_ROCKET_LAUNCHER: // projectile has a size!
+ case WEP_DEVASTATOR: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
float reticle_type;
+string reticle_image;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
void CSQC_RAPTOR_HUD();
float hit_time, typehit_time;
float nextsound_hit_time, nextsound_typehit_time;
float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float use_vortex_chargepool;
float myhealth, myhealth_prev;
float myhealth_flash;
R_EndPolygon();
}
- // Draw the aiming reticle for weapons that use it
- // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
- // It must be a persisted float for fading out to work properly (you let go of the zoom button for
- // the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || is_dead || hud != HUD_NORMAL)
- reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught))
- reticle_type = 2; // nex zoom
- else if(button_zoom || zoomscript_caught)
- reticle_type = 1; // normal zoom
- else if((activeweapon == WEP_NEX) && button_attack2)
- reticle_type = 2; // nex zoom
-
- if(reticle_type && autocvar_cl_reticle)
+ if(autocvar_cl_reticle)
{
- if(autocvar_cl_reticle_stretch)
+ // Draw the aiming reticle for weapons that use it
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
{
- reticle_size_x = vid_conwidth;
- reticle_size_y = vid_conheight;
- reticle_pos_x = 0;
- reticle_pos_y = 0;
+ // no zoom reticle while dead
+ reticle_type = 0;
}
- else
+ else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
{
- reticle_size_x = max(vid_conwidth, vid_conheight);
- reticle_size_y = max(vid_conwidth, vid_conheight);
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ if(reticle_image != "") { reticle_type = 2; }
+ else { reticle_type = 0; }
}
-
- f = current_zoomfraction;
- if(zoomscript_caught)
- f = 1;
- if(autocvar_cl_reticle_item_normal)
+ else if(button_zoom || zoomscript_caught)
{
- if(reticle_type == 1 && f)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+ // normal zoom
+ reticle_type = 1;
}
- if(autocvar_cl_reticle_item_nex)
+
+ if(reticle_type)
{
- if(reticle_type == 2 && f)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+ if(autocvar_cl_reticle_stretch)
+ {
+ reticle_size_x = vid_conwidth;
+ reticle_size_y = vid_conheight;
+ reticle_pos_x = 0;
+ reticle_pos_y = 0;
+ }
+ else
+ {
+ reticle_size_x = max(vid_conwidth, vid_conheight);
+ reticle_size_y = max(vid_conwidth, vid_conheight);
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ }
+
+ if(zoomscript_caught)
+ f = 1;
+ else
+ f = current_zoomfraction;
+
+ if(f)
+ {
+ switch(reticle_type)
+ {
+ case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+ case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ }
+ }
}
}
+ else
+ {
+ if(reticle_type != 0) { reticle_type = 0; }
+ }
// improved polyblend
//else
{
- if(gametype == MAPINFO_TYPE_FREEZETAG)
+ if(getstati(STAT_FROZEN))
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ else if (getstatf(STAT_HEALING_ORB)>time)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+ if(!intermission)
+ if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
- if(getstati(STAT_FROZEN))
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- if(getstatf(STAT_REVIVE_PROGRESS))
- {
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
- }
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+ else if(getstatf(STAT_REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
if(autocvar_r_letterbox == 0)
shottype = SHOTTYPE_HITWORLD;
vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_wep = "", wcross_name;
+ string wcross_name = "";
float wcross_scale, wcross_blur;
- if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = get_weaponinfo(switchingweapon);
- if (e && e.netname != "")
+ if(e)
{
- wcross_wep = e.netname;
if(autocvar_crosshair_per_weapon)
{
- wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- if (wcross_resolution == 0)
- return;
- wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
- if (wcross_alpha == 0)
- return;
-
- wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- if(wcross_style == "" || wcross_style == "0")
- wcross_style = wcross_wep;
+ // WEAPONTODO: access these through some general settings (with non-balance config settings)
+ //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ //if (wcross_resolution == 0)
+ //return;
+
+ //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ wcross_resolution *= e.w_crosshair_size;
+ wcross_name = e.w_crosshair;
}
}
}
- //printf("crosshair style: %s\n", wcross_style);
- wcross_name = strcat("gfx/crosshair", wcross_style);
+ if(wcross_name == "")
+ wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
switch(autocvar_crosshair_color_special)
{
case 1: // crosshair_color_per_weapon
{
- if(wcross_wep != "")
+ if(e)
{
- wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+ wcross_color = e.wpcolor;
break;
}
else { goto normalcolor; }
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
- float nex_charge, nex_chargepool;
- nex_charge = getstatf(STAT_NEX_CHARGE);
- nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+ float vortex_charge, vortex_chargepool;
+ vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+ vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
- if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- nex_charge_movingavg = nex_charge;
+ if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ vortex_charge_movingavg = vortex_charge;
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
- ring_inner_value = nex_chargepool;
+ if (vortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = vortex_chargepool;
} else {
- nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
}
- ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = nex_charge;
- ring_alpha = autocvar_crosshair_ring_nex_alpha;
+ ring_value = vortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
float autocvar_cl_projectiles_sloppy;
float autocvar_cl_readpicture_force;
var float autocvar_cl_reticle = 1;
-float autocvar_cl_reticle_item_nex;
-float autocvar_cl_reticle_item_normal;
+var float autocvar_cl_reticle_normal_alpha = 1;
+var float autocvar_cl_reticle_weapon = 1;
+var float autocvar_cl_reticle_weapon_alpha = 1;
float autocvar_cl_reticle_stretch;
float autocvar_cl_spawn_event_particles;
var float autocvar_cl_spawn_event_sound = 1;
float autocvar_crosshair_ring_minelayer_alpha;
float autocvar_crosshair_ring_hagar;
float autocvar_crosshair_ring_hagar_alpha;
-float autocvar_crosshair_ring_nex;
-float autocvar_crosshair_ring_nex_alpha;
-float autocvar_crosshair_ring_nex_currentcharge_movingavg_rate;
-float autocvar_crosshair_ring_nex_currentcharge_scale;
-float autocvar_crosshair_ring_nex_inner_alpha;
-float autocvar_crosshair_ring_nex_inner_color_blue;
-float autocvar_crosshair_ring_nex_inner_color_green;
-float autocvar_crosshair_ring_nex_inner_color_red;
+float autocvar_crosshair_ring_vortex;
+float autocvar_crosshair_ring_vortex_alpha;
+float autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
+float autocvar_crosshair_ring_vortex_currentcharge_scale;
+float autocvar_crosshair_ring_vortex_inner_alpha;
+float autocvar_crosshair_ring_vortex_inner_color_blue;
+float autocvar_crosshair_ring_vortex_inner_color_green;
+float autocvar_crosshair_ring_vortex_inner_color_red;
float autocvar_crosshair_ring_size;
float autocvar_crosshair_ring_reload;
float autocvar_crosshair_ring_reload_alpha;
float autocvar_hud_panel_powerups_flip;
float autocvar_hud_panel_powerups_iconalign;
float autocvar_hud_panel_powerups_progressbar;
+ float 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;
float autocvar_hud_panel_weapons_ammo_alpha;
string autocvar_hud_panel_weapons_ammo_color;
float autocvar_hud_panel_weapons_ammo_full_cells;
+float autocvar_hud_panel_weapons_ammo_full_plasma;
float autocvar_hud_panel_weapons_ammo_full_fuel;
float autocvar_hud_panel_weapons_ammo_full_nails;
float autocvar_hud_panel_weapons_ammo_full_rockets;
float autocvar_cl_deathglow;
float autocvar_developer_csqcentities;
float autocvar_g_jetpack_attenuation;
+ float autocvar_cl_nade_timer;
return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
}
-float GetAmmoStat(float i)
-{
- switch(i)
- {
- case 0: return STAT_SHELLS;
- case 1: return STAT_NAILS;
- case 2: return STAT_ROCKETS;
- case 3: return STAT_CELLS;
- case 4: return STAT_FUEL;
- default: return -1;
- }
-}
-
-float GetAmmoTypeForWep(float i)
-{
- switch(i)
- {
- case WEP_SHOTGUN: return 0;
- case WEP_UZI: return 1;
- case WEP_GRENADE_LAUNCHER: return 2;
- case WEP_MINE_LAYER: return 2;
- case WEP_ELECTRO: return 3;
- case WEP_CRYLINK: return 3;
- case WEP_HLAC: return 3;
- case WEP_MINSTANEX: return 3;
- case WEP_NEX: return 3;
- case WEP_RIFLE: return 1;
- case WEP_HAGAR: return 2;
- case WEP_ROCKET_LAUNCHER: return 2;
- case WEP_SEEKER: return 2;
- case WEP_FIREBALL: return 4;
- case WEP_HOOK: return 3;
- default: return -1;
- }
-}
-
void HUD_Weapons(void)
{
// declarations
float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
- float ammo_type, ammo_full;
+ float ammo_full;
float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
vector ammo_color = '1 0 1';
float ammo_alpha = 1;
if(weapons_stat & WepSet_FromWeapon(self.weapon))
{
// draw the weapon image
- drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
break;
case 3: // weapon name
- drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, strtolower(self.message), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
break;
default: // nothing
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
+ if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
{
- a = 0;
- ammo_type = GetAmmoTypeForWep(self.weapon);
- if(ammo_type != -1)
- a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
+ a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
if(a > 0)
{
- switch(ammo_type) {
- case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
- case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
- case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
- case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
- case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+ switch(self.ammo_field)
+ {
+ case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
+ case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
+ case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+ case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
+ case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
+ case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
default: ammo_full = 60;
}
weapon_pos_x + baroffset_x,
weapon_pos_y + baroffset_y,
barsize_x * bound(0, a/ammo_full, 1),
- barsize_y);
- drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
+ barsize_y
+ );
+
+ drawpic_aspect_skin(
+ weapon_pos,
+ "weapon_ammo",
+ weapon_size,
+ ammo_color,
+ ammo_alpha,
+ DRAWFLAG_NORMAL
+ );
+
drawresetcliparea();
}
}
}
else // draw a "ghost weapon icon" if you don't have the weapon
{
- drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
}
// draw the complain message
}
// Ammo (#1)
-//
-// TODO: macro
-float GetAmmoItemCode(float i)
-{
- switch(i)
- {
- case 0: return IT_SHELLS;
- case 1: return IT_NAILS;
- case 2: return IT_ROCKETS;
- case 3: return IT_CELLS;
- case 4: return IT_FUEL;
- default: return -1;
- }
-}
-
-string GetAmmoPicture(float i)
-{
- switch(i)
- {
- case 0: return "ammo_shells";
- case 1: return "ammo_bullets";
- case 2: return "ammo_rockets";
- case 3: return "ammo_cells";
- case 4: return "ammo_fuel";
- default: return "";
- }
-}
-
+ void DrawNadeScoreBar(vector myPos, vector mySize, vector color)
+ {
+
+ HUD_Panel_DrawProgressBar(
+ myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x,
+ mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x,
+ autocvar_hud_panel_ammo_progressbar_name,
+ getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color,
+ autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+
+ }
+
+ void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
+ {
+ float theAlpha = 1, a, b;
+ vector nade_color, picpos, numpos;
+
+ nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
+
+ a = getstatf(STAT_NADE_BONUS);
+ b = getstatf(STAT_NADE_BONUS_SCORE);
+
+ if(autocvar_hud_panel_ammo_iconalign)
+ {
+ numpos = myPos;
+ picpos = myPos + eX * 2 * mySize_y;
+ }
+ else
+ {
+ numpos = myPos + eX * mySize_y;
+ picpos = myPos;
+ }
+
+ DrawNadeScoreBar(myPos, mySize, nade_color);
+
+ if(b > 0 || a > 0)
+ {
+ if(autocvar_hud_panel_ammo_text)
+ drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
+
+ if(draw_expanding)
+ drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
+
+ drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize_y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
+ }
+ }
+
-void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
+void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
{
- float a;
- if(autocvar__hud_configure)
+ float a = 0;
+ if(ammotype != ammo_none)
{
- currently_selected = (itemcode == 2); //rockets always selected
- a = 31 + mod(itemcode*93, 128);
+ if(autocvar__hud_configure)
+ {
+ currently_selected = (ammotype == ammo_rockets); //rockets always selected
+ a = 60;
+ }
+ else
+ {
+ // how much ammo do we have of this ammotype?
+ a = getstati(GetAmmoStat(ammotype));
+ }
}
else
- a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
+ {
+ #if 0
+ infinite_ammo = TRUE;
+ #else
+ return; // just don't draw infinite ammo at all.
+ #endif
+ }
vector color;
if(infinite_ammo)
picpos = myPos;
}
- if (currently_selected)
+ if(currently_selected)
drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
if(a > 0 && autocvar_hud_panel_ammo_progressbar)
drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
}
if(a > 0 || infinite_ammo)
- drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
else // "ghost" ammo icon
- drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
}
+ float nade_prevstatus;
+ float nade_prevframe;
+ float nade_statuschange_time;
void HUD_Ammo(void)
{
if(hud != HUD_NORMAL) return;
mySize -= '2 2 0' * panel_bg_padding;
}
- const float AMMO_COUNT = 5;
float rows = 0, columns, row, column;
+ float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
+ float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
+ float total_ammo_count;
+
vector ammo_size;
- if(autocvar_hud_panel_ammo_onlycurrent)
- ammo_size = mySize;
- float AMMO_COUNT = 4;
+ if (autocvar_hud_panel_ammo_onlycurrent)
+ total_ammo_count = 1;
else
+ total_ammo_count = AMMO_COUNT - 1; // fuel
+
+ if(draw_nades)
{
- rows = mySize_y/mySize_x;
- rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
- // ^^^ ammo item aspect goes here
+ ++total_ammo_count;
+ if (nade_cnt != nade_prevframe)
+ {
+ nade_statuschange_time = time;
+ nade_prevstatus = nade_prevframe;
+ nade_prevframe = nade_cnt;
+ }
+ }
+ else
+ nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
- columns = ceil(AMMO_COUNT/rows);
+ rows = mySize_y/mySize_x;
+ rows = bound(1, floor((sqrt(4 * (3/1) * rows * (total_ammo_count) + rows * rows) + rows + 0.5) / 2), (total_ammo_count));
+ // ^^^ ammo item aspect goes here
- ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
- }
+ columns = ceil((total_ammo_count)/rows);
+
+ ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
+
local vector offset = '0 0 0'; // fteqcc sucks
float newSize;
ammo_size_y = newSize;
}
- float i, stat_items, currently_selected, infinite_ammo;
- infinite_ammo = FALSE;
-
+ float i;
+ float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
+ row = column = 0;
-
- if (autocvar_hud_panel_ammo_onlycurrent)
+ if(autocvar_hud_panel_ammo_onlycurrent)
{
if(autocvar__hud_configure)
{
- DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
+ DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
}
else
{
- stat_items = getstati(STAT_ITEMS, 0, 24);
- if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
- infinite_ammo = TRUE;
- for (i = 0; i < AMMO_COUNT; ++i) {
- currently_selected = stat_items & GetAmmoItemCode(i);
- if (currently_selected)
- {
- DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
- break;
- }
- }
- }
+ DrawAmmoItem(
+ pos,
+ ammo_size,
+ (get_weaponinfo(switchweapon)).ammo_field,
+ TRUE,
+ infinite_ammo
+ );
+
+ ++row;
+ if(row >= rows)
+ {
+ row = 0;
+ column = column + 1;
+ }
+ }
}
else
{
- stat_items = getstati(STAT_ITEMS, 0, 24);
- if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
- infinite_ammo = TRUE;
- for (i = 0; i < AMMO_COUNT; ++i) {
- currently_selected = stat_items & GetAmmoItemCode(i);
- DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
+ .float ammotype;
+ row = column = 0;
+ for(i = 0; i < AMMO_COUNT; ++i)
+ {
+ ammotype = GetAmmoFieldFromNum(i);
+ DrawAmmoItem(
+ pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
+ ammo_size,
+ ammotype,
+ ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
+ infinite_ammo
+ );
+
++row;
if(row >= rows)
{
}
}
+ if (draw_nades)
+ {
+ nade_statuschange_elapsedtime = time - nade_statuschange_time;
+
+ float f = bound(0, nade_statuschange_elapsedtime*2, 1);
+
+ DrawAmmoNades(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
+ }
+
draw_endBoldFont();
}
{
attacker = sprintf(_("Player %d"), count + 1);
victim = sprintf(_("Player %d"), count + 2);
- icon = strcat("weapon", get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).netname);
+ icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
alpha = bound(0, 1.2 - count / entry_count, 1);
}
else
}
}
+ // Buffs (#18)
+ //
+ void HUD_Buffs(void)
+ {
+ float 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
+ }
+
+ float 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;
+ //float 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
Defs.qc
../dpdefs/keycodes.qc
../common/constants.qh
+ ../common/stats.qh
../warpzonelib/anglestransform.qh
../warpzonelib/mathlib.qh
../common/teams.qh
../common/util.qh
+ ../common/nades.qh
+ ../common/buffs.qh
../common/test.qh
../common/counting.qh
-../common/items.qh
-../common/explosion_equation.qh
+../common/weapons/weapons.qh // TODO
../common/mapinfo.qh
../common/command/markup.qh
../common/command/rpn.qh
../csqcmodellib/common.qh
../csqcmodellib/cl_model.qh
../csqcmodellib/cl_player.qh
-projectile.qh
+weapons/projectile.qh // TODO
player_skeleton.qh
sortlist.qc
miscfunctions.qc
+../server/t_items.qh
../server/t_items.qc
teamradar.qc
hook.qc
particles.qc
laser.qc
-projectile.qc
+weapons/projectile.qc // TODO
gibs.qc
damage.qc
casings.qc
../common/command/rpn.qc
../common/command/generic.qc
../common/mapinfo.qc
-../common/items.qc
-../server/w_all.qc
-../common/explosion_equation.qc
+../common/weapons/weapons.qc // TODO
../common/urllib.qc
command/cl_cmd.qc
../common/monsters/monsters.qc
+ ../common/nades.qc
+ ../common/buffs.qc
+
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc
../warpzonelib/common.qc
}
vector spritelookupcolor(string s, vector def)
{
+ if(substring(s, 0, 4) == "wpn-")
+ return (get_weaponinfo(stof(substring(s, 4, strlen(s)))).wpcolor);
+
switch(s)
{
case "keycarrier-friend": return '0 1 0';
- case "wpn-laser": return '1 0.5 0.5';
- case "wpn-shotgun": return '0.5 0.25 0';
- case "wpn-uzi": return '1 1 0';
- case "wpn-gl": return '1 0 0';
- case "wpn-electro": return '0 0.5 1';
- case "wpn-crylink": return '1 0.5 1';
- case "wpn-nex": return '0.5 1 1';
- case "wpn-hagar": return '1 1 0.5';
- case "wpn-rl": return '1 1 0';
- case "wpn-porto": return '0.5 0.5 0.5';
- case "wpn-minstanex": return '0.5 1 1';
- case "wpn-hookgun": return '0 0.5 0';
- case "wpn-fireball": return '1 0.5 0';
- case "wpn-hlac": return '0 1 0';
- case "wpn-campingrifle": return '0.5 1 0';
- case "wpn-minelayer": return '0.75 1 0';
default: return def;
}
}
string spritelookuptext(string s)
{
- if(substring(s, 0, 4) == "wpn-")
- return (get_weaponinfo(stof(substring(s, 4, strlen(s)))).message);
++ if(substring(s, 0, 4) == "wpn-") { return (get_weaponinfo(stof(substring(s, 4, strlen(s)))).message); }
+ if(substring(s, 0, 5) == "buff-") { return Buff_PrettyName(Buff_Type_FromSprite(s)); }
+
switch(s)
{
case "as-push": return _("Push");
case "nb-ball": return _("Ball");
case "ka-ball": return _("Ball");
case "ka-ballcarrier": return _("Ball carrier");
- case "wpn-laser": return _("Laser");
- case "wpn-shotgun": return _("Shotgun");
- case "wpn-uzi": return _("Machine Gun");
- case "wpn-gl": return _("Mortar");
- case "wpn-electro": return _("Electro");
- case "wpn-crylink": return _("Crylink");
- case "wpn-nex": return _("Nex");
- case "wpn-hagar": return _("Hagar");
- case "wpn-rl": return _("Rocket Launcher");
- case "wpn-porto": return _("Port-O-Launch");
- case "wpn-minstanex": return _("Minstanex");
- case "wpn-hookgun": return _("Hook");
- case "wpn-fireball": return _("Fireball");
- case "wpn-hlac": return _("HLAC");
- case "wpn-campingrifle": return _("Rifle");
- case "wpn-minelayer": return _("Mine Layer");
case "dom-neut": return _("Control point");
case "dom-red": return _("Control point");
case "dom-blue": return _("Control point");
case "item-shield": return _("Shield");
case "item-fuelregen": return _("Fuel regen");
case "item-jetpack": return _("Jet Pack");
- case "freezetag_frozen": return _("Frozen!");
+ case "frozen": return _("Frozen!");
case "tagged-target": return _("Tagged");
case "vehicle": return _("Vehicle");
default: return s;
--- /dev/null
- case PROJECTILE_NADE_RED_BURN:
- case PROJECTILE_NADE_RED:
- case PROJECTILE_NADE_BLUE_BURN:
- case PROJECTILE_NADE_BLUE:
- case PROJECTILE_NADE_YELLOW_BURN:
- case PROJECTILE_NADE_YELLOW:
- case PROJECTILE_NADE_PINK_BURN:
- case PROJECTILE_NADE_PINK:
- case PROJECTILE_NADE_BURN:
- case PROJECTILE_NADE:
- rot = self.avelocity;
- break;
+.vector iorigin1, iorigin2;
+.float spawntime;
+.vector trail_oldorigin;
+.float trail_oldtime;
+.float fade_time, fade_rate;
+
+void SUB_Stop()
+{
+ self.move_velocity = self.move_avelocity = '0 0 0';
+ self.move_movetype = MOVETYPE_NONE;
+}
+
+.float alphamod;
+.float count; // set if clientside projectile
+.float cnt; // sound index
+.float gravity;
+.float snd_looping;
+.float silent;
+
+void Projectile_ResetTrail(vector to)
+{
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+}
+
+void Projectile_DrawTrail(vector to)
+{
+ vector from;
+ float t0;
+
+ from = self.trail_oldorigin;
+ t0 = self.trail_oldtime;
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+
+ // force the effect even for stationary firemine
+ if(self.cnt == PROJECTILE_FIREMINE)
+ if(from == to)
+ from_z += 1;
+
+ if (self.traileffect)
+ {
+ particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
+ boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
+ }
+}
+
+void Projectile_Draw()
+{
+ vector rot;
+ vector trailorigin;
+ float f;
+ float drawn;
+ float t;
+ float a;
+
+ f = self.move_flags;
+
+ if(self.count & 0x80)
+ {
+ //self.move_flags &= ~FL_ONGROUND;
+ if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
+ Movetype_Physics_NoMatchServer();
+ // the trivial movetypes do not have to match the
+ // server's ticrate as they are ticrate independent
+ // NOTE: this assumption is only true if MOVETYPE_FLY
+ // projectiles detonate on impact. If they continue
+ // moving, we might still be ticrate dependent.
+ else
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ if(!(self.move_flags & FL_ONGROUND))
+ if(self.velocity != '0 0 0')
+ self.move_angles = self.angles = vectoangles(self.velocity);
+ }
+ else
+ {
+ InterpolateOrigin_Do();
+ }
+
+ if(self.count & 0x80)
+ {
+ drawn = (time >= self.spawntime - 0.02);
+ t = max(time, self.spawntime);
+ }
+ else
+ {
+ drawn = (self.iflags & IFLAG_VALID);
+ t = time;
+ }
+
+ if(!(f & FL_ONGROUND))
+ {
+ rot = '0 0 0';
+ switch(self.cnt)
+ {
+ /*
+ case PROJECTILE_GRENADE:
+ rot = '-2000 0 0'; // forward
+ break;
+ */
+ case PROJECTILE_GRENADE_BOUNCING:
+ rot = '0 -1000 0'; // sideways
+ break;
- case PROJECTILE_NADE_RED_BURN:
- case PROJECTILE_NADE_RED:
- case PROJECTILE_NADE_BLUE_BURN:
- case PROJECTILE_NADE_BLUE:
- case PROJECTILE_NADE_YELLOW_BURN:
- case PROJECTILE_NADE_YELLOW:
- case PROJECTILE_NADE_PINK_BURN:
- case PROJECTILE_NADE_PINK:
- case PROJECTILE_NADE_BURN:
- case PROJECTILE_NADE:
- trailorigin += v_up * 4;
- break;
+ case PROJECTILE_HOOKBOMB:
+ rot = '1000 0 0'; // forward
+ break;
+ default:
+ break;
+ }
++
++ if(Nade_IDFromProjectile(self.cnt) != 0)
++ rot = self.avelocity;
++
+ self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
+ }
+
+ vector ang;
+ ang = self.angles;
+ ang_x = -ang_x;
+ makevectors(ang);
+
+ a = 1 - (time - self.fade_time) * self.fade_rate;
+ self.alpha = bound(0, self.alphamod * a, 1);
+ if(self.alpha <= 0)
+ drawn = 0;
+ self.renderflags = 0;
+
+ trailorigin = self.origin;
+ switch(self.cnt)
+ {
- case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
- case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
- case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
- case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
- case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
- case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
- case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
- case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
- case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
- case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
-
+ case PROJECTILE_GRENADE:
+ case PROJECTILE_GRENADE_BOUNCING:
+ trailorigin += v_right * 1 + v_forward * -10;
+ break;
+ default:
+ break;
+ }
++
++ if(Nade_IDFromProjectile(self.cnt) != 0)
++ trailorigin += v_up * 4;
++
+ if(drawn)
+ Projectile_DrawTrail(trailorigin);
+ else
+ Projectile_ResetTrail(trailorigin);
+
+ self.drawmask = 0;
+
+ if(!drawn)
+ return;
+
+ switch(self.cnt)
+ {
+ // Possibly add dlights here.
+ default:
+ break;
+ }
+
+ self.drawmask = MASK_NORMAL;
+}
+
+void loopsound(entity e, float ch, string samp, float vol, float attn)
+{
+ if(self.silent)
+ return;
+
+ sound(e, ch, samp, vol, attn);
+ e.snd_looping = ch;
+}
+
+void Ent_RemoveProjectile()
+{
+ if(self.count & 0x80)
+ {
+ tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
+ Projectile_DrawTrail(trace_endpos);
+ }
+}
+
+void Ent_Projectile()
+{
+ float f;
+
+ // projectile properties:
+ // kind (interpolated, or clientside)
+ //
+ // modelindex
+ // origin
+ // scale
+ // if clientside:
+ // velocity
+ // gravity
+ // soundindex (hardcoded list)
+ // effects
+ //
+ // projectiles don't send angles, because they always follow the velocity
+
+ f = ReadByte();
+ self.count = (f & 0x80);
+ self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
+ self.solid = SOLID_TRIGGER;
+ //self.effects = EF_NOMODELFLAGS;
+
+ // this should make collisions with bmodels more exact, but it leads to
+ // projectiles no longer being able to lie on a bmodel
+ self.move_nomonsters = MOVE_WORLDONLY;
+ if(f & 0x40)
+ self.move_flags |= FL_ONGROUND;
+ else
+ self.move_flags &= ~FL_ONGROUND;
+
+ if(!self.move_time)
+ {
+ // for some unknown reason, we don't need to care for
+ // sv_gameplayfix_delayprojectiles here.
+ self.move_time = time;
+ self.spawntime = time;
+ }
+ else
+ self.move_time = max(self.move_time, time);
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Undo();
+
+ if(f & 1)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ if(self.count & 0x80)
+ {
+ self.velocity_x = ReadCoord();
+ self.velocity_y = ReadCoord();
+ self.velocity_z = ReadCoord();
+ if(f & 0x10)
+ self.gravity = ReadCoord();
+ else
+ self.gravity = 0; // none
+ self.move_origin = self.origin;
+ self.move_velocity = self.velocity;
+ }
+
+ if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
+ {
+ self.trail_oldorigin = self.origin;
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Reset();
+ }
+
+ if(f & 0x20)
+ {
+ self.fade_time = time + ReadByte() * ticrate;
+ self.fade_rate = 1 / (ReadByte() * ticrate);
+ }
+ else
+ {
+ self.fade_time = 0;
+ self.fade_rate = 0;
+ }
++
++ self.team = ReadByte() - 1;
+ }
+
+ if(f & 2)
+ {
+ self.cnt = ReadByte();
+
+ self.silent = (self.cnt & 0x80);
+ self.cnt = (self.cnt & 0x7F);
+
+ self.scale = 1;
+ self.traileffect = 0;
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
+ case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
+ case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
+ case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
++ case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
+ case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
+ case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
+ case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
+ case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
+ case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
+
+ case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
+ case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+
+ case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+
+ case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
+ case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
+ case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
+
+ case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+
- case PROJECTILE_NADE_RED_BURN:
- case PROJECTILE_NADE_RED:
- case PROJECTILE_NADE_BLUE_BURN:
- case PROJECTILE_NADE_BLUE:
- self.mins = '-3 -3 -3';
- self.maxs = '3 3 3';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.scale = 1.5;
- self.avelocity = randomvec() * 720;
- break;
+ default:
++ if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
+ error("Received invalid CSQC projectile, can't work with this!");
+ break;
+ }
+
+ self.mins = '0 0 0';
+ self.maxs = '0 0 0';
+ self.colormod = '0 0 0';
+ self.move_touch = SUB_Stop;
+ self.move_movetype = MOVETYPE_TOSS;
+ self.alphamod = 1;
+
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO:
+ // only new engines support sound moving with object
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ case PROJECTILE_ROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_GRENADE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
- case PROJECTILE_NADE_RED_BURN:
- case PROJECTILE_NADE_RED:
- case PROJECTILE_NADE_BLUE_BURN:
- case PROJECTILE_NADE_BLUE:
- case PROJECTILE_NADE_YELLOW_BURN:
- case PROJECTILE_NADE_YELLOW:
- case PROJECTILE_NADE_PINK_BURN:
- case PROJECTILE_NADE_PINK:
- case PROJECTILE_NADE_BURN:
- case PROJECTILE_NADE:
- self.mins = '-16 -16 -16';
- self.maxs = '16 16 16';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
- self.scale = 1.5;
- self.avelocity = randomvec() * 720;
- break;
+ case PROJECTILE_GRENADE_BOUNCING:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
+ break;
+ case PROJECTILE_SHAMBLER_LIGHTNING:
+ self.mins = '-8 -8 -8';
+ self.maxs = '8 8 8';
+ self.scale = 2.5;
+ self.avelocity = randomvec() * 720;
+ break;
+ case PROJECTILE_MINE:
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_PORTO_RED:
+ self.colormod = '2 1 1';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_PORTO_BLUE:
+ self.colormod = '1 1 2';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_HAGAR_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_CRYLINK_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
++ case PROJECTILE_NAPALM_FOUNTAIN:
+ case PROJECTILE_FIREBALL:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ break;
+ case PROJECTILE_FIREMINE:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_TAG:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_FLAC:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_SEEKER:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_RAPTORBOMB:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_RAPTORBOMBLET:
+ break;
+ case PROJECTILE_RAPTORCANNON:
+ break;
+ case PROJECTILE_SPIDERROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ break;
+ case PROJECTILE_WAKIROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ break;
+ /*
+ case PROJECTILE_WAKICANNON:
+ break;
+ case PROJECTILE_BUMBLE_GUN:
+ // only new engines support sound moving with object
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ */
+ default:
+ break;
+ }
++
++ if(Nade_IDFromProjectile(self.cnt) != 0)
++ {
++ self.mins = '-16 -16 -16';
++ self.maxs = '16 16 16';
++ self.colormod = Nade_Color(Nade_IDFromProjectile(self.cnt));
++ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
++ self.move_movetype = MOVETYPE_BOUNCE;
++ self.move_touch = func_null;
++ self.scale = 1.5;
++ self.avelocity = randomvec() * 720;
++
++ if(Nade_IDFromProjectile(self.cnt) == NADE_TYPE_TRANSLOCATE)
++ self.solid = SOLID_TRIGGER;
++ }
++
+ setsize(self, self.mins, self.maxs);
+ }
+
+ if(self.gravity)
+ {
+ if(self.move_movetype == MOVETYPE_FLY)
+ self.move_movetype = MOVETYPE_TOSS;
+ if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
+ self.move_movetype = MOVETYPE_BOUNCE;
+ }
+ else
+ {
+ if(self.move_movetype == MOVETYPE_TOSS)
+ self.move_movetype = MOVETYPE_FLY;
+ if(self.move_movetype == MOVETYPE_BOUNCE)
+ self.move_movetype = MOVETYPE_BOUNCEMISSILE;
+ }
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Note();
+
+ self.draw = Projectile_Draw;
+ self.entremove = Ent_RemoveProjectile;
+}
+
+void Projectile_Precache()
+{
+ precache_model("models/ebomb.mdl");
+ precache_model("models/elaser.mdl");
+ precache_model("models/grenademodel.md3");
+ precache_model("models/mine.md3");
+ precache_model("models/hagarmissile.mdl");
+ precache_model("models/hlac_bullet.md3");
+ precache_model("models/laser.mdl");
+ precache_model("models/plasmatrail.mdl");
+ precache_model("models/rocket.md3");
+ precache_model("models/tagrocket.md3");
+ precache_model("models/tracer.mdl");
++ precache_model("models/sphere/sphere.md3");
+
+ precache_model("models/weapons/v_ok_grenade.md3");
+
+ precache_sound("weapons/electro_fly.wav");
+ precache_sound("weapons/rocket_fly.wav");
+ precache_sound("weapons/fireball_fly.wav");
+ precache_sound("weapons/fireball_fly2.wav");
+ precache_sound("weapons/tag_rocket_fly.wav");
+
+}
const float TE_CSQC_PICTURE = 100;
const float TE_CSQC_RACE = 101;
-const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
-const float TE_CSQC_LIGHTNINGARC = 104;
+const float TE_CSQC_VORTEXBEAMPARTICLE = 103;
+const float TE_CSQC_ARC = 104;
const float TE_CSQC_TEAMNAGGER = 105;
const float TE_CSQC_PINGPLREPORT = 106;
const float TE_CSQC_TARGET_MUSIC = 107;
const float TE_CSQC_WEAPONCOMPLAIN = 108;
-const float TE_CSQC_NEX_SCOPE = 109;
+const float TE_CSQC_VORTEX_SCOPE = 109;
const float TE_CSQC_MINELAYER_MAXMINES = 110;
const float TE_CSQC_HAGAR_MAXROCKETS = 111;
const float TE_CSQC_VEHICLESETUP = 112;
const float TE_CSQC_SVNOTICE = 113;
+const float TE_CSQC_SHOCKWAVEPARTICLE = 114;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float ENT_CLIENT_WARPZONE_CAMERA = 25;
const float ENT_CLIENT_TRIGGER_MUSIC = 26;
const float ENT_CLIENT_HOOK = 27;
-const float ENT_CLIENT_LGBEAM = 28;
-const float ENT_CLIENT_GAUNTLET = 29;
+const float ENT_CLIENT_ARC_BEAM = 29; // WEAPONTODO: fix numbers
const float ENT_CLIENT_ACCURACY = 30;
const float ENT_CLIENT_SHOWNAMES = 31;
const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
const float ENT_CLIENT_VEHICLE = 60;
+ const float ENT_CLIENT_HEALING_ORB = 80;
+
const float SPRITERULE_DEFAULT = 0;
const float SPRITERULE_TEAMPLAY = 1;
///////////////////////////
// csqc communication stuff
- const float STAT_KH_KEYS = 32;
- const float STAT_CTF_STATE = 33;
- const float STAT_WEAPONS = 35;
- const float STAT_SWITCHWEAPON = 36;
- const float STAT_GAMESTARTTIME = 37;
- const float STAT_STRENGTH_FINISHED = 38;
- const float STAT_INVINCIBLE_FINISHED = 39;
- const float STAT_PRESSED_KEYS = 42;
- const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
- const float STAT_FUEL = 44;
- const float STAT_NB_METERSTART = 45;
- const float STAT_SHOTORG = 46; // compressShotOrigin
- const float STAT_LEADLIMIT = 47;
- const float STAT_WEAPON_CLIPLOAD = 48;
- const float STAT_WEAPON_CLIPSIZE = 49;
- const float STAT_VORTEX_CHARGE = 50;
- const float STAT_LAST_PICKUP = 51;
- const float STAT_HUD = 52;
- const float STAT_VORTEX_CHARGEPOOL = 53;
- const float STAT_HIT_TIME = 54;
- const float STAT_TYPEHIT_TIME = 55;
- const float STAT_LAYED_MINES = 56;
- const float STAT_HAGAR_LOAD = 57;
- const float STAT_SWITCHINGWEAPON = 58;
- const float STAT_SUPERWEAPONS_FINISHED = 59;
-
- const float STAT_VEHICLESTAT_HEALTH = 60;
- const float STAT_VEHICLESTAT_SHIELD = 61;
- const float STAT_VEHICLESTAT_ENERGY = 62;
- const float STAT_VEHICLESTAT_AMMO1 = 63;
- const float STAT_VEHICLESTAT_RELOAD1 = 64;
- const float STAT_VEHICLESTAT_AMMO2 = 65;
- const float STAT_VEHICLESTAT_RELOAD2 = 66;
-
- const float STAT_SECRETS_TOTAL = 70;
- const float STAT_SECRETS_FOUND = 71;
-
- const float STAT_RESPAWN_TIME = 72;
- const float STAT_ROUNDSTARTTIME = 73;
-
- const float STAT_WEAPONS2 = 74;
- const float STAT_WEAPONS3 = 75;
-
- const float STAT_MONSTERS_TOTAL = 76;
- const float STAT_MONSTERS_KILLED = 77;
-
- const float STAT_PLASMA = 80;
-
- // mod stats (1xx)
- const float STAT_REDALIVE = 100;
- const float STAT_BLUEALIVE = 101;
- const float STAT_YELLOWALIVE = 102;
- const float STAT_PINKALIVE = 103;
-
- // freeze tag
- const float STAT_FROZEN = 104;
- const float STAT_REVIVE_PROGRESS = 105;
-
- // domination
- const float STAT_DOM_TOTAL_PPS = 100;
- const float STAT_DOM_PPS_RED = 101;
- const float STAT_DOM_PPS_BLUE = 102;
- const float STAT_DOM_PPS_PINK = 103;
- const float STAT_DOM_PPS_YELLOW = 104;
-
- //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
- //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
-
- // see DP source, quakedef.h
- const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
- const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
- const float STAT_MOVEVARS_MAXSPEED = 244;
- const float STAT_MOVEVARS_AIRACCEL_QW = 254;
-
const float CTF_STATE_ATTACK = 1;
const float CTF_STATE_DEFEND = 2;
const float CTF_STATE_COMMANDER = 3;
// moved that here so the client knows the max.
// # of maps, I'll use arrays for them :P
- #define MAPVOTE_COUNT 10
+ #define MAPVOTE_COUNT 30
/**
* Lower scores are better (e.g. suicides)
#define SP_SCORE 3
// game mode specific indices are not in common/, but in server/scores_rules.qc!
- #ifdef COMPAT_XON010_CHANNELS
- const float CH_INFO = 0; // only on world and csqc
- const float CH_TRIGGER = 0; // only on players; compat: FALSELY CONTROLLED BY "Info"
- const float CH_WEAPON_A = 1; // only on players and entities
- const float CH_WEAPON_SINGLE = 5; // only on players and entities
- const float CH_VOICE = 2; // only on players
- const float CH_BGM_SINGLE = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
- const float CH_AMBIENT = 2; // only on csqc; compat: FALSELY CONTROLLED BY "Voice"
- const float CH_TRIGGER_SINGLE = 3; // only on players, entities, csqc
- const float CH_SHOTS = 4; // only on players, entities, csqc
- const float CH_SHOTS_SINGLE = 4; // only on players, entities, csqc
- const float CH_WEAPON_B = 5; // only on players and entities
- const float CH_PAIN = 6; // only on players and csqc
- const float CH_PAIN_SINGLE = 6; // only on players and csqc
- const float CH_PLAYER = 7; // only on players and entities
- const float CH_TUBA = 5; // only on csqc
- #else
const float CH_INFO = 0;
const float CH_TRIGGER = -3;
const float CH_WEAPON_A = -1;
const float CH_PAIN = -6;
const float CH_PAIN_SINGLE = 6;
const float CH_PLAYER = -7;
- const float CH_TUBA = 5;
- #endif
+ const float CH_PLAYER_SINGLE = 7;
+ const float CH_TUBA_SINGLE = 5;
const float ATTEN_NONE = 0;
const float ATTEN_MIN = 0.015625;
#define VOL_BASE 0.7
#define VOL_BASEVOICE 1.0
-// this sets sounds and other properties of the projectiles in csqc
+// WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc
const float PROJECTILE_ELECTRO = 1;
const float PROJECTILE_ROCKET = 2;
const float PROJECTILE_TAG = 3;
const float PROJECTILE_GRENADE = 7;
const float PROJECTILE_GRENADE_BOUNCING = 8;
const float PROJECTILE_MINE = 9;
-const float PROJECTILE_LASER = 10;
+const float PROJECTILE_BLASTER = 10;
const float PROJECTILE_HLAC = 11;
const float PROJECTILE_SEEKER = 12;
const float PROJECTILE_FLAC = 13;
const float PROJECTILE_MAGE_SPIKE = 32;
const float PROJECTILE_SHAMBLER_LIGHTNING = 33;
- const float PROJECTILE_NADE_RED = 50;
- const float PROJECTILE_NADE_RED_BURN = 51;
- const float PROJECTILE_NADE_BLUE = 52;
- const float PROJECTILE_NADE_BLUE_BURN = 53;
- const float PROJECTILE_NADE_YELLOW = 54;
- const float PROJECTILE_NADE_YELLOW_BURN = 55;
- const float PROJECTILE_NADE_PINK = 56;
- const float PROJECTILE_NADE_PINK_BURN = 57;
- const float PROJECTILE_NADE = 58;
- const float PROJECTILE_NADE_BURN = 59;
-
const float SPECIES_HUMAN = 0;
const float SPECIES_ROBOT_SOLID = 1;
const float SPECIES_ALIEN = 2;
const float WATERLEVEL_WETFEET = 1;
const float WATERLEVEL_SWIMMING = 2;
const float WATERLEVEL_SUBMERGED = 3;
-
-const float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests
-const float WR_SETUP = 1; // (SVQC) setup weapon data
-const float WR_THINK = 2; // (SVQC) logic to run every frame
-const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
-const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
-const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
-const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
-const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
-const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
-const float WR_RELOAD = 9; // (SVQC) does not need to do anything
-const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
-const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
-const float WR_SWITCHABLE = 12; // (CSQC) impact effect
-const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
-const float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4
#define URI_GET_UPDATENOTIFICATION 33
#define URI_GET_URLLIB 128
#define URI_GET_URLLIB_END 191
+
+ // gametype votes
+ #define GTV_AVAILABLE 0
+ // for later use in per-map gametype filtering
+ #define GTV_FORBIDDEN 2
return FALSE;
if(DIFF_TEAM(e, self) && e != self.monster_owner)
return FALSE;
- if(e.freezetag_frozen)
+ if(e.frozen)
return FALSE;
if(!IS_PLAYER(e))
return ((e.flags & FL_MONSTER) && e.health < e.max_health);
switch(self.skin)
{
case 0: return (e.health < autocvar_g_balance_health_regenstable);
- case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
+ case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
case 3: return (e.health > 0);
}
self.realowner.mage_spike = world;
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
- RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
+ RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE, other);
remove (self);
}
break;
case 1:
if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
+ if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
void mage_push()
{
sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
- RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
+ RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
self.frame = mage_anim_attack;
if(SAME_TEAM(targ, ent))
return FALSE; // enemy is on our team
- if (targ.freezetag_frozen)
+ if (targ.frozen)
return FALSE; // ignore frozen
if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
self.health += autocvar_g_monsters_miniboss_healthboost;
self.effects |= EF_RED;
if(!self.weapon)
- self.weapon = WEP_NEX;
+ self.weapon = WEP_VORTEX;
}
}
if((self.enemy == world)
|| (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
- || (self.enemy.freezetag_frozen)
+ || (self.enemy.frozen)
|| (self.enemy.flags & FL_NOTARGET)
|| (self.enemy.alpha < 0.5)
|| (self.enemy.takedamage == DAMAGE_NO)
entity targ;
+ if(self.frozen == 2)
+ {
+ self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
+ self.health = max(1, self.revive_progress * self.max_health);
+ self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ movelib_beak_simple(stopspeed);
+ self.frame = manim_idle;
+
+ self.enemy = world;
+ self.nextthink = time + self.ticrate;
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self);
+
+ return;
+ }
+ else if(self.frozen == 3)
+ {
+ self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
+ self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
+
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+
+ movelib_beak_simple(stopspeed);
+ self.frame = manim_idle;
+
+ self.enemy = world;
+ self.nextthink = time + self.ticrate;
+
+ if(self.health < 1)
+ {
+ Unfreeze(self);
+ self.health = 0;
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ }
+
+ else if ( self.revive_progress <= 0 )
+ Unfreeze(self);
+
+ return;
+ }
+
if(self.flags & FL_SWIM)
{
if(self.waterlevel < WATERLEVEL_WETFEET)
if(mon.weaponentity)
remove(mon.weaponentity);
+ if(mon.iceblock)
+ remove(mon.iceblock);
+
WaypointSprite_Kill(mon.sprite);
remove(mon);
setorigin(self, self.pos1);
self.angles = self.pos2;
+ Unfreeze(self); // remove any icy remains
+
self.health = self.max_health;
self.velocity = '0 0 0';
self.enemy = world;
self.nextthink = time;
self.monster_lifetime = time + 5;
+ if(self.frozen)
+ {
+ Unfreeze(self); // remove any icy remains
+ self.health = 0; // reset by Unfreeze
+ }
+
monster_dropitem();
MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
+ if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
+ return;
+
if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
return;
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FIRE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was burnt up into a crisp by ^BG%s^K1%s%s"), _("^BG%s%s^K1 felt a little hot from ^BG%s^K1's fire^K1%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_LAVA, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_lava", _("^BG%s%s^K1 was cooked by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_MONSTER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was pushed infront of a monster by ^BG%s^K1%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was blown up by ^BG%s^K1's Nade%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_nade", _("^BG%s%s^K1 was blown up by ^BG%s^K1's Nade%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE_NAPALM, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_nade_napalm", _("^BG%s%s^K1 was burned to death by ^BG%s^K1's Napalm Nade%s%s"), _("^BG%s%s^K1 got too close to a napalm explosion%s%s")) \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE_ICE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_nade_ice", _("^BG%s%s^K1 was blown up by ^BG%s^K1's Ice Nade%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE_ICE_FREEZE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_nade_ice", _("^BG%s%s^K1 was frozen to death by ^BG%s^K1's Ice Nade%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE_HEAL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_nade_heal", _("^BG%s%s^K1 has not been healed by ^BG%s^K1's Healing Nade%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SHOOTING_STAR, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_shootingstar", _("^BG%s%s^K1 was shot into space by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SLIME, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_slime", _("^BG%s%s^K1 was slimed by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SWAMP, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_slime", _("^BG%s%s^K1 was preserved 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"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_FIRE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 became a bit too crispy%s%s"), _("^BG%s^K1 felt a little hot%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_GENERIC, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_LAVA, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s")) \
- MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 mastered the art of self-nading%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_MAGE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was exploded by a Mage%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Shambler%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_WYVERN, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 joins the Zombies%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_MON_ZOMBIE_MELEE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was given kung fu lessons by a Zombie%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_nade", _("^BG%s^K1 mastered the art of self-nading%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE_NAPALM, 2, 1, "s1 s2loc spree_lost", "s1", "notify_nade_napalm", _("^BG%s^K1 was burned to death by their own Napalm Nade%s%s"), _("^BG%s^K1 decided to take a look at the results of their napalm explosion%s%s")) \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE_ICE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_nade_ice", _("^BG%s^K1 mastered the art of self-nading%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE_ICE_FREEZE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_nade_ice", _("^BG%s^K1 was frozen to death by their own Ice Nade%s%s"), _("^BG%s^K1 felt a little chilly%s%s")) \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE_HEAL, 2, 1, "s1 s2loc spree_lost", "s1", "notify_nade_heal", _("^BG%s^K1's Healing Nade didn't quite heal them%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NOAMMO, 2, 1, "s1 s2loc spree_lost", "s1", "notify_outofammo", _("^BG%s^K1 died%s%s. What's the point of living without ammo?"), _("^BG%s^K1 ran out of ammo%s%s")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_ROT, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 rotted away%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_SHOOTING_STAR, 2, 1, "s1 s2loc spree_lost", "s1", "notify_shootingstar", _("^BG%s^K1 became a shooting star%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_VH_WAKI_ROCKET, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 couldn't find shelter from a Racer rocket%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_VOID, 2, 1, "s1 s2loc spree_lost", "s1", "notify_void", _("^BG%s^K1 was in the wrong place%s%s"), "") \
MULTITEAM_INFO(1, INFO_DEATH_TEAMKILL_, 4, 3, 1, "s1 s2 s3loc spree_end", "s2 s1", "notify_teamkill_%s", _("^BG%s^K1 was betrayed by ^BG%s^K1%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_DOMINATION_CAPTURE_TIME, 2, 2, "s1 s2 f1 f2", "", "", _("^BG%s^BG%s^BG (%s points every %s seconds)"), "") \
MSG_INFO_NOTIF(1, INFO_FREEZETAG_FREEZE, 2, 0, "s1 s2", "", "", _("^BG%s^K1 was frozen by ^BG%s"), "") \
MSG_INFO_NOTIF(1, INFO_FREEZETAG_REVIVED, 2, 0, "s1 s2", "", "", _("^BG%s^K3 was revived by ^BG%s"), "") \
MSG_INFO_NOTIF(1, INFO_FREEZETAG_REVIVED_FALL, 1, 0, "s1", "", "", _("^BG%s^K3 was revived by falling"), "") \
+ MSG_INFO_NOTIF(1, INFO_FREEZETAG_REVIVED_NADE, 1, 0, "s1", "", "", _("^BG%s^K3 was revived by their Nade explosion"), "") \
MSG_INFO_NOTIF(1, INFO_FREEZETAG_AUTO_REVIVED, 1, 1, "s1 f1", "", "", _("^BG%s^K3 was automatically revived after %s second(s)"), "") \
MULTITEAM_INFO(1, INFO_ROUND_TEAM_WIN_, 4, 0, 0, "", "", "", _("^TC^TT^BG team wins the round"), "") \
MSG_INFO_NOTIF(1, INFO_ROUND_PLAYER_WIN, 1, 0, "s1", "", "", _("^BG%s^BG wins the round"), "") \
MSG_INFO_NOTIF(1, INFO_ROUND_OVER, 0, 0, "", "", "", _("^BGRound over, there's no winner"), "") \
MSG_INFO_NOTIF(1, INFO_FREEZETAG_SELF, 1, 0, "s1", "", "", _("^BG%s^K1 froze themself"), "") \
MSG_INFO_NOTIF(1, INFO_GODMODE_OFF, 0, 1, "f1", "", "", _("^BGGodmode saved you %s units of damage, cheater!"), "") \
+ MSG_INFO_NOTIF(1, INFO_ITEM_BUFF, 1, 1, "s1 item_buffname", "", "", _("^BG%s^BG got the %s^BG Buff!"), "") \
+ MSG_INFO_NOTIF(1, INFO_ITEM_BUFF_LOST, 1, 1, "s1 item_buffname", "", "", _("^BG%s^BG lost the %s^BG Buff!"), "") \
+ MSG_INFO_NOTIF(1, INFO_ITEM_BUFF_DROP, 0, 1, "item_buffname", "", "", _("^BGYou dropped the %s^BG Buff!"), "") \
+ MSG_INFO_NOTIF(1, INFO_ITEM_BUFF_GOT, 0, 1, "item_buffname", "", "", _("^BGYou got the %s^BG Buff!"), "") \
MSG_INFO_NOTIF(0, INFO_ITEM_WEAPON_DONTHAVE, 0, 1, "item_wepname", "", "", _("^BGYou do not have the ^F1%s"), "") \
MSG_INFO_NOTIF(0, INFO_ITEM_WEAPON_DROP, 1, 1, "item_wepname item_wepammo", "", "", _("^BGYou dropped the ^F1%s^BG%s"), "") \
MSG_INFO_NOTIF(0, INFO_ITEM_WEAPON_GOT, 0, 1, "item_wepname", "", "", _("^BGYou got the ^F1%s"), "") \
MSG_INFO_NOTIF(1, INFO_WATERMARK, 1, 0, "s1", "", "", _("^F3SVQC Build information: ^F4%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_ACCORDEON_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapontuba", _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Accordeon%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_ACCORDEON_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weapontuba", _("^BG%s^K1 hurt their own ears with the @!#%%'n Accordeon%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_ARC_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponhlac", _("^BG%s%s^K1 was electrocuted by ^BG%s^K1's Arc%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_BLASTER_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponlaser", _("^BG%s%s^K1 was shot to death by ^BG%s^K1's Blaster%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_BLASTER_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponlaser", _("^BG%s^K1 shot themself to hell with their Blaster%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_CRYLINK_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponcrylink", _("^BG%s%s^K1 felt the strong pull of ^BG%s^K1's Crylink%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_CRYLINK_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponcrylink", _("^BG%s^K1 felt the strong pull of their Crylink%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_DEVASTATOR_MURDER_DIRECT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrocketlauncher", _("^BG%s%s^K1 ate ^BG%s^K1's rocket%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_DEVASTATOR_MURDER_SPLASH, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrocketlauncher", _("^BG%s%s^K1 got too close ^BG%s^K1's rocket%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_DEVASTATOR_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponrocketlauncher", _("^BG%s^K1 blew themself up with their Devastator%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_MURDER_BOLT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponelectro", _("^BG%s%s^K1 was blasted by ^BG%s^K1's Electro bolt%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_MURDER_COMBO, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponelectro", _("^BG%s%s^K1 felt the electrifying air of ^BG%s^K1's Electro combo%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_MURDER_ORBS, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponelectro", _("^BG%s%s^K1 got too close to ^BG%s^K1's Electro plasma%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_SUICIDE_BOLT, 2, 1, "s1 s2loc spree_lost", "s1", "weaponelectro", _("^BG%s^K1 played with Electro plasma%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_SUICIDE_ORBS, 2, 1, "s1 s2loc spree_lost", "s1", "weaponelectro", _("^BG%s^K1 could not remember where they put their Electro plasma%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_MURDER_ORBS, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponelectro", _("^BG%s%s^K1 got too close to ^BG%s^K1's Electro orb%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_SUICIDE_BOLT, 2, 1, "s1 s2loc spree_lost", "s1", "weaponelectro", _("^BG%s^K1 played with Electro bolts%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_ELECTRO_SUICIDE_ORBS, 2, 1, "s1 s2loc spree_lost", "s1", "weaponelectro", _("^BG%s^K1 could not remember where they put their Electro orb%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_FIREBALL_MURDER_BLAST, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponfireball", _("^BG%s%s^K1 got too close to ^BG%s^K1's fireball%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_FIREBALL_MURDER_FIREMINE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponfireball", _("^BG%s%s^K1 got burnt by ^BG%s^K1's firemine%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_FIREBALL_SUICIDE_BLAST, 2, 1, "s1 s2loc spree_lost", "s1", "weaponfireball", _("^BG%s^K1 should have used a smaller gun%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_HOOK_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponhook", _("^BG%s%s^K1 was caught in ^BG%s^K1's Hook gravity bomb%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_KLEINBOTTLE_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapontuba", _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Klein Bottle%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_KLEINBOTTLE_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weapontuba", _("^BG%s^K1 hurt their own ears with the @!#%%'n Klein Bottle%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_LASER_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponlaser", _("^BG%s%s^K1 was shot to death by ^BG%s^K1's Laser%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_LASER_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponlaser", _("^BG%s^K1 shot themself to hell with their Laser%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_MACHINEGUN_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MINELAYER_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponminelayer", _("^BG%s%s^K1 got too close to ^BG%s^K1's mine%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MINELAYER_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponminelayer", _("^BG%s^K1 forgot about their mine%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_MINSTANEX_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponminstanex", _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Minstanex%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_MURDER_BOUNCE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapongrenadelauncher", _("^BG%s%s^K1 got too close to ^BG%s^K1's Mortar grenade%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_MURDER_EXPLODE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapongrenadelauncher", _("^BG%s%s^K1 ate ^BG%s^K1's Mortar grenade%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_SUICIDE_BOUNCE, 2, 1, "s1 s2loc spree_lost", "s1", "weapongrenadelauncher", _("^BG%s^K1 didn't see their own Mortar grenade%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_MORTAR_SUICIDE_EXPLODE, 2, 1, "s1 s2loc spree_lost", "s1", "weapongrenadelauncher", _("^BG%s^K1 blew themself up with their own Mortar%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_NEX_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponnex", _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Nex%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrifle", _("^BG%s%s^K1 was sniped with a Rifle by ^BG%s^K1%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER_HAIL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrifle", _("^BG%s%s^K1 died in ^BG%s^K1's Rifle bullet hail%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER_HAIL_PIERCING, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrifle", _("^BG%s%s^K1 failed to hide from ^BG%s^K1's Rifle bullet hail%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_RIFLE_MURDER_PIERCING, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrifle", _("^BG%s%s^K1 failed to hide from ^BG%s^K1's Rifle%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ROCKETLAUNCHER_MURDER_DIRECT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrocketlauncher", _("^BG%s%s^K1 ate ^BG%s^K1's rocket%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ROCKETLAUNCHER_MURDER_SPLASH, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrocketlauncher", _("^BG%s%s^K1 got too close ^BG%s^K1's rocket%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_ROCKETLAUNCHER_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponrocketlauncher", _("^BG%s^K1 blew themself up with their Rocketlauncher%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_SEEKER_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponseeker", _("^BG%s%s^K1 was pummeled by ^BG%s^K1's Seeker rockets%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_SEEKER_MURDER_TAG, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponseeker", _("^BG%s%s^K1 was tagged by ^BG%s^K1's Seeker%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_SEEKER_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponseeker", _("^BG%s^K1 played with tiny Seeker rockets%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_SHOCKWAVE_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponshotgun", _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Shockwave%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_SHOCKWAVE_MURDER_SLAP, 3, 2, "spree_inf s2 s1 s3loc spree_end", "s2 s1", "notify_melee_shotgun", _("^BG%s%s^K1 slapped ^BG%s^K1 around a bit with a large Shockwave%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_SHOTGUN_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponshotgun", _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Shotgun%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_SHOTGUN_MURDER_SLAP, 3, 2, "spree_inf s2 s1 s3loc spree_end", "s2 s1", "notify_melee_shotgun", _("^BG%s%s^K1 slapped ^BG%s^K1 around a bit with a large Shotgun%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_THINKING_WITH_PORTALS, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 is now thinking with portals%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapontuba", _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Tuba%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weapontuba", _("^BG%s^K1 hurt their own ears with the @!#%%'n Tuba%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
+ MSG_INFO_NOTIF(1, INFO_WEAPON_VAPORIZER_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponminstanex", _("^BG%s%s^K1 has been sublimated by ^BG%s^K1's Vaporizer%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_VORTEX_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponnex", _("^BG%s%s^K1 has been vaporized by ^BG%s^K1's Vortex%s%s"), "")
#define MULTITEAM_CENTER2(default,prefix,strnum,flnum,args,cpid,durcnt,normal,gentle) \
MSG_CENTER_NOTIF(default, prefix##RED, strnum, flnum, args, cpid, durcnt, TCR(normal, COL_TEAM_1, strtoupper(NAME_TEAM_1)), TCR(gentle, COL_TEAM_1, strtoupper(NAME_TEAM_1))) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, 1, 4, "spree_cen s1 frag_stats", NO_CPID, "0 0", _("^K1%sYou were typefragged by ^BG%s^BG%s"), _("^K1%sYou were scored against by ^BG%s^K1 while typing^BG%s")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, 1, 2, "spree_cen s1 frag_ping", NO_CPID, "0 0", _("^K1%sYou typefragged ^BG%s^BG%s"), _("^K1%sYou scored against ^BG%s^K1 while they were typing^BG%s")) \
MSG_CENTER_NOTIF(1, CENTER_NADE_THROW, 0, 0, "", CPID_NADES, "0 0", _("^BGPress ^F2DROPWEAPON^BG again to toss the nade!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_NADE_BONUS, 0, 0, "", CPID_NADES, "0 0", _("^F2You got a ^K1BONUS GRENADE^F2!"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_AUTOTEAMCHANGE, 0, 1, "death_team", NO_CPID, "0 0", _("^BGYou have been moved into a different team\nYou are now on: %s"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_BETRAYAL, 0, 0, "", NO_CPID, "0 0", _("^K1Don't shoot your team mates!"), _("^K1Don't go against your team mates!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_CAMP, 0, 0, "", NO_CPID, "0 0", _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_LAVA, 0, 0, "", NO_CPID, "0 0", _("^K1You couldn't stand the heat!"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_MONSTER, 0, 0, "", NO_CPID, "0 0", _("^K1You were killed by a monster!"), _("^K1You need to watch out for monsters!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE, 0, 0, "", NO_CPID, "0 0", _("^K1You forgot to put the pin back in!"), _("^K1Tastes like chicken!")) \
+ MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE_NAPALM, 0, 0, "", NO_CPID, "0 0", _("^K1Hanging around a napalm explosion is bad!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE_ICE_FREEZE, 0, 0, "", NO_CPID, "0 0", _("^K1You got a little bit too cold!"), _("^K1You felt a little chilly!")) \
+ MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE_HEAL, 0, 0, "", NO_CPID, "0 0", _("^K1Your Healing Nade is a bit defective"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NOAMMO, 0, 0, "", NO_CPID, "0 0", _("^K1You were killed for running out of ammo..."), _("^K1You are respawning for running out of ammo...")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_ROT, 0, 0, "", NO_CPID, "0 0", _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_SHOOTING_STAR, 0, 0, "", NO_CPID, "0 0", _("^K1You became a shooting star!"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_FREEZE, 1, 0, "s1", NO_CPID, "0 0", _("^K3You froze ^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_FROZEN, 1, 0, "s1", NO_CPID, "0 0", _("^K1You were frozen by ^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE, 1, 0, "s1", NO_CPID, "0 0", _("^K3You revived ^BG%s"), "") \
- MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE_FALL, 0, 0, "", NO_CPID, "0 0", _("^K3You revived yourself"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVE_SELF, 0, 0, "", NO_CPID, "0 0", _("^K3You revived yourself"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_REVIVED, 1, 0, "s1", NO_CPID, "0 0", _("^K3You were revived by ^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_AUTO_REVIVED, 0, 1, "f1", NO_CPID, "0 0", _("^K3You were automatically revived after %s second(s)"), "") \
MULTITEAM_CENTER(1, CENTER_ROUND_TEAM_WIN_, 4, 0, 0, "", CPID_ROUND, "0 0", _("^TC^TT^BG team wins the round"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_SELF, 0, 0, "", NO_CPID, "0 0", _("^K1You froze yourself"), "") \
MSG_CENTER_NOTIF(1, CENTER_FREEZETAG_SPAWN_LATE, 0, 0, "", NO_CPID, "0 0", _("^K1Round already started, you spawn as frozen"), "") \
MSG_CENTER_NOTIF(1, CENTER_INVASION_SUPERMONSTER, 1, 0, "s1", NO_CPID, "0 0", _("^K1A %s has arrived!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_ITEM_BUFF_DROP, 0, 1, "item_buffname", CPID_ITEM, "item_centime 0", _("^BGYou dropped the %s^BG Buff!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_ITEM_BUFF_GOT, 0, 1, "item_buffname", CPID_ITEM, "item_centime 0", _("^BGYou got the %s^BG Buff!"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_DONTHAVE, 0, 1, "item_wepname", CPID_ITEM, "item_centime 0", _("^BGYou do not have the ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_DROP, 1, 1, "item_wepname item_wepammo", CPID_ITEM, "item_centime 0", _("^BGYou dropped the ^F1%s^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_ITEM_WEAPON_GOT, 0, 1, "item_wepname", CPID_ITEM, "item_centime 0", _("^BGYou got the ^F1%s"), "") \
MSG_MULTI_NOTIF(1, DEATH_MURDER_LAVA, NO_MSG, INFO_DEATH_MURDER_LAVA, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_MONSTER, NO_MSG, INFO_DEATH_MURDER_MONSTER, CENTER_DEATH_SELF_MONSTER) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE, NO_MSG, INFO_DEATH_MURDER_NADE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE_NAPALM, NO_MSG, INFO_DEATH_MURDER_NADE_NAPALM, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE_ICE, NO_MSG, INFO_DEATH_MURDER_NADE_ICE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE_ICE_FREEZE, NO_MSG, INFO_DEATH_MURDER_NADE_ICE_FREEZE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE_HEAL, NO_MSG, INFO_DEATH_MURDER_NADE_HEAL, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SHOOTING_STAR, NO_MSG, INFO_DEATH_MURDER_SHOOTING_STAR, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SLIME, NO_MSG, INFO_DEATH_MURDER_SLIME, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SWAMP, NO_MSG, INFO_DEATH_MURDER_SWAMP, 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) \
MSG_MULTI_NOTIF(1, DEATH_SELF_MON_ZOMBIE_JUMP, NO_MSG, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, CENTER_DEATH_SELF_MONSTER) \
MSG_MULTI_NOTIF(1, DEATH_SELF_MON_ZOMBIE_MELEE, NO_MSG, INFO_DEATH_SELF_MON_ZOMBIE_MELEE, CENTER_DEATH_SELF_MONSTER) \
MSG_MULTI_NOTIF(1, DEATH_SELF_NADE, NO_MSG, INFO_DEATH_SELF_NADE, CENTER_DEATH_SELF_NADE) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_NADE_NAPALM, NO_MSG, INFO_DEATH_SELF_NADE_NAPALM, CENTER_DEATH_SELF_NADE_NAPALM) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_NADE_ICE, NO_MSG, INFO_DEATH_SELF_NADE_ICE, CENTER_DEATH_SELF_NADE_ICE_FREEZE) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_NADE_ICE_FREEZE, NO_MSG, INFO_DEATH_SELF_NADE_ICE_FREEZE, CENTER_DEATH_SELF_NADE_ICE_FREEZE) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_NADE_HEAL, NO_MSG, INFO_DEATH_SELF_NADE_HEAL, CENTER_DEATH_SELF_NADE_HEAL) \
MSG_MULTI_NOTIF(1, DEATH_SELF_NOAMMO, NO_MSG, INFO_DEATH_SELF_NOAMMO, CENTER_DEATH_SELF_NOAMMO) \
MSG_MULTI_NOTIF(1, DEATH_SELF_ROT, NO_MSG, INFO_DEATH_SELF_ROT, CENTER_DEATH_SELF_ROT) \
MSG_MULTI_NOTIF(1, DEATH_SELF_SHOOTING_STAR, NO_MSG, INFO_DEATH_SELF_SHOOTING_STAR, CENTER_DEATH_SELF_SHOOTING_STAR) \
MSG_MULTI_NOTIF(1, DEATH_SELF_VH_WAKI_DEATH, NO_MSG, INFO_DEATH_SELF_VH_WAKI_DEATH, CENTER_DEATH_SELF_VH_WAKI_DEATH) \
MSG_MULTI_NOTIF(1, DEATH_SELF_VH_WAKI_ROCKET, NO_MSG, INFO_DEATH_SELF_VH_WAKI_ROCKET, CENTER_DEATH_SELF_VH_WAKI_ROCKET) \
MSG_MULTI_NOTIF(1, DEATH_SELF_VOID, NO_MSG, INFO_DEATH_SELF_VOID, CENTER_DEATH_SELF_VOID) \
+ MSG_MULTI_NOTIF(1, ITEM_BUFF_DROP, NO_MSG, INFO_ITEM_BUFF_DROP, CENTER_ITEM_BUFF_DROP) \
+ MSG_MULTI_NOTIF(1, ITEM_BUFF_GOT, NO_MSG, INFO_ITEM_BUFF_GOT, CENTER_ITEM_BUFF_GOT) \
MSG_MULTI_NOTIF(1, ITEM_WEAPON_DONTHAVE, NO_MSG, INFO_ITEM_WEAPON_DONTHAVE, CENTER_ITEM_WEAPON_DONTHAVE) \
MSG_MULTI_NOTIF(1, ITEM_WEAPON_DROP, NO_MSG, INFO_ITEM_WEAPON_DROP, CENTER_ITEM_WEAPON_DROP) \
MSG_MULTI_NOTIF(1, ITEM_WEAPON_GOT, NO_MSG, INFO_ITEM_WEAPON_GOT, CENTER_ITEM_WEAPON_GOT) \
MSG_MULTI_NOTIF(1, MULTI_MINSTA_FINDAMMO, ANNCE_NUM_10, NO_MSG, CENTER_MINSTA_FINDAMMO_FIRST) \
MSG_MULTI_NOTIF(1, WEAPON_ACCORDEON_MURDER, NO_MSG, INFO_WEAPON_ACCORDEON_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_ACCORDEON_SUICIDE, NO_MSG, INFO_WEAPON_ACCORDEON_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
+ MSG_MULTI_NOTIF(1, WEAPON_ARC_MURDER, NO_MSG, INFO_WEAPON_ARC_MURDER, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_BLASTER_MURDER, NO_MSG, INFO_WEAPON_BLASTER_MURDER, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_BLASTER_SUICIDE, NO_MSG, INFO_WEAPON_BLASTER_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_CRYLINK_MURDER, NO_MSG, INFO_WEAPON_CRYLINK_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_CRYLINK_SUICIDE, NO_MSG, INFO_WEAPON_CRYLINK_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
+ MSG_MULTI_NOTIF(1, WEAPON_DEVASTATOR_MURDER_DIRECT, NO_MSG, INFO_WEAPON_DEVASTATOR_MURDER_DIRECT, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_DEVASTATOR_MURDER_SPLASH, NO_MSG, INFO_WEAPON_DEVASTATOR_MURDER_SPLASH, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_DEVASTATOR_SUICIDE, NO_MSG, INFO_WEAPON_DEVASTATOR_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_ELECTRO_MURDER_BOLT, NO_MSG, INFO_WEAPON_ELECTRO_MURDER_BOLT, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_ELECTRO_MURDER_COMBO, NO_MSG, INFO_WEAPON_ELECTRO_MURDER_COMBO, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_ELECTRO_MURDER_ORBS, NO_MSG, INFO_WEAPON_ELECTRO_MURDER_ORBS, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_HOOK_MURDER, NO_MSG, INFO_WEAPON_HOOK_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_KLEINBOTTLE_MURDER, NO_MSG, INFO_WEAPON_KLEINBOTTLE_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_KLEINBOTTLE_SUICIDE, NO_MSG, INFO_WEAPON_KLEINBOTTLE_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
- MSG_MULTI_NOTIF(1, WEAPON_LASER_MURDER, NO_MSG, INFO_WEAPON_LASER_MURDER, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_LASER_SUICIDE, NO_MSG, INFO_WEAPON_LASER_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
+ MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SNIPE, NO_MSG, INFO_WEAPON_MACHINEGUN_MURDER_SNIPE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_MACHINEGUN_MURDER_SPRAY, NO_MSG, INFO_WEAPON_MACHINEGUN_MURDER_SPRAY, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_MINELAYER_MURDER, NO_MSG, INFO_WEAPON_MINELAYER_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_MINELAYER_SUICIDE, NO_MSG, INFO_WEAPON_MINELAYER_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
- MSG_MULTI_NOTIF(1, WEAPON_MINSTANEX_MURDER, NO_MSG, INFO_WEAPON_MINSTANEX_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_MORTAR_MURDER_BOUNCE, NO_MSG, INFO_WEAPON_MORTAR_MURDER_BOUNCE, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_MORTAR_MURDER_EXPLODE, NO_MSG, INFO_WEAPON_MORTAR_MURDER_EXPLODE, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_MORTAR_SUICIDE_BOUNCE, NO_MSG, INFO_WEAPON_MORTAR_SUICIDE_BOUNCE, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_MORTAR_SUICIDE_EXPLODE, NO_MSG, INFO_WEAPON_MORTAR_SUICIDE_EXPLODE, CENTER_DEATH_SELF_GENERIC) \
- MSG_MULTI_NOTIF(1, WEAPON_NEX_MURDER, NO_MSG, INFO_WEAPON_NEX_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER, NO_MSG, INFO_WEAPON_RIFLE_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER_HAIL, NO_MSG, INFO_WEAPON_RIFLE_MURDER_HAIL, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER_HAIL_PIERCING, NO_MSG, INFO_WEAPON_RIFLE_MURDER_HAIL_PIERCING, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_RIFLE_MURDER_PIERCING, NO_MSG, INFO_WEAPON_RIFLE_MURDER_PIERCING, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_ROCKETLAUNCHER_MURDER_DIRECT, NO_MSG, INFO_WEAPON_ROCKETLAUNCHER_MURDER_DIRECT, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_ROCKETLAUNCHER_MURDER_SPLASH, NO_MSG, INFO_WEAPON_ROCKETLAUNCHER_MURDER_SPLASH, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_ROCKETLAUNCHER_SUICIDE, NO_MSG, INFO_WEAPON_ROCKETLAUNCHER_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_SEEKER_MURDER_SPRAY, NO_MSG, INFO_WEAPON_SEEKER_MURDER_SPRAY, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_SEEKER_MURDER_TAG, NO_MSG, INFO_WEAPON_SEEKER_MURDER_TAG, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_SEEKER_SUICIDE, NO_MSG, INFO_WEAPON_SEEKER_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
+ MSG_MULTI_NOTIF(1, WEAPON_SHOCKWAVE_MURDER, NO_MSG, INFO_WEAPON_SHOCKWAVE_MURDER, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_SHOCKWAVE_MURDER_SLAP, NO_MSG, INFO_WEAPON_SHOCKWAVE_MURDER_SLAP, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_SHOTGUN_MURDER, NO_MSG, INFO_WEAPON_SHOTGUN_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_SHOTGUN_MURDER_SLAP, NO_MSG, INFO_WEAPON_SHOTGUN_MURDER_SLAP, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_THINKING_WITH_PORTALS, NO_MSG, INFO_WEAPON_THINKING_WITH_PORTALS, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_MURDER, NO_MSG, INFO_WEAPON_TUBA_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_SUICIDE, NO_MSG, INFO_WEAPON_TUBA_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
- MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SNIPE, NO_MSG, INFO_WEAPON_UZI_MURDER_SNIPE, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SPRAY, NO_MSG, INFO_WEAPON_UZI_MURDER_SPRAY, NO_MSG)
+ MSG_MULTI_NOTIF(1, WEAPON_VAPORIZER_MURDER, NO_MSG, INFO_WEAPON_VAPORIZER_MURDER, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_VORTEX_MURDER, NO_MSG, INFO_WEAPON_VORTEX_MURDER, NO_MSG)
#define MULTITEAM_CHOICE2(default,challow,prefix,chtype,optiona,optionb) \
MSG_CHOICE_NOTIF(default, challow, prefix##RED, chtype, optiona##RED, optionb##RED) \
item_wepname: return full name of a weapon from weaponid
item_wepammo: ammo display for weapon from string
item_centime: amount of time to display weapon message in centerprint
+ item_buffname: return full name of a buff from buffid
death_team: show the full name of the team a player is switching from
*/
ARG_CASE(ARG_CS_SV, "spree_inf", (autocvar_notification_show_sprees ? notif_arg_spree_inf(1, input, s2, f2) : "")) \
ARG_CASE(ARG_CS_SV, "spree_end", (autocvar_notification_show_sprees ? notif_arg_spree_inf(-1, "", "", f1) : "")) \
ARG_CASE(ARG_CS_SV, "spree_lost", (autocvar_notification_show_sprees ? notif_arg_spree_inf(-2, "", "", f1) : "")) \
- ARG_CASE(ARG_CS_SV, "item_wepname", W_Name(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, "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)) \
--- /dev/null
-const float STAT_NEX_CHARGE = 50;
+ // Full list of all stat constants, icnluded in a single location for easy reference
+ // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
+
+ const float MAX_CL_STATS = 256;
+ const float STAT_HEALTH = 0;
+ // 1 empty?
+ const float STAT_WEAPON = 2;
+ const float STAT_AMMO = 3;
+ const float STAT_ARMOR = 4;
+ const float STAT_WEAPONFRAME = 5;
+ const float STAT_SHELLS = 6;
+ const float STAT_NAILS = 7;
+ const float STAT_ROCKETS = 8;
+ const float STAT_CELLS = 9;
+ const float STAT_ACTIVEWEAPON = 10;
+ const float STAT_TOTALSECRETS = 11;
+ const float STAT_TOTALMONSTERS = 12;
+ const float STAT_SECRETS = 13;
+ const float STAT_MONSTERS = 14;
+ const float STAT_ITEMS = 15;
+ const float STAT_VIEWHEIGHT = 16;
+ // 17 empty?
+ // 18 empty?
+ // 19 empty?
+ // 20 empty?
+ const float STAT_VIEWZOOM = 21;
+ // 22 empty?
+ // 23 empty?
+ // 24 empty?
+ // 25 empty?
+ // 26 empty?
+ // 27 empty?
+ // 28 empty?
+ // 29 empty?
+ // 30 empty?
+ // 31 empty?
+ const float STAT_KH_KEYS = 32;
+ const float STAT_CTF_STATE = 33;
+ // 34 empty?
+ const float STAT_WEAPONS = 35;
+ const float STAT_SWITCHWEAPON = 36;
+ const float STAT_GAMESTARTTIME = 37;
+ const float STAT_STRENGTH_FINISHED = 38;
+ const float STAT_INVINCIBLE_FINISHED = 39;
+ // 40 empty?
+ // 41 empty?
+ const float STAT_PRESSED_KEYS = 42;
+ const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
+ const float STAT_FUEL = 44;
+ const float STAT_NB_METERSTART = 45;
+ const float STAT_SHOTORG = 46; // compressShotOrigin
+ const float STAT_LEADLIMIT = 47;
+ const float STAT_WEAPON_CLIPLOAD = 48;
+ const float STAT_WEAPON_CLIPSIZE = 49;
-const float STAT_NEX_CHARGEPOOL = 53;
++const float STAT_VORTEX_CHARGE = 50;
+ const float STAT_LAST_PICKUP = 51;
+ const float STAT_HUD = 52;
-// 84 empty?
++const float STAT_VORTEX_CHARGEPOOL = 53;
+ const float STAT_HIT_TIME = 54;
+ const float STAT_TYPEHIT_TIME = 55;
+ const float STAT_LAYED_MINES = 56;
+ const float STAT_HAGAR_LOAD = 57;
+ const float STAT_SWITCHINGWEAPON = 58;
+ const float STAT_SUPERWEAPONS_FINISHED = 59;
+ const float STAT_VEHICLESTAT_HEALTH = 60;
+ const float STAT_VEHICLESTAT_SHIELD = 61;
+ const float STAT_VEHICLESTAT_ENERGY = 62;
+ const float STAT_VEHICLESTAT_AMMO1 = 63;
+ const float STAT_VEHICLESTAT_RELOAD1 = 64;
+ const float STAT_VEHICLESTAT_AMMO2 = 65;
+ const float STAT_VEHICLESTAT_RELOAD2 = 66;
+ const float STAT_VEHICLESTAT_W2MODE = 67;
+ // 68 empty?
+ const float STAT_NADE_TIMER = 69;
+ const float STAT_SECRETS_TOTAL = 70;
+ const float STAT_SECRETS_FOUND = 71;
+ const float STAT_RESPAWN_TIME = 72;
+ const float STAT_ROUNDSTARTTIME = 73;
+ const float STAT_WEAPONS2 = 74;
+ const float STAT_WEAPONS3 = 75;
+ const float STAT_MONSTERS_TOTAL = 76;
+ const float STAT_MONSTERS_KILLED = 77;
+ const float STAT_BUFFS = 78;
+ const float STAT_NADE_BONUS = 79;
+ const float STAT_NADE_BONUS_TYPE = 80;
+ const float STAT_NADE_BONUS_SCORE = 81;
+ const float STAT_HEALING_ORB = 82;
+ const float STAT_HEALING_ORB_ALPHA = 83;
++const float STAT_PLASMA = 84;
+ // 85 empty?
+ // 86 empty?
+ // 87 empty?
+ // 88 empty?
+ // 89 empty?
+ // 90 empty?
+ // 91 empty?
+ // 92 empty?
+ // 93 empty?
+ // 94 empty?
+ // 95 empty?
+ // 96 empty?
+ // 97 empty?
+ // 98 empty?
+ // 99 empty?
+
+
+ /* The following stats change depending on the gamemode, so can share the same ID */
+ // IDs 100 to 104 reserved for gamemodes
+
+ // freeze tag, clan arena, jailbreak
+ const float STAT_REDALIVE = 100;
+ const float STAT_BLUEALIVE = 101;
+ const float STAT_YELLOWALIVE = 102;
+ const float STAT_PINKALIVE = 103;
+
+ // domination
+ const float STAT_DOM_TOTAL_PPS = 100;
+ const float STAT_DOM_PPS_RED = 101;
+ const float STAT_DOM_PPS_BLUE = 102;
+ const float STAT_DOM_PPS_YELLOW = 103;
+ const float STAT_DOM_PPS_PINK = 104;
+
+ // vip
+ const float STAT_VIP = 100;
+ const float STAT_VIP_RED = 101;
+ const float STAT_VIP_BLUE = 102;
+ const float STAT_VIP_YELLOW = 103;
+ const float STAT_VIP_PINK = 104;
+
+ // key hunt
+ const float STAT_KH_REDKEY_TEAM = 100;
+ const float STAT_KH_BLUEKEY_TEAM = 101;
+ const float STAT_KH_YELLOWKEY_TEAM = 102;
+ const float STAT_KH_PINKKEY_TEAM = 103;
+
+ /* Gamemode-specific stats end here */
+
+
+ const float STAT_FROZEN = 105;
+ const float STAT_REVIVE_PROGRESS = 106;
+ // 107 empty?
+ // 108 empty?
+ // 109 empty?
+ // 110 empty?
+ // 111 empty?
+ // 112 empty?
+ // 113 empty?
+ // 114 empty?
+ // 115 empty?
+ // 116 empty?
+ // 117 empty?
+ // 118 empty?
+ // 119 empty?
+ // 120 empty?
+ // 121 empty?
+ // 122 empty?
+ // 123 empty?
+ // 124 empty?
+ // 125 empty?
+ // 126 empty?
+ // 127 empty?
+ // 128 empty?
+ // 129 empty?
+ // 130 empty?
+ // 131 empty?
+ // 132 empty?
+ // 133 empty?
+ // 134 empty?
+ // 135 empty?
+ // 136 empty?
+ // 137 empty?
+ // 138 empty?
+ // 139 empty?
+ // 140 empty?
+ // 141 empty?
+ // 142 empty?
+ // 143 empty?
+ // 144 empty?
+ // 145 empty?
+ // 146 empty?
+ // 147 empty?
+ // 148 empty?
+ // 149 empty?
+ // 150 empty?
+ // 151 empty?
+ // 152 empty?
+ // 153 empty?
+ // 154 empty?
+ // 155 empty?
+ // 156 empty?
+ // 157 empty?
+ // 158 empty?
+ // 159 empty?
+ // 160 empty?
+ // 161 empty?
+ // 162 empty?
+ // 162 empty?
+ // 163 empty?
+ // 164 empty?
+ // 165 empty?
+ // 166 empty?
+ // 167 empty?
+ // 168 empty?
+ // 169 empty?
+ // 170 empty?
+ // 171 empty?
+ // 172 empty?
+ // 173 empty?
+ // 174 empty?
+ // 175 empty?
+ // 176 empty?
+ // 177 empty?
+ // 178 empty?
+ // 179 empty?
+ // 180 empty?
+ // 181 empty?
+ // 182 empty?
+ // 183 empty?
+ // 184 empty?
+ // 185 empty?
+ // 186 empty?
+ // 187 empty?
+ // 188 empty?
+ // 189 empty?
+ // 190 empty?
+ // 191 empty?
+ // 192 empty?
+ // 193 empty?
+ // 194 empty?
+ // 195 empty?
+ // 196 empty?
+ // 197 empty?
+ // 198 empty?
+ // 199 empty?
+ // 200 empty?
+ // 201 empty?
+ // 202 empty?
+ // 203 empty?
+ // 204 empty?
+ // 205 empty?
+ // 206 empty?
+ // 207 empty?
+ // 208 empty?
+ // 209 empty?
+ // 210 empty?
+ // 211 empty?
+ // 212 empty?
+ // 213 empty?
+ // 214 empty?
+ // 215 empty?
+ // 216 empty?
+ // 217 empty?
+ // 218 empty?
+ // 219 empty?
+ const float STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR = 220;
+ const float STAT_MOVEVARS_AIRCONTROL_PENALTY = 221;
+ const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
+ const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
+ const float STAT_MOVEVARS_AIRCONTROL_POWER = 224;
+ const float STAT_MOVEFLAGS = 225;
+ const float STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL = 226;
+ const float STAT_MOVEVARS_WARSOWBUNNY_ACCEL = 227;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED = 228;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL = 229;
+ const float STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO = 230;
+ const float STAT_MOVEVARS_AIRSTOPACCELERATE = 231;
+ const float STAT_MOVEVARS_AIRSTRAFEACCELERATE = 232;
+ const float STAT_MOVEVARS_MAXAIRSTRAFESPEED = 233;
+ const float STAT_MOVEVARS_AIRCONTROL = 234;
+ const float STAT_FRAGLIMIT = 235;
+ const float STAT_TIMELIMIT = 236;
+ const float STAT_MOVEVARS_WALLFRICTION = 237;
+ const float STAT_MOVEVARS_FRICTION = 238;
+ const float STAT_MOVEVARS_WATERFRICTION = 239;
+ const float STAT_MOVEVARS_TICRATE = 240;
+ const float STAT_MOVEVARS_TIMESCALE = 241;
+ const float STAT_MOVEVARS_GRAVITY = 242;
+ const float STAT_MOVEVARS_STOPSPEED = 243;
+ const float STAT_MOVEVARS_MAXSPEED = 244;
+ const float STAT_MOVEVARS_SPECTATORMAXSPEED = 245;
+ const float STAT_MOVEVARS_ACCELERATE = 246;
+ const float STAT_MOVEVARS_AIRACCELERATE = 247;
+ const float STAT_MOVEVARS_WATERACCELERATE = 248;
+ const float STAT_MOVEVARS_ENTGRAVITY = 249;
+ const float STAT_MOVEVARS_JUMPVELOCITY = 250;
+ const float STAT_MOVEVARS_EDGEFRICTION = 251;
+ const float STAT_MOVEVARS_MAXAIRSPEED = 252;
+ const float STAT_MOVEVARS_STEPHEIGHT = 253;
+ const float STAT_MOVEVARS_AIRACCEL_QW = 254;
+ const float STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255;
-#define WANT_CONST
// commonly used, but better make them macros
#define TRUE 1
#define FALSE 0
string xencode(float f);
float xdecode(string s);
- #ifndef COMPAT_XON010_CHANNELS
+ // Play all sounds via sound7, for access to the extra channels.
+ // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
#define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
- #endif
float lowestbit(float f);
typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
+#ifdef SVQC
+vector combine_to_vector(float x, float y, float z);
+vector get_corner_position(entity box, float corner);
+#endif
+
// expand multiple arguments into one argument by stripping parenthesis
#define XPD(...) __VA_ARGS__
// Quadratic splines (bezier)
vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);
+
+#define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
--- /dev/null
- self.owner.freezetag_frozen
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ ARC,
+/* function */ W_Arc,
+/* ammotype */ ammo_cells,
+/* impulse */ 3,
+/* flags */ WEP_FLAG_NORMAL,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* color */ '1 1 1',
+/* modelname */ "arc",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairhlac 0.7",
+/* wepimg */ "weaponhlac",
+/* refname */ "arc",
+/* wepname */ _("Arc")
+);
+
+#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
+#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, beam_ammo) \
+ w_cvar(id, sn, NONE, beam_animtime) \
+ w_cvar(id, sn, NONE, beam_botaimspeed) \
+ w_cvar(id, sn, NONE, beam_botaimlifetime) \
+ w_cvar(id, sn, NONE, beam_damage) \
+ w_cvar(id, sn, NONE, beam_degreespersegment) \
+ w_cvar(id, sn, NONE, beam_distancepersegment) \
+ w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
+ w_cvar(id, sn, NONE, beam_falloff_maxdist) \
+ w_cvar(id, sn, NONE, beam_falloff_mindist) \
+ w_cvar(id, sn, NONE, beam_force) \
+ w_cvar(id, sn, NONE, beam_healing_amax) \
+ w_cvar(id, sn, NONE, beam_healing_aps) \
+ w_cvar(id, sn, NONE, beam_healing_hmax) \
+ w_cvar(id, sn, NONE, beam_healing_hps) \
+ w_cvar(id, sn, NONE, beam_maxangle) \
+ w_cvar(id, sn, NONE, beam_nonplayerdamage) \
+ w_cvar(id, sn, NONE, beam_range) \
+ w_cvar(id, sn, NONE, beam_refire) \
+ w_cvar(id, sn, NONE, beam_returnspeed) \
+ w_cvar(id, sn, NONE, beam_tightness) \
+ w_cvar(id, sn, NONE, burst_ammo) \
+ w_cvar(id, sn, NONE, burst_damage) \
+ w_cvar(id, sn, NONE, burst_healing_aps) \
+ w_cvar(id, sn, NONE, burst_healing_hps) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifndef MENUQC
+#define ARC_MAX_SEGMENTS 20
+vector arc_shotorigin[4];
+.vector beam_start;
+.vector beam_dir;
+.vector beam_wantdir;
+.float beam_type;
+
+#define ARC_BT_MISS 0
+#define ARC_BT_WALL 1
+#define ARC_BT_HEAL 2
+#define ARC_BT_HIT 3
+#define ARC_BT_BURST_MISS 10
+#define ARC_BT_BURST_WALL 11
+#define ARC_BT_BURST_HEAL 12
+#define ARC_BT_BURST_HIT 13
+#define ARC_BT_BURSTMASK 10
+
+#define ARC_SF_SETTINGS 1
+#define ARC_SF_START 2
+#define ARC_SF_WANTDIR 4
+#define ARC_SF_BEAMDIR 8
+#define ARC_SF_BEAMTYPE 16
+#define ARC_SF_LOCALMASK 14
+#endif
+#ifdef SVQC
+ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+.entity arc_beam;
+.float BUTTON_ATCK_prev; // for better animation control
+.float beam_prev;
+.float beam_initialized;
+.float beam_bursting;
+.float beam_teleporttime;
+#endif
+#ifdef CSQC
+void Ent_ReadArcBeam(float isnew);
+
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.float beam_traileffect;
+.float beam_hiteffect;
+.float beam_hitlight[4]; // 0: radius, 123: rgb
+.float 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
+#else
+#ifdef SVQC
+void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
+
+float W_Arc_Beam_Send(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+
+ // Truncate information when this beam is displayed to the owner client
+ // - The owner client has no use for beam start position or directions,
+ // it always figures this information out for itself with csqc code.
+ // - Spectating the owner also truncates this information.
+ float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
+ if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
+
+ WriteByte(MSG_ENTITY, sf);
+
+ if(sf & ARC_SF_SETTINGS) // settings information
+ {
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
+ WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
+ WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
+ WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
+
+ WriteByte(MSG_ENTITY, drawlocal);
+ }
+ if(sf & ARC_SF_START) // starting location
+ {
+ WriteCoord(MSG_ENTITY, self.beam_start_x);
+ WriteCoord(MSG_ENTITY, self.beam_start_y);
+ WriteCoord(MSG_ENTITY, self.beam_start_z);
+ }
+ if(sf & ARC_SF_WANTDIR) // want/aim direction
+ {
+ WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
+ }
+ if(sf & ARC_SF_BEAMDIR) // beam direction
+ {
+ WriteCoord(MSG_ENTITY, self.beam_dir_x);
+ WriteCoord(MSG_ENTITY, self.beam_dir_y);
+ WriteCoord(MSG_ENTITY, self.beam_dir_z);
+ }
+ if(sf & ARC_SF_BEAMTYPE) // beam type
+ {
+ WriteByte(MSG_ENTITY, self.beam_type);
+ }
+
+ return TRUE;
+}
+
+void Reset_ArcBeam(entity player, vector forward)
+{
+ if (!player.arc_beam) {
+ return;
+ }
+ player.arc_beam.beam_dir = forward;
+ player.arc_beam.beam_teleporttime = time;
+}
+
+void W_Arc_Beam_Think(void)
+{
+ if(self != self.owner.arc_beam)
+ {
+ remove(self);
+ return;
+ }
+
+ if(
+ !IS_PLAYER(self.owner)
+ ||
+ (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ ||
+ self.owner.deadflag != DEAD_NO
+ ||
+ (!self.owner.BUTTON_ATCK /* FIXME(Samual): && !self.beam_bursting */)
+ ||
++ self.owner.frozen
+ )
+ {
+ if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
+ entity oldself = self;
+ self = self.owner;
+ if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
+ {
+ // note: this doesn't force the switch
+ W_SwitchToOtherWeapon(self);
+ }
+ self = oldself;
+ remove(self);
+ return;
+ }
+
+ float burst = 0;
+ if(/*self.owner.BUTTON_ATCK2 || */self.beam_bursting)
+ {
+ if(!self.beam_bursting)
+ self.beam_bursting = TRUE;
+ burst = ARC_BT_BURSTMASK;
+ }
+
+ // decrease ammo
+ float coefficient = frametime;
+ if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ float rootammo;
+ if(burst)
+ { rootammo = WEP_CVAR(arc, burst_ammo); }
+ else
+ { rootammo = WEP_CVAR(arc, beam_ammo); }
+
+ if(rootammo)
+ {
+ coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
+ self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
+ }
+ }
+
+ makevectors(self.owner.v_angle);
+
+ W_SetupShot_Range(
+ self.owner,
+ TRUE,
+ 0,
+ "",
+ 0,
+ WEP_CVAR(arc, beam_damage) * coefficient,
+ WEP_CVAR(arc, beam_range)
+ );
+
+ // After teleport, "lock" the beam until the teleport is confirmed.
+ if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
+ w_shotdir = self.beam_dir;
+ }
+
+ // network information: shot origin and want/aim direction
+ if(self.beam_start != w_shotorg)
+ {
+ self.SendFlags |= ARC_SF_START;
+ self.beam_start = w_shotorg;
+ }
+ if(self.beam_wantdir != w_shotdir)
+ {
+ self.SendFlags |= ARC_SF_WANTDIR;
+ self.beam_wantdir = w_shotdir;
+ }
+
+ if(!self.beam_initialized)
+ {
+ self.beam_dir = w_shotdir;
+ self.beam_initialized = TRUE;
+ }
+
+ // WEAPONTODO: Detect player velocity so that the beam curves when moving too
+ // idea: blend together self.beam_dir with the inverted direction the player is moving in
+ // might have to make some special accomodation so that it only uses view_right and view_up
+
+ // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
+
+ float segments;
+ if(self.beam_dir != w_shotdir)
+ {
+ // calculate how much we're going to move the end of the beam to the want position
+ // WEAPONTODO (server and client):
+ // blendfactor never actually becomes 0 in this situation, which is a problem
+ // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // eachother, however they never actually become the same value with this method.
+ // Perhaps we should do some form of rounding/snapping?
+ float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
+ if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
+ {
+ // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+ float blendfactor = bound(
+ 0,
+ (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+ min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
+ );
+ self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+ else
+ {
+ // the radius is not too far yet, no worries :D
+ float blendfactor = bound(
+ 0,
+ (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+ 1
+ );
+ self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+
+ // network information: beam direction
+ self.SendFlags |= ARC_SF_BEAMDIR;
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(WEP_CVAR(arc, beam_distancepersegment))
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(WEP_CVAR(arc, beam_degreespersegment))
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ WEP_CVAR(arc, beam_maxangle)
+ )
+ /
+ WEP_CVAR(arc, beam_degreespersegment)
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+
+ vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+ vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
+
+ float i;
+ float new_beam_type = 0;
+ vector last_origin = w_shotorg;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (client):
+ // In order to do nice fading and pointing on the starting segment, we must always
+ // have that drawn as a separate triangle... However, that is difficult to do when
+ // keeping in mind the above problems and also optimizing the amount of segments
+ // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+ vector new_origin = bezier_quadratic_getpoint(
+ w_shotorg,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
+ vector new_dir = normalize(new_origin - last_origin);
+
+ WarpZone_traceline_antilag(
+ self.owner,
+ last_origin,
+ new_origin,
+ MOVE_NORMAL,
+ self.owner,
+ ANTILAG_LATENCY(self.owner)
+ );
+
+ // Do all the transforms for warpzones right now, as we already
+ // "are" in the post-trace system (if we hit a player, that's
+ // always BEHIND the last passed wz).
+ last_origin = trace_endpos;
+ w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
+ beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+ beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+ new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
+
+ float is_player = (
+ trace_ent.classname == "player"
+ ||
+ trace_ent.classname == "body"
+ ||
+ (trace_ent.flags & FL_MONSTER)
+ );
+
+ if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+ {
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ // NO. trace_endpos should be just fine. If not,
+ // that's an engine bug that needs proper debugging.
+ vector hitorigin = trace_endpos;
+
+ float falloff = ExponentialFalloff(
+ WEP_CVAR(arc, beam_falloff_mindist),
+ WEP_CVAR(arc, beam_falloff_maxdist),
+ WEP_CVAR(arc, beam_falloff_halflifedist),
+ vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
+ );
+
+ if(is_player && SAME_TEAM(self.owner, trace_ent))
+ {
+ float roothealth, rootarmor;
+ if(burst)
+ {
+ roothealth = WEP_CVAR(arc, burst_healing_hps);
+ rootarmor = WEP_CVAR(arc, burst_healing_aps);
+ }
+ else
+ {
+ roothealth = WEP_CVAR(arc, beam_healing_hps);
+ rootarmor = WEP_CVAR(arc, beam_healing_aps);
+ }
+
+ if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
+ {
+ trace_ent.health = min(
+ trace_ent.health + (roothealth * coefficient),
+ WEP_CVAR(arc, beam_healing_hmax)
+ );
+ }
+ if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
+ {
+ trace_ent.armorvalue = min(
+ trace_ent.armorvalue + (rootarmor * coefficient),
+ WEP_CVAR(arc, beam_healing_amax)
+ );
+ }
+
+ // stop rot, set visual effect
+ if(roothealth || rootarmor)
+ {
+ trace_ent.pauserothealth_finished = max(
+ trace_ent.pauserothealth_finished,
+ time + autocvar_g_balance_pause_health_rot
+ );
+ trace_ent.pauserotarmor_finished = max(
+ trace_ent.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot
+ );
+ new_beam_type = ARC_BT_HEAL;
+ }
+ }
+ else
+ {
+ float rootdamage;
+ if(is_player)
+ {
+ if(burst)
+ { rootdamage = WEP_CVAR(arc, burst_damage); }
+ else
+ { rootdamage = WEP_CVAR(arc, beam_damage); }
+ }
+ else
+ { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
+
+ if(accuracy_isgooddamage(self.owner, trace_ent))
+ {
+ accuracy_add(
+ self.owner,
+ WEP_ARC,
+ 0,
+ rootdamage * coefficient * falloff
+ );
+ }
+
+ Damage(
+ trace_ent,
+ self.owner,
+ self.owner,
+ rootdamage * coefficient * falloff,
+ WEP_ARC,
+ hitorigin,
+ WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
+ );
+
+ new_beam_type = ARC_BT_HIT;
+ }
+ break;
+ }
+ else if(trace_fraction != 1)
+ {
+ // we collided with geometry
+ new_beam_type = ARC_BT_WALL;
+ break;
+ }
+ }
+
+ // te_explosion(trace_endpos);
+
+ // if we're bursting, use burst visual effects
+ new_beam_type += burst;
+
+ // network information: beam type
+ if(new_beam_type != self.beam_type)
+ {
+ self.SendFlags |= ARC_SF_BEAMTYPE;
+ self.beam_type = new_beam_type;
+ }
+
+ self.owner.beam_prev = time;
+ self.nextthink = time;
+}
+
+void W_Arc_Beam(float burst)
+{
+ // FIXME(Samual): remove this when overheat and burst work.
+ if (burst)
+ {
+ centerprint(self, "^4NOTE:^7 Arc burst (secondary) is not implemented yet.");
+ }
+
+ // only play fire sound if 1 sec has passed since player let go the fire button
+ if(time - self.beam_prev > 1)
+ {
+ sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+ }
+
+ entity beam = self.arc_beam = spawn();
+ beam.classname = "W_Arc_Beam";
+ beam.solid = SOLID_NOT;
+ beam.think = W_Arc_Beam_Think;
+ beam.owner = self;
+ beam.movetype = MOVETYPE_NONE;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
+ beam.beam_bursting = burst;
+ Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
+
+ entity oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
+
+float W_Arc(float req)
+{
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ if(WEP_CVAR(arc, beam_botaimspeed))
+ {
+ self.BUTTON_ATCK = bot_aim(
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ FALSE
+ );
+ }
+ else
+ {
+ self.BUTTON_ATCK = bot_aim(
+ 1000000,
+ 0,
+ 0.001,
+ FALSE
+ );
+ }
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ #if 0
+ if(self.arc_beam.beam_heat > threshold)
+ {
+ stop the beam somehow
+ play overheat animation
+ }
+ #endif
+
+ if(self.BUTTON_ATCK || self.BUTTON_ATCK2 /* FIXME(Samual): || self.arc_beam.beam_bursting */)
+ {
+ if(self.BUTTON_ATCK_prev)
+ {
+ #if 0
+ if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ else
+ #endif
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
+
+ if((!self.arc_beam) || wasfreed(self.arc_beam))
+ {
+ if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
+ {
+ W_Arc_Beam(!!self.BUTTON_ATCK2);
+
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
+ }
+ }
+ }
+ else // todo
+ {
+ if(self.BUTTON_ATCK_prev != 0)
+ {
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+ }
+ self.BUTTON_ATCK_prev = 0;
+ }
+
+ #if 0
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+ {
+ W_Arc_Attack2();
+ self.arc_count = autocvar_g_balance_arc_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ }
+ #endif
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model("models/weapons/g_arc.md3");
+ precache_model("models/weapons/v_arc.md3");
+ precache_model("models/weapons/h_arc.iqm");
+ precache_sound("weapons/lgbeam_fire.wav");
+ if(!arc_shotorigin[0])
+ {
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+ }
+ ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ }
+ case WR_CHECKAMMO2:
+ {
+ // arc currently has no secondary attack
+ return FALSE;
+ //return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ }
+ case WR_CONFIG:
+ {
+ ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_ARC_MURDER;
+ }
+ }
+ return FALSE;
+}
+#endif
+#ifdef CSQC
+void Draw_ArcBeam_callback(vector start, vector hit, vector end)
+{
+ entity beam = Draw_ArcBeam_callback_entity;
+ vector transformed_view_org;
+ transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+
+ // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
+ // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
+ vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
+
+ vector hitorigin;
+
+ // draw segment
+ #if 0
+ if(trace_fraction != 1)
+ {
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
+ hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
+ }
+ else
+ {
+ hitorigin = hit;
+ }
+ #else
+ hitorigin = hit;
+ #endif
+
+ // decide upon thickness
+ float thickness = beam.beam_thickness;
+
+ // draw primary beam render
+ vector top = hitorigin + (thickdir * thickness);
+ vector bottom = hitorigin - (thickdir * thickness);
+
+ vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+ vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+ R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+ R_PolygonVertex(
+ top,
+ '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_top,
+ '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_bottom,
+ '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ bottom,
+ '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_EndPolygon();
+
+ // draw trailing particles
+ // NOTES:
+ // - Don't use spammy particle counts here, use a FEW small particles around the beam
+ // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+ if(beam.beam_traileffect)
+ {
+ trailparticles(beam, beam.beam_traileffect, start, hitorigin);
+ }
+
+ // set up for the next
+ Draw_ArcBeam_callback_last_thickness = thickness;
+ Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
+ Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
+}
+
+void Reset_ArcBeam(void)
+{
+ entity e;
+ for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+ e.beam_initialized = FALSE;
+ }
+ for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+ e.beam_initialized = FALSE;
+ }
+}
+
+void Draw_ArcBeam(void)
+{
+ if(!self.beam_usevieworigin)
+ {
+ InterpolateOrigin_Do();
+ }
+
+ // origin = beam starting origin
+ // v_angle = wanted/aim direction
+ // angles = current direction of beam
+
+ vector start_pos;
+ vector wantdir; //= view_forward;
+ vector beamdir; //= self.beam_dir;
+
+ float segments;
+ if(self.beam_usevieworigin)
+ {
+ // WEAPONTODO:
+ // Currently we have to replicate nearly the same method of figuring
+ // out the shotdir that the server does... Ideally in the future we
+ // should be able to acquire this from a generalized function built
+ // into a weapon system for client code.
+
+ // find where we are aiming
+ makevectors(warpzone_save_view_angles);
+ vector forward = v_forward;
+ vector right = v_right;
+ vector up = v_up;
+
+ // decide upon start position
+ if(self.beam_usevieworigin == 2)
+ { start_pos = warpzone_save_view_origin; }
+ else
+ { start_pos = self.origin; }
+
+ // trace forward with an estimation
+ WarpZone_TraceLine(
+ start_pos,
+ start_pos + forward * self.beam_range,
+ MOVE_NOMONSTERS,
+ self
+ );
+
+ // untransform in case our trace went through a warpzone
+ vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+ end_pos = start_pos + (forward * g_trueaim_minrange);
+
+ // move shot origin to the actual gun muzzle origin
+ vector origin_offset =
+ right * -self.beam_shotorigin_y
+ + up * self.beam_shotorigin_z;
+
+ start_pos = start_pos + origin_offset;
+
+ // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
+ traceline(start_pos, start_pos + forward * self.beam_shotorigin_x, MOVE_NORMAL, self);
+ start_pos = trace_endpos;
+
+ // calculate the aim direction now
+ wantdir = normalize(end_pos - start_pos);
+
+ if(!self.beam_initialized)
+ {
+ self.beam_dir = wantdir;
+ self.beam_initialized = TRUE;
+ }
+
+ if(self.beam_dir != wantdir)
+ {
+ // calculate how much we're going to move the end of the beam to the want position
+ // WEAPONTODO (server and client):
+ // blendfactor never actually becomes 0 in this situation, which is a problem
+ // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // eachother, however they never actually become the same value with this method.
+ // Perhaps we should do some form of rounding/snapping?
+ float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
+ if(angle && (angle > self.beam_maxangle))
+ {
+ // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+ float blendfactor = bound(
+ 0,
+ (1 - (self.beam_returnspeed * frametime)),
+ min(self.beam_maxangle / angle, 1)
+ );
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+ else
+ {
+ // the radius is not too far yet, no worries :D
+ float blendfactor = bound(
+ 0,
+ (1 - (self.beam_returnspeed * frametime)),
+ 1
+ );
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ }
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+
+ // set the beam direction which the rest of the code will refer to
+ beamdir = self.beam_dir;
+
+ // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+ self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ }
+ else
+ {
+ // set the values from the provided info from the networked entity
+ start_pos = self.origin;
+ wantdir = self.v_angle;
+ beamdir = self.angles;
+
+ if(beamdir != wantdir)
+ {
+ float angle = vlen(wantdir - beamdir) * RAD2DEG;
+
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(self.beam_distancepersegment)
+ {
+ max_allowed_segments = min(
+ ARC_MAX_SEGMENTS,
+ 1 + (vlen(wantdir / self.beam_distancepersegment))
+ );
+ }
+ else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+ if(self.beam_degreespersegment)
+ {
+ segments = bound(
+ 1,
+ (
+ min(
+ angle,
+ self.beam_maxangle
+ )
+ /
+ self.beam_degreespersegment
+ ),
+ max_allowed_segments
+ );
+ }
+ else { segments = 1; }
+ }
+ else { segments = 1; }
+ }
+
+ setorigin(self, start_pos);
+ self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+ vector beam_endpos = (start_pos + (beamdir * self.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+
+ Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = start_pos;
+ Draw_ArcBeam_callback_last_bottom = start_pos;
+
+ vector last_origin = start_pos;
+ vector original_start_pos = start_pos;
+
+ float i;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (client):
+ // In order to do nice fading and pointing on the starting segment, we must always
+ // have that drawn as a separate triangle... However, that is difficult to do when
+ // keeping in mind the above problems and also optimizing the amount of segments
+ // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+ vector new_origin = bezier_quadratic_getpoint(
+ start_pos,
+ beam_controlpoint,
+ beam_endpos,
+ i / segments);
+
+ WarpZone_TraceBox_ThroughZone(
+ last_origin,
+ '0 0 0',
+ '0 0 0',
+ new_origin,
+ MOVE_NORMAL,
+ world,
+ world,
+ Draw_ArcBeam_callback
+ );
+
+ // Do all the transforms for warpzones right now, as we already "are" in the post-trace
+ // system (if we hit a player, that's always BEHIND the last passed wz).
+ last_origin = trace_endpos;
+ start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
+ beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+ beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+ beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
+ Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+ Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+ if(trace_fraction < 1) { break; }
+ }
+
+ // visual effects for startpoint and endpoint
+ if(self.beam_hiteffect)
+ {
+ // FIXME we really should do this on the server so it actually
+ // matches gameplay. What this client side stuff is doing is no
+ // more than guesswork.
+ pointparticles(
+ self.beam_hiteffect,
+ last_origin,
+ beamdir * -1,
+ frametime * 2
+ );
+ }
+ if(self.beam_hitlight[0])
+ {
+ adddynamiclight(
+ last_origin,
+ self.beam_hitlight[0],
+ vec3(
+ self.beam_hitlight[1],
+ self.beam_hitlight[2],
+ self.beam_hitlight[3]
+ )
+ );
+ }
+ if(self.beam_muzzleeffect)
+ {
+ pointparticles(
+ self.beam_muzzleeffect,
+ original_start_pos + wantdir * 20,
+ wantdir * 1000,
+ frametime * 0.1
+ );
+ }
+ if(self.beam_muzzlelight[0])
+ {
+ adddynamiclight(
+ original_start_pos + wantdir * 20,
+ self.beam_muzzlelight[0],
+ vec3(
+ self.beam_muzzlelight[1],
+ self.beam_muzzlelight[2],
+ self.beam_muzzlelight[3]
+ )
+ );
+ }
+
+ // cleanup
+ Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_last_thickness = 0;
+ Draw_ArcBeam_callback_last_top = '0 0 0';
+ Draw_ArcBeam_callback_last_bottom = '0 0 0';
+}
+
+void Remove_ArcBeam(void)
+{
+ remove(self.beam_muzzleentity);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+ float sf = ReadByte();
+ entity flash;
+
+ if(isnew)
+ {
+ // calculate shot origin offset from gun alignment
+ float gunalign = autocvar_cl_gunalign;
+ if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+ gunalign = 3; // default value
+ --gunalign;
+
+ self.beam_shotorigin = arc_shotorigin[gunalign];
+
+ // set other main attributes of the beam
+ self.draw = Draw_ArcBeam;
+ self.entremove = Remove_ArcBeam;
+ sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+ flash = spawn();
+ flash.owner = self;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.drawmask = MASK_NORMAL;
+ flash.solid = SOLID_NOT;
+ flash.avelocity_z = 5000;
+ setattachment(flash, self, "");
+ setorigin(flash, '0 0 0');
+
+ self.beam_muzzleentity = flash;
+ }
+ else
+ {
+ flash = self.beam_muzzleentity;
+ }
+
+ if(sf & ARC_SF_SETTINGS) // settings information
+ {
+ self.beam_degreespersegment = ReadShort();
+ self.beam_distancepersegment = ReadShort();
+ self.beam_maxangle = ReadShort();
+ self.beam_range = ReadCoord();
+ self.beam_returnspeed = ReadShort();
+ self.beam_tightness = (ReadByte() / 10);
+
+ if(ReadByte())
+ {
+ if(autocvar_chase_active)
+ { self.beam_usevieworigin = 1; }
+ else // use view origin
+ { self.beam_usevieworigin = 2; }
+ }
+ else
+ {
+ self.beam_usevieworigin = 0;
+ }
+ }
+
+ if(!self.beam_usevieworigin)
+ {
+ // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ self.iflags = IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo();
+ }
+
+ if(sf & ARC_SF_START) // starting location
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ }
+ else if(self.beam_usevieworigin) // infer the location from player location
+ {
+ if(self.beam_usevieworigin == 2)
+ {
+ // use view origin
+ self.origin = view_origin;
+ }
+ else
+ {
+ // use player origin so that third person display still works
+ self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ }
+ }
+
+ setorigin(self, self.origin);
+
+ if(sf & ARC_SF_WANTDIR) // want/aim direction
+ {
+ self.v_angle_x = ReadCoord();
+ self.v_angle_y = ReadCoord();
+ self.v_angle_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMDIR) // beam direction
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ }
+
+ if(sf & ARC_SF_BEAMTYPE) // beam type
+ {
+ self.beam_type = ReadByte();
+ switch(self.beam_type)
+ {
+ case ARC_BT_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 20;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 0;
+ self.beam_hitlight[3] = 0;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 50;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 0;
+ self.beam_muzzlelight[3] = 0;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_BURST_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_WALL:
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_BURST_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ case ARC_BT_BURST_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+
+ // shouldn't be possible, but lets make it colorful if it does :D
+ default:
+ {
+ self.beam_color = randomvec();
+ self.beam_alpha = 1;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = FALSE;
+ self.beam_hitlight[0] = 0;
+ self.beam_hitlight[1] = 1;
+ self.beam_hitlight[2] = 1;
+ self.beam_hitlight[3] = 1;
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzlelight[0] = 0;
+ self.beam_muzzlelight[1] = 1;
+ self.beam_muzzlelight[2] = 1;
+ self.beam_muzzlelight[3] = 1;
+ self.beam_image = "particles/lgbeam";
+ if(self.beam_muzzleeffect >= 0)
+ {
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
+ break;
+ }
+ }
+ }
+
+ if(!self.beam_usevieworigin)
+ {
+ InterpolateOrigin_Note();
+ }
+}
+
+float W_Arc(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ // todo
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/lgbeam_fly.wav");
+ return TRUE;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
+ return FALSE;
+}
+#endif
+#endif
--- /dev/null
- if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen)
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ MINE_LAYER,
+/* function */ W_MineLayer,
+/* ammotype */ ammo_rockets,
+/* impulse */ 4,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_HIGH,
+/* color */ '0.75 1 0',
+/* modelname */ "minelayer",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairminelayer 0.9",
+/* wepimg */ "weaponminelayer",
+/* refname */ "minelayer",
+/* wepname */ _("Mine Layer")
+);
+
+#define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, MINE_LAYER, minelayer)
+#define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+ w_cvar(id, sn, NONE, ammo) \
+ w_cvar(id, sn, NONE, animtime) \
+ w_cvar(id, sn, NONE, damage) \
+ w_cvar(id, sn, NONE, damageforcescale) \
+ w_cvar(id, sn, NONE, detonatedelay) \
+ w_cvar(id, sn, NONE, edgedamage) \
+ w_cvar(id, sn, NONE, force) \
+ w_cvar(id, sn, NONE, health) \
+ w_cvar(id, sn, NONE, lifetime) \
+ w_cvar(id, sn, NONE, lifetime_countdown) \
+ w_cvar(id, sn, NONE, limit) \
+ w_cvar(id, sn, NONE, protection) \
+ w_cvar(id, sn, NONE, proximityradius) \
+ w_cvar(id, sn, NONE, radius) \
+ w_cvar(id, sn, NONE, refire) \
+ w_cvar(id, sn, NONE, remote_damage) \
+ w_cvar(id, sn, NONE, remote_edgedamage) \
+ w_cvar(id, sn, NONE, remote_force) \
+ w_cvar(id, sn, NONE, remote_radius) \
+ w_cvar(id, sn, NONE, speed) \
+ w_cvar(id, sn, NONE, time) \
+ w_prop(id, sn, float, reloading_ammo, reload_ammo) \
+ w_prop(id, sn, float, reloading_time, reload_time) \
+ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+void W_MineLayer_Think(void);
+.float minelayer_detonate, mine_explodeanyway;
+.float mine_time;
+.vector mine_orientation;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_minelayer(void) { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
+
+void W_MineLayer_Stick(entity to)
+{
+ spamsound(self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
+
+ // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
+
+ entity newmine;
+ newmine = spawn();
+ newmine.classname = self.classname;
+
+ newmine.bot_dodge = self.bot_dodge;
+ newmine.bot_dodgerating = self.bot_dodgerating;
+
+ newmine.owner = self.owner;
+ newmine.realowner = self.realowner;
+ setsize(newmine, '-4 -4 -4', '4 4 4');
+ setorigin(newmine, self.origin);
+ setmodel(newmine, "models/mine.md3");
+ newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+ newmine.mine_orientation = -trace_plane_normal;
+
+ newmine.takedamage = self.takedamage;
+ newmine.damageforcescale = self.damageforcescale;
+ newmine.health = self.health;
+ newmine.event_damage = self.event_damage;
+ newmine.spawnshieldtime = self.spawnshieldtime;
+ newmine.damagedbycontents = TRUE;
+
+ newmine.movetype = MOVETYPE_NONE; // lock the mine in place
+ newmine.projectiledeathtype = self.projectiledeathtype;
+
+ newmine.mine_time = self.mine_time;
+
+ newmine.touch = func_null;
+ newmine.think = W_MineLayer_Think;
+ newmine.nextthink = time;
+ newmine.cnt = self.cnt;
+ newmine.flags = self.flags;
+
+ remove(self);
+ self = newmine;
+
+ if(to)
+ SetMovetypeFollow(self, to);
+}
+
+void W_MineLayer_Explode(void)
+{
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
+
+ if(self.realowner.weapon == WEP_MINE_LAYER)
+ {
+ entity oldself;
+ oldself = self;
+ self = self.realowner;
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ {
+ self.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self) = time;
+ self.switchweapon = w_getbestweapon(self);
+ }
+ self = oldself;
+ }
+ self.realowner.minelayer_mines -= 1;
+ remove(self);
+}
+
+void W_MineLayer_DoRemoteExplode(void)
+{
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+ self.velocity = self.mine_orientation; // particle fx and decals need .velocity
+
+ RadiusDamage(self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
+
+ if(self.realowner.weapon == WEP_MINE_LAYER)
+ {
+ entity oldself;
+ oldself = self;
+ self = self.realowner;
+ if(!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
+ {
+ self.cnt = WEP_MINE_LAYER;
+ ATTACK_FINISHED(self) = time;
+ self.switchweapon = w_getbestweapon(self);
+ }
+ self = oldself;
+ }
+ self.realowner.minelayer_mines -= 1;
+ remove(self);
+}
+
+void W_MineLayer_RemoteExplode(void)
+{
+ if(self.realowner.deadflag == DEAD_NO)
+ if((self.spawnshieldtime >= 0)
+ ? (time >= self.spawnshieldtime) // timer
+ : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
+ )
+ {
+ W_MineLayer_DoRemoteExplode();
+ }
+}
+
+void W_MineLayer_ProximityExplode(void)
+{
+ // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
+ if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
+ {
+ entity head;
+ head = findradius(self.origin, WEP_CVAR(minelayer, radius));
+ while(head)
+ {
+ if(head == self.realowner || SAME_TEAM(head, self.realowner))
+ return;
+ head = head.chain;
+ }
+ }
+
+ self.mine_time = 0;
+ W_MineLayer_Explode();
+}
+
+float W_MineLayer_Count(entity e)
+{
+ float minecount = 0;
+ entity mine;
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
+ minecount += 1;
+
+ return minecount;
+}
+
+void W_MineLayer_Think(void)
+{
+ entity head;
+
+ self.nextthink = time;
+
+ if(self.movetype == MOVETYPE_FOLLOW)
+ {
+ if(LostMovetypeFollow(self))
+ {
+ UnsetMovetypeFollow(self);
+ self.movetype = MOVETYPE_NONE;
+ }
+ }
+
+ // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
+ // TODO: replace this mine_trigger.wav sound with a real countdown
+ if((time > self.cnt) && (!self.mine_time))
+ {
+ if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
+ spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
+ self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
+ }
+
+ // a player's mines shall explode if he disconnects or dies
+ // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen)
++ if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.frozen)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_MineLayer_Explode();
+ return;
+ }
+
+ // set the mine for detonation when a foe gets close enough
+ head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
+ while(head)
+ {
++ if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.frozen)
+ if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
+ if(!self.mine_time)
+ {
+ spamsound(self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
+ self.mine_time = time + WEP_CVAR(minelayer, time);
+ }
+ head = head.chain;
+ }
+
+ // explode if it's time to
+ if(self.mine_time && time >= self.mine_time)
+ {
+ W_MineLayer_ProximityExplode();
+ return;
+ }
+
+ // remote detonation
+ if(self.realowner.weapon == WEP_MINE_LAYER)
+ if(self.realowner.deadflag == DEAD_NO)
+ if(self.minelayer_detonate)
+ W_MineLayer_RemoteExplode();
+}
+
+void W_MineLayer_Touch(void)
+{
+ if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
+ return; // we're already a stuck mine, why do we get called? TODO does this even happen?
+
+ if(WarpZone_Projectile_Touch())
+ {
+ if(wasfreed(self))
+ self.realowner.minelayer_mines -= 1;
+ return;
+ }
+
+ if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
+ {
+ // hit a player
+ // don't stick
+ }
+ else
+ {
+ W_MineLayer_Stick(other);
+ }
+}
+
+void W_MineLayer_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ float is_from_enemy = (inflictor.realowner != self.realowner);
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
+ self.angles = vectoangles(self.velocity);
+
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, W_MineLayer_Explode);
+}
+
+void W_MineLayer_Attack(void)
+{
+ entity mine;
+ entity flash;
+
+ // scan how many mines we placed, and return if we reached our limit
+ if(WEP_CVAR(minelayer, limit))
+ {
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ {
+ // the refire delay keeps this message from being spammed
+ sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
+ play2(self, "weapons/unavailable.wav");
+ return;
+ }
+ }
+
+ W_DecreaseAmmo(WEP_CVAR(minelayer, ammo));
+
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
+ pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ mine = WarpZone_RefSys_SpawnSameRefSys(self);
+ mine.owner = mine.realowner = self;
+ if(WEP_CVAR(minelayer, detonatedelay) >= 0)
+ mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
+ else
+ mine.spawnshieldtime = -1;
+ mine.classname = "mine";
+ mine.bot_dodge = TRUE;
+ mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
+
+ mine.takedamage = DAMAGE_YES;
+ mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
+ mine.health = WEP_CVAR(minelayer, health);
+ mine.event_damage = W_MineLayer_Damage;
+ mine.damagedbycontents = TRUE;
+
+ mine.movetype = MOVETYPE_TOSS;
+ PROJECTILE_MAKETRIGGER(mine);
+ mine.projectiledeathtype = WEP_MINE_LAYER;
+ setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
+
+ setorigin(mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
+ W_SetupProjVelocity_Basic(mine, WEP_CVAR(minelayer, speed), 0);
+ mine.angles = vectoangles(mine.velocity);
+
+ mine.touch = W_MineLayer_Touch;
+ mine.think = W_MineLayer_Think;
+ mine.nextthink = time;
+ mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
+ mine.flags = FL_PROJECTILE;
+ mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
+
+ CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
+
+ // muzzle flash for 1st person view
+ flash = spawn();
+ setmodel(flash, "models/flash.md3"); // precision set below
+ SUB_SetFade(flash, time, 0.1);
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ W_AttachToShotorg(flash, '5 0 0');
+
+ // common properties
+
+ other = mine; MUTATOR_CALLHOOK(EditProjectile);
+
+ self.minelayer_mines = W_MineLayer_Count(self);
+}
+
+float W_MineLayer_PlacedMines(float detonate)
+{
+ entity mine;
+ float minfound = 0;
+
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
+ {
+ if(detonate)
+ {
+ if(!mine.minelayer_detonate)
+ {
+ mine.minelayer_detonate = TRUE;
+ minfound = 1;
+ }
+ }
+ else
+ minfound = 1;
+ }
+ return minfound;
+}
+
+float W_MineLayer(float req)
+{
+ entity mine;
+ float ammo_amount;
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ // aim and decide to fire if appropriate
+ if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
+ self.BUTTON_ATCK = FALSE;
+ else
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
+ if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
+ {
+ // decide whether to detonate mines
+ entity targetlist, targ;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float selfdamage, teamdamage, enemydamage;
+ edgedamage = WEP_CVAR(minelayer, edgedamage);
+ coredamage = WEP_CVAR(minelayer, damage);
+ edgeradius = WEP_CVAR(minelayer, radius);
+ recipricoledgeradius = 1 / edgeradius;
+ selfdamage = 0;
+ teamdamage = 0;
+ enemydamage = 0;
+ targetlist = findchainfloat(bot_attack, TRUE);
+ mine = find(world, classname, "mine");
+ while(mine)
+ {
+ if(mine.realowner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ targ = targetlist;
+ while(targ)
+ {
+ d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(targ == self)
+ selfdamage = selfdamage + d;
+ else if(targ.team == self.team && teamplay)
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(targ))
+ enemydamage = enemydamage + d;
+ targ = targ.chain;
+ }
+ mine = find(mine, classname, "mine");
+ }
+ float desirabledamage;
+ desirabledamage = enemydamage;
+ if(time > self.invincible_finished && time > self.spawnshieldtime)
+ desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
+ if(teamplay && self.team)
+ desirabledamage = desirabledamage - teamdamage;
+
+ mine = find(world, classname, "mine");
+ while(mine)
+ {
+ if(mine.realowner != self)
+ {
+ mine = find(mine, classname, "mine");
+ continue;
+ }
+ makevectors(mine.v_angle);
+ targ = targetlist;
+ if(skill > 9) // normal players only do this for the target they are tracking
+ {
+ targ = targetlist;
+ while(targ)
+ {
+ if(
+ (v_forward * normalize(mine.origin - targ.origin)< 0.1)
+ && desirabledamage > 0.1*coredamage
+ )self.BUTTON_ATCK2 = TRUE;
+ targ = targ.chain;
+ }
+ }else{
+ float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
+ //As the distance gets larger, a correct detonation gets near imposible
+ //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
+ if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
+ if(IS_PLAYER(self.enemy))
+ if(desirabledamage >= 0.1*coredamage)
+ if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
+ self.BUTTON_ATCK2 = TRUE;
+ // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
+ }
+
+ mine = find(mine, classname, "mine");
+ }
+ // if we would be doing at X percent of the core damage, detonate it
+ // but don't fire a new shot at the same time!
+ if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
+ self.BUTTON_ATCK2 = TRUE;
+ if((skill > 6.5) && (selfdamage > self.health))
+ self.BUTTON_ATCK2 = FALSE;
+ //if(self.BUTTON_ATCK2 == TRUE)
+ // dprint(ftos(desirabledamage),"\n");
+ if(self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
+ {
+ // not if we're holding the minelayer without enough ammo, but can detonate existing mines
+ if(!(W_MineLayer_PlacedMines(FALSE) && self.WEP_AMMO(MINE_LAYER) < WEP_CVAR(minelayer, ammo)))
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ }
+ else if(self.BUTTON_ATCK)
+ {
+ if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
+ {
+ W_MineLayer_Attack();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
+ }
+ }
+
+ if(self.BUTTON_ATCK2)
+ {
+ if(W_MineLayer_PlacedMines(TRUE))
+ sound(self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model("models/flash.md3");
+ precache_model("models/mine.md3");
+ precache_model("models/weapons/g_minelayer.md3");
+ precache_model("models/weapons/v_minelayer.md3");
+ precache_model("models/weapons/h_minelayer.iqm");
+ precache_sound("weapons/mine_det.wav");
+ precache_sound("weapons/mine_fire.wav");
+ precache_sound("weapons/mine_stick.wav");
+ precache_sound("weapons/mine_trigger.wav");
+ MINELAYER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ // don't switch while placing a mine
+ if(ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
+ {
+ ammo_amount = self.WEP_AMMO(MINE_LAYER) >= WEP_CVAR(minelayer, ammo);
+ ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
+ return ammo_amount;
+ }
+ return TRUE;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if(W_MineLayer_PlacedMines(FALSE))
+ return TRUE;
+ else
+ return FALSE;
+ }
+ case WR_CONFIG:
+ {
+ MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.minelayer_mines = 0;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_MINELAYER_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ return WEAPON_MINELAYER_MURDER;
+ }
+ }
+ return FALSE;
+}
+#endif
+#ifdef CSQC
+float W_MineLayer(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 12;
+ pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/mine_exp.wav");
+ return TRUE;
+ }
+ case WR_ZOOMRETICLE:
+ {
+ // no weapon specific image for this weapon
+ return FALSE;
+ }
+ }
+ return FALSE;
+}
+#endif
+#endif
s = cvar_string("g_weaponarena");
if(s == "0")
return "";
- if(s == "all")
+ if(s == "all" || s == "1")
return _("All Weapons Arena");
if(s == "most")
return _("Most Weapons Arena");
return 0;
if(cvar_string("g_weaponarena") == "most")
return 1;
- if(cvar_string("g_weaponarena") == "all")
+ if(cvar_string("g_weaponarena") == "all" || cvar_string("g_weaponarena") == "1")
return 1;
if(cvar_string("g_weaponarena") != "0")
return 0;
return 0;
if(cvar_string("g_weaponarena") == "most")
return 0;
- if(cvar_string("g_weaponarena") == "all")
+ if(cvar_string("g_weaponarena") == "all" || cvar_string("g_weaponarena") == "1")
return 0;
if(cvar_string("g_weaponarena") == "0")
return 0;
- if(cvar_string("g_start_weapon_laser") == "0")
+ if(cvar_string("g_balance_blaster_weaponstart") == "0")
return 0;
return 1;
}
setDependent(e, "g_nix", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_start_weapon_laser", "0", _("No start weapons")));
+ me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_balance_blaster_weaponstart", "0", _("No start weapons")));
e.cvarOffValue = "-1";
- makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba");
+ makeMulti(e, "g_balance_shotgun_weaponstart g_balance_machinegun_weaponstart g_balance_devastator_weaponstart g_balance_minelayer_weaponstart g_balance_electro_weaponstart g_balance_crylink_weaponstart g_balance_hagar_weaponstart g_balance_porto_weaponstart g_balance_vaporizer_weaponstart g_balance_hook_weaponstart g_balance_rifle_weaponstart g_balance_fireball_weaponstart g_balance_seeker_weaponstart g_balance_tuba_weaponstart g_balance_shockwave_weaponstart g_balance_arc_weaponstart g_balance_vortex_weaponstart g_balance_mortar_weaponstart");
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_rifle_bursttime;
-float autocvar_g_balance_rifle_primary_ammo;
-float autocvar_g_balance_rifle_primary_animtime;
-float autocvar_g_balance_rifle_primary_bullethail;
-float autocvar_g_balance_rifle_primary_burstcost;
-float autocvar_g_balance_rifle_primary_damage;
-float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_refire;
-float autocvar_g_balance_rifle_primary_shots;
-float autocvar_g_balance_rifle_primary_solidpenetration;
-float autocvar_g_balance_rifle_primary_spread;
-float autocvar_g_balance_rifle_primary_tracer;
-float autocvar_g_balance_rifle_secondary;
-float autocvar_g_balance_rifle_secondary_ammo;
-float autocvar_g_balance_rifle_secondary_animtime;
-float autocvar_g_balance_rifle_secondary_bullethail;
-float autocvar_g_balance_rifle_secondary_burstcost;
-float autocvar_g_balance_rifle_secondary_damage;
-float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_reload;
-float autocvar_g_balance_rifle_secondary_refire;
-float autocvar_g_balance_rifle_secondary_shots;
-float autocvar_g_balance_rifle_secondary_solidpenetration;
-float autocvar_g_balance_rifle_secondary_spread;
-float autocvar_g_balance_rifle_secondary_tracer;
-float autocvar_g_balance_rifle_reload_ammo;
-float autocvar_g_balance_rifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
float autocvar_g_balance_contents_playerdamage_lava;
float autocvar_g_balance_contents_playerdamage_slime;
float autocvar_g_balance_contents_projectiledamage;
-float autocvar_g_balance_crylink_primary_ammo;
-float autocvar_g_balance_crylink_primary_animtime;
-float autocvar_g_balance_crylink_primary_bouncedamagefactor;
-float autocvar_g_balance_crylink_primary_bounces;
-float autocvar_g_balance_crylink_primary_damage;
-float autocvar_g_balance_crylink_primary_edgedamage;
-float autocvar_g_balance_crylink_primary_force;
-float autocvar_g_balance_crylink_primary_joindelay;
-float autocvar_g_balance_crylink_primary_joinexplode;
-float autocvar_g_balance_crylink_primary_joinexplode_damage;
-float autocvar_g_balance_crylink_primary_joinexplode_edgedamage;
-float autocvar_g_balance_crylink_primary_joinexplode_force;
-float autocvar_g_balance_crylink_primary_joinexplode_radius;
-float autocvar_g_balance_crylink_primary_joinspread;
-float autocvar_g_balance_crylink_primary_linkexplode;
-float autocvar_g_balance_crylink_primary_middle_fadetime;
-float autocvar_g_balance_crylink_primary_middle_lifetime;
-float autocvar_g_balance_crylink_primary_other_fadetime;
-float autocvar_g_balance_crylink_primary_other_lifetime;
-float autocvar_g_balance_crylink_primary_radius;
-float autocvar_g_balance_crylink_primary_refire;
-float autocvar_g_balance_crylink_primary_shots;
-float autocvar_g_balance_crylink_primary_speed;
-float autocvar_g_balance_crylink_primary_spread;
-float autocvar_g_balance_crylink_secondary;
-float autocvar_g_balance_crylink_secondary_ammo;
-float autocvar_g_balance_crylink_secondary_animtime;
-float autocvar_g_balance_crylink_secondary_bouncedamagefactor;
-float autocvar_g_balance_crylink_secondary_bounces;
-float autocvar_g_balance_crylink_secondary_damage;
-float autocvar_g_balance_crylink_secondary_edgedamage;
-float autocvar_g_balance_crylink_secondary_force;
-float autocvar_g_balance_crylink_secondary_joindelay;
-float autocvar_g_balance_crylink_secondary_joinexplode;
-float autocvar_g_balance_crylink_secondary_joinexplode_damage;
-float autocvar_g_balance_crylink_secondary_joinexplode_edgedamage;
-float autocvar_g_balance_crylink_secondary_joinexplode_force;
-float autocvar_g_balance_crylink_secondary_joinexplode_radius;
-float autocvar_g_balance_crylink_secondary_joinspread;
-float autocvar_g_balance_crylink_secondary_line_fadetime;
-float autocvar_g_balance_crylink_secondary_line_lifetime;
-float autocvar_g_balance_crylink_secondary_linkexplode;
-float autocvar_g_balance_crylink_secondary_middle_fadetime;
-float autocvar_g_balance_crylink_secondary_middle_lifetime;
-float autocvar_g_balance_crylink_secondary_radius;
-float autocvar_g_balance_crylink_secondary_refire;
-float autocvar_g_balance_crylink_secondary_shots;
-float autocvar_g_balance_crylink_secondary_speed;
-float autocvar_g_balance_crylink_secondary_spread;
-float autocvar_g_balance_crylink_secondary_spreadtype;
-float autocvar_g_balance_crylink_reload_ammo;
-float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_damagepush_speedfactor;
-float autocvar_g_balance_electro_combo_comboradius;
-float autocvar_g_balance_electro_combo_damage;
-float autocvar_g_balance_electro_combo_edgedamage;
-float autocvar_g_balance_electro_combo_force;
-float autocvar_g_balance_electro_combo_radius;
-float autocvar_g_balance_electro_combo_speed;
-float autocvar_g_balance_electro_combo_safeammocheck;
-float autocvar_g_balance_electro_lightning;
-float autocvar_g_balance_electro_primary_ammo;
-float autocvar_g_balance_electro_primary_animtime;
-float autocvar_g_balance_electro_primary_comboradius;
-float autocvar_g_balance_electro_primary_damage;
-float autocvar_g_balance_electro_primary_edgedamage;
-float autocvar_g_balance_electro_primary_falloff_halflifedist;
-float autocvar_g_balance_electro_primary_falloff_maxdist;
-float autocvar_g_balance_electro_primary_falloff_mindist;
-float autocvar_g_balance_electro_primary_force;
-float autocvar_g_balance_electro_primary_force_up;
-float autocvar_g_balance_electro_primary_lifetime;
-float autocvar_g_balance_electro_primary_radius;
-float autocvar_g_balance_electro_primary_range;
-float autocvar_g_balance_electro_primary_refire;
-float autocvar_g_balance_electro_primary_speed;
-float autocvar_g_balance_electro_secondary_ammo;
-float autocvar_g_balance_electro_secondary_animtime;
-float autocvar_g_balance_electro_secondary_bouncefactor;
-float autocvar_g_balance_electro_secondary_bouncestop;
-float autocvar_g_balance_electro_secondary_count;
-float autocvar_g_balance_electro_secondary_damage;
-float autocvar_g_balance_electro_secondary_damageforcescale;
-float autocvar_g_balance_electro_secondary_damagedbycontents;
-float autocvar_g_balance_electro_secondary_edgedamage;
-float autocvar_g_balance_electro_secondary_force;
-float autocvar_g_balance_electro_secondary_health;
-float autocvar_g_balance_electro_secondary_lifetime;
-float autocvar_g_balance_electro_secondary_radius;
-float autocvar_g_balance_electro_secondary_refire;
-float autocvar_g_balance_electro_secondary_refire2;
-float autocvar_g_balance_electro_secondary_speed;
-float autocvar_g_balance_electro_reload_ammo;
-float autocvar_g_balance_electro_reload_time;
float autocvar_g_balance_falldamage_deadminspeed;
float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
-float autocvar_g_balance_fireball_primary_animtime;
-float autocvar_g_balance_fireball_primary_bfgdamage;
-float autocvar_g_balance_fireball_primary_bfgforce;
-float autocvar_g_balance_fireball_primary_bfgradius;
-float autocvar_g_balance_fireball_primary_damage;
-float autocvar_g_balance_fireball_primary_damageforcescale;
-float autocvar_g_balance_fireball_primary_edgedamage;
-float autocvar_g_balance_fireball_primary_force;
-float autocvar_g_balance_fireball_primary_health;
-float autocvar_g_balance_fireball_primary_laserburntime;
-float autocvar_g_balance_fireball_primary_laserdamage;
-float autocvar_g_balance_fireball_primary_laseredgedamage;
-float autocvar_g_balance_fireball_primary_laserradius;
-float autocvar_g_balance_fireball_primary_lifetime;
-float autocvar_g_balance_fireball_primary_radius;
-float autocvar_g_balance_fireball_primary_refire;
-float autocvar_g_balance_fireball_primary_refire2;
-float autocvar_g_balance_fireball_primary_speed;
-float autocvar_g_balance_fireball_secondary_animtime;
-float autocvar_g_balance_fireball_secondary_damage;
-float autocvar_g_balance_fireball_secondary_damageforcescale;
-float autocvar_g_balance_fireball_secondary_damagetime;
-float autocvar_g_balance_fireball_secondary_laserburntime;
-float autocvar_g_balance_fireball_secondary_laserdamage;
-float autocvar_g_balance_fireball_secondary_laseredgedamage;
-float autocvar_g_balance_fireball_secondary_laserradius;
-float autocvar_g_balance_fireball_secondary_lifetime;
-float autocvar_g_balance_fireball_secondary_refire;
-float autocvar_g_balance_fireball_secondary_speed;
-float autocvar_g_balance_fireball_secondary_speed_up;
float autocvar_g_balance_firetransfer_damage;
float autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_balance_grapplehook_stretch;
float autocvar_g_balance_grapplehook_damagedbycontents;
float autocvar_g_balance_grapplehook_refire;
-float autocvar_g_balance_grenadelauncher_bouncefactor;
-float autocvar_g_balance_grenadelauncher_bouncestop;
-float autocvar_g_balance_grenadelauncher_primary_ammo;
-float autocvar_g_balance_grenadelauncher_primary_animtime;
-float autocvar_g_balance_grenadelauncher_primary_damage;
-float autocvar_g_balance_grenadelauncher_primary_damageforcescale;
-float autocvar_g_balance_grenadelauncher_primary_edgedamage;
-float autocvar_g_balance_grenadelauncher_primary_force;
-float autocvar_g_balance_grenadelauncher_primary_health;
-float autocvar_g_balance_grenadelauncher_primary_lifetime;
-float autocvar_g_balance_grenadelauncher_primary_lifetime_stick;
-float autocvar_g_balance_grenadelauncher_primary_radius;
-float autocvar_g_balance_grenadelauncher_primary_refire;
-float autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt;
-float autocvar_g_balance_grenadelauncher_primary_speed;
-float autocvar_g_balance_grenadelauncher_primary_speed_up;
-float autocvar_g_balance_grenadelauncher_primary_type;
-float autocvar_g_balance_grenadelauncher_secondary_ammo;
-float autocvar_g_balance_grenadelauncher_secondary_animtime;
-float autocvar_g_balance_grenadelauncher_secondary_damage;
-float autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
-float autocvar_g_balance_grenadelauncher_secondary_edgedamage;
-float autocvar_g_balance_grenadelauncher_secondary_force;
-float autocvar_g_balance_grenadelauncher_secondary_health;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime_stick;
-float autocvar_g_balance_grenadelauncher_secondary_radius;
-float autocvar_g_balance_grenadelauncher_secondary_refire;
-float autocvar_g_balance_grenadelauncher_secondary_speed;
-float autocvar_g_balance_grenadelauncher_secondary_speed_up;
-float autocvar_g_balance_grenadelauncher_secondary_type;
-float autocvar_g_balance_grenadelauncher_reload_ammo;
-float autocvar_g_balance_grenadelauncher_reload_time;
-float autocvar_g_balance_hagar_primary_ammo;
-float autocvar_g_balance_hagar_primary_damage;
-float autocvar_g_balance_hagar_primary_edgedamage;
-float autocvar_g_balance_hagar_primary_force;
-float autocvar_g_balance_hagar_primary_health;
-float autocvar_g_balance_hagar_primary_damageforcescale;
-float autocvar_g_balance_hagar_primary_lifetime;
-float autocvar_g_balance_hagar_primary_radius;
-float autocvar_g_balance_hagar_primary_refire;
-float autocvar_g_balance_hagar_primary_speed;
-float autocvar_g_balance_hagar_secondary;
-float autocvar_g_balance_hagar_secondary_load;
-float autocvar_g_balance_hagar_secondary_load_speed;
-float autocvar_g_balance_hagar_secondary_load_spread;
-float autocvar_g_balance_hagar_secondary_load_spread_bias;
-float autocvar_g_balance_hagar_secondary_load_max;
-float autocvar_g_balance_hagar_secondary_load_hold;
-float autocvar_g_balance_hagar_secondary_load_releasedeath;
-float autocvar_g_balance_hagar_secondary_load_abort;
-float autocvar_g_balance_hagar_secondary_load_linkexplode;
-float autocvar_g_balance_hagar_secondary_load_animtime;
-float autocvar_g_balance_hagar_secondary_ammo;
-float autocvar_g_balance_hagar_secondary_damage;
-float autocvar_g_balance_hagar_secondary_edgedamage;
-float autocvar_g_balance_hagar_secondary_force;
-float autocvar_g_balance_hagar_secondary_health;
-float autocvar_g_balance_hagar_secondary_damageforcescale;
-float autocvar_g_balance_hagar_secondary_lifetime_min;
-float autocvar_g_balance_hagar_secondary_lifetime_rand;
-float autocvar_g_balance_hagar_secondary_radius;
-float autocvar_g_balance_hagar_secondary_refire;
-float autocvar_g_balance_hagar_secondary_speed;
-float autocvar_g_balance_hagar_secondary_spread;
-float autocvar_g_balance_hagar_reload_ammo;
-float autocvar_g_balance_hagar_reload_time;
float autocvar_g_balance_health_limit;
float autocvar_g_balance_health_regen;
float autocvar_g_balance_health_regenlinear;
float autocvar_g_balance_health_rot;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
-float autocvar_g_balance_hlac_primary_ammo;
-float autocvar_g_balance_hlac_primary_animtime;
-float autocvar_g_balance_hlac_primary_damage;
-float autocvar_g_balance_hlac_primary_edgedamage;
-float autocvar_g_balance_hlac_primary_force;
-float autocvar_g_balance_hlac_primary_lifetime;
-float autocvar_g_balance_hlac_primary_radius;
-float autocvar_g_balance_hlac_primary_refire;
-float autocvar_g_balance_hlac_primary_speed;
-float autocvar_g_balance_hlac_primary_spread_add;
-float autocvar_g_balance_hlac_primary_spread_crouchmod;
-float autocvar_g_balance_hlac_primary_spread_max;
-float autocvar_g_balance_hlac_primary_spread_min;
-float autocvar_g_balance_hlac_secondary;
-float autocvar_g_balance_hlac_secondary_ammo;
-float autocvar_g_balance_hlac_secondary_animtime;
-float autocvar_g_balance_hlac_secondary_damage;
-float autocvar_g_balance_hlac_secondary_edgedamage;
-float autocvar_g_balance_hlac_secondary_force;
-float autocvar_g_balance_hlac_secondary_lifetime;
-float autocvar_g_balance_hlac_secondary_radius;
-float autocvar_g_balance_hlac_secondary_refire;
-float autocvar_g_balance_hlac_secondary_shots;
-float autocvar_g_balance_hlac_secondary_speed;
-float autocvar_g_balance_hlac_secondary_spread;
-float autocvar_g_balance_hlac_secondary_spread_crouchmod;
-float autocvar_g_balance_hlac_reload_ammo;
-float autocvar_g_balance_hlac_reload_time;
-float autocvar_g_balance_hook_primary_animtime;
-float autocvar_g_balance_hook_primary_fuel;
-float autocvar_g_balance_hook_primary_hooked_fuel;
-float autocvar_g_balance_hook_primary_hooked_time_free;
-float autocvar_g_balance_hook_primary_hooked_time_max;
-float autocvar_g_balance_hook_primary_refire;
-float autocvar_g_balance_hook_secondary_ammo;
-float autocvar_g_balance_hook_secondary_animtime;
-float autocvar_g_balance_hook_secondary_damage;
-float autocvar_g_balance_hook_secondary_duration;
-float autocvar_g_balance_hook_secondary_edgedamage;
-float autocvar_g_balance_hook_secondary_force;
-float autocvar_g_balance_hook_secondary_gravity;
-float autocvar_g_balance_hook_secondary_lifetime;
-float autocvar_g_balance_hook_secondary_power;
-float autocvar_g_balance_hook_secondary_radius;
-float autocvar_g_balance_hook_secondary_refire;
-float autocvar_g_balance_hook_secondary_speed;
-float autocvar_g_balance_hook_secondary_health;
-float autocvar_g_balance_hook_secondary_damageforcescale;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
-float autocvar_g_balance_laser_primary_animtime;
-float autocvar_g_balance_laser_primary_damage;
-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_primary_radius;
-float autocvar_g_balance_laser_primary_refire;
-float autocvar_g_balance_laser_primary_shotangle;
-float autocvar_g_balance_laser_primary_speed;
-float autocvar_g_balance_laser_secondary;
-float autocvar_g_balance_laser_secondary_animtime;
-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_laser_secondary_radius;
-float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_reload_ammo;
-float autocvar_g_balance_laser_reload_time;
-float autocvar_g_balance_minelayer_ammo;
-float autocvar_g_balance_minelayer_animtime;
-float autocvar_g_balance_minelayer_damage;
-float autocvar_g_balance_minelayer_damageforcescale;
-float autocvar_g_balance_minelayer_detonatedelay;
-float autocvar_g_balance_minelayer_edgedamage;
-float autocvar_g_balance_minelayer_force;
-float autocvar_g_balance_minelayer_health;
-float autocvar_g_balance_minelayer_lifetime;
-float autocvar_g_balance_minelayer_lifetime_countdown;
-float autocvar_g_balance_minelayer_limit;
-float autocvar_g_balance_minelayer_protection;
-float autocvar_g_balance_minelayer_proximityradius;
-float autocvar_g_balance_minelayer_radius;
-float autocvar_g_balance_minelayer_refire;
-float autocvar_g_balance_minelayer_remote_damage;
-float autocvar_g_balance_minelayer_remote_edgedamage;
-float autocvar_g_balance_minelayer_remote_force;
-float autocvar_g_balance_minelayer_remote_radius;
-float autocvar_g_balance_minelayer_speed;
-float autocvar_g_balance_minelayer_time;
-float autocvar_g_balance_minelayer_reload_ammo;
-float autocvar_g_balance_minelayer_reload_time;
-float autocvar_g_balance_minstanex_ammo;
-float autocvar_g_balance_minstanex_laser_ammo;
-float autocvar_g_balance_minstanex_laser_animtime;
-float autocvar_g_balance_minstanex_laser_refire;
-float autocvar_g_balance_minstanex_animtime;
-float autocvar_g_balance_minstanex_refire;
-float autocvar_g_balance_minstanex_reload_ammo;
-float autocvar_g_balance_minstanex_reload_time;
-float autocvar_g_balance_nex_charge;
-float autocvar_g_balance_nex_charge_animlimit;
-float autocvar_g_balance_nex_charge_limit;
-float autocvar_g_balance_nex_charge_maxspeed;
-float autocvar_g_balance_nex_charge_mindmg;
-float autocvar_g_balance_nex_charge_minspeed;
-float autocvar_g_balance_nex_charge_rate;
-float autocvar_g_balance_nex_charge_rot_pause;
-float autocvar_g_balance_nex_charge_rot_rate;
-float autocvar_g_balance_nex_charge_shot_multiplier;
-float autocvar_g_balance_nex_charge_start;
-float autocvar_g_balance_nex_charge_velocity_rate;
-float autocvar_g_balance_nex_primary_ammo;
-float autocvar_g_balance_nex_primary_animtime;
-float autocvar_g_balance_nex_primary_damage;
-float autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_primary_damagefalloff_halflife;
-float autocvar_g_balance_nex_primary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_primary_damagefalloff_mindist;
-float autocvar_g_balance_nex_primary_force;
-float autocvar_g_balance_nex_primary_refire;
-float autocvar_g_balance_nex_secondary;
-float autocvar_g_balance_nex_secondary_ammo;
-float autocvar_g_balance_nex_secondary_animtime;
-float autocvar_g_balance_nex_secondary_charge;
-float autocvar_g_balance_nex_secondary_charge_rate;
-float autocvar_g_balance_nex_secondary_chargepool;
-float autocvar_g_balance_nex_secondary_chargepool_pause_health_regen;
-float autocvar_g_balance_nex_secondary_chargepool_pause_regen;
-float autocvar_g_balance_nex_secondary_chargepool_regen;
-float autocvar_g_balance_nex_secondary_damage;
-float autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_halflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
-float autocvar_g_balance_nex_secondary_force;
-float autocvar_g_balance_nex_secondary_refire;
-float autocvar_g_balance_nex_reload_ammo;
-float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_nexball_primary_refire;
float autocvar_g_balance_nexball_primary_speed;
float autocvar_g_balance_nexball_secondary_refire;
float autocvar_g_balance_nexball_secondary_speed;
float autocvar_g_balance_nix_ammo_cells;
+float autocvar_g_balance_nix_ammo_plasma;
float autocvar_g_balance_nix_ammo_fuel;
float autocvar_g_balance_nix_ammo_nails;
float autocvar_g_balance_nix_ammo_rockets;
float autocvar_g_balance_nix_ammo_shells;
float autocvar_g_balance_nix_ammoincr_cells;
+float autocvar_g_balance_nix_ammoincr_plasma;
float autocvar_g_balance_nix_ammoincr_fuel;
float autocvar_g_balance_nix_ammoincr_nails;
float autocvar_g_balance_nix_ammoincr_rockets;
float autocvar_g_balance_pause_health_rot_spawn;
float autocvar_g_balance_portal_health;
float autocvar_g_balance_portal_lifetime;
-float autocvar_g_balance_porto_primary_animtime;
-float autocvar_g_balance_porto_primary_lifetime;
-float autocvar_g_balance_porto_primary_refire;
-float autocvar_g_balance_porto_primary_speed;
-float autocvar_g_balance_porto_secondary;
-float autocvar_g_balance_porto_secondary_animtime;
-float autocvar_g_balance_porto_secondary_lifetime;
-float autocvar_g_balance_porto_secondary_refire;
-float autocvar_g_balance_porto_secondary_speed;
float autocvar_g_balance_powerup_invincible_takedamage;
float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
-float autocvar_g_balance_rocketlauncher_ammo;
-float autocvar_g_balance_rocketlauncher_animtime;
-float autocvar_g_balance_rocketlauncher_damage;
-float autocvar_g_balance_rocketlauncher_damageforcescale;
-float autocvar_g_balance_rocketlauncher_detonatedelay;
-float autocvar_g_balance_rocketlauncher_edgedamage;
-float autocvar_g_balance_rocketlauncher_force;
-float autocvar_g_balance_rocketlauncher_guidedelay;
-float autocvar_g_balance_rocketlauncher_guidegoal;
-float autocvar_g_balance_rocketlauncher_guiderate;
-float autocvar_g_balance_rocketlauncher_guideratedelay;
-float autocvar_g_balance_rocketlauncher_guidestop;
-float autocvar_g_balance_rocketlauncher_health;
-float autocvar_g_balance_rocketlauncher_lifetime;
-float autocvar_g_balance_rocketlauncher_radius;
-float autocvar_g_balance_rocketlauncher_refire;
-float autocvar_g_balance_rocketlauncher_remote_damage;
-float autocvar_g_balance_rocketlauncher_remote_edgedamage;
-float autocvar_g_balance_rocketlauncher_remote_force;
-float autocvar_g_balance_rocketlauncher_remote_radius;
-float autocvar_g_balance_rocketlauncher_speed;
-float autocvar_g_balance_rocketlauncher_speedaccel;
-float autocvar_g_balance_rocketlauncher_speedstart;
-float autocvar_g_balance_rocketlauncher_reload_ammo;
-float autocvar_g_balance_rocketlauncher_reload_time;
-float autocvar_g_balance_seeker_type;
-float autocvar_g_balance_seeker_flac_ammo;
-float autocvar_g_balance_seeker_flac_animtime;
-float autocvar_g_balance_seeker_flac_damage;
-float autocvar_g_balance_seeker_flac_edgedamage;
-float autocvar_g_balance_seeker_flac_force;
-float autocvar_g_balance_seeker_flac_lifetime;
-float autocvar_g_balance_seeker_flac_lifetime_rand;
-float autocvar_g_balance_seeker_flac_radius;
-float autocvar_g_balance_seeker_flac_refire;
-float autocvar_g_balance_seeker_missile_accel;
-float autocvar_g_balance_seeker_missile_ammo;
-float autocvar_g_balance_seeker_missile_animtime;
-float autocvar_g_balance_seeker_missile_count;
-float autocvar_g_balance_seeker_missile_damage;
-float autocvar_g_balance_seeker_missile_damageforcescale;
-float autocvar_g_balance_seeker_missile_decel;
-float autocvar_g_balance_seeker_missile_delay;
-float autocvar_g_balance_seeker_missile_edgedamage;
-float autocvar_g_balance_seeker_missile_force;
-float autocvar_g_balance_seeker_missile_health;
-float autocvar_g_balance_seeker_missile_lifetime;
-float autocvar_g_balance_seeker_missile_proxy;
-float autocvar_g_balance_seeker_missile_proxy_delay;
-float autocvar_g_balance_seeker_missile_proxy_maxrange;
-float autocvar_g_balance_seeker_missile_radius;
-float autocvar_g_balance_seeker_missile_refire;
-float autocvar_g_balance_seeker_missile_smart;
-float autocvar_g_balance_seeker_missile_smart_mindist;
-float autocvar_g_balance_seeker_missile_smart_trace_max;
-float autocvar_g_balance_seeker_missile_smart_trace_min;
-float autocvar_g_balance_seeker_missile_speed_max;
-float autocvar_g_balance_seeker_missile_turnrate;
-float autocvar_g_balance_seeker_tag_ammo;
-float autocvar_g_balance_seeker_tag_animtime;
-float autocvar_g_balance_seeker_tag_damageforcescale;
-float autocvar_g_balance_seeker_tag_health;
-float autocvar_g_balance_seeker_tag_lifetime;
-float autocvar_g_balance_seeker_tag_refire;
-float autocvar_g_balance_seeker_tag_speed;
-float autocvar_g_balance_seeker_tag_tracker_lifetime;
-float autocvar_g_balance_seeker_reload_ammo;
-float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
-float autocvar_g_balance_shotgun_primary_ammo;
-float autocvar_g_balance_shotgun_primary_animtime;
-float autocvar_g_balance_shotgun_primary_bullets;
-float autocvar_g_balance_shotgun_primary_damage;
-float autocvar_g_balance_shotgun_primary_force;
-float autocvar_g_balance_shotgun_primary_refire;
-float autocvar_g_balance_shotgun_primary_solidpenetration;
-float autocvar_g_balance_shotgun_primary_spread;
-float autocvar_g_balance_shotgun_secondary;
-float autocvar_g_balance_shotgun_secondary_animtime;
-float autocvar_g_balance_shotgun_secondary_damage;
-float autocvar_g_balance_shotgun_secondary_force;
-float autocvar_g_balance_shotgun_secondary_melee_delay;
-float autocvar_g_balance_shotgun_secondary_melee_range;
-float autocvar_g_balance_shotgun_secondary_melee_swing_side;
-float autocvar_g_balance_shotgun_secondary_melee_swing_up;
-float autocvar_g_balance_shotgun_secondary_melee_time;
-float autocvar_g_balance_shotgun_secondary_melee_traces;
-float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap;
-float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage;
-float autocvar_g_balance_shotgun_secondary_melee_multihit;
-float autocvar_g_balance_shotgun_secondary_refire;
-float autocvar_g_balance_shotgun_reload_ammo;
-float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;
-float autocvar_g_balance_tuba_animtime;
-float autocvar_g_balance_tuba_attenuation;
-float autocvar_g_balance_tuba_damage;
-float autocvar_g_balance_tuba_edgedamage;
-float autocvar_g_balance_tuba_force;
-float autocvar_g_balance_tuba_radius;
-float autocvar_g_balance_tuba_refire;
-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_balance_uzi_first;
-float autocvar_g_balance_uzi_first_ammo;
-float autocvar_g_balance_uzi_first_damage;
-float autocvar_g_balance_uzi_first_force;
-float autocvar_g_balance_uzi_first_refire;
-float autocvar_g_balance_uzi_first_spread;
-float autocvar_g_balance_uzi_mode;
-float autocvar_g_balance_uzi_solidpenetration;
-float autocvar_g_balance_uzi_spread_add;
-float autocvar_g_balance_uzi_spread_max;
-float autocvar_g_balance_uzi_spread_min;
-float autocvar_g_balance_uzi_sustained_ammo;
-float autocvar_g_balance_uzi_sustained_damage;
-float autocvar_g_balance_uzi_sustained_force;
-float autocvar_g_balance_uzi_sustained_refire;
-float autocvar_g_balance_uzi_sustained_spread;
-float autocvar_g_balance_uzi_reload_ammo;
-float autocvar_g_balance_uzi_reload_time;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
float autocvar_g_domination_point_amt;
float autocvar_g_domination_point_fullbright;
float autocvar_g_domination_point_leadlimit;
+ float autocvar_g_domination_roundbased;
+ float autocvar_g_domination_roundbased_point_limit;
+ float autocvar_g_domination_round_timelimit;
+ float autocvar_g_domination_warmup;
#define autocvar_g_domination_point_limit cvar("g_domination_point_limit")
float autocvar_g_domination_point_rate;
float autocvar_g_domination_teams_override;
string autocvar_g_forced_team_pink;
string autocvar_g_forced_team_red;
string autocvar_g_forced_team_yellow;
+ float autocvar_g_freezetag_frozen_damage_trigger;
float autocvar_g_freezetag_frozen_force;
float autocvar_g_freezetag_frozen_maxtime;
float autocvar_g_freezetag_revive_falldamage;
float autocvar_g_freezetag_revive_falldamage_health;
+ float autocvar_g_freezetag_revive_nade;
+ float autocvar_g_freezetag_revive_nade_health;
float autocvar_g_freezetag_point_leadlimit;
float autocvar_g_freezetag_point_limit;
float autocvar_g_freezetag_revive_extra_size;
float autocvar_g_onslaught_cp_regen;
float autocvar_g_onslaught_gen_health;
float autocvar_g_pickup_cells_max;
+float autocvar_g_pickup_plasma_max;
float autocvar_g_pickup_fuel_max;
float autocvar_g_pickup_items;
float autocvar_g_pickup_nails_max;
float autocvar_g_spawn_useallspawns;
float autocvar_g_spawnpoints_auto_move_out_of_solid;
#define autocvar_g_spawnshieldtime cvar("g_spawnshieldtime")
-#define autocvar_g_start_weapon_laser cvar("g_start_weapon_laser")
float autocvar_g_tdm_team_spawns;
float autocvar_g_tdm_teams;
float autocvar_g_tdm_teams_override;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
float autocvar_sv_dodging_frozen;
+ float autocvar_sv_dodging_frozen_doubletap;
float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
float autocvar_sv_maxspeed;
string autocvar_sv_motd;
float autocvar_sv_precacheplayermodels;
-float autocvar_sv_precacheweapons;
+//float autocvar_sv_precacheweapons; // WEAPONTODO?
float autocvar_sv_q3acompat_machineshotgunswap;
float autocvar_sv_ready_restart;
float autocvar_sv_ready_restart_after_countdown;
float autocvar_sv_vote_call;
float autocvar_sv_vote_change;
string autocvar_sv_vote_commands;
+ float autocvar_sv_vote_gametype;
+ float autocvar_sv_vote_gametype_timeout;
+ string autocvar_sv_vote_gametype_options;
+ float autocvar_sv_vote_gametype_keeptwotime;
+ float autocvar_sv_vote_gametype_default_current;
float autocvar_sv_vote_limit;
float autocvar_sv_vote_majority_factor;
float autocvar_sv_vote_majority_factor_of_voted;
float autocvar_g_random_gravity_delay;
float autocvar_g_nades;
float autocvar_g_nades_spawn;
+ float autocvar_g_nades_spawn_count;
+ float autocvar_g_nades_client_select;
float autocvar_g_nades_nade_lifetime;
float autocvar_g_nades_nade_minforce;
float autocvar_g_nades_nade_maxforce;
float autocvar_g_nades_nade_radius;
float autocvar_g_nades_nade_force;
float autocvar_g_nades_nade_newton_style;
+ float autocvar_g_nades_napalm_ball_count;
+ float autocvar_g_nades_napalm_ball_spread;
+ float autocvar_g_nades_napalm_ball_damage;
+ float autocvar_g_nades_napalm_ball_damageforcescale;
+ float autocvar_g_nades_napalm_ball_lifetime;
+ float autocvar_g_nades_napalm_ball_radius;
+ float autocvar_g_nades_napalm_blast;
+ float autocvar_g_nades_napalm_fountain_lifetime;
+ float autocvar_g_nades_napalm_fountain_delay;
+ float autocvar_g_nades_napalm_fountain_radius;
+ float autocvar_g_nades_napalm_fountain_damage;
+ float autocvar_g_nades_napalm_fountain_edgedamage;
+ float autocvar_g_nades_napalm_burntime;
+ float autocvar_g_nades_napalm_selfdamage;
+ float autocvar_g_nades_nade_type;
+ float autocvar_g_nades_bonus_type;
+ float autocvar_g_nades_bonus;
+ float autocvar_g_nades_bonus_onstrength;
+ float autocvar_g_nades_bonus_client_select;
+ float autocvar_g_nades_bonus_max;
+ float autocvar_g_nades_bonus_score_max;
+ float autocvar_g_nades_bonus_score_time;
+ float autocvar_g_nades_bonus_score_time_flagcarrier;
+ float autocvar_g_nades_bonus_score_minor;
+ float autocvar_g_nades_bonus_score_low;
+ float autocvar_g_nades_bonus_score_high;
+ float autocvar_g_nades_bonus_score_medium;
+ float autocvar_g_nades_bonus_score_spree;
+ float autocvar_g_nades_ice_freeze_time;
+ float autocvar_g_nades_ice_health;
+ float autocvar_g_nades_ice_explode;
+ float autocvar_g_nades_ice_teamcheck;
+ float autocvar_g_nades_heal_time;
+ float autocvar_g_nades_heal_rate;
+ float autocvar_g_nades_heal_friend;
+ float autocvar_g_nades_heal_foe;
+ string autocvar_g_nades_pokenade_monster_type;
+ float autocvar_g_nades_pokenade_monster_lifetime;
float autocvar_g_campcheck_damage;
float autocvar_g_campcheck_distance;
float autocvar_g_campcheck_interval;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health;
float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;
+ float autocvar_g_buffs_waypoint_distance;
+ float autocvar_g_buffs_randomize;
+ float autocvar_g_buffs_random_lifetime;
+ float autocvar_g_buffs_random_location;
+ float autocvar_g_buffs_random_location_attempts;
+ float autocvar_g_buffs_spawn_count;
+ float autocvar_g_buffs_replace_powerups;
+ float autocvar_g_buffs_cooldown_activate;
+ float autocvar_g_buffs_cooldown_respawn;
+ float autocvar_g_buffs_resistance_blockpercent;
+ float autocvar_g_buffs_medic_survive_chance;
+ float autocvar_g_buffs_medic_survive_health;
+ float autocvar_g_buffs_medic_rot;
+ float autocvar_g_buffs_medic_max;
+ float autocvar_g_buffs_medic_regen;
+ 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_speed;
+ float autocvar_g_buffs_disability_rate;
+ float autocvar_g_buffs_speed_speed;
+ float autocvar_g_buffs_speed_rate;
+ 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;
+
return FALSE;
}
- if(e.freezetag_frozen)
+ if(e.frozen)
return FALSE;
// If neither player has ball then don't attack unless the ball is on the
shotspeedupward *= g_weaponspeedfactor;
if (!shotspeed)
{
- dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
+ dprint("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " shotspeed is zero!\n");
shotspeed = 1000000;
}
if (!maxshottime)
{
- dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
+ dprint("bot_aim: WARNING: weapon ", WEP_NAME(self.weapon), " maxshottime is zero!\n");
maxshottime = 1;
}
makevectors(self.v_angle);
if (head.ammo_rockets && player.ammo_rockets > self.ammo_rockets)
continue;
- if (head.ammo_cells && player.ammo_cells > self.ammo_cells )
+ if (head.ammo_cells && player.ammo_cells > self.ammo_cells)
+ continue;
+
+ if (head.ammo_plasma && player.ammo_plasma > self.ammo_plasma)
continue;
discard = FALSE;
}
}
- //Race:
- //go to next checkpoint, and annoy enemies
- .float race_checkpoint;
- void havocbot_role_race()
- {
- if(self.deadflag != DEAD_NO)
- return;
-
- entity e;
- if (self.bot_strategytime < time)
- {
- self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
- navigation_goalrating_start();
- /*
- havocbot_goalrating_items(100, self.origin, 10000);
- havocbot_goalrating_enemyplayers(500, self.origin, 20000);
- */
-
- for(e = world; (e = find(e, classname, "trigger_race_checkpoint")) != world; )
- {
- if(e.cnt == self.race_checkpoint)
- {
- navigation_routerating(e, 1000000, 5000);
- }
- else if(self.race_checkpoint == -1)
- {
- navigation_routerating(e, 1000000, 5000);
- }
- }
-
- navigation_goalrating_end();
- }
- }
-
void havocbot_chooserole_dm()
{
self.havocbot_role = havocbot_role_dm;
}
- void havocbot_chooserole_race()
- {
- self.havocbot_role = havocbot_role_race;
- }
-
void havocbot_chooserole()
{
dprint("choosing a role...\n");
return;
else if (g_keyhunt)
havocbot_chooserole_kh();
- else if (g_race || g_cts)
- havocbot_chooserole_race();
else if (g_onslaught)
havocbot_chooserole_ons();
else // assume anything else is deathmatch
- void race_send_recordtime(float msg);
- void race_SendRankings(float pos, float prevpos, float del, float msg);
-
void send_CSQC_teamnagger() {
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
{
entity spot;
self.hud = HUD_NORMAL;
- race_PreSpawnObserver();
spot = SelectSpawnPoint (TRUE);
if(!spot)
WriteEntity(MSG_ONE, self);
}
- if((g_race && g_race_qualifying) || g_cts)
- {
- if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
- self.frags = FRAGS_LMS_LOSER;
- else
- self.frags = FRAGS_SPECTATOR;
- }
- else
- self.frags = FRAGS_SPECTATOR;
+ self.frags = FRAGS_SPECTATOR;
MUTATOR_CALLHOOK(MakePlayerObserver);
Portal_ClearAll(self);
+ Unfreeze(self);
+
if(self.alivetime)
{
if(!warmup_stage)
self.angles_z = 0;
self.fixangle = TRUE;
self.crouch = FALSE;
+ self.revival_time = 0;
setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
self.prevorigin = self.origin;
if(self.team < 0)
JoinBestTeam(self, FALSE, TRUE);
- race_PreSpawn();
-
spot = SelectSpawnPoint (FALSE);
if(!spot)
{
self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
self.air_finished = time + 12;
self.dmg = 2;
- if(autocvar_g_balance_nex_charge)
+ if(WEP_CVAR(vortex, charge))
{
- if(autocvar_g_balance_nex_secondary_chargepool)
- self.nex_chargepool_ammo = 1;
- self.nex_charge = autocvar_g_balance_nex_charge_start;
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ self.vortex_chargepool_ammo = 1;
+ self.vortex_charge = WEP_CVAR(vortex, charge_start);
}
if(warmup_stage)
self.ammo_nails = warmup_start_ammo_nails;
self.ammo_rockets = warmup_start_ammo_rockets;
self.ammo_cells = warmup_start_ammo_cells;
+ self.ammo_plasma = warmup_start_ammo_plasma;
self.ammo_fuel = warmup_start_ammo_fuel;
self.health = warmup_start_health;
self.armorvalue = warmup_start_armorvalue;
self.ammo_nails = start_ammo_nails;
self.ammo_rockets = start_ammo_rockets;
self.ammo_cells = start_ammo_cells;
+ self.ammo_plasma = start_ammo_plasma;
self.ammo_fuel = start_ammo_fuel;
self.health = start_health;
self.armorvalue = start_armorvalue;
else
self.superweapons_finished = 0;
- if(g_weaponarena_random)
+ if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_laser)
- self.weapons &= ~WEPSET_LASER;
+ self.weapons &= ~WEPSET_BLASTER;
W_RandomWeapons(self, g_weaponarena_random);
if(g_weaponarena_random_with_laser)
- self.weapons |= WEPSET_LASER;
+ self.weapons |= WEPSET_BLASTER;
}
self.items = start_items;
self.punchvector = '0 0 0';
self.oldvelocity = self.velocity;
self.fire_endtime = -1;
+ self.revival_time = 0;
entity spawnevent = spawn();
spawnevent.owner = self;
Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
+ // Cut off any still running player sounds.
+ stopsound(self, CH_PLAYER_SINGLE);
+
self.model = "";
FixPlayermodel();
self.drawonlytoclient = world;
self.speedrunning = FALSE;
- race_PostSpawn(spot);
-
//stuffcmd(self, "chase_active 0");
//stuffcmd(self, "set viewsize $tmpviewsize \n");
// reset fields the weapons may use
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- weapon_action(j, WR_RESETPLAYER);
+ WEP_ACTION(j, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
entity e;
e = get_weaponinfo(j);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[j]) = e.reloading_ammo;
}
oldself = self;
activator = world;
self = oldself;
+ Unfreeze(self);
+
spawn_spot = spot;
MUTATOR_CALLHOOK(PlayerSpawn);
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
+
if(sv_foginterval && world.fog != "")
WriteString(MSG_ENTITY, world.fog);
else
WriteString(MSG_ENTITY, "");
WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
- WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
- WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
- WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
- WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
- WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
+ WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
+ WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
+ WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
+ WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
+ WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+ WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
- WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
+ WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
+ WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
- WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
+ WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
return TRUE;
}
self.count = autocvar_g_balance_armor_blockpercent;
self.SendFlags |= 1;
}
- if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
+ if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
{
- self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+ self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
self.SendFlags |= 1;
}
- if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
+ if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
{
- self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
+ self.bouncestop = autocvar_g_balance_mortar_bouncestop;
self.SendFlags |= 1;
}
if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
{
if(gameover) return;
if(self.player_blocked) return;
- if(self.freezetag_frozen) return;
+ if(self.frozen) return;
ClientKill_TeamChange(0);
}
anticheat_init();
- race_PreSpawnObserver();
-
// identify the right forced team
if(autocvar_g_campaign)
{
if(!sv_foginterval && world.fog != "")
stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
- if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
- {
- self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
- fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
- }
- else
- self.hitplotfh = -1;
+ W_HitPlotOpen(self);
- if(g_race || g_cts) {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
-
- msg_entity = self;
- race_send_recordtime(MSG_ONE);
- race_send_speedaward(MSG_ONE);
-
- speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
- speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
- race_send_speedaward_alltimebest(MSG_ONE);
-
- float i;
- for (i = 1; i <= RANKINGS_CNT; ++i) {
- race_SendRankings(i, 0, 0, MSG_ONE);
- }
- }
- else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
+ if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
send_CSQC_teamnagger();
CheatInitClient();
CheatShutdownClient();
- if(self.hitplotfh >= 0)
- {
- fclose(self.hitplotfh);
- self.hitplotfh = -1;
- }
+ W_HitPlotClose(self);
anticheat_report();
anticheat_shutdown();
Portal_ClearAll(self);
+ Unfreeze(self);
+
RemoveGrapplingHook(self);
// Here, everything has been done that requires this player to be a client.
void player_regen (void)
{
+ float max_mod, regen_mod, rot_mod, limit_mod;
+ max_mod = regen_mod = rot_mod = limit_mod = 1;
+ regen_mod_max = max_mod;
+ regen_mod_regen = regen_mod;
+ regen_mod_rot = rot_mod;
+ regen_mod_limit = limit_mod;
if(!MUTATOR_CALLHOOK(PlayerRegen))
+ if(!self.frozen)
{
- float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
+ float minh, mina, maxh, maxa, limith, limita;
maxh = autocvar_g_balance_health_rotstable;
maxa = autocvar_g_balance_armor_rotstable;
minh = autocvar_g_balance_health_regenstable;
mina = autocvar_g_balance_armor_regenstable;
limith = autocvar_g_balance_health_limit;
limita = autocvar_g_balance_armor_limit;
-
- max_mod = regen_mod = rot_mod = limit_mod = 1;
+
+ max_mod = regen_mod_max;
+ regen_mod = regen_mod_regen;
+ rot_mod = regen_mod_rot;
+ limit_mod = regen_mod_limit;
maxh = maxh * max_mod;
minh = minh * max_mod;
self.armortype = spectatee.armortype;
self.armorvalue = spectatee.armorvalue;
self.ammo_cells = spectatee.ammo_cells;
+ self.ammo_plasma = spectatee.ammo_plasma;
self.ammo_shells = spectatee.ammo_shells;
self.ammo_nails = spectatee.ammo_nails;
self.ammo_rockets = spectatee.ammo_rockets;
self.switchweapon = spectatee.switchweapon;
self.switchingweapon = spectatee.switchingweapon;
self.weapon = spectatee.weapon;
- self.nex_charge = spectatee.nex_charge;
- self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.vortex_charge = spectatee.vortex_charge;
+ self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
self.hagar_load = spectatee.hagar_load;
self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
self.dmg_inflictor = spectatee.dmg_inflictor;
self.v_angle = spectatee.v_angle;
self.angles = spectatee.v_angle;
+ self.frozen = spectatee.frozen;
+ self.revive_progress = spectatee.revive_progress;
if(!self.BUTTON_USE)
self.fixangle = TRUE;
setorigin(self, spectatee.origin);
if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
{
self.classname = "player";
+ nades_RemoveBonus(self);
if(autocvar_g_campaign || autocvar_g_balance_teams)
{ JoinBestTeam(self, FALSE, TRUE); }
return;
#endif
+ if(self.frozen == 2)
+ {
+ self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
+ self.health = max(1, self.revive_progress * start_health);
+ self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
+
+ if(self.revive_progress >= 1)
+ Unfreeze(self);
+ }
+ else if(self.frozen == 3)
+ {
+ self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
+ self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
+
+ if(self.health < 1)
+ {
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ }
+ else if ( self.revive_progress <= 0 )
+ Unfreeze(self);
+ }
+
MUTATOR_CALLHOOK(PlayerPreThink);
if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
if(frametime)
{
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+ if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
{
- self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
- if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
+ if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
{
- self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
}
}
else
do_crouch = 0;
if(self.vehicle)
do_crouch = 0;
- if(self.freezetag_frozen)
+ if(self.frozen)
do_crouch = 0;
- if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+
+ // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
+ // It cannot be predicted by the engine!
+ if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
if (do_crouch)
player_regen();
+ // WEAPONTODO: Add a weapon request for this
// rot nex charge to the charge limit
- if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
- self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
+ if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
+ self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
if(frametime)
player_anim();
SpectatorThink();
}
+ // WEAPONTODO: Add weapon request for this
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
+ SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;
if(self.spectatee_status != oldspectatee_status)
{
ClientData_Touch(self);
- if(g_race || g_cts)
- race_InitSpectator();
}
if(self.teamkill_soundtime)
target_voicescript_next(self);
+ // WEAPONTODO: Move into weaponsystem somehow
// if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
if(!self.weapon)
self.clip_load = self.clip_size = 0;
playerdemo_write();
- if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
- {
- if (!self.stored_netname)
- self.stored_netname = strzone(uid2name(self.crypto_idfp));
- if(self.stored_netname != self.netname)
- {
- db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
- strunzone(self.stored_netname);
- self.stored_netname = strzone(self.netname);
- }
- }
-
- /*
- if(g_race)
- dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
- */
-
CSQCMODEL_AUTOUPDATE();
}
*/
void PlayerJump (void)
{
+ if(self.frozen)
+ return; // no jumping in freezetag when frozen
+
if(self.player_blocked)
return; // no jumping while blocked
float doublejump = FALSE;
+ float mjumpheight = autocvar_sv_jumpvelocity;
player_multijump = doublejump;
+ player_jumpheight = mjumpheight;
if(MUTATOR_CALLHOOK(PlayerJump))
return;
doublejump = player_multijump;
-
- float mjumpheight;
+ mjumpheight = player_jumpheight;
if (autocvar_sv_doublejump)
{
}
}
- mjumpheight = autocvar_sv_jumpvelocity;
if (self.waterlevel >= WATERLEVEL_SWIMMING)
{
self.velocity_z = self.stat_sv_maxspeed * 0.7;
self.stat_sv_airspeedlimit_nonqw *= 0.5;
}
+ if(self.frozen)
+ {
+ if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+ {
+ self.movement_x = bound(-5, self.movement_x, 5);
+ self.movement_y = bound(-5, self.movement_y, 5);
+ self.movement_z = bound(-5, self.movement_z, 5);
+ }
+ else
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ { self.velocity_z = 200; }
+ }
+ }
+
MUTATOR_CALLHOOK(PlayerPhysics);
if(self.player_blocked)
PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
}
}
- else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
+ else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
{
//makevectors(self.v_angle_y * '0 1 0');
makevectors(self.v_angle);
}
}
- if((g_cts || g_race) && !IS_OBSERVER(self)) {
- if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
+ if((g_cts || g_race) && !IS_OBSERVER(self))
+ {
+ if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+ {
speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
speedaward_holder = self.netname;
speedaward_uid = self.crypto_idfp;
speedaward_lastupdate = time;
}
- if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
+ if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+ {
+ string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
race_send_speedaward(MSG_ALL);
speedaward_lastsent = speedaward_speed;
- if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
+ if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
+ {
speedaward_alltimebest = speedaward_speed;
speedaward_alltimebest_holder = speedaward_holder;
speedaward_alltimebest_uid = speedaward_uid;
}
}
+ // WEAPONTODO
float xyspeed;
xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
- f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+ xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+ f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
// add the extra charge
- self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+ self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
}
:end
if(self.flags & FL_ONGROUND)
-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
-
-float weaponstats_buffer;
-
-void WeaponStats_Init()
-{
- if(autocvar_sv_weaponstats_file != "")
- weaponstats_buffer = buf_create();
- else
- weaponstats_buffer = -1;
-}
-
-#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
-
-void WeaponStats_ready(entity fh, entity pass, float status)
-{
- float i, j, n, ibot, jbot, idx;
- vector v;
- string prefix, s;
- switch(status)
- {
- case URL_READY_CANWRITE:
- // we can write
- prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
- url_fputs(fh, "#begin statsfile\n");
- url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
-#ifdef WATERMARK
- url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
-#endif
- url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
- url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
- n = tokenizebyseparator(cvar_purechanges, "\n");
- for(i = 0; i < n; ++i)
- url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
- for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
- for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
- {
- idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
- v = stov(bufstr_get(weaponstats_buffer, idx));
- if(v != '0 0 0')
- {
- //vector is: kills hits damage
- url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
- url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
- }
- }
- url_fputs(fh, "#end\n\n");
- url_fclose(fh);
- break;
- case URL_READY_CANREAD:
- // url_fclose is processing, we got a response for writing the data
- // this must come from HTTP
- print("Got response from weapon stats server:\n");
- while((s = url_fgets(fh)))
- print(" ", s, "\n");
- print("End of response.\n");
- url_fclose(fh);
- break;
- case URL_READY_CLOSED:
- // url_fclose has finished
- print("Weapon stats written\n");
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- break;
- case URL_READY_ERROR:
- default:
- print("Weapon stats writing failed: ", ftos(status), "\n");
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- break;
- }
-}
-
-void WeaponStats_Shutdown()
-{
- if(weaponstats_buffer < 0)
- return;
- if(autocvar_sv_weaponstats_file != "")
- {
- url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
- }
- else
- {
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- }
-}
-
-void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
-{
- float idx;
- if(weaponstats_buffer < 0)
- return;
- if(awep < WEP_FIRST || vwep < WEP_FIRST)
- return;
- if(awep > WEP_LAST || vwep > WEP_LAST)
- return;
- idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
- bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
-}
-void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
-{
- if(damage < 0)
- error("negative damage?");
- WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
-}
-void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
-{
- WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
-}
-
-// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
-// merged player_run and player_stand to player_anim
-// added death animations to player_anim
-// can now spawn thrown weapons from anywhere, not just from players
-// thrown weapons now fade out after 20 seconds
-// created PlayerGib function
-// PlayerDie no longer uses hitloc or damage
-// PlayerDie now supports dying animations as well as gibbing
-// cleaned up PlayerDie a lot
-// added CopyBody
-
.entity pusher;
.float pushltime;
.float istypefrag;
else
deadbits = ANIMSTATE_DEAD2;
float animbits = deadbits;
- if(self.freezetag_frozen)
+ if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
}
}
-void SpawnThrownWeapon (vector org, float w)
-{
- if(self.weapons & WepSet_FromWeapon(self.weapon))
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
-}
-
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
float take, save;
else
self.respawn_countdown = -1; // do not count down
- if(g_cts || autocvar_g_forced_respawn)
+ if(autocvar_g_forced_respawn)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
+ if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
- race_PreDie();
// increment frag counter for used weapon type
float w;
frag_deathtype = deathtype;
MUTATOR_CALLHOOK(PlayerDies);
- weapon_action(self.weapon, WR_PLAYERDEATH);
+ WEP_ACTION(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
// when we get here, player actually dies
+ Unfreeze(self); // remove any icy remains
+ self.health = 0; // Unfreeze resets health, so we need to set it back
+
// clear waypoints
WaypointSprite_PlayerDead();
// throw a weapon
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- weapon_action(j, WR_RESETPLAYER);
+ WEP_ACTION(j, WR_RESETPLAYER);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
- float g_race_qualifying;
float warmup_stage;
float g_pickup_respawntime_weapon;
float g_pickup_respawntime_superweapon;
.string item_pickupsound;
// definitions for weaponsystem
-
+// more WEAPONTODO: move these to their proper files
.entity weaponentity;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
+// WEAPONTODO
.float autoswitch;
-float weapon_action(float wpn, float wrequest);
+//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
void w_clear();
void w_ready();
.float weapon_nextthink;
.void() weapon_think;
-//float PLAYER_WEAPONSELECTION_DELAY = );
-const float PLAYER_WEAPONSELECTION_SPEED = 18;
-const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
// weapon states (self.weaponentity.state)
const float WS_CLEAR = 0; // no weapon selected
float startitem_failed;
-typedef .float floatfield;
-floatfield Item_CounterField(float it);
-
-float W_AmmoItemCode(float wpn);
-string W_Name(float weaponid);
string W_Apply_Weaponreplace(string in);
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
+// WEAPONTODO: remove this
WepSet weaponsInMap;
.float respawn_countdown; // next number to count
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
-.float hitplotfh;
.float last_pickup;
float client_cefc_accumulatortime;
#endif
-..float current_ammo;
-
.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.entity lastrocket;
.float minelayer_mines;
-.float nex_charge;
-.float nex_charge_rottime;
-.float nex_chargepool_ammo;
+.float vortex_charge;
+.float vortex_charge_rottime;
+.float vortex_chargepool_ammo;
.float hagar_load;
.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.float just_joined;
-.float cvar_cl_accuracy_data_share;
-.float cvar_cl_accuracy_data_receive;
-
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player
.float player_blocked;
- .float freezetag_frozen;
+ .float frozen; // for freeze attacks
+ .float revive_progress;
+ .float revival_time; // time at which player was last revived
+ .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+ .entity iceblock;
+ .entity frozen_by; // for ice fields
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
culprit = attacker.weapon;
- if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
+ if(g_weaponarena_random_with_laser && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
// no exchange
}
if(death_weapon)
{
w_deathtype = deathtype;
- float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
+ float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
w_deathtype = FALSE;
if(death_message)
if(targ.killcount) { targ.killcount = 0; }
}
+ void Ice_Think()
+ {
+ if(!self.owner.frozen || self.owner.iceblock != self)
+ {
+ remove(self);
+ return;
+ }
+ setorigin(self, self.owner.origin - '0 0 16');
+ self.nextthink = time;
+ }
+
+ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
+ {
+ if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
+ return;
+
+ if(targ.frozen)
+ return;
+
+ float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
+
+ targ.frozen = frozen_type;
+ targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
+ targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
+ targ.revive_speed = freeze_time;
+
+ entity ice, head;
+ ice = spawn();
+ ice.owner = targ;
+ ice.classname = "ice";
+ ice.scale = targ.scale;
+ ice.think = Ice_Think;
+ ice.nextthink = time;
+ ice.frame = floor(random() * 21); // ice model has 20 different looking frames
+ setmodel(ice, "models/ice/ice.md3");
+ ice.alpha = 1;
+ ice.colormod = Team_ColorRGB(targ.team);
+ ice.glowmod = ice.colormod;
+ targ.iceblock = ice;
+ targ.revival_time = 0;
+
+ entity oldself;
+ oldself = self;
+ self = ice;
+ Ice_Think();
+ self = oldself;
+
+ RemoveGrapplingHook(targ);
+
+ FOR_EACH_PLAYER(head)
+ if(head.hook.aiment == targ)
+ RemoveGrapplingHook(head);
+
+ // add waypoint
+ if(show_waypoint)
+ WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
+ }
+
+ void Unfreeze (entity targ)
+ {
+ if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
+ targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
+
+ entity head;
+ targ.frozen = 0;
+ targ.revive_progress = 0;
+ targ.revival_time = time;
+
+ WaypointSprite_Kill(targ.waypointsprite_attached);
+
+ FOR_EACH_PLAYER(head)
+ if(head.hook.aiment == targ)
+ RemoveGrapplingHook(head);
+
+ // remove the ice block
+ if(targ.iceblock)
+ remove(targ.iceblock);
+ targ.iceblock = world;
+ }
+
// these are updated by each Damage call for use in button triggering and such
entity damage_targ;
entity damage_inflictor;
mirrordamage = frag_mirrordamage;
force = frag_force;
- if (!g_minstagib)
+ if(targ.frozen)
+ if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
+ {
+ if(autocvar_g_freezetag_revive_falldamage > 0)
+ if(deathtype == DEATH_FALL)
+ if(damage >= autocvar_g_freezetag_revive_falldamage)
+ {
+ Unfreeze(targ);
+ targ.health = autocvar_g_freezetag_revive_falldamage_health;
+ pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
+ Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+ }
+
+ damage = 0;
+ force *= autocvar_g_freezetag_frozen_force;
+ }
+
+ if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
+ {
+ pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
+
+ entity oldself = self;
+ self = targ;
+ entity spot = SelectSpawnPoint (FALSE);
+
+ if(spot)
+ {
+ damage = 0;
+ self.deadflag = DEAD_NO;
+
+ self.angles = spot.angles;
+
+ self.effects = 0;
+ self.effects |= EF_TELEPORT_BIT;
+
+ self.angles_z = 0; // never spawn tilted even if the spot says to
+ self.fixangle = TRUE; // turn this way immediately
+ self.velocity = '0 0 0';
+ self.avelocity = '0 0 0';
+ self.punchangle = '0 0 0';
+ self.punchvector = '0 0 0';
+ self.oldvelocity = self.velocity;
+
+ self.spawnorigin = spot.origin;
+ setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
+ // don't reset back to last position, even if new position is stuck in solid
+ self.oldorigin = self.origin;
+ self.prevorigin = self.origin;
+
+ pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
+ }
+
+ self = oldself;
+ }
+
+ if(!g_minstagib)
{
// apply strength multiplier
if (attacker.items & IT_STRENGTH)
}
if (targ == attacker)
- {
- if(g_cts && !autocvar_g_cts_selfdamage)
- damage = 0;
- else
- damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
- }
+ damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
// count the damage
if(attacker)
}
float RadiusDamage_running;
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
+float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
// Returns total damage applies to creatures
{
entity targ;
- vector blastorigin;
vector force;
float total_damage_to_creatures;
entity next;
tfloordmg = autocvar_g_throughfloor_damage;
tfloorforce = autocvar_g_throughfloor_force;
- blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
total_damage_to_creatures = 0;
if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
{
- force = inflictor.velocity;
+ force = inflictorvelocity;
if(vlen(force) == 0)
force = '0 0 -1';
else
force = normalize(force);
if(forceintensity >= 0)
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
else
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
}
stat_damagedone = 0;
- targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+ targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
while (targ)
{
next = targ.chain;
- if (targ != inflictor)
- if (ignore != targ) if(targ.takedamage)
+ if ((targ != inflictor) || inflictorselfdamage)
+ if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+ if (targ.takedamage)
+ {
+ vector nearest;
+ vector diff;
+ float power;
+
+ // LordHavoc: measure distance to nearest point on target (not origin)
+ // (this guarentees 100% damage on a touch impact)
+ nearest = targ.WarpZone_findradius_nearest;
+ diff = targ.WarpZone_findradius_dist;
+ // round up a little on the damage to ensure full damage on impacts
+ // and turn the distance into a fraction of the radius
+ power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ //bprint(" ");
+ //bprint(ftos(power));
+ //if (targ == attacker)
+ // print(ftos(power), "\n");
+ if (power > 0)
{
- vector nearest;
- vector diff;
- float power;
-
- // LordHavoc: measure distance to nearest point on target (not origin)
- // (this guarentees 100% damage on a touch impact)
- nearest = targ.WarpZone_findradius_nearest;
- diff = targ.WarpZone_findradius_dist;
- // round up a little on the damage to ensure full damage on impacts
- // and turn the distance into a fraction of the radius
- power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
- //bprint(" ");
- //bprint(ftos(power));
- //if (targ == attacker)
- // print(ftos(power), "\n");
- if (power > 0)
+ float finaldmg;
+ if (power > 1)
+ power = 1;
+ finaldmg = coredamage * power + edgedamage * (1 - power);
+ if (finaldmg > 0)
{
- float finaldmg;
- if (power > 1)
- power = 1;
- finaldmg = coredamage * power + edgedamage * (1 - power);
- if (finaldmg > 0)
- {
- float a;
- float c;
- vector hitloc;
- vector myblastorigin;
- vector center;
+ float a;
+ float c;
+ vector hitloc;
+ vector myblastorigin;
+ vector center;
- myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
+ myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
- // if it's a player, use the view origin as reference
- center = CENTER_OR_VIEWOFS(targ);
+ // if it's a player, use the view origin as reference
+ center = CENTER_OR_VIEWOFS(targ);
- force = normalize(center - myblastorigin);
- force = force * (finaldmg / coredamage) * forceintensity;
- hitloc = nearest;
+ force = normalize(center - myblastorigin);
+ force = force * (finaldmg / coredamage) * forceintensity;
+ hitloc = nearest;
- if(targ != directhitentity)
- {
- float hits;
- float total;
- float hitratio;
- float mininv_f, mininv_d;
+ if(deathtype & WEP_BLASTER)
+ force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
- // test line of sight to multiple positions on box,
- // and do damage if any of them hit
- hits = 0;
+ if(targ != directhitentity)
+ {
+ float hits;
+ float total;
+ float hitratio;
+ float mininv_f, mininv_d;
- // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
- // so for a given max stddev:
- // n = (1 / (2 * max stddev of hitratio))^2
+ // test line of sight to multiple positions on box,
+ // and do damage if any of them hit
+ hits = 0;
- mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
- mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+ // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+ // so for a given max stddev:
+ // n = (1 / (2 * max stddev of hitratio))^2
- if(autocvar_g_throughfloor_debug)
- printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
+ mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+ mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
- total = 0.25 * pow(max(mininv_f, mininv_d), 2);
+ if(autocvar_g_throughfloor_debug)
+ printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
- if(autocvar_g_throughfloor_debug)
- printf(" steps=%f", total);
- if (IS_PLAYER(targ))
- total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
- else
- total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+ total = 0.25 * pow(max(mininv_f, mininv_d), 2);
- if(autocvar_g_throughfloor_debug)
- printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
+ if(autocvar_g_throughfloor_debug)
+ printf(" steps=%f", total);
- for(c = 0; c < total; ++c)
- {
- //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
- WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
- if (trace_fraction == 1 || trace_ent == targ)
- {
- ++hits;
- if (hits > 1)
- hitloc = hitloc + nearest;
- else
- hitloc = nearest;
- }
- nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
- nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
- nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
- }
- nearest = hitloc * (1 / max(1, hits));
- hitratio = (hits / total);
- a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
- finaldmg = finaldmg * a;
- a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
- force = force * a;
+ if (IS_PLAYER(targ))
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+ else
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
- if(autocvar_g_throughfloor_debug)
- printf(" D=%f F=%f\n", finaldmg, vlen(force));
- }
+ if(autocvar_g_throughfloor_debug)
+ printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
- // laser force adjustments :P
- if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
+ for(c = 0; c < total; ++c)
{
- if (targ == attacker)
+ //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+ WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+ if (trace_fraction == 1 || trace_ent == targ)
{
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = autocvar_sv_maxspeed;
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
- }
+ ++hits;
+ if (hits > 1)
+ hitloc = hitloc + nearest;
else
- {
- force_zscale = autocvar_g_balance_laser_primary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
- }
- else
- {
- if(deathtype & HITTYPE_SECONDARY)
- {
- force *= autocvar_g_balance_laser_secondary_force_other_scale;
- }
- else
- {
- force *= autocvar_g_balance_laser_primary_force_other_scale;
- }
+ hitloc = nearest;
}
+ nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
+ nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
+ nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
}
- //if (targ == attacker)
- //{
- // print("hits ", ftos(hits), " / ", ftos(total));
- // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
- // print(" (", ftos(a), ")\n");
- //}
- if(finaldmg || vlen(force))
- {
- if(targ.iscreature)
- {
- total_damage_to_creatures += finaldmg;
+ nearest = hitloc * (1 / max(1, hits));
+ hitratio = (hits / total);
+ a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+ finaldmg = finaldmg * a;
+ a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+ force = force * a;
- if(accuracy_isgooddamage(attacker, targ))
- stat_damagedone += finaldmg;
- }
+ if(autocvar_g_throughfloor_debug)
+ printf(" D=%f F=%f\n", finaldmg, vlen(force));
+ }
- if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
- else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
+ //if (targ == attacker)
+ //{
+ // print("hits ", ftos(hits), " / ", ftos(total));
+ // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
+ // print(" (", ftos(a), ")\n");
+ //}
+ if(finaldmg || vlen(force))
+ {
+ if(targ.iscreature)
+ {
+ total_damage_to_creatures += finaldmg;
+
+ if(accuracy_isgooddamage(attacker, targ))
+ stat_damagedone += finaldmg;
}
+
+ if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
+ Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
+ else
+ Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
}
}
}
+ }
targ = next;
}
return total_damage_to_creatures;
}
+float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
+{
+ return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity);
+}
+
.float fire_damagepersec;
.float fire_endtime;
.float fire_deathtype;
e.fire_endtime = 0;
// ice stops fire
- if(e.freezetag_frozen)
+ if(e.frozen)
e.fire_endtime = 0;
t = min(frametime, e.fire_endtime - time);
e.fire_hitsound = TRUE;
if (!IS_INDEPENDENT_PLAYER(e))
- if(!e.freezetag_frozen)
+ if(!e.frozen)
FOR_EACH_PLAYER(other) if(e != other)
{
if(IS_PLAYER(other))
string redirection_target;
float world_initialized;
- string GetMapname();
string GetGametype();
void GotoNextMap(float reinit);
void ShuffleMaplist();
// private
BADCVAR("developer");
BADCVAR("log_dest_udp");
- BADCVAR("log_file");
BADCVAR("net_address");
BADCVAR("net_address_ipv6");
BADCVAR("port");
BADPREFIX("g_playerstats_");
BADPREFIX("g_respawn_ghosts");
BADPREFIX("g_voice_flood_");
+ BADPREFIX("log_file");
BADPREFIX("rcon_");
BADPREFIX("sv_allowdownloads");
BADPREFIX("sv_autodemo");
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
+ CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
+ CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
InitGameplayMode();
readlevelcvars();
GrappleHookInit();
- ElectroInit();
- LaserInit();
player_count = 0;
bot_waypoints_for_items = autocvar_g_waypoints_for_items;
addstat(STAT_SUPERWEAPONS_FINISHED, AS_FLOAT, superweapons_finished);
addstat(STAT_PRESSED_KEYS, AS_FLOAT, pressedkeys);
addstat(STAT_FUEL, AS_INT, ammo_fuel);
+ addstat(STAT_PLASMA, AS_INT, ammo_plasma);
addstat(STAT_SHOTORG, AS_INT, stat_shotorg);
addstat(STAT_LEADLIMIT, AS_FLOAT, stat_leadlimit);
addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);
addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
- addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
- addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
+ addstat(STAT_VORTEX_CHARGE, AS_FLOAT, vortex_charge);
+ addstat(STAT_VORTEX_CHARGEPOOL, AS_FLOAT, vortex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
+ // freeze attacks
+ addstat(STAT_FROZEN, AS_INT, frozen);
+ addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
+
// g_movementspeed hack
addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
return MapInfo_Type_ToString(MapInfo_LoadedGametype);
}
- string getmapname_stored;
string GetMapname()
{
return mapname;
return TRUE;
}
if(autocvar_nextmap != "")
- if(MapInfo_CheckMap(autocvar_nextmap))
+ {
+ string m;
+ m = GameTypeVote_MapInfo_FixName(autocvar_nextmap);
+ cvar_set("nextmap",m);
+
+ if(!m || gametypevote)
+ return FALSE;
+ if(autocvar_sv_vote_gametype)
+ {
+ Map_Goto_SetStr(m);
+ return FALSE;
+ }
+
+ if(MapInfo_CheckMap(m))
{
- Map_Goto_SetStr(autocvar_nextmap);
+ Map_Goto_SetStr(m);
Map_Goto(reinit);
alreadychangedlevel = TRUE;
return TRUE;
}
+ }
if(!reinit && autocvar_lastlevel)
{
cvar_settemp_restore();
============
*/
.float autoscreenshot;
- void() MapVote_Start;
- void() MapVote_Think;
- float mapvote_initialized;
void IntermissionThink()
{
FixIntermissionClient(self);
SetDefaultAlpha();
- /*
- MapVote_Think should now do that part
- if (intermission_running)
- if (time >= intermission_exittime + 60)
- {
- if(!DoNextMapOverride())
- GotoNextMap();
- return;
- }
- */
-
if (gameover) // someone else quit the game already
{
if(player_count == 0) // Nobody there? Then let's go to the next map
}
}
- float mapvote_nextthink;
- float mapvote_initialized;
- float mapvote_keeptwotime;
- float mapvote_timeout;
- string mapvote_message;
- #define MAPVOTE_SCREENSHOT_DIRS_COUNT 4
- string mapvote_screenshot_dirs[MAPVOTE_SCREENSHOT_DIRS_COUNT];
- float mapvote_screenshot_dirs_count;
-
- float mapvote_count;
- float mapvote_count_real;
- string mapvote_maps[MAPVOTE_COUNT];
- float mapvote_maps_screenshot_dir[MAPVOTE_COUNT];
- string mapvote_maps_pakfile[MAPVOTE_COUNT];
- float mapvote_maps_suggested[MAPVOTE_COUNT];
- string mapvote_suggestions[MAPVOTE_COUNT];
- float mapvote_suggestion_ptr;
- float mapvote_voters;
- float mapvote_selections[MAPVOTE_COUNT];
- float mapvote_run;
- float mapvote_detail;
- float mapvote_abstain;
- .float mapvote;
-
- void MapVote_ClearAllVotes()
- {
- FOR_EACH_CLIENT(other)
- other.mapvote = 0;
- }
-
- string MapVote_Suggest(string m)
+ string GotoMap(string m)
{
- float i;
- if(m == "")
- return "That's not how to use this command.";
- if(!autocvar_g_maplist_votable_suggestions)
- return "Suggestions are not accepted on this server.";
- if(mapvote_initialized)
- return "Can't suggest - voting is already in progress!";
- m = MapInfo_FixName(m);
+ m = GameTypeVote_MapInfo_FixName(m);
if (!m)
return "The map you suggested is not available on this server.";
- if(!autocvar_g_maplist_votable_suggestions_override_mostrecent)
- if(Map_IsRecent(m))
- return "This server does not allow for recent maps to be played again. Please be patient for some rounds.";
-
+ if (!autocvar_sv_vote_gametype)
if(!MapInfo_CheckMap(m))
return "The map you suggested does not support the current game mode.";
- for(i = 0; i < mapvote_suggestion_ptr; ++i)
- if(mapvote_suggestions[i] == m)
- return "This map was already suggested.";
- if(mapvote_suggestion_ptr >= MAPVOTE_COUNT)
- {
- i = floor(random() * mapvote_suggestion_ptr);
- }
- else
- {
- i = mapvote_suggestion_ptr;
- mapvote_suggestion_ptr += 1;
- }
- if(mapvote_suggestions[i] != "")
- strunzone(mapvote_suggestions[i]);
- mapvote_suggestions[i] = strzone(m);
- if(autocvar_sv_eventlog)
- GameLogEcho(strcat(":vote:suggested:", m, ":", ftos(self.playerid)));
- return strcat("Suggestion of ", m, " accepted.");
- }
-
- void MapVote_AddVotable(string nextMap, float isSuggestion)
- {
- float j, i, o;
- string pakfile, mapfile;
-
- if(nextMap == "")
- return;
- for(j = 0; j < mapvote_count; ++j)
- if(mapvote_maps[j] == nextMap)
- return;
- // suggestions might be no longer valid/allowed after gametype switch!
- if(isSuggestion)
- if(!MapInfo_CheckMap(nextMap))
- return;
- mapvote_maps[mapvote_count] = strzone(nextMap);
- mapvote_maps_suggested[mapvote_count] = isSuggestion;
-
- pakfile = string_null;
- for(i = 0; i < mapvote_screenshot_dirs_count; ++i)
- {
- mapfile = strcat(mapvote_screenshot_dirs[i], "/", mapvote_maps[i]);
- pakfile = whichpack(strcat(mapfile, ".tga"));
- if(pakfile == "")
- pakfile = whichpack(strcat(mapfile, ".jpg"));
- if(pakfile == "")
- pakfile = whichpack(strcat(mapfile, ".png"));
- if(pakfile != "")
- break;
- }
- if(i >= mapvote_screenshot_dirs_count)
- i = 0; // FIXME maybe network this error case, as that means there is no mapshot on the server?
- for(o = strstr(pakfile, "/", 0)+1; o > 0; o = strstr(pakfile, "/", 0)+1)
- pakfile = substring(pakfile, o, -1);
-
- mapvote_maps_screenshot_dir[mapvote_count] = i;
- mapvote_maps_pakfile[mapvote_count] = strzone(pakfile);
-
- mapvote_count += 1;
- }
-
- void MapVote_Spawn();
- void MapVote_Init()
- {
- float i;
- float nmax, smax;
-
- MapVote_ClearAllVotes();
-
- mapvote_count = 0;
- mapvote_detail = !autocvar_g_maplist_votable_nodetail;
- mapvote_abstain = autocvar_g_maplist_votable_abstain;
-
- if(mapvote_abstain)
- nmax = min(MAPVOTE_COUNT - 1, autocvar_g_maplist_votable);
- else
- nmax = min(MAPVOTE_COUNT, autocvar_g_maplist_votable);
- smax = min3(nmax, autocvar_g_maplist_votable_suggestions, mapvote_suggestion_ptr);
-
- // we need this for AddVotable, as that cycles through the screenshot dirs
- mapvote_screenshot_dirs_count = tokenize_console(autocvar_g_maplist_votable_screenshot_dir);
- if(mapvote_screenshot_dirs_count == 0)
- mapvote_screenshot_dirs_count = tokenize_console("maps levelshots");
- mapvote_screenshot_dirs_count = min(mapvote_screenshot_dirs_count, MAPVOTE_SCREENSHOT_DIRS_COUNT);
- for(i = 0; i < mapvote_screenshot_dirs_count; ++i)
- mapvote_screenshot_dirs[i] = strzone(argv(i));
-
- if(mapvote_suggestion_ptr)
- for(i = 0; i < 100 && mapvote_count < smax; ++i)
- MapVote_AddVotable(mapvote_suggestions[floor(random() * mapvote_suggestion_ptr)], TRUE);
-
- for(i = 0; i < 100 && mapvote_count < nmax; ++i)
- MapVote_AddVotable(GetNextMap(), FALSE);
-
- if(mapvote_count == 0)
- {
- bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" );
- cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
- if(autocvar_g_maplist_shuffle)
- ShuffleMaplist();
- localcmd("\nmenu_cmd sync\n");
- for(i = 0; i < 100 && mapvote_count < nmax; ++i)
- MapVote_AddVotable(GetNextMap(), FALSE);
- }
-
- mapvote_count_real = mapvote_count;
- if(mapvote_abstain)
- MapVote_AddVotable("don't care", 0);
-
- //dprint("mapvote count is ", ftos(mapvote_count), "\n");
-
- mapvote_keeptwotime = time + autocvar_g_maplist_votable_keeptwotime;
- mapvote_timeout = time + autocvar_g_maplist_votable_timeout;
- if(mapvote_count_real < 3 || mapvote_keeptwotime <= time)
- mapvote_keeptwotime = 0;
- mapvote_message = "Choose a map and press its key!";
-
- MapVote_Spawn();
- }
-
- void MapVote_SendPicture(float id)
- {
- msg_entity = self;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_PICTURE);
- WriteByte(MSG_ONE, id);
- WritePicture(MSG_ONE, strcat(mapvote_screenshot_dirs[mapvote_maps_screenshot_dir[id]], "/", mapvote_maps[id]), 3072);
- }
-
- float MapVote_GetMapMask()
- {
- float mask, i, power;
- mask = 0;
- for(i = 0, power = 1; i < mapvote_count; ++i, power *= 2)
- if(mapvote_maps[i] != "")
- mask |= power;
- return mask;
- }
-
- entity mapvote_ent;
- float MapVote_SendEntity(entity to, float sf)
- {
- float i;
-
- if(sf & 1)
- sf &= ~2; // if we send 1, we don't need to also send 2
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_MAPVOTE);
- WriteByte(MSG_ENTITY, sf);
-
- if(sf & 1)
- {
- // flag 1 == initialization
- for(i = 0; i < mapvote_screenshot_dirs_count; ++i)
- WriteString(MSG_ENTITY, mapvote_screenshot_dirs[i]);
- WriteString(MSG_ENTITY, "");
- WriteByte(MSG_ENTITY, mapvote_count);
- WriteByte(MSG_ENTITY, mapvote_abstain);
- WriteByte(MSG_ENTITY, mapvote_detail);
- WriteCoord(MSG_ENTITY, mapvote_timeout);
- if(mapvote_count <= 8)
- WriteByte(MSG_ENTITY, MapVote_GetMapMask());
- else
- WriteShort(MSG_ENTITY, MapVote_GetMapMask());
- for(i = 0; i < mapvote_count; ++i)
- if(mapvote_maps[i] != "")
- {
- if(mapvote_abstain && i == mapvote_count - 1)
- {
- WriteString(MSG_ENTITY, ""); // abstain needs no text
- WriteString(MSG_ENTITY, ""); // abstain needs no pack
- WriteByte(MSG_ENTITY, 0); // abstain needs no screenshot dir
- }
- else
- {
- WriteString(MSG_ENTITY, mapvote_maps[i]);
- WriteString(MSG_ENTITY, mapvote_maps_pakfile[i]);
- WriteByte(MSG_ENTITY, mapvote_maps_screenshot_dir[i]);
- }
- }
- }
-
- if(sf & 2)
- {
- // flag 2 == update of mask
- if(mapvote_count <= 8)
- WriteByte(MSG_ENTITY, MapVote_GetMapMask());
- else
- WriteShort(MSG_ENTITY, MapVote_GetMapMask());
- }
-
- if(sf & 4)
- {
- if(mapvote_detail)
- for(i = 0; i < mapvote_count; ++i)
- if(mapvote_maps[i] != "")
- WriteByte(MSG_ENTITY, mapvote_selections[i]);
-
- WriteByte(MSG_ENTITY, to.mapvote);
- }
-
- return TRUE;
- }
-
- void MapVote_Spawn()
- {
- Net_LinkEntity(mapvote_ent = spawn(), FALSE, 0, MapVote_SendEntity);
- }
-
- void MapVote_TouchMask()
- {
- mapvote_ent.SendFlags |= 2;
- }
-
- void MapVote_TouchVotes(entity voter)
- {
- mapvote_ent.SendFlags |= 4;
- }
-
- float MapVote_Finished(float mappos)
- {
- string result;
- float i;
- float didntvote;
-
- if(autocvar_sv_eventlog)
- {
- result = strcat(":vote:finished:", mapvote_maps[mappos]);
- result = strcat(result, ":", ftos(mapvote_selections[mappos]), "::");
- didntvote = mapvote_voters;
- for(i = 0; i < mapvote_count; ++i)
- if(mapvote_maps[i] != "")
- {
- didntvote -= mapvote_selections[i];
- if(i != mappos)
- {
- result = strcat(result, ":", mapvote_maps[i]);
- result = strcat(result, ":", ftos(mapvote_selections[i]));
- }
- }
- result = strcat(result, ":didn't vote:", ftos(didntvote));
-
- GameLogEcho(result);
- if(mapvote_maps_suggested[mappos])
- GameLogEcho(strcat(":vote:suggestion_accepted:", mapvote_maps[mappos]));
- }
-
- FOR_EACH_REALCLIENT(other)
- FixClientCvars(other);
-
- Map_Goto_SetStr(mapvote_maps[mappos]);
- Map_Goto(0);
- alreadychangedlevel = TRUE;
- return TRUE;
- }
- void MapVote_CheckRules_1()
- {
- float i;
-
- for(i = 0; i < mapvote_count; ++i) if(mapvote_maps[i] != "")
- {
- //dprint("Map ", ftos(i), ": "); dprint(mapvote_maps[i], "\n");
- mapvote_selections[i] = 0;
- }
-
- mapvote_voters = 0;
- FOR_EACH_REALCLIENT(other)
- {
- ++mapvote_voters;
- if(other.mapvote)
- {
- i = other.mapvote - 1;
- //dprint("Player ", other.netname, " vote = ", ftos(other.mapvote - 1), "\n");
- mapvote_selections[i] = mapvote_selections[i] + 1;
- }
- }
- }
-
- float MapVote_CheckRules_2()
- {
- float i;
- float firstPlace, secondPlace;
- float firstPlaceVotes, secondPlaceVotes;
- float mapvote_voters_real;
- string result;
-
- if(mapvote_count_real == 1)
- return MapVote_Finished(0);
-
- mapvote_voters_real = mapvote_voters;
- if(mapvote_abstain)
- mapvote_voters_real -= mapvote_selections[mapvote_count - 1];
-
- RandomSelection_Init();
- for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")
- RandomSelection_Add(world, i, string_null, 1, mapvote_selections[i]);
- firstPlace = RandomSelection_chosen_float;
- firstPlaceVotes = RandomSelection_best_priority;
- //dprint("First place: ", ftos(firstPlace), "\n");
- //dprint("First place votes: ", ftos(firstPlaceVotes), "\n");
-
- RandomSelection_Init();
- for(i = 0; i < mapvote_count_real; ++i) if(mapvote_maps[i] != "")
- if(i != firstPlace)
- RandomSelection_Add(world, i, string_null, 1, mapvote_selections[i]);
- secondPlace = RandomSelection_chosen_float;
- secondPlaceVotes = RandomSelection_best_priority;
- //dprint("Second place: ", ftos(secondPlace), "\n");
- //dprint("Second place votes: ", ftos(secondPlaceVotes), "\n");
-
- if(firstPlace == -1)
- error("No first place in map vote... WTF?");
-
- if(secondPlace == -1 || time > mapvote_timeout || (mapvote_voters_real - firstPlaceVotes) < firstPlaceVotes)
- return MapVote_Finished(firstPlace);
-
- if(mapvote_keeptwotime)
- if(time > mapvote_keeptwotime || (mapvote_voters_real - firstPlaceVotes - secondPlaceVotes) < secondPlaceVotes)
- {
- float didntvote;
- MapVote_TouchMask();
- mapvote_message = "Now decide between the TOP TWO!";
- mapvote_keeptwotime = 0;
- result = strcat(":vote:keeptwo:", mapvote_maps[firstPlace]);
- result = strcat(result, ":", ftos(firstPlaceVotes));
- result = strcat(result, ":", mapvote_maps[secondPlace]);
- result = strcat(result, ":", ftos(secondPlaceVotes), "::");
- didntvote = mapvote_voters;
- for(i = 0; i < mapvote_count; ++i)
- if(mapvote_maps[i] != "")
- {
- didntvote -= mapvote_selections[i];
- if(i != firstPlace)
- if(i != secondPlace)
- {
- result = strcat(result, ":", mapvote_maps[i]);
- result = strcat(result, ":", ftos(mapvote_selections[i]));
- if(i < mapvote_count_real)
- {
- strunzone(mapvote_maps[i]);
- mapvote_maps[i] = "";
- strunzone(mapvote_maps_pakfile[i]);
- mapvote_maps_pakfile[i] = "";
- }
- }
- }
- result = strcat(result, ":didn't vote:", ftos(didntvote));
- if(autocvar_sv_eventlog)
- GameLogEcho(result);
- }
-
- return FALSE;
- }
- void MapVote_Tick()
- {
- float keeptwo;
- float totalvotes;
-
- keeptwo = mapvote_keeptwotime;
- MapVote_CheckRules_1(); // count
- if(MapVote_CheckRules_2()) // decide
- return;
-
- totalvotes = 0;
- FOR_EACH_REALCLIENT(other)
- {
- // hide scoreboard again
- if(other.health != 2342)
- {
- other.health = 2342;
- other.impulse = 0;
- if(IS_REAL_CLIENT(other))
- {
- msg_entity = other;
- WriteByte(MSG_ONE, SVC_FINALE);
- WriteString(MSG_ONE, "");
- }
- }
-
- // clear possibly invalid votes
- if(mapvote_maps[other.mapvote - 1] == "")
- other.mapvote = 0;
- // use impulses as new vote
- if(other.impulse >= 1 && other.impulse <= mapvote_count)
- if(mapvote_maps[other.impulse - 1] != "")
- {
- other.mapvote = other.impulse;
- MapVote_TouchVotes(other);
- }
- other.impulse = 0;
-
- if(other.mapvote)
- ++totalvotes;
- }
-
- MapVote_CheckRules_1(); // just count
- }
- void MapVote_Start()
- {
- if(mapvote_run)
- return;
-
- // wait for stats to be sent first
- if(!playerstats_waitforme)
- return;
-
- MapInfo_Enumerate();
- if(MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))
- mapvote_run = TRUE;
- }
- void MapVote_Think()
- {
- if(!mapvote_run)
- return;
-
- if(alreadychangedlevel)
- return;
-
- if(time < mapvote_nextthink)
- return;
- //dprint("tick\n");
-
- mapvote_nextthink = time + 0.5;
-
- if(!mapvote_initialized)
- {
- if(autocvar_rescan_pending == 1)
- {
- cvar_set("rescan_pending", "2");
- localcmd("fs_rescan\nrescan_pending 3\n");
- return;
- }
- else if(autocvar_rescan_pending == 2)
- {
- return;
- }
- else if(autocvar_rescan_pending == 3)
- {
- // now build missing mapinfo files
- if(!MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1))
- return;
-
- // we're done, start the timer
- cvar_set("rescan_pending", "0");
- }
-
- mapvote_initialized = TRUE;
- if(DoNextMapOverride(0))
- return;
- if(!autocvar_g_maplist_votable || player_count <= 0)
- {
- GotoNextMap(0);
- return;
- }
- MapVote_Init();
- }
-
- MapVote_Tick();
- }
-
- string GotoMap(string m)
- {
- if(!MapInfo_CheckMap(m))
- return "The map you chose is not available on this server.";
cvar_set("nextmap", m);
cvar_set("timelimit", "-1");
if(mapvote_initialized || alreadychangedlevel)
wep = self.switchweapon;
if (!wep)
wep = self.cnt;
- replacement = W_Name(wep);
+ replacement = WEP_NAME(wep);
} else if (escape == "W") {
if (self.items & IT_SHELLS) replacement = "shells";
else if (self.items & IT_NAILS) replacement = "bullets";
else if (self.items & IT_ROCKETS) replacement = "rockets";
else if (self.items & IT_CELLS) replacement = "cells";
+ else if (self.items & IT_PLASMA) replacement = "plasma";
else replacement = "batteries"; // ;)
} else if (escape == "x") {
replacement = cursor_ent.netname;
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-float w_getbestweapon(entity e);
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
{
string o;
float g_pickup_rockets_max;
float g_pickup_cells;
float g_pickup_cells_max;
+float g_pickup_plasma;
+float g_pickup_plasma_max;
float g_pickup_fuel;
float g_pickup_fuel_jetpack;
float g_pickup_fuel_max;
float start_ammo_nails;
float start_ammo_rockets;
float start_ammo_cells;
+float start_ammo_plasma;
float start_ammo_fuel;
float start_health;
float start_armorvalue;
float warmup_start_ammo_nails;
float warmup_start_ammo_rockets;
float warmup_start_ammo_cells;
+float warmup_start_ammo_plasma;
float warmup_start_ammo_fuel;
float warmup_start_health;
float warmup_start_armorvalue;
float g_weapon_stay;
-entity get_weaponinfo(float w);
-
-float want_weapon(string cvarprefix, entity weaponinfo, float allguns)
+float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
{
var float i = weaponinfo.weapon;
var float d = 0;
else if (g_nexball)
d = 0; // weapon is set a few lines later
else
- d = (i == WEP_LASER || i == WEP_SHOTGUN);
+ d = !(!weaponinfo.weaponstart);
if(g_grappling_hook) // if possible, redirect off-hand hook to on-hand hook
d |= (i == WEP_HOOK);
- if(weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED) // never default mutator blocked guns
+ if(!g_cts && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
d = 0;
- var float t = cvar(strcat(cvarprefix, weaponinfo.netname));
+ var float t = weaponinfo.weaponstartoverride;
//print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
start_ammo_nails = 0;
start_ammo_rockets = 0;
start_ammo_cells = 0;
+ start_ammo_plasma = 0;
start_health = cvar("g_balance_health_start");
start_armorvalue = cvar("g_balance_armor_start");
{
// forcibly turn off weaponarena
}
- else if (s == "all")
+ else if (s == "all" || s == "1")
{
g_weaponarena = 1;
g_weaponarena_list = "All Weapons";
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, FALSE);
+ float w = want_weapon(e, FALSE);
if(w & 1)
start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
start_ammo_rockets = 999;
start_ammo_shells = 999;
start_ammo_cells = 999;
+ start_ammo_plasma = 999;
start_ammo_nails = 999;
start_ammo_fuel = 999;
}
start_ammo_nails = cvar("g_start_ammo_nails");
start_ammo_rockets = cvar("g_start_ammo_rockets");
start_ammo_cells = cvar("g_start_ammo_cells");
+ start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
}
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, g_warmup_allguns);
+ float w = want_weapon(e, g_warmup_allguns);
if(w & 1)
warmup_start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
{
e = get_weaponinfo(i);
if(precache_weapons & WepSet_FromWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
start_ammo_shells = max(0, start_ammo_shells);
start_ammo_nails = max(0, start_ammo_nails);
start_ammo_cells = max(0, start_ammo_cells);
+ start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_rockets = max(0, start_ammo_rockets);
start_ammo_fuel = max(0, start_ammo_fuel);
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
warmup_start_ammo_cells = max(0, warmup_start_ammo_cells);
+ warmup_start_ammo_plasma = max(0, warmup_start_ammo_plasma);
warmup_start_ammo_rockets = max(0, warmup_start_ammo_rockets);
warmup_start_ammo_fuel = max(0, warmup_start_ammo_fuel);
}
float sv_taunt;
string GetGametype(); // g_world.qc
+ void mutators_add(); // mutators.qc
void readlevelcvars(void)
{
// load mutators
- #define CHECK_MUTATOR_ADD(mut_cvar,mut_name,dependence) \
- { if(cvar(mut_cvar) && dependence) { MUTATOR_ADD(mut_name); } }
-
- CHECK_MUTATOR_ADD("g_dodging", mutator_dodging, 1);
- CHECK_MUTATOR_ADD("g_spawn_near_teammate", mutator_spawn_near_teammate, teamplay);
- CHECK_MUTATOR_ADD("g_physical_items", mutator_physical_items, 1);
- CHECK_MUTATOR_ADD("g_touchexplode", mutator_touchexplode, 1);
- CHECK_MUTATOR_ADD("g_minstagib", mutator_minstagib, 1);
- CHECK_MUTATOR_ADD("g_invincible_projectiles", mutator_invincibleprojectiles, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_new_toys", mutator_new_toys, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_nix", mutator_nix, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_rocket_flying", mutator_rocketflying, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_vampire", mutator_vampire, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_superspectate", mutator_superspec, 1);
- CHECK_MUTATOR_ADD("g_pinata", mutator_pinata, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_midair", mutator_midair, 1);
- CHECK_MUTATOR_ADD("g_bloodloss", mutator_bloodloss, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_random_gravity", mutator_random_gravity, 1);
- CHECK_MUTATOR_ADD("g_multijump", mutator_multijump, 1);
- CHECK_MUTATOR_ADD("g_melee_only", mutator_melee_only, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_nades", mutator_nades, 1);
- CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
- CHECK_MUTATOR_ADD("g_campcheck", mutator_campcheck, 1);
-
- #undef CHECK_MUTATOR_ADD
+ mutators_add();
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
sv_clones = cvar("sv_clones");
sv_foginterval = cvar("sv_foginterval");
g_cloaked = cvar("g_cloaked");
- if(g_cts)
- g_cloaked = 1; // always enable cloak in CTS
g_footsteps = cvar("g_footsteps");
g_grappling_hook = cvar("g_grappling_hook");
g_jetpack = cvar("g_jetpack");
g_pickup_rockets_max = cvar("g_pickup_rockets_max");
g_pickup_cells = cvar("g_pickup_cells");
g_pickup_cells_max = cvar("g_pickup_cells_max");
+ g_pickup_plasma = cvar("g_pickup_plasma");
+ g_pickup_plasma_max = cvar("g_pickup_plasma_max");
g_pickup_fuel = cvar("g_pickup_fuel");
g_pickup_fuel_jetpack = cvar("g_pickup_fuel_jetpack");
g_pickup_fuel_max = cvar("g_pickup_fuel_max");
return TRUE;
}
- #ifdef COMPAT_XON010_CHANNELS
- void(entity e, float chan, string samp, float vol, float atten) builtin_sound = #8;
- void sound(entity e, float chan, string samp, float vol, float atten)
- {
- if (!sound_allowed(MSG_BROADCAST, e))
- return;
- builtin_sound(e, chan, samp, vol, atten);
- }
- #else
#undef sound
void sound(entity e, float chan, string samp, float vol, float atten)
{
return;
sound7(e, chan, samp, vol, atten, 0, 0);
}
- #endif
void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)
{
{
// gamemode related things
precache_model ("models/misc/chatbubble.spr");
+ precache_model("models/ice/ice.md3");
#ifdef TTURRETS_ENABLED
if (autocvar_g_turrets)
precache_sound ("weapons/hook_impact.wav"); // hook
}
- if(autocvar_sv_precacheweapons)
- {
- //precache weapon models/sounds
- float wep;
- wep = WEP_FIRST;
- while (wep <= WEP_LAST)
- {
- weapon_action(wep, WR_PRECACHE);
- wep = wep + 1;
- }
- }
-
precache_model("models/elaser.mdl");
precache_model("models/laser.mdl");
precache_model("models/ebomb.mdl");
return s;
}
- float race_readTime(string map, float pos)
- {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
-
- return stof(db_get(ServerProgsDB, strcat(map, rr, "time", ftos(pos))));
- }
-
- string race_readUID(string map, float pos)
- {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
-
- return db_get(ServerProgsDB, strcat(map, rr, "crypto_idfp", ftos(pos)));
- }
-
- float race_readPos(string map, float t) {
- float i;
- for (i = 1; i <= RANKINGS_CNT; ++i)
- if (race_readTime(map, i) == 0 || race_readTime(map, i) > t)
- return i;
-
- return 0; // pos is zero if unranked
- }
-
- void race_writeTime(string map, float t, string myuid)
- {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
-
- float newpos;
- newpos = race_readPos(map, t);
-
- float i, prevpos = 0;
- for(i = 1; i <= RANKINGS_CNT; ++i)
- {
- if(race_readUID(map, i) == myuid)
- prevpos = i;
- }
- if (prevpos) { // player improved his existing record, only have to iterate on ranks between new and old recs
- for (i = prevpos; i > newpos; --i) {
- db_put(ServerProgsDB, strcat(map, rr, "time", ftos(i)), ftos(race_readTime(map, i - 1)));
- db_put(ServerProgsDB, strcat(map, rr, "crypto_idfp", ftos(i)), race_readUID(map, i - 1));
- }
- } else { // player has no ranked record yet
- for (i = RANKINGS_CNT; i > newpos; --i) {
- db_put(ServerProgsDB, strcat(map, rr, "time", ftos(i)), ftos(race_readTime(map, i - 1)));
- db_put(ServerProgsDB, strcat(map, rr, "crypto_idfp", ftos(i)), race_readUID(map, i - 1));
- }
- }
-
- // store new time itself
- db_put(ServerProgsDB, strcat(map, rr, "time", ftos(newpos)), ftos(t));
- db_put(ServerProgsDB, strcat(map, rr, "crypto_idfp", ftos(newpos)), myuid);
- }
-
- string race_readName(string map, float pos)
- {
- string rr;
- if(g_cts)
- rr = CTS_RECORD;
- else
- rr = RACE_RECORD;
-
- return uid2name(db_get(ServerProgsDB, strcat(map, rr, "crypto_idfp", ftos(pos))));
- }
-
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
{
float m, i;
// called when a player presses the jump key
// INPUT, OUTPUT:
float player_multijump;
+ float player_jumpheight;
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
// returns 1 if throwing the current weapon shall not be allowed
+ MUTATOR_HOOKABLE(WeaponRateFactor);
+ // allows changing attack rate
+ // INPUT, OUTPUT:
+ float weapon_rate;
+
MUTATOR_HOOKABLE(SetStartItems);
- // adjusts {warmup_}start_{items,weapons,ammo_{cells,rockets,nails,shells,fuel}}
+ // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
MUTATOR_HOOKABLE(BuildMutatorsString);
// appends ":mutatorname" to ret_string for logging
MUTATOR_HOOKABLE(PlayerRegen);
// called every player think frame
// return 1 to disable regen
+ // INPUT, OUTPUT:
+ float regen_mod_max;
+ float regen_mod_regen;
+ float regen_mod_rot;
+ float regen_mod_limit;
MUTATOR_HOOKABLE(PlayerUseKey);
// called when the use key is pressed
#define CA_ALIVE_TEAMS_OK() (CA_ALIVE_TEAMS() == ca_teams)
float CA_CheckWinner()
{
+ entity e;
if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
{
Send_Notification(NOTIF_ALL, world, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_ROUND_OVER);
allowed_to_spawn = FALSE;
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
+ FOR_EACH_PLAYER(e)
+ nades_Clear(e);
return 1;
}
allowed_to_spawn = FALSE;
round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
+
+ FOR_EACH_PLAYER(e)
+ nades_Clear(e);
+
return 1;
}
start_ammo_nails = warmup_start_ammo_nails = cvar("g_lms_start_ammo_nails");
start_ammo_rockets = warmup_start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
start_ammo_cells = warmup_start_ammo_cells = cvar("g_lms_start_ammo_cells");
+ start_ammo_plasma = warmup_start_ammo_plasma = cvar("g_lms_start_ammo_plasma");
start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
return 0;
self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
self.weapons = WEPSET_PORTO;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
self = ownr;
football_touch();
return;
}
- if(!self.cnt && IS_PLAYER(other) && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
+ if(!self.cnt && IS_PLAYER(other) && !other.frozen && (other != self.nb_dropper || time > self.nb_droptime + autocvar_g_nexball_delay_collect))
{
if(other.health <= 0)
return;
setsize(missile, '0 0 0', '0 0 0');
setorigin(missile, w_shotorg);
- W_SetupProjectileVelocity(missile, autocvar_g_balance_nexball_secondary_speed, 0);
+ W_SetupProjVelocity_Basic(missile, autocvar_g_balance_nexball_secondary_speed, 0);
missile.angles = vectoangles(missile.velocity);
missile.touch = W_Nexball_Touch;
missile.think = SUB_Remove;
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
- else if(req == WR_PRECACHE)
+ else if(req == WR_INIT)
{
precache_model("models/weapons/g_porto.md3");
precache_model("models/weapons/v_porto.md3");
}
else if(req == WR_SETUP)
{
- weapon_setup(WEP_PORTO);
+ //weapon_setup(WEP_PORTO);
}
// No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
return TRUE;
if(self.weaponentity.weapons)
{
self.weapons = self.weaponentity.weapons;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);
MUTATOR_HOOKFUNCTION(nexball_ForbidThrowing)
{
- if(self.weapon == WEP_GRENADE_LAUNCHER)
+ if(self.weapon == WEP_MORTAR)
return TRUE;
return FALSE;
MUTATOR_HOOKFUNCTION(nexball_FilterItem)
{
if(self.classname == "droppedweapon")
- if(self.weapon == WEP_GRENADE_LAUNCHER)
+ if(self.weapon == WEP_MORTAR)
return TRUE;
return FALSE;
g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
addstat(STAT_NB_METERSTART, AS_FLOAT, metertime);
- w_porto(WR_PRECACHE); // abuse
+ W_Porto(WR_INIT); // abuse
// General settings
/*
StartItem ("models/items/a_cells.md3",
"misc/itempickup.wav", 45, 0,
- "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
+ "Vaporizer Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
}
void minstagib_health_mega()
MUTATOR_HOOKFUNCTION(minstagib_ForbidThrowing)
{
// weapon dropping on death handled by FilterItem
- nades_CheckThrow();
return TRUE;
}
}
if(IS_PLAYER(frag_attacker))
- if(DEATH_ISWEAPON(frag_deathtype, WEP_MINSTANEX))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
if(frag_target.armorvalue)
{
frag_target.armorvalue -= 1;
}
if(IS_PLAYER(frag_attacker))
- if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
frag_damage = 0;
frag_mirrordamage = 0;
start_health = 100;
start_armorvalue = 0;
- start_weapons = WEPSET_MINSTANEX;
- warmup_start_weapons = WEPSET_MINSTANEX;
+ start_weapons = WEPSET_VAPORIZER;
+ warmup_start_weapons = WEPSET_VAPORIZER;
start_items |= IT_UNLIMITED_SUPERWEAPONS;
return FALSE;
if(self.classname == "item_cells")
return TRUE; // no normal cells?
- if(self.weapon == WEP_MINSTANEX && self.classname == "droppedweapon")
+ if(self.weapon == WEP_VAPORIZER && self.classname == "droppedweapon")
{
self.ammo_cells = autocvar_g_minstagib_ammo_drop;
return FALSE;
}
- if(self.weapon == WEP_ROCKET_LAUNCHER || self.weapon == WEP_NEX)
+ if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_VORTEX)
{
entity e = spawn();
setorigin(e, self.origin);
+ .entity nade_spawnloc;
+
void nade_timer_think()
{
self.skin = 8 - (self.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10);
self.nextthink = time;
if(!self.owner || wasfreed(self.owner))
remove(self);
-
}
void nade_burn_spawn(entity _nade)
{
- float p;
-
- switch(_nade.realowner.team)
- {
- case NUM_TEAM_1: p = PROJECTILE_NADE_RED_BURN; break;
- case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE_BURN; break;
- case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW_BURN; break;
- case NUM_TEAM_4: p = PROJECTILE_NADE_PINK_BURN; break;
- default: p = PROJECTILE_NADE_BURN; break;
- }
-
- CSQCProjectile(_nade, TRUE, p, TRUE);
+ CSQCProjectile(_nade, TRUE, Nade_ProjectileFromID(_nade.nade_type, TRUE), TRUE);
}
void nade_spawn(entity _nade)
{
- float p;
entity timer = spawn();
setmodel(timer, "models/ok_nade_counter/ok_nade_counter.md3");
setattachment(timer, _nade, "");
timer.owner = _nade;
timer.skin = 10;
- switch(_nade.realowner.team)
+ _nade.effects |= EF_LOWPRECISION;
+
+ CSQCProjectile(_nade, TRUE, Nade_ProjectileFromID(_nade.nade_type, FALSE), TRUE);
+ }
+
+ void napalm_damage(float dist, float damage, float edgedamage, float burntime)
+ {
+ entity e;
+ float d;
+ vector p;
+
+ if ( damage < 0 )
+ return;
+
+ RandomSelection_Init();
+ for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
+ if(e.takedamage == DAMAGE_AIM)
+ if(self.realowner != e || autocvar_g_nades_napalm_selfdamage)
+ if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
+ if(!e.frozen)
+ {
+ p = e.origin;
+ p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
+ p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
+ p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
+ d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
+ if(d < dist)
+ {
+ e.fireball_impactvec = p;
+ RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ }
+ }
+ if(RandomSelection_chosen_ent)
+ {
+ d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+ d = damage + (edgedamage - damage) * (d / dist);
+ Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
+ //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
+ }
+ }
+
+
+ void napalm_ball_think()
+ {
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ remove(self);
+ return;
+ }
+
+ if(time > self.pushltime)
+ {
+ remove(self);
+ return;
+ }
+
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ { self.velocity_z = 200; }
+ }
+
+ self.angles = vectoangles(self.velocity);
+
+ napalm_damage(autocvar_g_nades_napalm_ball_radius,autocvar_g_nades_napalm_ball_damage,
+ autocvar_g_nades_napalm_ball_damage,autocvar_g_nades_napalm_burntime);
+
+ self.nextthink = time + 0.1;
+ }
+
+
+ void nade_napalm_ball()
+ {
+ entity proj;
+ vector kick;
+
+ spamsound(self, CH_SHOTS, "weapons/fireball_fire.wav", VOL_BASE, ATTEN_NORM);
+
+ proj = spawn ();
+ proj.owner = self.owner;
+ proj.realowner = self.realowner;
+ proj.team = self.owner.team;
+ proj.classname = "grenade";
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
+ proj.movetype = MOVETYPE_BOUNCE;
+ proj.projectiledeathtype = DEATH_NADE_NAPALM;
+ PROJECTILE_MAKETRIGGER(proj);
+ setmodel(proj, "null");
+ proj.scale = 1;//0.5;
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ setorigin(proj, self.origin);
+ proj.think = napalm_ball_think;
+ proj.nextthink = time;
+ proj.damageforcescale = autocvar_g_nades_napalm_ball_damageforcescale;
+ proj.effects = EF_LOWPRECISION | EF_FLAME;
+
+ kick_x =(random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick_y = (random() - 0.5) * 2 * autocvar_g_nades_napalm_ball_spread;
+ kick_z = (random()/2+0.5) * autocvar_g_nades_napalm_ball_spread;
+ proj.velocity = kick;
+
+ proj.pushltime = time + autocvar_g_nades_napalm_ball_lifetime;
+
+ proj.angles = vectoangles(proj.velocity);
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+
+ //CSQCProjectile(proj, TRUE, PROJECTILE_NAPALM_FIRE, TRUE);
+ }
+
+
+ void napalm_fountain_think()
+ {
+
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ remove(self);
+ return;
+ }
+
+ if(time >= self.ltime)
+ {
+ remove(self);
+ return;
+ }
+
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ { self.velocity_z = 200; }
+
+ UpdateCSQCProjectile(self);
+ }
+
+ napalm_damage(autocvar_g_nades_napalm_fountain_radius, autocvar_g_nades_napalm_fountain_damage,
+ autocvar_g_nades_napalm_fountain_edgedamage, autocvar_g_nades_napalm_burntime);
+
+ self.nextthink = time + 0.1;
+ if(time >= self.nade_special_time)
+ {
+ self.nade_special_time = time + autocvar_g_nades_napalm_fountain_delay;
+ nade_napalm_ball();
+ }
+ }
+
+ void nade_napalm_boom()
+ {
+ entity fountain;
+ local float c;
+ for (c = 0; c < autocvar_g_nades_napalm_ball_count; c ++)
+ nade_napalm_ball();
+
+
+ fountain = spawn();
+ fountain.owner = self.owner;
+ fountain.realowner = self.realowner;
+ fountain.origin = self.origin;
+ setorigin(fountain, fountain.origin);
+ fountain.think = napalm_fountain_think;
+ fountain.nextthink = time;
+ fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
+ fountain.pushltime = fountain.ltime;
+ fountain.team = self.team;
+ fountain.movetype = MOVETYPE_TOSS;
+ fountain.projectiledeathtype = DEATH_NADE_NAPALM;
+ fountain.bot_dodge = TRUE;
+ fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
+ fountain.nade_special_time = time;
+ setsize(fountain, '-16 -16 -16', '16 16 16');
+ CSQCProjectile(fountain, TRUE, PROJECTILE_NAPALM_FOUNTAIN, TRUE);
+ }
+
+ void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
+ {
+ frost_target.frozen_by = freezefield.realowner;
+ pointparticles(particleeffectnum("electro_impact"), frost_target.origin, '0 0 0', 1);
+ Freeze(frost_target, 1/freeze_time, 3, FALSE);
+ if(frost_target.ballcarried)
+ if(g_keepaway) { ka_DropEvent(frost_target); }
+ else { DropBall(frost_target.ballcarried, frost_target.origin, frost_target.velocity);}
+ if(frost_target.flagcarried) { ctf_Handle_Throw(frost_target, world, DROP_THROW); }
+ if(frost_target.nade) { toss_nade(frost_target, '0 0 0', time + 0.05); }
+
+ kh_Key_DropAll(frost_target, FALSE);
+ }
+
+ void nade_ice_think()
+ {
+
+ if(round_handler_IsActive())
+ if(!round_handler_IsRoundStarted())
+ {
+ remove(self);
+ return;
+ }
+
+ if(time >= self.ltime)
+ {
+ if ( autocvar_g_nades_ice_explode )
+ {
+ string expef;
+ switch(self.realowner.team)
+ {
+ case NUM_TEAM_1: expef = "nade_red_explode"; break;
+ case NUM_TEAM_2: expef = "nade_blue_explode"; break;
+ case NUM_TEAM_3: expef = "nade_yellow_explode"; break;
+ case NUM_TEAM_4: expef = "nade_pink_explode"; break;
+ default: expef = "nade_neutral_explode"; break;
+ }
+ pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+
+ RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
++ autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
+ }
+ remove(self);
+ return;
+ }
+
+
+ self.nextthink = time+0.1;
+
+ // gaussian
+ float randomr;
+ randomr = random();
+ randomr = exp(-5*randomr*randomr)*autocvar_g_nades_nade_radius;
+ float randomw;
+ randomw = random()*M_PI*2;
+ vector randomp;
+ randomp_x = randomr*cos(randomw);
+ randomp_y = randomr*sin(randomw);
+ randomp_z = 1;
+ pointparticles(particleeffectnum("electro_muzzleflash"), self.origin + randomp, '0 0 0', 1);
+
+ if(time >= self.nade_special_time)
+ {
+ self.nade_special_time = time+0.7;
+
+
+ pointparticles(particleeffectnum("electro_impact"), self.origin, '0 0 0', 1);
+ pointparticles(particleeffectnum("icefield"), self.origin, '0 0 0', 1);
+ }
+
+
+ float current_freeze_time = self.ltime - time - 0.1;
+
+ entity e;
+ for(e = findradius(self.origin, autocvar_g_nades_nade_radius); e; e = e.chain)
+ if(e != self)
+ if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(e, self.realowner) || e == self.realowner))
+ if(e.takedamage && e.deadflag == DEAD_NO)
+ if(e.health > 0)
+ if(!e.revival_time || ((time - e.revival_time) >= 1.5))
+ if(!e.frozen)
+ if(current_freeze_time > 0)
+ nade_ice_freeze(self, e, current_freeze_time);
+ }
+
+ void nade_ice_boom()
+ {
+ entity fountain;
+ fountain = spawn();
+ fountain.owner = self.owner;
+ fountain.realowner = self.realowner;
+ fountain.origin = self.origin;
+ setorigin(fountain, fountain.origin);
+ fountain.think = nade_ice_think;
+ fountain.nextthink = time;
+ fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
+ fountain.pushltime = fountain.wait = fountain.ltime;
+ fountain.team = self.team;
+ fountain.movetype = MOVETYPE_TOSS;
+ fountain.projectiledeathtype = DEATH_NADE_ICE;
+ fountain.bot_dodge = FALSE;
+ setsize(fountain, '-16 -16 -16', '16 16 16');
+ fountain.nade_special_time = time+0.3;
+ fountain.angles = self.angles;
+
+ if ( autocvar_g_nades_ice_explode )
+ {
+ setmodel(fountain, "models/grenademodel.md3");
+ entity timer = spawn();
+ setmodel(timer, "models/ok_nade_counter/ok_nade_counter.md3");
+ setattachment(timer, fountain, "");
+ timer.classname = "nade_timer";
+ timer.colormap = self.colormap;
+ timer.glowmod = self.glowmod;
+ timer.think = nade_timer_think;
+ timer.nextthink = time;
+ timer.wait = fountain.ltime;
+ timer.owner = fountain;
+ timer.skin = 10;
+ }
+ else
+ setmodel(fountain, "null");
+ }
+
+ void nade_translocate_boom()
+ {
+ if(self.realowner.vehicle)
+ return;
+
+ vector locout = self.origin + '0 0 1' * (1 - self.realowner.mins_z - 24);
+ tracebox(locout, self.realowner.mins, self.realowner.maxs, locout, MOVE_NOMONSTERS, self.realowner);
+ locout = trace_endpos;
+
+ makevectors(self.realowner.angles);
+
+ entity oldself = self;
+ self = self.realowner;
+ MUTATOR_CALLHOOK(PortalTeleport);
+ self.realowner = self;
+ self = oldself;
+
+ TeleportPlayer(self, self.realowner, locout, self.realowner.mangle, v_forward * vlen(self.realowner.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+ }
+
+ void nade_spawn_boom()
+ {
+ entity spawnloc = spawn();
+ setorigin(spawnloc, self.origin);
+ setsize(spawnloc, self.realowner.mins, self.realowner.maxs);
+ spawnloc.movetype = MOVETYPE_NONE;
+ spawnloc.solid = SOLID_NOT;
+ spawnloc.drawonlytoclient = self.realowner;
+ spawnloc.effects = EF_STARDUST;
+ spawnloc.cnt = autocvar_g_nades_spawn_count;
+
+ if(self.realowner.nade_spawnloc)
+ {
+ remove(self.realowner.nade_spawnloc);
+ self.realowner.nade_spawnloc = world;
+ }
+
+ self.realowner.nade_spawnloc = spawnloc;
+ }
+
+ void nade_heal_think()
+ {
+ if(time >= self.ltime)
+ {
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ if(time >= self.nade_special_time)
+ {
+ self.nade_special_time = time+0.25;
+ self.nade_show_particles = 1;
+ }
+ else
+ self.nade_show_particles = 0;
+ }
+
+ void nade_heal_touch()
+ {
+ float maxhealth;
+ float health_factor;
+ if(IS_PLAYER(other) || (other.flags & FL_MONSTER))
+ if(other.deadflag == DEAD_NO)
+ if(!other.frozen)
+ {
+ health_factor = autocvar_g_nades_heal_rate*frametime/2;
+ if ( other != self.realowner )
+ {
+ if ( SAME_TEAM(other,self) )
+ health_factor *= autocvar_g_nades_heal_friend;
+ else
+ health_factor *= autocvar_g_nades_heal_foe;
+ }
+ if ( health_factor > 0 )
+ {
+ maxhealth = (other.flags & FL_MONSTER) ? other.max_health : g_pickup_healthmega_max;
+ if ( other.health < maxhealth )
+ {
+ if ( self.nade_show_particles )
+ pointparticles(particleeffectnum("healing_fx"), other.origin, '0 0 0', 1);
+ other.health = min(other.health+health_factor, maxhealth);
+ }
+ other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+ }
+ else if ( health_factor < 0 )
+ {
+ Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL,other.origin,'0 0 0');
+ }
+
+ }
+
+ if ( IS_REAL_CLIENT(other) || (other.vehicle_flags & VHF_ISVEHICLE) )
{
- case NUM_TEAM_1: p = PROJECTILE_NADE_RED; break;
- case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE; break;
- case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW; break;
- case NUM_TEAM_4: p = PROJECTILE_NADE_PINK; break;
- default: p = PROJECTILE_NADE; break;
+ entity show_red = (other.vehicle_flags & VHF_ISVEHICLE) ? other.owner : other;
+ show_red.stat_healing_orb = time+0.1;
+ show_red.stat_healing_orb_alpha = 0.75 * (self.ltime - time) / self.healer_lifetime;
}
+ }
- CSQCProjectile(_nade, TRUE, p, TRUE);
+ void nade_heal_boom()
+ {
+ entity healer;
+ healer = spawn();
+ healer.owner = self.owner;
+ healer.realowner = self.realowner;
+ setorigin(healer, self.origin);
+ healer.healer_lifetime = autocvar_g_nades_heal_time; // save the cvar
+ healer.ltime = time + healer.healer_lifetime;
+ healer.team = self.realowner.team;
+ healer.bot_dodge = FALSE;
+ healer.solid = SOLID_TRIGGER;
+ healer.touch = nade_heal_touch;
+
+ setmodel(healer, "models/ctf/shield.md3");
+ healer.healer_radius = autocvar_g_nades_nade_radius;
+ vector size = '1 1 1' * healer.healer_radius / 2;
+ setsize(healer,-size,size);
+
+ Net_LinkEntity(healer, TRUE, 0, healer_send);
+
+ healer.think = nade_heal_think;
+ healer.nextthink = time;
+ healer.SendFlags |= 1;
+ }
+ void nade_monster_boom()
+ {
+ entity e = spawnmonster(self.pokenade_type, 0, self.realowner, self.realowner, self.origin, FALSE, FALSE, 1);
+
+ if(autocvar_g_nades_pokenade_monster_lifetime > 0)
+ e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
+ e.monster_skill = MONSTER_SKILL_INSANE;
}
void nade_boom()
{
string expef;
+ float nade_blast = 1;
- switch(self.realowner.team)
+ switch ( self.nade_type )
{
- case NUM_TEAM_1: expef = "nade_red_explode"; break;
- case NUM_TEAM_2: expef = "nade_blue_explode"; break;
- case NUM_TEAM_3: expef = "nade_yellow_explode"; break;
- case NUM_TEAM_4: expef = "nade_pink_explode"; break;
- default: expef = "nade_explode"; break;
+ case NADE_TYPE_NAPALM:
+ nade_blast = autocvar_g_nades_napalm_blast;
+ expef = "explosion_medium";
+ break;
+ case NADE_TYPE_ICE:
+ nade_blast = 0;
+ expef = "electro_combo"; // hookbomb_explode electro_combo bigplasma_impact
+ break;
+ case NADE_TYPE_TRANSLOCATE:
+ nade_blast = 0;
+ expef = "";
+ break;
+ case NADE_TYPE_MONSTER:
+ case NADE_TYPE_SPAWN:
+ nade_blast = 0;
+ switch(self.realowner.team)
+ {
+ case NUM_TEAM_1: expef = "spawn_event_red"; break;
+ case NUM_TEAM_2: expef = "spawn_event_blue"; break;
+ case NUM_TEAM_3: expef = "spawn_event_yellow"; break;
+ case NUM_TEAM_4: expef = "spawn_event_pink"; break;
+ default: expef = "spawn_event_neutral"; break;
+ }
+ break;
+ case NADE_TYPE_HEAL:
+ nade_blast = 0;
+ expef = "spawn_event_red";
+ break;
+
+ default:
+ case NADE_TYPE_NORMAL:
+ switch(self.realowner.team)
+ {
+ case NUM_TEAM_1: expef = "nade_red_explode"; break;
+ case NUM_TEAM_2: expef = "nade_blue_explode"; break;
+ case NUM_TEAM_3: expef = "nade_yellow_explode"; break;
+ case NUM_TEAM_4: expef = "nade_pink_explode"; break;
+ default: expef = "nade_neutral_explode"; break;
+ }
}
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
- sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1);
- Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-- self.takedamage = DAMAGE_NO;
- RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
-
+ if(nade_blast)
+ {
+ RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
+ }
+
+ switch ( self.nade_type )
+ {
+ case NADE_TYPE_NAPALM: nade_napalm_boom(); break;
+ case NADE_TYPE_ICE: nade_ice_boom(); break;
+ case NADE_TYPE_TRANSLOCATE: nade_translocate_boom(); break;
+ case NADE_TYPE_SPAWN: nade_spawn_boom(); break;
+ case NADE_TYPE_HEAL: nade_heal_boom(); break;
+ case NADE_TYPE_MONSTER: nade_monster_boom(); break;
+ }
remove(self);
}
void nade_touch()
{
+ if(trace_dphitcontents & (DPCONTENTS_PLAYERCLIP | DPCONTENTS_MONSTERCLIP)) { return; }
PROJECTILE_TOUCH;
//setsize(self, '-2 -2 -2', '2 2 2');
//UpdateCSQCProjectile(self);
void nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if(DEATH_ISWEAPON(deathtype, WEP_LASER))
+ if(self.nade_type == NADE_TYPE_TRANSLOCATE || self.nade_type == NADE_TYPE_SPAWN)
+ return;
+
+ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
return;
- if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
{
force *= 6;
damage = self.max_health * 0.55;
}
- if(DEATH_ISWEAPON(deathtype, WEP_UZI))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage = self.max_health * 0.1;
- if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && !(deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
- damage = self.max_health * 1.1;
-
- if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && (deathtype & HITTYPE_SECONDARY))
- if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN))
- if(deathtype & HITTYPE_SECONDARY)
++ if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && (deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
{
damage = self.max_health * 0.1;
- force *= 15;
+ force *= 10;
}
+ else
+ damage = self.max_health * 1.1;
self.velocity += force;
self.think = nade_beep;
}
- self.health -= damage;
- self.realowner = attacker;
+ self.health -= damage;
+
+ if ( self.nade_type != NADE_TYPE_HEAL || IS_PLAYER(attacker) )
+ self.realowner = attacker;
if(self.health <= 0)
W_PrepareExplosionByDamage(attacker, nade_boom);
void toss_nade(entity e, vector _velocity, float _time)
{
+ if(e.nade == world)
+ return;
+
entity _nade = e.nade;
e.nade = world;
Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
- //setorigin(_nade, CENTER_OR_VIEWOFS(e) + (v_right * 10) * -1);
setorigin(_nade, w_shotorg + (v_right * 25) * -1);
- setmodel(_nade, "models/weapons/v_ok_grenade.md3");
- setattachment(_nade, world, "");
+ //setmodel(_nade, "models/weapons/v_ok_grenade.md3");
+ //setattachment(_nade, world, "");
PROJECTILE_MAKETRIGGER(_nade);
setsize(_nade, '-16 -16 -16', '16 16 16');
_nade.movetype = MOVETYPE_BOUNCE;
_nade.velocity = _velocity;
else
_nade.velocity = W_CalculateProjectileVelocity(e.velocity, _velocity, TRUE);
-
+
_nade.touch = nade_touch;
_nade.health = autocvar_g_nades_nade_health;
_nade.max_health = _nade.health;
_nade.takedamage = DAMAGE_AIM;
_nade.event_damage = nade_damage;
+ _nade.customizeentityforclient = func_null;
+ _nade.exteriormodeltoclient = world;
+ _nade.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ _nade.traileffectnum = 0;
_nade.teleportable = TRUE;
_nade.pushable = TRUE;
_nade.gravity = 1;
_nade.damagedbycontents = TRUE;
_nade.angles = vectoangles(_nade.velocity);
_nade.flags = FL_PROJECTILE;
+ _nade.projectiledeathtype = DEATH_NADE;
+ _nade.toss_time = time;
+ _nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
nade_spawn(_nade);
}
e.nade_refire = time + autocvar_g_nades_nade_refire;
+ e.nade_timer = 0;
+ }
+
+ void nades_GiveBonus(entity player, float score)
+ {
+ if (autocvar_g_nades)
+ if (autocvar_g_nades_bonus)
+ if (IS_REAL_CLIENT(player))
+ if (IS_PLAYER(player) && player.bonus_nades < autocvar_g_nades_bonus_max)
+ if (player.frozen == 0)
+ if (player.deadflag == DEAD_NO)
+ {
+ if ( player.bonus_nade_score < 1 )
+ player.bonus_nade_score += score/autocvar_g_nades_bonus_score_max;
+
+ if ( player.bonus_nade_score >= 1 )
+ {
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_NADE_BONUS);
+ play2(player,"kh/alarm.wav");
+ player.bonus_nades++;
+ player.bonus_nade_score -= 1;
+ }
+ }
+ }
+
+ void nades_RemoveBonus(entity player)
+ {
+ player.bonus_nades = player.bonus_nade_score = 0;
+ }
+
+ float nade_customize()
+ {
+ //if(IS_SPEC(other)) { return FALSE; }
+ if(other == self.realowner || (IS_SPEC(other) && other.enemy == self.realowner))
+ {
+ // somewhat hide the model, but keep the glow
+ //self.effects = 0;
+ if(self.traileffectnum)
+ self.traileffectnum = 0;
+ self.alpha = -1;
+ }
+ else
+ {
+ //self.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ if(!self.traileffectnum)
+ self.traileffectnum = particleeffectnum(Nade_TrailEffect(Nade_ProjectileFromID(self.nade_type, FALSE), self.team));
+ self.alpha = 1;
+ }
+
+ return TRUE;
}
void nade_prime()
if(self.fake_nade)
remove(self.fake_nade);
- self.nade = spawn();
- setmodel(self.nade, "null");
- setattachment(self.nade, self, "bip01 l hand");
- self.nade.classname = "nade";
- self.nade.realowner = self;
- self.nade.colormap = self.colormap;
- self.nade.glowmod = self.glowmod;
- self.nade.wait = time + autocvar_g_nades_nade_lifetime;
- self.nade.lifetime = time;
- self.nade.think = nade_beep;
- self.nade.nextthink = max(self.nade.wait - 3, time);
- self.nade.projectiledeathtype = DEATH_NADE;
-
- self.fake_nade = spawn();
- setmodel(self.fake_nade, "models/weapons/h_ok_grenade.iqm");
- setattachment(self.fake_nade, self.weaponentity, "");
- self.fake_nade.classname = "fake_nade";
- //self.fake_nade.viewmodelforclient = self;
- self.fake_nade.realowner = self.fake_nade.owner = self;
- self.fake_nade.colormap = self.colormap;
- self.fake_nade.glowmod = self.glowmod;
- self.fake_nade.think = SUB_Remove;
- self.fake_nade.nextthink = self.nade.wait;
+ entity n = spawn(), fn = spawn();
+
+ n.classname = "nade";
+ fn.classname = "fake_nade";
+
+ if(self.items & IT_STRENGTH && autocvar_g_nades_bonus_onstrength)
+ n.nade_type = self.nade_type;
+ else if (self.bonus_nades >= 1)
+ {
+ n.nade_type = self.nade_type;
+ n.pokenade_type = self.pokenade_type;
+ self.bonus_nades -= 1;
+ }
+ else
+ {
+ n.nade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_nade_type : autocvar_g_nades_nade_type);
+ n.pokenade_type = ((autocvar_g_nades_client_select) ? self.cvar_cl_pokenade_type : autocvar_g_nades_pokenade_monster_type);
+ }
+
+ n.nade_type = bound(1, n.nade_type, NADE_TYPE_LAST);
+
+ setmodel(n, "models/weapons/v_ok_grenade.md3");
+ //setattachment(n, self, "bip01 l hand");
+ n.exteriormodeltoclient = self;
+ n.customizeentityforclient = nade_customize;
+ n.traileffectnum = particleeffectnum(Nade_TrailEffect(Nade_ProjectileFromID(n.nade_type, FALSE), self.team));
+ n.colormod = Nade_Color(n.nade_type);
+ n.realowner = self;
+ n.colormap = self.colormap;
+ n.glowmod = self.glowmod;
+ n.wait = time + autocvar_g_nades_nade_lifetime;
+ n.lifetime = time;
+ n.think = nade_beep;
+ n.nextthink = max(n.wait - 3, time);
+ n.projectiledeathtype = DEATH_NADE;
+
+ setmodel(fn, "models/weapons/h_ok_grenade.iqm");
+ setattachment(fn, self.weaponentity, "");
+ fn.realowner = fn.owner = self;
+ fn.colormod = Nade_Color(n.nade_type);
+ fn.colormap = self.colormap;
+ fn.glowmod = self.glowmod;
+ fn.think = SUB_Remove;
+ fn.nextthink = n.wait;
+
+ self.nade = n;
+ self.fake_nade = fn;
}
float CanThrowNade()
}
}
+ void nades_Clear(entity player)
+ {
+ if(player.nade)
+ remove(player.nade);
+ if(player.fake_nade)
+ remove(player.fake_nade);
+
+ player.nade = player.fake_nade = world;
+ player.nade_timer = 0;
+ }
+
+ MUTATOR_HOOKFUNCTION(nades_CheckThrow)
+ {
+ if(MUTATOR_RETURNVALUE) { nades_CheckThrow(); }
+ return FALSE;
+ }
+
MUTATOR_HOOKFUNCTION(nades_VehicleEnter)
{
- if(other.nade)
- toss_nade(other, '0 0 100', max(other.nade.wait, time + 0.05));
+ if(vh_player.nade)
+ toss_nade(vh_player, '0 0 100', max(vh_player.nade.wait, time + 0.05));
return FALSE;
}
MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
{
- float key_pressed = ((g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || (weaponsInMap & WEPSET_HOOK)) ? self.button16 : self.BUTTON_HOOK);
+ if(!IS_PLAYER(self)) { return FALSE; }
+
+ float key_pressed = self.BUTTON_HOOK;
+ float time_score;
+ if(g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || (weaponsInMap & WEPSET_HOOK) || g_jetpack || self.items & IT_JETPACK)
+ key_pressed = self.button16; // if hook/jetpack is enabled, use an alternate key
+
if(self.nade)
- if(self.nade.wait - 0.1 <= time)
- toss_nade(self, '0 0 0', time + 0.05);
+ {
+ self.nade_timer = bound(0, (time - self.nade.lifetime) / autocvar_g_nades_nade_lifetime, 1);
+ //print(sprintf("%d %d\n", self.nade_timer, time - self.nade.lifetime));
+ makevectors(self.angles);
+ self.nade.velocity = self.velocity;
+
+ setorigin(self.nade, self.origin + self.view_ofs + v_forward * 8 + v_right * -8 + v_up * 0);
+ self.nade.angles_y = self.angles_y;
+ }
+
+ if(self.nade)
+ if(self.nade.wait - 0.1 <= time)
+ toss_nade(self, '0 0 0', time + 0.05);
if(CanThrowNade())
if(self.nade_refire < time)
}
}
+ if(IS_PLAYER(self))
+ {
+ if ( autocvar_g_nades_bonus && autocvar_g_nades )
+ {
+ entity key;
+ float key_count = 0;
+ FOR_EACH_KH_KEY(key) if(key.owner == self) { ++key_count; }
+
+ if(self.flagcarried || self.ballcarried) // this player is important
+ time_score = autocvar_g_nades_bonus_score_time_flagcarrier;
+ else
+ time_score = autocvar_g_nades_bonus_score_time;
+
+ if(key_count)
+ time_score = autocvar_g_nades_bonus_score_time_flagcarrier * key_count; // multiply by the number of keys the player is holding
+
+ if(autocvar_g_nades_bonus_client_select)
+ {
+ self.nade_type = self.cvar_cl_nade_type;
+ self.pokenade_type = self.cvar_cl_pokenade_type;
+ }
+ else
+ {
+ self.nade_type = autocvar_g_nades_bonus_type;
+ self.pokenade_type = autocvar_g_nades_pokenade_monster_type;
+ }
+
+ self.nade_type = bound(1, self.nade_type, NADE_TYPE_LAST);
+
+ if(self.bonus_nade_score >= 0 && autocvar_g_nades_bonus_score_max)
+ nades_GiveBonus(self, time_score / autocvar_g_nades_bonus_score_max);
+ }
+ else
+ {
+ self.bonus_nades = self.bonus_nade_score = 0;
+ }
+ }
+
+ float n = 0;
+ entity o = world;
+ if(self.freezetag_frozen_timeout > 0 && time >= self.freezetag_frozen_timeout)
+ n = -1;
+ else
+ {
+ vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
+ n = 0;
+ FOR_EACH_PLAYER(other) if(self != other)
+ {
+ if(other.deadflag == DEAD_NO)
+ if(other.frozen == 0)
+ if(SAME_TEAM(other, self))
+ if(boxesoverlap(self.absmin - revive_extra_size, self.absmax + revive_extra_size, other.absmin, other.absmax))
+ {
+ if(!o)
+ o = other;
+ if(self.frozen == 1)
+ other.reviving = TRUE;
+ ++n;
+ }
+ }
+ }
+
+ if(n && self.frozen == 3) // OK, there is at least one teammate reviving us
+ {
+ self.revive_progress = bound(0, self.revive_progress + frametime * max(1/60, autocvar_g_freezetag_revive_speed), 1);
+ self.health = max(1, self.revive_progress * start_health);
+
+ if(self.revive_progress >= 1)
+ {
+ Unfreeze(self);
+
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_FREEZETAG_REVIVED, o.netname);
+ Send_Notification(NOTIF_ONE, o, MSG_CENTER, CENTER_FREEZETAG_REVIVE, self.netname);
+ }
+
+ FOR_EACH_PLAYER(other) if(other.reviving)
+ {
+ other.revive_progress = self.revive_progress;
+ other.reviving = FALSE;
+ }
+ }
+
return FALSE;
}
else
self.nade_refire = time + autocvar_g_nades_nade_refire;
+ if(autocvar_g_nades_bonus_client_select)
+ self.nade_type = self.cvar_cl_nade_type;
+
+ self.nade_timer = 0;
+
+ if(self.nade_spawnloc)
+ {
+ setorigin(self, self.nade_spawnloc.origin);
+ self.nade_spawnloc.cnt -= 1;
+
+ if(self.nade_spawnloc.cnt <= 0)
+ {
+ remove(self.nade_spawnloc);
+ self.nade_spawnloc = world;
+ }
+ }
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(nades_PlayerDies)
{
- if(self.nade)
- toss_nade(self, '0 0 100', max(self.nade.wait, time + 0.05));
+ if(frag_target.nade)
+ if(!frag_target.frozen || !autocvar_g_freezetag_revive_nade)
+ toss_nade(frag_target, '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))
+ {
+ if (SAME_TEAM(frag_attacker, frag_target) || frag_attacker == frag_target)
+ nades_RemoveBonus(frag_attacker);
+ else if(frag_target.flagcarried)
+ nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_medium);
+ else if(autocvar_g_nades_bonus_score_spree && 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)
+ {
+ KILL_SPREE_LIST
+ default: nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor); break;
+ }
+ #undef SPREE_ITEM
+ }
+ else
+ nades_GiveBonus(frag_attacker, killcount_bonus);
+ }
+
+ nades_RemoveBonus(frag_target);
+
+ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(nades_PlayerDamage)
+ {
+ if(frag_target.frozen)
+ if(autocvar_g_freezetag_revive_nade)
+ if(frag_attacker == frag_target)
+ if(frag_deathtype == DEATH_NADE)
+ if(time - frag_inflictor.toss_time <= 0.1)
+ {
+ Unfreeze(frag_target);
+ frag_target.health = autocvar_g_freezetag_revive_nade_health;
+ pointparticles(particleeffectnum("iceorglass"), frag_target.origin, '0 0 0', 3);
+ frag_damage = 0;
+ frag_force = '0 0 0';
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_NADE, frag_target.netname);
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+ }
+
+ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(nades_MonsterDies)
+ {
+ if(IS_PLAYER(frag_attacker))
+ if(DIFF_TEAM(frag_attacker, self))
+ if(!(self.spawnflags & MONSTERFLAG_SPAWNED))
+ nades_GiveBonus(frag_attacker, autocvar_g_nades_bonus_score_minor);
return FALSE;
}
MUTATOR_HOOKFUNCTION(nades_RemovePlayer)
{
- if(self.nade)
- remove(self.nade);
+ nades_Clear(self);
+ nades_RemoveBonus(self);
+ return FALSE;
+ }
- if(self.fake_nade)
- remove(self.fake_nade);
+ MUTATOR_HOOKFUNCTION(nades_SpectateCopy)
+ {
+ self.nade_timer = other.nade_timer;
+ self.nade_type = other.nade_type;
+ self.pokenade_type = other.pokenade_type;
+ self.bonus_nades = other.bonus_nades;
+ self.bonus_nade_score = other.bonus_nade_score;
+ self.stat_healing_orb = other.stat_healing_orb;
+ self.stat_healing_orb_alpha = other.stat_healing_orb_alpha;
+ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(nades_GetCvars)
+ {
+ GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_nade_type, "cl_nade_type");
+ GetCvars_handleString(get_cvars_s, get_cvars_f, cvar_cl_pokenade_type, "cl_pokenade_type");
return FALSE;
}
return FALSE;
}
+ void nades_Initialize()
+ {
+ addstat(STAT_NADE_TIMER, AS_FLOAT, nade_timer);
+ addstat(STAT_NADE_BONUS, AS_FLOAT, bonus_nades);
+ addstat(STAT_NADE_BONUS_TYPE, AS_INT, nade_type);
+ addstat(STAT_NADE_BONUS_SCORE, AS_FLOAT, bonus_nade_score);
+ addstat(STAT_HEALING_ORB, AS_FLOAT, stat_healing_orb);
+ addstat(STAT_HEALING_ORB_ALPHA, AS_FLOAT, stat_healing_orb_alpha);
+
+ precache_model("models/ok_nade_counter/ok_nade_counter.md3");
+ precache_model("models/weapons/h_ok_grenade.iqm");
+ precache_model("models/weapons/v_ok_grenade.md3");
+ precache_model("models/ctf/shield.md3");
+
+ precache_sound("weapons/rocket_impact.wav");
+ precache_sound("weapons/grenade_bounce1.wav");
+ precache_sound("weapons/grenade_bounce2.wav");
+ precache_sound("weapons/grenade_bounce3.wav");
+ precache_sound("weapons/grenade_bounce4.wav");
+ precache_sound("weapons/grenade_bounce5.wav");
+ precache_sound("weapons/grenade_bounce6.wav");
+ precache_sound("overkill/grenadebip.ogg");
+ }
+
MUTATOR_DEFINITION(mutator_nades)
{
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, nades_CheckThrow, CBC_ORDER_LAST);
MUTATOR_HOOK(VehicleEnter, nades_VehicleEnter, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, nades_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, nades_PlayerSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerDies, nades_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDies, nades_PlayerDies, CBC_ORDER_LAST);
+ MUTATOR_HOOK(PlayerDamage_Calculate, nades_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MonsterDies, nades_MonsterDies, CBC_ORDER_ANY);
MUTATOR_HOOK(MakePlayerObserver, nades_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientDisconnect, nades_RemovePlayer, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SpectateCopy, nades_SpectateCopy, CBC_ORDER_ANY);
+ MUTATOR_HOOK(GetCvars, nades_GetCvars, CBC_ORDER_ANY);
+ MUTATOR_HOOK(reset_map_global, nades_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, nades_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, nades_BuildMutatorsPrettyString, CBC_ORDER_ANY);
MUTATOR_ONADD
{
- precache_model("models/ok_nade_counter/ok_nade_counter.md3");
-
- precache_model("models/weapons/h_ok_grenade.iqm");
- precache_model("models/weapons/v_ok_grenade.md3");
- precache_sound("weapons/rocket_impact.wav");
- precache_sound("weapons/grenade_bounce1.wav");
- precache_sound("weapons/grenade_bounce2.wav");
- precache_sound("weapons/grenade_bounce3.wav");
- precache_sound("weapons/grenade_bounce4.wav");
- precache_sound("weapons/grenade_bounce5.wav");
- precache_sound("weapons/grenade_bounce6.wav");
- precache_sound("overkill/grenadebip.ogg");
+ nades_Initialize();
}
return FALSE;
entity e;
e = spawn();
setorigin(e, org);
- RadiusDamage(e, world, autocvar_g_touchexplode_damage, autocvar_g_touchexplode_edgedamage, autocvar_g_touchexplode_radius, world, autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
+ RadiusDamage(e, world, autocvar_g_touchexplode_damage, autocvar_g_touchexplode_edgedamage, autocvar_g_touchexplode_radius, world, world, autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
remove(e);
}
MUTATOR_HOOKFUNCTION(touchexplode_PlayerThink)
{
if(time > self.touchexplode_time)
- if (!gameover)
+ if(!gameover)
+ if(!self.frozen)
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
if (!IS_INDEPENDENT_PLAYER(self))
FOR_EACH_PLAYER(other) if(self != other)
{
if(time > other.touchexplode_time)
+ if(!other.frozen)
if(other.deadflag == DEAD_NO)
if (!IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
../warpzonelib/common.qh
../warpzonelib/util_server.qh
../warpzonelib/server.qh
-
../common/constants.qh
+ ../common/stats.qh
../common/teams.qh
../common/util.qh
+ ../common/nades.qh
+ ../common/buffs.qh
../common/test.qh
../common/counting.qh
-../common/items.qh
-../common/explosion_equation.qh
../common/urllib.qh
../common/command/markup.qh
../common/command/rpn.qh
../common/monsters/sv_monsters.qh
../common/monsters/spawn.qh
+../common/weapons/config.qh
+../common/weapons/weapons.qh // TODO
+weapons/accuracy.qh
+weapons/common.qh
+weapons/csqcprojectile.qh // TODO
+weapons/hitplot.qh
+weapons/selection.qh
+weapons/spawning.qh
+weapons/throwing.qh
+weapons/tracing.qh
+weapons/weaponstats.qh
+weapons/weaponsystem.qh
+
+t_items.qh
+
autocvars.qh
constants.qh
defs.qh // Should rename this, it has fields and globals
../common/notifications.qh // must be after autocvars
../common/deathtypes.qh // must be after notifications
- mutators/base.qh
- mutators/mutators.qh
- mutators/gamemode_assault.qh
- mutators/gamemode_ca.qh
- mutators/gamemode_ctf.qh
- mutators/gamemode_domination.qh
- mutators/gamemode_keyhunt.qh // TODO fix this
- mutators/gamemode_keepaway.qh
- mutators/gamemode_nexball.qh
- mutators/gamemode_lms.qh
- mutators/gamemode_invasion.qh
- mutators/mutator_dodging.qh
- mutators/mutator_nades.qh
+ mutators/mutators_include.qh
//// tZork Turrets ////
tturrets/include/turrets_early.qh
command/cmd.qh
command/sv_cmd.qh
-accuracy.qh
-csqcprojectile.qh
+
../common/csqcmodel_settings.qh
../csqcmodellib/common.qh
../csqcmodellib/sv_model.qh
portals.qh
-g_hook.qh
-w_electro.qh
-w_laser.qh
+g_hook.qh // TODO
scores.qh
spawnpoints.qh
+ mapvoting.qh
+
ipban.qh
race.qh
miscfunctions.qc
+ mutators/mutators.qc
+
waypointsprites.qc
bot/bot.qc
g_world.qc
g_casings.qc
+ mapvoting.qc
+
t_jumppads.qc
t_teleporters.qc
item_key.qc
secret.qc
-cl_weaponsystem.qc
-w_common.qc
-
-w_all.qc
+weapons/accuracy.qc
+weapons/common.qc
+weapons/csqcprojectile.qc // TODO
+weapons/hitplot.qc
+weapons/selection.qc
+weapons/spawning.qc
+weapons/throwing.qc
+weapons/tracing.qc
+weapons/weaponstats.qc
+weapons/weaponsystem.qc
+../common/weapons/config.qc
+../common/weapons/weapons.qc // TODO
t_items.qc
-cl_weapons.qc
cl_impulse.qc
ent_cs.qc
func_breakable.qc
target_music.qc
-../common/items.qc
-
+ ../common/nades.qc
+ ../common/buffs.qc
+
-
-accuracy.qc
../csqcmodellib/sv_model.qc
-csqcprojectile.qc
playerdemo.qc
round_handler.qc
-../common/explosion_equation.qc
-
../common/monsters/sv_monsters.qc
../common/monsters/monsters.qc
../common/monsters/spawn.qc
- mutators/base.qc
- mutators/gamemode_assault.qc
- mutators/gamemode_ca.qc
- mutators/gamemode_ctf.qc
- mutators/gamemode_domination.qc
- mutators/gamemode_freezetag.qc
- mutators/gamemode_keyhunt.qc
- mutators/gamemode_keepaway.qc
- mutators/gamemode_nexball.qc
- mutators/gamemode_onslaught.qc
- mutators/gamemode_lms.qc
- mutators/gamemode_invasion.qc
- mutators/mutator_invincibleproj.qc
- mutators/mutator_new_toys.qc
- mutators/mutator_nix.qc
- mutators/mutator_dodging.qc
- mutators/mutator_rocketflying.qc
- mutators/mutator_vampire.qc
- mutators/mutator_spawn_near_teammate.qc
- mutators/mutator_physical_items.qc
- mutators/sandbox.qc
- mutators/mutator_superspec.qc
- mutators/mutator_minstagib.qc
- mutators/mutator_touchexplode.qc
- mutators/mutator_pinata.qc
- mutators/mutator_midair.qc
- mutators/mutator_bloodloss.qc
- mutators/mutator_random_gravity.qc
- mutators/mutator_multijump.qc
- mutators/mutator_melee_only.qc
- mutators/mutator_nades.qc
- mutators/mutator_campcheck.qc
+ mutators/mutators_include.qc
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc
void spawnfunc_ammo_shells() { spawnfunc_item_shells(); }
// MG -> MG
-void spawnfunc_weapon_machinegun() { spawnfunc_weapon_uzi(); }
void spawnfunc_ammo_bullets() { spawnfunc_item_bullets(); }
// GL -> Mortar
void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
-// LG -> Electro
+// LG -> Lightning
void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
void spawnfunc_weapon_plasmagun() { spawnfunc_weapon_hagar(); }
void spawnfunc_ammo_cells() { spawnfunc_item_rockets(); }
-// Rail -> Nex
-void spawnfunc_weapon_railgun() { spawnfunc_weapon_nex(); }
-void spawnfunc_ammo_slugs() { spawnfunc_item_cells(); }
+// Rail -> Vortex
+void spawnfunc_weapon_railgun() { spawnfunc_weapon_vortex(); }
+void spawnfunc_ammo_slugs() { spawnfunc_item_plasma(); }
// BFG -> Crylink
void spawnfunc_weapon_bfg() { spawnfunc_weapon_crylink(); }
-void spawnfunc_ammo_bfg() { spawnfunc_item_cells(); }
+void spawnfunc_ammo_bfg() { spawnfunc_item_plasma(); }
// RL -> RL
void spawnfunc_ammo_rockets() { spawnfunc_item_rockets(); }
entity targ;
for (targ = world; (targ = find(targ, targetname, self.target)); ) {
if (targ.classname == "weapon_rocketlauncher") {
- self.ammo_rockets += targ.count * autocvar_g_balance_rocketlauncher_ammo;
+ self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
self.netname = "rocketlauncher";
}
else if (targ.classname == "weapon_plasmagun") {
- self.ammo_rockets += targ.count * autocvar_g_balance_hagar_primary_ammo;
+ self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
if(self.netname == "")
self.netname = "hagar";
else
self.netname = strcat(self.netname, " crylink");
}
else if (targ.classname == "weapon_grenadelauncher") {
- self.ammo_rockets += targ.count * autocvar_g_balance_grenadelauncher_primary_ammo;
+ self.ammo_rockets += targ.count * autocvar_g_balance_mortar_primary_ammo; // WEAPONTODO
if(self.netname == "")
self.netname = "grenadelauncher";
else
InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
}
- //void spawnfunc_item_flight() /* not supported */
- //void spawnfunc_item_haste() /* not supported */
+ //void spawnfunc_item_flight() /* handled by buffs mutator or jetpack */
+ //void spawnfunc_item_haste() /* handled by buffs mutator */
//void spawnfunc_item_health() /* handled in t_quake.qc */
//void spawnfunc_item_health_large() /* handled in t_items.qc */
//void spawnfunc_item_health_small() /* handled in t_items.qc */
//void spawnfunc_item_health_mega() /* handled in t_items.qc */
- //void spawnfunc_item_invis() /* not supported */
- //void spawnfunc_item_regen() /* not supported */
+ //void spawnfunc_item_invis() /* handled by buffs mutator */
+ //void spawnfunc_item_regen() /* handled by buffs mutator */
// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
- void spawnfunc_item_flight() { spawnfunc_item_jetpack(); }
+ void spawnfunc_item_flight()
+ {
+ if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
+ spawnfunc_item_jetpack();
+ else
+ buff_Init_Compat(self, BUFF_FLIGHT);
+ }
.float notteam;
.float notsingle;
fraglimit_override = autocvar_g_domination_point_limit;
leadlimit_override = autocvar_g_domination_point_leadlimit;
MUTATOR_ADD(gamemode_domination);
+
+ if(autocvar_g_domination_roundbased && autocvar_g_domination_roundbased_point_limit)
+ fraglimit_override = autocvar_g_domination_roundbased_point_limit;
+
have_team_spawns = -1; // request team spawns
}
if(g_race)
{
-
if(autocvar_g_race_teams)
{
ActivateTeamplay();
qualifying_override = autocvar_g_race_qualifying_timelimit_override;
fraglimit_override = autocvar_g_race_laps_limit;
leadlimit_override = 0; // currently not supported by race
+
+ MUTATOR_ADD(gamemode_race);
}
if(g_cts)
g_race_qualifying = 1;
fraglimit_override = 0;
leadlimit_override = 0;
+ MUTATOR_ADD(gamemode_cts);
}
if(g_nexball)
}
if(g_race || g_cts)
- {
- if(g_race_qualifying)
- independent_players = 1;
-
- ScoreRules_race();
- }
+ if(g_race_qualifying)
+ independent_players = 1;
InitializeEntity(world, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
}
else
modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
}
- if(autocvar_g_start_weapon_laser == 0)
+ if(cvar("g_balance_blaster_weaponstart") == 0)
modifications = strcat(modifications, ", No start weapons");
if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
if (g_grappling_hook)
s = strcat(s, "\n\n^3grappling hook^8 is enabled, press 'e' to use it\n");
+ if (cvar("g_nades"))
+ s = strcat(s, "\n\n^3nades^8 are enabled, press 'g' to use them\n");
+
if(cache_lastmutatormsg != autocvar_g_mutatormsg)
{
if(cache_lastmutatormsg)
else
{
// cover anything else by treating it like tdm with no teams spawned
- if(g_race)
- dm = race_teams;
- else
- dm = 2;
+ dm = 2;
ret_float = dm;
MUTATOR_CALLHOOK(GetTeamCount);
--- /dev/null
+.float csqcprojectile_type;
+
+float CSQCProjectile_SendEntity(entity to, float sf)
+{
+ float ft, fr;
+
+ // note: flag 0x08 = no trail please (teleport bit)
+ sf = sf & 0x0F;
+
+ if(self.csqcprojectile_clientanimate)
+ sf |= 0x80; // client animated, not interpolated
+
+ if(self.flags & FL_ONGROUND)
+ sf |= 0x40;
+
+ ft = fr = 0;
+ if(self.fade_time != 0 || self.fade_rate != 0)
+ {
+ ft = (self.fade_time - time) / sys_frametime;
+ fr = (1 / self.fade_rate) / sys_frametime;
+ if(ft <= 255 && fr <= 255 && fr >= 1)
+ sf |= 0x20;
+ }
+
+ if(self.gravity != 0)
+ sf |= 0x10;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE);
+ WriteByte(MSG_ENTITY, sf);
+
+ if(sf & 1)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+
+ if(sf & 0x80)
+ {
+ WriteCoord(MSG_ENTITY, self.velocity_x);
+ WriteCoord(MSG_ENTITY, self.velocity_y);
+ WriteCoord(MSG_ENTITY, self.velocity_z);
+ if(sf & 0x10)
+ WriteCoord(MSG_ENTITY, self.gravity);
+ }
+
+ if(sf & 0x20)
+ {
+ WriteByte(MSG_ENTITY, ft);
+ WriteByte(MSG_ENTITY, fr);
+ }
++
++ WriteByte(MSG_ENTITY, self.realowner.team);
+ }
+
+ if(sf & 2)
+ WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf?
+
+ return 1;
+}
+
+.vector csqcprojectile_oldorigin;
+void CSQCProjectile_Check(entity e)
+{
+ if(e.csqcprojectile_clientanimate)
+ if(e.flags & FL_ONGROUND)
+ if(e.origin != e.csqcprojectile_oldorigin)
+ UpdateCSQCProjectile(e);
+ e.csqcprojectile_oldorigin = e.origin;
+}
+
+void CSQCProjectile(entity e, float clientanimate, float type, float docull)
+{
+ Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity);
+
+ e.csqcprojectile_clientanimate = clientanimate;
+
+ if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE)
+ {
+ if(e.gravity == 0)
+ e.gravity = 1;
+ }
+ else
+ e.gravity = 0;
+
+ if(!sound_allowed(MSG_BROADCAST, e))
+ type |= 0x80;
+ e.csqcprojectile_type = type;
+}
+
+void UpdateCSQCProjectile(entity e)
+{
+ if(e.SendEntity == CSQCProjectile_SendEntity)
+ {
+ // send new origin data
+ e.SendFlags |= 0x01;
+ }
+// FIXME HACK
+ else if(e.SendEntity == ItemSend)
+ {
+ ItemUpdate(e);
+ }
+// END HACK
+}
+
+void UpdateCSQCProjectileAfterTeleport(entity e)
+{
+ if(e.SendEntity == CSQCProjectile_SendEntity)
+ {
+ // send new origin data
+ e.SendFlags |= 0x01;
+ // mark as teleported
+ e.SendFlags |= 0x08;
+ }
+}
--- /dev/null
- if(self.freezetag_frozen)
+/*
+===========================================================================
+
+ CLIENT WEAPONSYSTEM CODE
+ Bring back W_Weaponframe
+
+===========================================================================
+*/
+
+.float weapon_frametime;
+
+float W_WeaponRateFactor()
+{
+ float t;
+ t = 1.0 / g_weaponratefactor;
+
++ weapon_rate = t;
++ MUTATOR_CALLHOOK(WeaponRateFactor);
++ t = weapon_rate;
++
+ return t;
+}
+
+// VorteX: static frame globals
+const float WFRAME_DONTCHANGE = -1;
+const float WFRAME_FIRE1 = 0;
+const float WFRAME_FIRE2 = 1;
+const float WFRAME_IDLE = 2;
+const float WFRAME_RELOAD = 3;
+.float wframe;
+
+void(float fr, float t, void() func) weapon_thinkf;
+
+float CL_Weaponentity_CustomizeEntityForClient()
+{
+ self.viewmodelforclient = self.owner;
+ if(IS_SPEC(other))
+ if(other.enemy == self.owner)
+ self.viewmodelforclient = other;
+ return TRUE;
+}
+
+/*
+ * supported formats:
+ *
+ * 1. simple animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 2. simple animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * g_tuba.md3 - pickup model
+ *
+ * 3. fully animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
+ * v_tuba.md3 - third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 4. fully animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * v_tuba.md3 - third person model
+ * tags:
+ * shot = muzzle end (for muzzle flashes)
+ * g_tuba.md3 - pickup model
+ */
+
+// writes:
+// self.origin, self.angles
+// self.weaponentity
+// self.movedir, self.view_ofs
+// attachment stuff
+// anim stuff
+// to free:
+// call again with ""
+// remove the ent
+void CL_WeaponEntity_SetModel(string name)
+{
+ float v_shot_idx;
+ if (name != "")
+ {
+ // if there is a child entity, hide it until we're sure we use it
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+ v_shot_idx = gettagindex(self, "shot"); // used later
+ if(!v_shot_idx)
+ v_shot_idx = gettagindex(self, "tag_shot");
+
+ setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+ // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+ self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
+
+ // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+ // if we don't, this is a "real" animated model
+ if(gettagindex(self, "weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "weapon");
+ }
+ else if(gettagindex(self, "tag_weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "tag_weapon");
+ }
+ else
+ {
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ }
+
+ setorigin(self,'0 0 0');
+ self.angles = '0 0 0';
+ self.frame = 0;
+ self.viewmodelforclient = world;
+
+ float idx;
+
+ if(v_shot_idx) // v_ model attached to invisible h_ model
+ {
+ self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+ }
+ else
+ {
+ idx = gettagindex(self, "shot");
+ if(!idx)
+ idx = gettagindex(self, "tag_shot");
+ if(idx)
+ self.movedir = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+ self.movedir = '0 0 0';
+ }
+ }
+
+ if(self.weaponentity) // v_ model attached to invisible h_ model
+ {
+ idx = gettagindex(self.weaponentity, "shell");
+ if(!idx)
+ idx = gettagindex(self.weaponentity, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self.weaponentity, idx);
+ }
+ else
+ idx = 0;
+ if(!idx)
+ {
+ idx = gettagindex(self, "shell");
+ if(!idx)
+ idx = gettagindex(self, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+ self.spawnorigin = self.movedir;
+ }
+ }
+
+ if(v_shot_idx)
+ {
+ self.oldorigin = '0 0 0'; // use regular attachment
+ }
+ else
+ {
+ if(self.weaponentity)
+ {
+ idx = gettagindex(self, "weapon");
+ if(!idx)
+ idx = gettagindex(self, "tag_weapon");
+ }
+ else
+ {
+ idx = gettagindex(self, "handle");
+ if(!idx)
+ idx = gettagindex(self, "tag_handle");
+ }
+ if(idx)
+ {
+ self.oldorigin = self.movedir - gettaginfo(self, idx);
+ }
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+ self.oldorigin = '0 0 0'; // there is no way to recover from this
+ }
+ }
+
+ self.viewmodelforclient = self.owner;
+ }
+ else
+ {
+ self.model = "";
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ self.movedir = '0 0 0';
+ self.spawnorigin = '0 0 0';
+ self.oldorigin = '0 0 0';
+ self.anim_fire1 = '0 1 0.01';
+ self.anim_fire2 = '0 1 0.01';
+ self.anim_idle = '0 1 0.01';
+ self.anim_reload = '0 1 0.01';
+ }
+
+ self.view_ofs = '0 0 0';
+
+ if(self.movedir_x >= 0)
+ {
+ vector v0;
+ v0 = self.movedir;
+ self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+ self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ }
+ self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+ self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+
+ self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+
+ // check if an instant weapon switch occurred
+ setorigin(self, self.view_ofs);
+ // reset animstate now
+ self.wframe = WFRAME_IDLE;
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+ entity wi, oldself;
+ vector ret;
+ wi = get_weaponinfo(wpn);
+ oldself = self;
+ self = spawn();
+ CL_WeaponEntity_SetModel(wi.mdl);
+ ret = self.movedir;
+ CL_WeaponEntity_SetModel("");
+ remove(self);
+ self = oldself;
+ return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+ float tb;
+ self.nextthink = time;
+ if (intermission_running)
+ self.frame = self.anim_idle_x;
+ if (self.owner.weaponentity != self)
+ {
+ if (self.weaponentity)
+ remove(self.weaponentity);
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+
+ CL_WeaponEntity_SetModel(self.owner.weaponname);
+ }
+
+ tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
+ self.effects = self.owner.effects & EFMASK_CHEAP;
+ self.effects &= ~EF_LOWPRECISION;
+ self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
+ self.effects &= ~EF_TELEPORT_BIT;
+ self.effects &= ~EF_RESTARTANIM_BIT;
+ self.effects |= tb;
+
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+ if (self.weaponentity)
+ {
+ self.weaponentity.effects = self.effects;
+ self.weaponentity.alpha = self.alpha;
+ self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
+ }
+
+ self.angles = '0 0 0';
+
+ float f = (self.owner.weapon_nextthink - time);
+ if (self.state == WS_RAISE && !intermission_running)
+ {
+ entity newwep = get_weaponinfo(self.owner.switchweapon);
+ f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_DROP && !intermission_running)
+ {
+ entity oldwep = get_weaponinfo(self.owner.weapon);
+ f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_CLEAR)
+ {
+ f = 1;
+ self.angles_x = -90 * f * f;
+ }
+}
+
+void CL_ExteriorWeaponentity_Think()
+{
+ float tag_found;
+ self.nextthink = time;
+ if (self.owner.exteriorweaponentity != self)
+ {
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+ if (self.owner.weaponname != "")
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
+ else
+ self.model = "";
+
+ if((tag_found = gettagindex(self.owner, "tag_weapon")))
+ {
+ self.tag_index = tag_found;
+ self.tag_entity = self.owner;
+ }
+ else
+ setattachment(self, self.owner, "bip01 r hand");
+ }
+ self.effects = self.owner.effects;
+ self.effects |= EF_LOWPRECISION;
+ self.effects = self.effects & EFMASK_CHEAP; // eat performance
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+// spawning weaponentity for client
+void CL_SpawnWeaponentity()
+{
+ self.weaponentity = spawn();
+ self.weaponentity.classname = "weaponentity";
+ self.weaponentity.solid = SOLID_NOT;
+ self.weaponentity.owner = self;
+ setmodel(self.weaponentity, ""); // precision set when changed
+ setorigin(self.weaponentity, '0 0 0');
+ self.weaponentity.angles = '0 0 0';
+ self.weaponentity.viewmodelforclient = self;
+ self.weaponentity.flags = 0;
+ self.weaponentity.think = CL_Weaponentity_Think;
+ self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ self.weaponentity.nextthink = time;
+
+ self.exteriorweaponentity = spawn();
+ self.exteriorweaponentity.classname = "exteriorweaponentity";
+ self.exteriorweaponentity.solid = SOLID_NOT;
+ self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
+ self.exteriorweaponentity.owner = self;
+ setorigin(self.exteriorweaponentity, '0 0 0');
+ self.exteriorweaponentity.angles = '0 0 0';
+ self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
+ self.exteriorweaponentity.nextthink = time;
+
+ {
+ entity oldself = self;
+ self = self.exteriorweaponentity;
+ CSQCMODEL_AUTOINIT();
+ self = oldself;
+ }
+}
+
+// Weapon subs
+void w_clear()
+{
+ if (self.weapon != -1)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ }
+ if (self.weaponentity)
+ {
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponentity.effects = 0;
+ }
+}
+
+void w_ready()
+{
+ if (self.weaponentity)
+ self.weaponentity.state = WS_READY;
+ weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
+}
+
+.float prevdryfire;
+.float prevwarntime;
+float weapon_prepareattack_checkammo(float secondary)
+{
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+ {
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
+ if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ {
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
+ self.prevdryfire = time;
+ }
+
+ if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ {
+ if(time - self.prevwarntime > 1)
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ self,
+ MSG_MULTI,
+ ITEM_WEAPON_PRIMORSEC,
+ self.weapon,
+ secondary,
+ (1 - secondary)
+ );
+ }
+ self.prevwarntime = time;
+ }
+ else // this weapon is totally unable to fire, switch to another one
+ {
+ W_SwitchToOtherWeapon(self);
+ }
+
+ return FALSE;
+ }
+ return TRUE;
+}
+.float race_penalty;
+float weapon_prepareattack_check(float secondary, float attacktime)
+{
+ if(!weapon_prepareattack_checkammo(secondary))
+ return FALSE;
+
+ //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+ //if all players readied up and the countdown is running
+ if(time < game_starttime || time < self.race_penalty) {
+ return FALSE;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+ return FALSE;
+
+ // do not even think about shooting if switching
+ if(self.switchweapon != self.weapon)
+ return FALSE;
+
+ if(attacktime >= 0)
+ {
+ // don't fire if previous attack is not finished
+ if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
+ return FALSE;
+ // don't fire while changing weapon
+ if (self.weaponentity.state != WS_READY)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+float weapon_prepareattack_do(float secondary, float attacktime)
+{
+ self.weaponentity.state = WS_INUSE;
+
+ self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
+
+ // if the weapon hasn't been firing continuously, reset the timer
+ if(attacktime >= 0)
+ {
+ if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
+ {
+ ATTACK_FINISHED(self) = time;
+ //dprint("resetting attack finished to ", ftos(time), "\n");
+ }
+ ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
+ }
+ self.bulletcounter += 1;
+ //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
+ return TRUE;
+}
+float weapon_prepareattack(float secondary, float attacktime)
+{
+ if(weapon_prepareattack_check(secondary, attacktime))
+ {
+ weapon_prepareattack_do(secondary, attacktime);
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+void weapon_thinkf(float fr, float t, void() func)
+{
+ vector a;
+ vector of, or, ou;
+ float restartanim;
+
+ if(fr == WFRAME_DONTCHANGE)
+ {
+ fr = self.weaponentity.wframe;
+ restartanim = FALSE;
+ }
+ else if (fr == WFRAME_IDLE)
+ restartanim = FALSE;
+ else
+ restartanim = TRUE;
+
+ of = v_forward;
+ or = v_right;
+ ou = v_up;
+
+ if (self.weaponentity)
+ {
+ self.weaponentity.wframe = fr;
+ a = '0 0 0';
+ if (fr == WFRAME_IDLE)
+ a = self.weaponentity.anim_idle;
+ else if (fr == WFRAME_FIRE1)
+ a = self.weaponentity.anim_fire1;
+ else if (fr == WFRAME_FIRE2)
+ a = self.weaponentity.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = self.weaponentity.anim_reload;
+ a_z *= g_weaponratefactor;
+ setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ }
+
+ v_forward = of;
+ v_right = or;
+ v_up = ou;
+
+ if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
+ {
+ backtrace("Tried to override initial weapon think function - should this really happen?");
+ }
+
+ t *= W_WeaponRateFactor();
+
+ // VorteX: haste can be added here
+ if (self.weapon_think == w_ready)
+ {
+ self.weapon_nextthink = time;
+ //dprint("started firing at ", ftos(time), "\n");
+ }
+ if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
+ {
+ self.weapon_nextthink = time;
+ //dprint("reset weapon animation timer at ", ftos(time), "\n");
+ }
+ self.weapon_nextthink = self.weapon_nextthink + t;
+ self.weapon_think = func;
+ //dprint("next ", ftos(self.weapon_nextthink), "\n");
+
+ if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+ {
+ if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && fr == WFRAME_FIRE2)
+ animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
+ else
+ animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
+ }
+ else
+ {
+ if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+ self.anim_upper_action = 0;
+ }
+}
+
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
++ if(self.frozen)
+ return 1;
+ return 0;
+}
+
+void W_WeaponFrame()
+{
+ vector fo, ri, up;
+
+ if (frametime)
+ self.weapon_frametime = frametime;
+
+ if (!self.weaponentity || self.health < 1)
+ return; // Dead player can't use weapons and injure impulse commands
+
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
+ if(!self.switchweapon)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponname = "";
+ //self.items &= ~IT_AMMO;
+ return;
+ }
+
+ makevectors(self.v_angle);
+ fo = v_forward; // save them in case the weapon think functions change it
+ ri = v_right;
+ up = v_up;
+
+ // Change weapon
+ if (self.weapon != self.switchweapon)
+ {
+ if (self.weaponentity.state == WS_CLEAR)
+ {
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
+ // the two weapon entities will notice this has changed and update their models
+ self.weapon = self.switchweapon;
+ self.weaponname = newwep.mdl;
+ self.bulletcounter = 0;
+ //self.ammo_field = newwep.ammo_field;
+ WEP_ACTION(self.switchweapon, WR_SETUP);
+ self.weaponentity.state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = newwep.reloading_ammo;
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
+ weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ }
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
+ else if (self.weaponentity.state == WS_READY)
+ {
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+ entity oldwep = get_weaponinfo(self.weapon);
+
+ // set up weapon switch think in the future, and start drop anim
+ #ifndef INDEPENDENT_ATTACK_FINISHED
+ if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
+ {
+ #endif
+ sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ #ifndef INDEPENDENT_ATTACK_FINISHED
+ }
+ #endif
+ }
+ }
+
+ // LordHavoc: network timing test code
+ //if (self.button0)
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
+
+ float w;
+ w = self.weapon;
+
+ // call the think code which may fire the weapon
+ // and do so multiple times to resolve framerate dependency issues if the
+ // server framerate is very low and the weapon fire rate very high
+ float c;
+ c = 0;
+ while (c < W_TICSPERFRAME)
+ {
+ c = c + 1;
+ if(w && !(self.weapons & WepSet_FromWeapon(w)))
+ {
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w = 0;
+ }
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
+ if(w)
+ WEP_ACTION(self.weapon, WR_THINK);
+ else
+ WEP_ACTION(self.weapon, WR_GONETHINK);
+
+ if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
+ {
+ if(self.weapon_think)
+ {
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+ self.weapon_think();
+ }
+ else
+ bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
+ }
+ }
+}
+
+void W_AttachToShotorg(entity flash, vector offset)
+{
+ entity xflash;
+ flash.owner = self;
+ flash.angles_z = random() * 360;
+
+ if(gettagindex(self.weaponentity, "shot"))
+ setattachment(flash, self.weaponentity, "shot");
+ else
+ setattachment(flash, self.weaponentity, "tag_shot");
+ setorigin(flash, offset);
+
+ xflash = spawn();
+ copyentity(flash, xflash);
+
+ flash.viewmodelforclient = self;
+
+ if(self.weaponentity.oldorigin_x > 0)
+ {
+ setattachment(xflash, self.exteriorweaponentity, "");
+ setorigin(xflash, self.weaponentity.oldorigin + offset);
+ }
+ else
+ {
+ if(gettagindex(self.exteriorweaponentity, "shot"))
+ setattachment(xflash, self.exteriorweaponentity, "shot");
+ else
+ setattachment(xflash, self.exteriorweaponentity, "tag_shot");
+ setorigin(xflash, offset);
+ }
+}
+
+void W_DecreaseAmmo(float ammo_use)
+{
+ entity wep = get_weaponinfo(self.weapon);
+
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
+ return;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(wep.reloading_ammo)
+ {
+ self.clip_load -= ammo_use;
+ self.(weapon_load[self.weapon]) = self.clip_load;
+ }
+ else if(wep.ammo_field != ammo_none)
+ {
+ self.(wep.ammo_field) -= ammo_use;
+ if(self.(wep.ammo_field) < 0)
+ {
+ backtrace(sprintf(
+ "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
+ "Please notify Samual immediately with a copy of this backtrace!\n",
+ ammo_use,
+ wep.netname,
+ GetAmmoPicture(wep.ammo_field),
+ self.netname,
+ self.(wep.ammo_field)
+ ));
+ }
+ }
+}
+
+// weapon reloading code
+
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
+
+void W_ReloadedAndReady()
+{
+ // finish the reloading process, and do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO || self.ammo_field == ammo_none)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.ammo_field)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.ammo_field) -= 1;
+ }
+ }
+ self.(weapon_load[self.weapon]) = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, string sent_sound)
+{
+ // set global values to work with
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = e.reloading_ammo;;
+ self.reload_time = e.reloading_time;
+ self.reload_sound = sent_sound;
+
+ // don't reload weapons that don't have the RELOADABLE flag
+ if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ return;
+ }
+
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return;
+
+ // no ammo, so nothing to load
+ if(self.ammo_field != ammo_none)
+ if(!self.(self.ammo_field) && self.reload_ammo_min)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ if(IS_REAL_CLIENT(self) && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
+ if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ // now begin the reloading process
+
+ sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+
+ if(self.clip_load < 0)
+ self.clip_load = 0;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;
+}