Merge branch 'martin-t/ok_weap' into 'master'
authorMario <zacjardine@y7mail.com>
Mon, 2 Jan 2017 08:05:02 +0000 (08:05 +0000)
committerMario <zacjardine@y7mail.com>
Mon, 2 Jan 2017 08:05:02 +0000 (08:05 +0000)
overkill: take into account last weapon held when switching while dead

Closes #1728

See merge request !400

56 files changed:
.gitlab-ci.yml
bal-wep-xonotic.cfg
bal-wep-xpm.cfg
defaultXonotic.cfg
gamemodes.cfg
qcsrc/client/view.qc
qcsrc/common/debug.qh
qcsrc/common/items/item/armor.qh
qcsrc/common/mutators/mutator/breakablehook/sv_breakablehook.qc
qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
qcsrc/common/mutators/mutator/campcheck/sv_campcheck.qc
qcsrc/common/mutators/mutator/damagetext/damagetext.qc
qcsrc/common/mutators/mutator/hook/sv_hook.qc
qcsrc/common/mutators/mutator/instagib/sv_instagib.qc
qcsrc/common/mutators/mutator/midair/sv_midair.qc
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
qcsrc/common/mutators/mutator/rocketminsta/sv_rocketminsta.qc
qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc
qcsrc/common/t_items.qc
qcsrc/common/triggers/trigger/jumppads.qc
qcsrc/common/turrets/sv_turrets.qc
qcsrc/common/turrets/turret/plasma.qc
qcsrc/common/turrets/turret/plasma_dual.qc
qcsrc/common/vehicles/vehicle/bumblebee.qc
qcsrc/common/vehicles/vehicle/raptor.qc
qcsrc/common/vehicles/vehicle/spiderbot.qc
qcsrc/common/vehicles/vehicle/spiderbot_weapons.qc
qcsrc/common/weapons/weapon.qh
qcsrc/common/weapons/weapon/crylink.qc
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/lib/float.qh [new file with mode: 0644]
qcsrc/server/bot/default/bot.qc
qcsrc/server/bot/default/bot.qh
qcsrc/server/bot/default/havocbot/havocbot.qc
qcsrc/server/bot/default/havocbot/roles.qc
qcsrc/server/bot/default/navigation.qc
qcsrc/server/cheats.qc
qcsrc/server/command/sv_cmd.qc
qcsrc/server/command/sv_cmd.qh
qcsrc/server/g_damage.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/events.qh
qcsrc/server/mutators/mutator/gamemode_assault.qc
qcsrc/server/mutators/mutator/gamemode_ca.qc
qcsrc/server/mutators/mutator/gamemode_ctf.qc
qcsrc/server/mutators/mutator/gamemode_cts.qc
qcsrc/server/mutators/mutator/gamemode_invasion.qc
qcsrc/server/mutators/mutator/gamemode_keepaway.qc
qcsrc/server/player.qc
qcsrc/server/teamplay.qc
qcsrc/server/weapons/hitplot.qc
qcsrc/server/weapons/throwing.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/tracing.qh

index 63130f8..e3f2ccb 100644 (file)
@@ -30,7 +30,7 @@ test_sv_game:
     - wget -O data/maps/g-23.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.cache
     - wget -O data/maps/g-23.waypoints.hardwired https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.hardwired
     - make
-    - EXPECT=b58f9c7587f1a14e5c52176d4e62a9fb
+    - EXPECT=81f90da8c88646dcce300fdcc31113d1
     - HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
       | tee /dev/stderr
       | grep '^:'
index 57b632b..7d94daa 100644 (file)
@@ -1,8 +1,8 @@
 // {{{ #1: Blaster
 set g_balance_blaster_primary_animtime 0.2
-set g_balance_blaster_primary_damage 25
+set g_balance_blaster_primary_damage 20
 set g_balance_blaster_primary_delay 0
-set g_balance_blaster_primary_edgedamage 12.5
+set g_balance_blaster_primary_edgedamage 10
 set g_balance_blaster_primary_force 300
 set g_balance_blaster_primary_force_zscale 1.25
 set g_balance_blaster_primary_lifetime 5
@@ -75,7 +75,7 @@ set g_balance_machinegun_burst_speed 0
 set g_balance_machinegun_first 1
 set g_balance_machinegun_first_ammo 1
 set g_balance_machinegun_first_damage 14
-set g_balance_machinegun_first_force 5
+set g_balance_machinegun_first_force 3
 set g_balance_machinegun_first_refire 0.125
 set g_balance_machinegun_first_spread 0.03
 set g_balance_machinegun_mode 1
@@ -87,7 +87,7 @@ set g_balance_machinegun_spread_max 0.05
 set g_balance_machinegun_spread_min 0.02
 set g_balance_machinegun_sustained_ammo 1
 set g_balance_machinegun_sustained_damage 10
-set g_balance_machinegun_sustained_force 5
+set g_balance_machinegun_sustained_force 3
 set g_balance_machinegun_sustained_refire 0.1
 set g_balance_machinegun_sustained_spread 0.03
 set g_balance_machinegun_switchdelay_drop 0.2
@@ -233,8 +233,8 @@ set g_balance_crylink_primary_ammo 3
 set g_balance_crylink_primary_animtime 0.3
 set g_balance_crylink_primary_bouncedamagefactor 0.5
 set g_balance_crylink_primary_bounces 1
-set g_balance_crylink_primary_damage 12
-set g_balance_crylink_primary_edgedamage 6
+set g_balance_crylink_primary_damage 10
+set g_balance_crylink_primary_edgedamage 5
 set g_balance_crylink_primary_force -50
 set g_balance_crylink_primary_joindelay 0.1
 set g_balance_crylink_primary_joinexplode 1
@@ -260,9 +260,9 @@ set g_balance_crylink_secondary_ammo 2
 set g_balance_crylink_secondary_animtime 0.2
 set g_balance_crylink_secondary_bouncedamagefactor 0.5
 set g_balance_crylink_secondary_bounces 0
-set g_balance_crylink_secondary_damage 10
-set g_balance_crylink_secondary_edgedamage 5
-set g_balance_crylink_secondary_force -250
+set g_balance_crylink_secondary_damage 8
+set g_balance_crylink_secondary_edgedamage 4
+set g_balance_crylink_secondary_force -200
 set g_balance_crylink_secondary_joindelay 0
 set g_balance_crylink_secondary_joinexplode 0
 set g_balance_crylink_secondary_joinexplode_damage 0
index 57b632b..7d94daa 100644 (file)
@@ -1,8 +1,8 @@
 // {{{ #1: Blaster
 set g_balance_blaster_primary_animtime 0.2
-set g_balance_blaster_primary_damage 25
+set g_balance_blaster_primary_damage 20
 set g_balance_blaster_primary_delay 0
-set g_balance_blaster_primary_edgedamage 12.5
+set g_balance_blaster_primary_edgedamage 10
 set g_balance_blaster_primary_force 300
 set g_balance_blaster_primary_force_zscale 1.25
 set g_balance_blaster_primary_lifetime 5
@@ -75,7 +75,7 @@ set g_balance_machinegun_burst_speed 0
 set g_balance_machinegun_first 1
 set g_balance_machinegun_first_ammo 1
 set g_balance_machinegun_first_damage 14
-set g_balance_machinegun_first_force 5
+set g_balance_machinegun_first_force 3
 set g_balance_machinegun_first_refire 0.125
 set g_balance_machinegun_first_spread 0.03
 set g_balance_machinegun_mode 1
@@ -87,7 +87,7 @@ set g_balance_machinegun_spread_max 0.05
 set g_balance_machinegun_spread_min 0.02
 set g_balance_machinegun_sustained_ammo 1
 set g_balance_machinegun_sustained_damage 10
-set g_balance_machinegun_sustained_force 5
+set g_balance_machinegun_sustained_force 3
 set g_balance_machinegun_sustained_refire 0.1
 set g_balance_machinegun_sustained_spread 0.03
 set g_balance_machinegun_switchdelay_drop 0.2
@@ -233,8 +233,8 @@ set g_balance_crylink_primary_ammo 3
 set g_balance_crylink_primary_animtime 0.3
 set g_balance_crylink_primary_bouncedamagefactor 0.5
 set g_balance_crylink_primary_bounces 1
-set g_balance_crylink_primary_damage 12
-set g_balance_crylink_primary_edgedamage 6
+set g_balance_crylink_primary_damage 10
+set g_balance_crylink_primary_edgedamage 5
 set g_balance_crylink_primary_force -50
 set g_balance_crylink_primary_joindelay 0.1
 set g_balance_crylink_primary_joinexplode 1
@@ -260,9 +260,9 @@ set g_balance_crylink_secondary_ammo 2
 set g_balance_crylink_secondary_animtime 0.2
 set g_balance_crylink_secondary_bouncedamagefactor 0.5
 set g_balance_crylink_secondary_bounces 0
-set g_balance_crylink_secondary_damage 10
-set g_balance_crylink_secondary_edgedamage 5
-set g_balance_crylink_secondary_force -250
+set g_balance_crylink_secondary_damage 8
+set g_balance_crylink_secondary_edgedamage 4
+set g_balance_crylink_secondary_force -200
 set g_balance_crylink_secondary_joindelay 0
 set g_balance_crylink_secondary_joinexplode 0
 set g_balance_crylink_secondary_joinexplode_damage 0
index bf35a41..a5d81ad 100644 (file)
@@ -382,7 +382,7 @@ set bot_ai_friends_aware_pickup_radius "500"        "Bots will not pickup items if a te
 set bot_ai_ignoregoal_timeout 3        "Ignore goals making bots to get stuck in front of a wall for N seconds"
 set bot_ai_bunnyhop_skilloffset 7      "Bots with skill equal or greater than this value will perform the  \"bunnyhop\" technique"
 set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance"
-set bot_ai_bunnyhop_stopdistance 200 "Stop jumping after reaching this distance to the goal"
+set bot_ai_bunnyhop_stopdistance 300 "Stop jumping after reaching this distance to the goal"
 set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds"
 set bot_god 0 "god mode for bots"
 set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack"
@@ -1072,7 +1072,7 @@ alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_sh
 
 set sv_clones 0        "number of clones a player may make (reset by the \"kill\" command)"
 
-set cl_handicap 1      "the higher, the more damage you will receive (client setting) NOTE: reconnect or use sendcvar command to update the choice."
+set cl_handicap 1      "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice."
 
 seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice."
 
index 71f0dc1..630eb7a 100644 (file)
@@ -18,7 +18,7 @@ alias asay_drop "say_team (%l) dropped %w ; impulse 17"
 // =================
 //  gamestart hooks
 // =================
-seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to 
+seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to
 alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2"
 alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}"
 alias cl_hook_gamestart_all
@@ -278,7 +278,7 @@ set g_ctf_dropped_capture_delay 1 "dropped capture delay"
 set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
 set g_ctf_flag_damageforcescale 2
 set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
-set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
+set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
 set g_ctf_flag_collect_delay 1
 set g_ctf_flag_health 0
 set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
index 5f88e78..2521548 100644 (file)
@@ -653,7 +653,7 @@ float TrueAimCheck()
                        mv = MOVE_NORMAL;
                        if(zoomscript_caught)
                        {
-                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+                               tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
                                return EnemyHitCheck();
                        }
                        break;
@@ -679,7 +679,7 @@ float TrueAimCheck()
 
        vecs = decompressShotOrigin(STAT(SHOTORG));
 
-       traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+       traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
        trueaimpoint = trace_endpos;
 
        if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
@@ -972,7 +972,7 @@ void HUD_Crosshair(entity this)
                float shottype;
 
                // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
-               wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
+               wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
                wcross_origin.z = 0;
                if(autocvar_crosshair_hittest)
                {
index 6d580bd..10a69a7 100644 (file)
@@ -280,7 +280,7 @@ MUTATOR_HOOKFUNCTION(trace, SV_StartFrame)
                vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
                MAKEVECTORS(makevectors, it.v_angle, forward, right, up);
                vector pos = it.origin + it.view_ofs;
-               traceline(pos, pos + forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, it);
+               traceline(pos, pos + forward * max_shot_distance, MOVE_NORMAL, it);
                FOREACH_ENTITY(true, {
                    it.solid = it.solid_prev;
             it.solid_prev = 0;
index b222ca6..4b6b9fd 100644 (file)
@@ -68,7 +68,7 @@ REGISTER_ITEM(ArmorBig, Armor) {
     this.m_color                =   '0 1 0';
     this.m_waypoint             =   _("Big armor");
 #ifdef SVQC
-    this.m_botvalue             =   20000; // FIXME: higher than BOT_PICKUP_RATING_HIGH?
+    this.m_botvalue             =   BOT_PICKUP_RATING_HIGH;
     this.m_itemid               =   IT_ARMOR;
     this.m_respawntime          =   GET(g_pickup_respawntime_long);
     this.m_respawntimejitter    =   GET(g_pickup_respawntimejitter_long);
index fdb0dc3..c23dd24 100644 (file)
@@ -8,7 +8,7 @@ REGISTER_MUTATOR(breakablehook, cvar("g_breakablehook"));
 bool autocvar_g_breakablehook; // allow toggling mid match?
 bool autocvar_g_breakablehook_owner;
 
-MUTATOR_HOOKFUNCTION(breakablehook, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(breakablehook, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index d9eed03..a2d50b0 100644 (file)
@@ -6,7 +6,7 @@
 .float buff_time = _STAT(BUFF_TIME);
 void buffs_DelayedInit(entity this);
 
-AUTOCVAR(g_buffs, int, -1, _("Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them"));
+AUTOCVAR(g_buffs, int, -1, "Enable buffs, -1: enabled but no auto location or replacing powerups, 1: enabled and can replace them");
 
 REGISTER_MUTATOR(buffs, autocvar_g_buffs)
 {
@@ -450,7 +450,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
        }
 }
 
-MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index c4d2e03..36da631 100644 (file)
@@ -16,7 +16,7 @@ MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
        Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
 }
 
-MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index 7f2b740..49097aa 100644 (file)
@@ -117,7 +117,7 @@ ENDCLASS(DamageText)
 REGISTER_NET_TEMP(damagetext)
 
 #ifdef SVQC
-AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
index b5a196c..badb2a6 100644 (file)
@@ -1,8 +1,9 @@
 #include "sv_hook.qh"
 
-AUTOCVAR(g_grappling_hook, bool, false, _("let players spawn with the grappling hook which allows them to pull themselves up"));
+// can't use the autocvar as it doesn't work in the campaign
+//AUTOCVAR(g_grappling_hook, bool, false, "let players spawn with the grappling hook which allows them to pull themselves up");
 #ifdef SVQC
-REGISTER_MUTATOR(hook, autocvar_g_grappling_hook) {
+REGISTER_MUTATOR(hook, cvar("g_grappling_hook")) {
     MUTATOR_ONADD {
         g_grappling_hook = true;
         WEP_HOOK.ammo_factor = 0;
index 4c6dc15..88bb8c0 100644 (file)
@@ -257,7 +257,7 @@ MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(mutator_instagib, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index 40747ff..92bbacc 100644 (file)
@@ -6,7 +6,7 @@ REGISTER_MUTATOR(midair, cvar("g_midair"));
 
 .float midair_shieldtime;
 
-MUTATOR_HOOKFUNCTION(midair, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(midair, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index c09e221..27c31d2 100644 (file)
@@ -1400,7 +1400,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
        nades_RemoveBonus(frag_target);
 }
 
-MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
 {
        entity frag_inflictor = M_ARGV(0, entity);
        entity frag_attacker = M_ARGV(1, entity);
index 6e42899..5897653 100644 (file)
@@ -92,18 +92,17 @@ float ok_CheckWeaponCharge(entity ent, int wep)
        return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
 }
 
-MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
+MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
        float frag_deathtype = M_ARGV(3, float);
 
-       if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
+       if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
        if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
        {
                if(frag_attacker != frag_target)
-               if(frag_target.health > 0)
-               if(STAT(FROZEN, frag_target) == 0)
+               if(!STAT(FROZEN, frag_target))
                if(!IS_DEAD(frag_target))
                {
                        Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
@@ -282,8 +281,7 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
                        wep.nextthink = time + 0.1;
                        return true;
                }
-
-               if(ent.classname == "item_invincible")
+               else if(ent.classname == "item_invincible")
                {
                        entity wep = new(weapon_rpc);
                        setorigin(wep, ent.origin);
index 04d8099..7edef98 100644 (file)
@@ -5,7 +5,7 @@
 
 REGISTER_MUTATOR(rm, cvar("g_instagib"));
 
-MUTATOR_HOOKFUNCTION(rm, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(rm, Damage_Calculate)
 {
        // we do it this way, so rm can be toggled during the match
        if(!autocvar_g_rm) { return; }
index a0017f9..ee75728 100644 (file)
@@ -1,6 +1,6 @@
 #include "sv_spawn_near_teammate.qh"
 
-const float FLOAT_MAX = 340282346638528859811704183484516925440.0f;
+#include <lib/float.qh>
 
 float autocvar_g_spawn_near_teammate_distance;
 int autocvar_g_spawn_near_teammate_ignore_spawnpoint;
index cacbfdc..cacc1e4 100644 (file)
@@ -924,17 +924,20 @@ float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickup
 float weapon_pickupevalfunc(entity player, entity item)
 {
        float c;
+       int rating = item.bot_pickupbasevalue;
 
        // See if I have it already
-       if(item.weapons & ~player.weapons)
+       if(player.weapons & item.weapons)
        {
                // If I can pick it up
                if(!item.spawnshieldtime)
                        c = 0;
                else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
                {
+                       if (rating > 0)
+                               rating = BOT_PICKUP_RATING_LOW * 0.5 * (1 + rating / BOT_PICKUP_RATING_HIGH);
                        // Skilled bots will grab more
-                       c = bound(0, skill / 10, 1) * 0.5;
+                       c = 1 + bound(0, skill / 10, 1) * 0.5;
                }
                else
                        c = 0;
@@ -942,58 +945,74 @@ float weapon_pickupevalfunc(entity player, entity item)
        else
                c = 1;
 
+       if (c <= 0)
+               return 0;
+
        // If custom weapon priorities for bots is enabled rate most wanted weapons higher
-       if( bot_custom_weapon && c )
-       {
-               // Find the highest position on any range
-               int position = -1;
-               for (int j = 0; j < WEP_LAST ; ++j){
-                       if(
-                                       bot_weapons_far[j] == item.weapon ||
-                                       bot_weapons_mid[j] == item.weapon ||
-                                       bot_weapons_close[j] == item.weapon
-                         )
+       if(bot_custom_weapon)
+       {
+               int best_ratio = 0;
+               int missing = 0;
+
+               // evaluate weapon usefulness in all ranges
+               for(int list = 0; list < 3; list++)
+               {
+                       int position = -1;
+                       int wep_count = 0;
+                       int wpn = item.weapon;
+                       for (int j = 0; j < WEP_LAST; ++j)
                        {
-                               position = j;
-                               break;
+                               int list_wpn = 0;
+                               if (list == 0) list_wpn = bot_weapons_far[j];
+                               else if (list == 1) list_wpn = bot_weapons_mid[j];
+                               else list_wpn = bot_weapons_close[j];
+
+                               if (weaponsInMap & Weapons_from(list_wpn).m_wepset) // only if available
+                               {
+                                       if (list_wpn > 0)
+                                               wep_count++;
+                                       if (position == -1 && list_wpn == wpn)
+                                               position = wep_count;
+                               }
+                       }
+                       if (position == -1)
+                       {
+                               missing++;
+                               position = wep_count; // if missing assume last
+                       }
+                       if (wep_count)
+                       {
+                               if (!best_ratio || position / wep_count < best_ratio)
+                                       best_ratio = position / wep_count;
                        }
                }
 
-               // Rate it
-               if (position >= 0 )
-               {
-                       position = WEP_LAST - position;
-                       // item.bot_pickupbasevalue is overwritten here
-                       return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
-               }
+               if (missing < 3 && best_ratio)
+                       c = c - best_ratio * 0.3;
        }
 
-       return item.bot_pickupbasevalue * c;
+       return rating * c;
 }
 
 float commodity_pickupevalfunc(entity player, entity item)
 {
-       float c;
-       float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
-       c = 0;
+       bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
+       float c = 0;
 
        // Detect needed ammo
        FOREACH(Weapons, it != WEP_Null, {
                if(!(player.weapons & (it.m_wepset)))
                        continue;
 
-               if(it.items & ITEM_Shells.m_itemid)
-                       need_shells = true;
-               else if(it.items & ITEM_Bullets.m_itemid)
-                       need_nails = true;
-               else if(it.items & ITEM_Rockets.m_itemid)
-                       need_rockets = true;
-               else if(it.items & ITEM_Cells.m_itemid)
-                       need_cells = true;
-               else if(it.items & ITEM_Plasma.m_itemid)
-                       need_plasma = true;
-               else if(it.items & ITEM_JetpackFuel.m_itemid)
-                       need_fuel = true;
+               switch(it.ammo_field)
+               {
+                       case ammo_shells:  need_shells  = true; break;
+                       case ammo_nails:   need_nails   = true; break;
+                       case ammo_rockets: need_rockets = true; break;
+                       case ammo_cells:   need_cells   = true; break;
+                       case ammo_plasma:  need_plasma  = true; break;
+                       case ammo_fuel:    need_fuel    = true; break;
+               }
        });
 
        // TODO: figure out if the player even has the weapon this ammo is for?
@@ -1039,6 +1058,12 @@ void Item_Damage(entity this, entity inflictor, entity attacker, float damage, i
                RemoveItem(this);
 }
 
+void item_use(entity this, entity actor, entity trigger)
+{
+       // use the touch function to handle collection
+       gettouch(this)(this, actor);
+}
+
 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
 {
        string itemname = def.m_name;
@@ -1160,6 +1185,9 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                }
                */
 
+               if(this.targetname != "" && (this.spawnflags & 16))
+                       this.use = item_use;
+
                if(autocvar_spawn_debug >= 2)
                {
             // why not flags & fl_item?
index 5a27956..7462708 100644 (file)
@@ -222,7 +222,7 @@ bool jumppad_push(entity this, entity targ)
        }
 
        if(this.enemy.target)
-               SUB_UseTargets(this.enemy, targ, targ); // TODO: do we need targ as trigger too?
+               SUB_UseTargets(this.enemy, targ, this);
 
        if (targ.flags & FL_PROJECTILE)
        {
@@ -418,6 +418,9 @@ bool target_push_send(entity this, entity to, float sf)
 
 void target_push_use(entity this, entity actor, entity trigger)
 {
+       if(trigger.classname == "trigger_push" || trigger == this)
+               return; // WTF, why is this a thing
+
        jumppad_push(this, actor);
 }
 
index c90eaff..83db075 100644 (file)
@@ -1224,13 +1224,13 @@ void turret_initparams(entity tur)
        tur.shot_force                  = bound(0.001,           (TRY(tur.shot_force)                :  tur.shot_dmg * 0.5 + tur.shot_radius * 0.5 ), 5000);
        tur.shot_volly                  = bound(1,               (TRY(tur.shot_volly)                :  1                                          ), floor(tur.ammo_max / tur.shot_dmg));
        tur.shot_volly_refire           = bound(tur.shot_refire, (TRY(tur.shot_volly_refire)         :  tur.shot_refire * tur.shot_volly           ), 60);
-       tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), MAX_SHOT_DISTANCE);
-       tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), MAX_SHOT_DISTANCE);
-       tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), MAX_SHOT_DISTANCE);
+       tur.target_range                = bound(0,               (TRY(tur.target_range)              :  tur.shot_speed * 0.5                       ), max_shot_distance);
+       tur.target_range_min            = bound(0,               (TRY(tur.target_range_min)          :  tur.shot_radius * 2                        ), max_shot_distance);
+       tur.target_range_optimal        = bound(0,               (TRY(tur.target_range_optimal)      :  tur.target_range * 0.5                     ), max_shot_distance);
        tur.aim_maxrotate               = bound(0,               (TRY(tur.aim_maxrotate)             :  90                                         ), 360);
        tur.aim_maxpitch                = bound(0,               (TRY(tur.aim_maxpitch)              :  20                                         ), 90);
        tur.aim_speed                   = bound(0.1,             (TRY(tur.aim_speed)                 :  36                                         ), 1000);
-       tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), MAX_SHOT_DISTANCE);
+       tur.aim_firetolerance_dist      = bound(0.1,             (TRY(tur.aim_firetolerance_dist)    :  5 + (tur.shot_radius * 2)                  ), max_shot_distance);
        tur.target_select_rangebias     = bound(-10,             (TRY(tur.target_select_rangebias)   :  1                                          ), 10);
        tur.target_select_samebias      = bound(-10,             (TRY(tur.target_select_samebias)    :  1                                          ), 10);
        tur.target_select_anglebias     = bound(-10,             (TRY(tur.target_select_anglebias)   :  1                                          ), 10);
@@ -1270,7 +1270,7 @@ bool turret_initialize(entity this, Turret tur)
        this.netname = tur.netname;
        load_unit_settings(this, 0);
 
-       if(!this.team || !teamplay)             { this.team = MAX_SHOT_DISTANCE; }
+       if(!this.team || !teamplay)             { this.team = FLOAT_MAX; }
        if(!this.ticrate)                               { this.ticrate = ((this.turret_flags & TUR_FLAG_SUPPORT) ? 0.2 : 0.1); }
        if(!this.health)                                { this.health = 1000; }
        if(!this.shot_refire)                   { this.shot_refire = 1; }
index d161436..283cf6e 100644 (file)
@@ -10,7 +10,7 @@ METHOD(PlasmaTurret, tr_attack, void(PlasmaTurret this, entity it))
 {
     if(g_instagib)
     {
-        FireRailgunBullet (it, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+        FireRailgunBullet (it, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * max_shot_distance, 10000000000,
                            800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
 
         Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, it.tur_shotorg, it.tur_shotdir_updated * 1000, 1);
index 9e6d80b..7859d26 100644 (file)
@@ -9,7 +9,7 @@ spawnfunc(turret_plasma_dual) { if (!turret_initialize(this, TUR_PLASMA_DUAL)) d
 METHOD(DualPlasmaTurret, tr_attack, void(DualPlasmaTurret thistur, entity it))
 {
     if (g_instagib) {
-        FireRailgunBullet (it, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+        FireRailgunBullet (it, it.tur_shotorg, it.tur_shotorg + it.tur_shotdir_updated * max_shot_distance, 10000000000,
                            800, 0, 0, 0, 0, DEATH_TURRET_PLASMA.m_id);
 
 
index 573e46a..ad376e8 100644 (file)
@@ -167,7 +167,7 @@ bool bumblebee_gunner_frame(entity this, float dt)
                VEHICLE_UPDATE_PLAYER(this, vehic, shield, bumblebee);
 
        ad = gettaginfo(gun, gettagindex(gun, "fire"));
-       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, gun);
+       traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, gun);
 
        UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' *(1 - this.vehicle_reload1)), 0);
 
index 7c433f9..cd23356 100644 (file)
@@ -351,7 +351,7 @@ bool raptor_frame(entity this, float dt)
        /*
        ad = ad * 0.5;
        v_forward = vf * 0.5;
-       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
+       traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
        UpdateAuxiliaryXhair(this, trace_endpos, '0 1 0', 0);
        */
 
index 6ad4694..a259e0c 100644 (file)
@@ -72,15 +72,15 @@ bool spiderbot_frame(entity this, float dt)
        vf += v_forward;
        ad = ad * 0.5;
        v_forward = vf * 0.5;
-       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
+       traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
        UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
 #else
        vector ad = gettaginfo(vehic.gun1, gettagindex(vehic.gun1, "barrels"));
-       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
+       traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
        UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 0);
        vector vf = ad;
        ad = gettaginfo(vehic.gun2, gettagindex(vehic.gun2, "barrels"));
-       traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, vehic);
+       traceline(ad, ad + v_forward * max_shot_distance, MOVE_NORMAL, vehic);
        UpdateAuxiliaryXhair(this, trace_endpos, ('1 0 0' * this.vehicle_reload1) + ('0 1 0' * (1 - this.vehicle_reload1)), 1);
        ad = 0.5 * (ad + vf);
 #endif
index 5f7a2c3..1fde99b 100644 (file)
@@ -221,11 +221,11 @@ void spiderbot_rocket_do(entity this)
             rocket.pos1           = trace_endpos + randomvec() * (0.75 * autocvar_g_vehicle_spiderbot_rocket_radius);
             rocket.pos1_z         = trace_endpos_z;
 
-            traceline(v, v + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, this);
+            traceline(v, v + '0 0 1' * max_shot_distance, MOVE_WORLDONLY, this);
             float h1 = 0.75 * vlen(v - trace_endpos);
 
             //v = trace_endpos;
-            traceline(v , rocket.pos1 + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, this);
+            traceline(v , rocket.pos1 + '0 0 1' * max_shot_distance, MOVE_WORLDONLY, this);
             float h2 = 0.75 * vlen(rocket.pos1 - v);
 
             rocket.velocity  = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2));
index b287b14..d58575e 100644 (file)
@@ -175,7 +175,9 @@ ENDCLASS(OffhandWeapon)
 .OffhandWeapon offhand;
 #endif
 
-const int MAX_SHOT_DISTANCE = 32768;
+#ifdef GAMEQC
+int max_shot_distance = 32768; // determined by world mins/maxs when map loads
+#endif
 
 // weapon flags
 const int WEP_TYPE_OTHER          =  0x00; // not for damaging people
index 58214bf..1af08bc 100644 (file)
@@ -3,7 +3,7 @@
 CLASS(Crylink, Weapon)
 /* ammotype  */ ATTRIB(Crylink, ammo_field, .int, ammo_cells);
 /* impulse   */ ATTRIB(Crylink, impulse, int, 6);
-/* flags     */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH);
+/* flags     */ ATTRIB(Crylink, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH | WEP_FLAG_CANCLIMB);
 /* rating    */ ATTRIB(Crylink, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
 /* color     */ ATTRIB(Crylink, wpcolor, vector, '1 0.5 1');
 /* modelname */ ATTRIB(Crylink, mdl, string, "crylink");
index 91042b6..7989292 100644 (file)
@@ -193,7 +193,7 @@ void W_Vaporizer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
 
        // do this now, as goodhits is disabled below
        SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
index bf3ce81..f7f20d2 100644 (file)
@@ -193,7 +193,7 @@ void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float i
 
        yoda = 0;
        damage_goodhits = 0;
-       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
+       FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
 
        if(yoda && flying)
                Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
diff --git a/qcsrc/lib/float.qh b/qcsrc/lib/float.qh
new file mode 100644 (file)
index 0000000..946319e
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+const float FLOAT_MAX = 340282346638528859811704183484516925440.0f;
index ed9070f..fb6f1e0 100644 (file)
@@ -64,6 +64,8 @@ void bot_think(entity this)
                this.flags |= FL_GODMODE;
 
        this.bot_nextthink = this.bot_nextthink + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
+       if(this.bot_nextthink < time)
+               this.bot_nextthink = time + autocvar_bot_ai_thinkinterval * pow(0.5, this.bot_aiskill);
        //if (this.bot_painintensity > 0)
        //      this.bot_painintensity = this.bot_painintensity - (skill + 1) * 40 * frametime;
 
index 05c6a5e..f615c04 100644 (file)
@@ -3,18 +3,18 @@
  * Globals and Fields
  */
 
-const int AI_STATUS_ROAMING                                            = BIT(0);       // Bot is just crawling the map. No enemies at sight
-const int AI_STATUS_ATTACKING                                  = BIT(1);       // There are enemies at sight
-const int AI_STATUS_RUNNING                                            = BIT(2);       // Bot is bunny hopping
-const int AI_STATUS_DANGER_AHEAD                               = BIT(3);       // There is lava/slime/trigger_hurt ahead
-const int AI_STATUS_OUT_JUMPPAD                                        = BIT(4);       // Trying to get out of a "vertical" jump pad
-const int AI_STATUS_OUT_WATER                                  = BIT(5);       // Trying to get out of water
-const int AI_STATUS_WAYPOINT_PERSONAL_LINKING  = BIT(6);       // Waiting for the personal waypoint to be linked
-const int AI_STATUS_WAYPOINT_PERSONAL_GOING            = BIT(7);       // Going to a personal waypoint
-const int AI_STATUS_WAYPOINT_PERSONAL_REACHED  = BIT(8);       // Personal waypoint reached
-const int AI_STATUS_JETPACK_FLYING                             = BIT(9);
-const int AI_STATUS_JETPACK_LANDING                            = BIT(10);
-const int AI_STATUS_STUCK                                              = BIT(11);  // Cannot reach any goal
+const int AI_STATUS_ROAMING                    = BIT(0); // Bot is just crawling the map. No enemies at sight
+const int AI_STATUS_ATTACKING                  = BIT(1); // There are enemies at sight
+const int AI_STATUS_RUNNING                    = BIT(2); // Bot is bunny hopping
+const int AI_STATUS_DANGER_AHEAD               = BIT(3); // There is lava/slime/trigger_hurt ahead
+const int AI_STATUS_OUT_JUMPPAD                = BIT(4); // Trying to get out of a "vertical" jump pad
+const int AI_STATUS_OUT_WATER                  = BIT(5); // Trying to get out of water
+const int AI_STATUS_WAYPOINT_PERSONAL_LINKING  = BIT(6); // Waiting for the personal waypoint to be linked
+const int AI_STATUS_WAYPOINT_PERSONAL_GOING    = BIT(7); // Going to a personal waypoint
+const int AI_STATUS_WAYPOINT_PERSONAL_REACHED  = BIT(8); // Personal waypoint reached
+const int AI_STATUS_JETPACK_FLYING             = BIT(9);
+const int AI_STATUS_JETPACK_LANDING            = BIT(10);
+const int AI_STATUS_STUCK                      = BIT(11); // Cannot reach any goal
 
 .float isbot; // true if this client is actually a bot
 .int aistatus;
index c26d768..8e6b391 100644 (file)
@@ -29,13 +29,6 @@ void havocbot_ai(entity this)
        if(bot_execute_commands(this))
                return;
 
-       while(this.goalcurrent && wasfreed(this.goalcurrent))
-       {
-               navigation_poproute(this);
-               if(!this.goalcurrent)
-                       this.bot_strategytime = 0;
-       }
-
        if (bot_strategytoken == this)
        if (!bot_strategytoken_taken)
        {
@@ -350,7 +343,8 @@ void havocbot_bunnyhop(entity this, vector dir)
                                        if(checkdistance)
                                        {
                                                this.aistatus &= ~AI_STATUS_RUNNING;
-                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance)
+                                               // increase stop distance in case the goal is on a slope or a lower platform 
+                                               if(bunnyhopdistance > autocvar_bot_ai_bunnyhop_stopdistance + (this.origin.z - gco.z))
                                                        PHYS_INPUT_BUTTON_JUMP(this) = true;
                                        }
                                        else
@@ -492,6 +486,7 @@ void havocbot_movetogoal(entity this)
        if(this.jumppadcount)
        {
                // If got stuck on the jump pad try to reach the farthest visible waypoint
+               // but with some randomness so it can try out different paths
                if(this.aistatus & AI_STATUS_OUT_JUMPPAD)
                {
                        if(fabs(this.velocity.z)<50)
@@ -504,7 +499,7 @@ void havocbot_movetogoal(entity this)
                                        if(trace_fraction < 1)
                                                continue;
 
-                                       if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
+                                       if(!newgoal || ((random() < 0.8) && vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin)))
                                                newgoal = it;
                                });
 
@@ -514,6 +509,8 @@ void havocbot_movetogoal(entity this)
                                        this.ignoregoaltime = time + autocvar_bot_ai_ignoregoal_timeout;
                                        navigation_clearroute(this);
                                        navigation_routetogoal(this, newgoal, this.origin);
+                                       if(autocvar_bot_debug_goalstack)
+                                               debuggoalstack(this);
                                        this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
                                }
                        }
@@ -642,8 +639,7 @@ void havocbot_movetogoal(entity this)
        if (this.goalcurrent == NULL)
                return;
 
-       if (this.goalcurrent)
-               navigation_poptouchedgoals(this);
+       navigation_poptouchedgoals(this);
 
        // if ran out of goals try to use an alternative goal or get a new strategy asap
        if(this.goalcurrent == NULL)
@@ -718,10 +714,8 @@ void havocbot_movetogoal(entity this)
                        }
 
                        // avoiding dangers and obstacles
-                       vector dst_ahead, dst_down;
-                       makevectors(this.v_angle.y * '0 1 0');
-                       dst_ahead = this.origin + this.view_ofs + (this.velocity * 0.4) + (v_forward * 32 * 3);
-                       dst_down = dst_ahead - '0 0 1500';
+                       vector dst_ahead = this.origin + this.view_ofs + this.velocity * 0.5;
+                       vector dst_down = dst_ahead - '0 0 3000';
 
                        // Look ahead
                        traceline(this.origin + this.view_ofs, dst_ahead, true, NULL);
@@ -758,12 +752,12 @@ void havocbot_movetogoal(entity this)
                        this.aistatus &= ~AI_STATUS_DANGER_AHEAD;
 
                        if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
-                       if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || PHYS_INPUT_BUTTON_JUMP(this))
+                       if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
                        {
                                // Look downwards
                                traceline(dst_ahead , dst_down, true, NULL);
-                       //      te_lightning2(NULL, this.origin, dst_ahead);    // Draw "ahead" look
-                       //      te_lightning2(NULL, dst_ahead, dst_down);               // Draw "downwards" look
+                               //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look
+                               //te_lightning2(NULL, dst_ahead, dst_down); // Draw "downwards" look
                                if(trace_endpos.z < this.origin.z + this.mins.z)
                                {
                                        s = pointcontents(trace_endpos + '0 0 1');
@@ -772,17 +766,22 @@ void havocbot_movetogoal(entity this)
                                                evadelava = normalize(this.velocity) * -1;
                                        else if (s == CONTENT_SKY)
                                                evadeobstacle = normalize(this.velocity) * -1;
-                                       else if (!boxesoverlap(dst_ahead - this.view_ofs + this.mins, dst_ahead - this.view_ofs + this.maxs,
-                                                               this.goalcurrent.absmin, this.goalcurrent.absmax))
+                                       else if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                        {
-                                               // if ain't a safe goal with "holes" (like the jumpad on soylent)
-                                               // and there is a trigger_hurt below
-                                               if(tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
+                                               // the traceline check isn't enough but is good as optimization,
+                                               // when not true (most of the time) this tracebox call is avoided
+                                               tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this);
+                                               if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos))
                                                {
-                                                       // Remove dangerous dynamic goals from stack
-                                                       LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
-                                                       navigation_clearroute(this);
-                                                       return;
+                                                       if (gco.z > this.origin.z + jumpstepheightvec.z)
+                                                       { 
+                                                               // the goal is probably on an upper platform, assume bot can't get there
+                                                               LOG_TRACE("bot ", this.netname, " avoided the goal ", this.goalcurrent.classname, " ", etos(this.goalcurrent), " because it led to a dangerous path; goal stack cleared");
+                                                               navigation_clearroute(this);
+                                                               this.bot_strategytime = 0;
+                                                       }
+                                                       else
+                                                               evadelava = normalize(this.velocity) * -1;
                                                }
                                        }
                                }
index 677ef57..536c8b2 100644 (file)
@@ -34,7 +34,7 @@ void havocbot_goalrating_items(entity this, float ratingscale, vector org, float
                        traceline(o, o + '0 0 -1500', true, NULL);
 
                        d = pointcontents(trace_endpos + '0 0 1');
-                       if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
+                       if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
                                continue;
                        if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
                                continue;
@@ -145,12 +145,12 @@ void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org
                        continue;
 
                // not falling
-               if((IS_ONGROUND(it)) == 0)
+               if(!IS_ONGROUND(it))
                {
                        traceline(it.origin, it.origin + '0 0 -1500', true, NULL);
                        t = pointcontents(trace_endpos + '0 0 1');
                        if(t != CONTENT_SOLID )
-                       if(t & CONTENT_WATER || t & CONTENT_SLIME || t & CONTENT_LAVA)
+                       if(t == CONTENT_WATER || t == CONTENT_SLIME || t == CONTENT_LAVA)
                                continue;
                        if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
                                continue;
index 2a2f775..4c8982e 100644 (file)
@@ -876,10 +876,15 @@ void navigation_poptouchedgoals(entity this)
        m1 = org + this.mins;
        m2 = org + this.maxs;
 
+       while(this.goalcurrent && wasfreed(this.goalcurrent))
+               navigation_poproute(this);
+
        if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT)
        {
+               // make sure jumppad is really hit, don't rely on distance based checks
+               // as they may report a touch even if it didn't really happen
                if(this.lastteleporttime>0)
-               if(time-this.lastteleporttime<(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)?2:0.15)
+               if(time - this.lastteleporttime < ((this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL) ? 2 : 0.15))
                {
                        if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
                        if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
@@ -913,14 +918,11 @@ void navigation_poptouchedgoals(entity this)
        if(IS_PLAYER(this.goalcurrent))
                navigation_poproute(this);
 
-       // aid for detecting jump pads better (distance based check fails sometimes)
-       if(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT && this.jumppadcount > 0 )
-               navigation_poproute(this);
-
        // Loose goal touching check when running
        if(this.aistatus & AI_STATUS_RUNNING)
        if(this.speed >= autocvar_sv_maxspeed) // if -really- running
        if(this.goalcurrent.classname=="waypoint")
+       if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
        {
                if(vdist(this.origin - this.goalcurrent.origin, <, 150))
                {
@@ -942,6 +944,9 @@ void navigation_poptouchedgoals(entity this)
 
        while (this.goalcurrent && boxesoverlap(m1, m2, this.goalcurrent.absmin, this.goalcurrent.absmax))
        {
+               if((this.goalcurrent.wpflags & WAYPOINTFLAG_TELEPORT))
+                       break;
+
                // Detect personal waypoints
                if(this.aistatus & AI_STATUS_WAYPOINT_PERSONAL_GOING)
                if(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL && this.goalcurrent.owner==this)
index 3d56922..631f382 100644 (file)
@@ -324,7 +324,7 @@ float CheatCommand(entity this, int argc)
                                //   effectname
                                effectnum = _particleeffectnum(argv(1));
                                W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
-                               traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, this);
+                               traceline(w_shotorg, w_shotorg + w_shotdir * max_shot_distance, MOVE_NORMAL, this);
                                __trailparticles(this, effectnum, w_shotorg, trace_endpos);
                                DID_CHEAT();
                                break;
index 55879fd..8c9d915 100644 (file)
@@ -34,7 +34,6 @@ void PutObserverInServer(entity this);
 
 // =====================================================
 //  Server side game commands code, reworked by Samual
-//  Last updated: December 29th, 2011
 // =====================================================
 
 //  used by GameCommand_make_mapinfo()
@@ -1348,90 +1347,37 @@ void GameCommand_shuffleteams(float request)
        {
                case CMD_REQUEST_COMMAND:
                {
-                       if (teamplay)
+                       if (!teamplay)
                        {
-                               float t_teams, t_players, team_color;
-
-                               // count the total amount of players and total amount of teams
-                               t_players = 0;
-                               t_teams = 0;
-                               FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, LAMBDA(
-                                       CheckAllowedTeams(it);
-
-                                       if (c1 >= 0) t_teams = max(1, t_teams);
-                                       if (c2 >= 0) t_teams = max(2, t_teams);
-                                       if (c3 >= 0) t_teams = max(3, t_teams);
-                                       if (c4 >= 0) t_teams = max(4, t_teams);
-
-                                       ++t_players;
-                               ));
-
-                               // build a list of the players in a random order
-                               FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, LAMBDA(
-                                       for ( ; ; )
-                                       {
-                                               int idx = bound(1, floor(random() * maxclients) + 1, maxclients);
-
-                                               if (shuffleteams_players[idx])
-                                               {
-                                                       continue;  // a player is already assigned to this slot
-                                               }
-                                               else
-                                               {
-                                                       shuffleteams_players[idx] = etof(it);
-                                                       break;
-                                               }
-                                       }
-                               ));
-
-                               // finally, from the list made earlier, re-join the players in different order.
-                               for (int i = 1; i <= t_teams; ++i)
-                               {
-                                       // find out how many players to assign to this team
-                                       int pnum = (t_players / t_teams);
-                                       pnum = ((i == 1) ? ceil(pnum) : floor(pnum));
-
-                                       team_color = Team_NumberToTeam(i);
-
-                                       // sort through the random list of players made earlier
-                                       for (int z = 1; z <= maxclients; ++z)
-                                       {
-                                               if (!(shuffleteams_teams[i] >= pnum))
-                                               {
-                                                       if (!(shuffleteams_players[z])) continue;  // not a player, move on to next random slot
-
-                                                       entity e = NULL;
-                                                       if(VerifyClientNumber(shuffleteams_players[z]))
-                                                               e = edict_num(shuffleteams_players[z]);
-
-                                                       if(!e) continue; // unverified
-
-                                                       if (e.team != team_color) MoveToTeam(e, team_color, 6);
+                               LOG_INFO("Can't shuffle teams when currently not playing a team game.\n");
+                               return;
+                       }
 
-                                                       shuffleteams_players[z] = 0;
-                                                       shuffleteams_teams[i] = shuffleteams_teams[i] + 1;
-                                               }
-                                               else
-                                               {
-                                                       break;  // move on to next team
-                                               }
-                                       }
+                       FOREACH_CLIENT(IS_PLAYER(it) || it.caplayer, LAMBDA(
+                               if (it.team_forced) {
+                                       // we could theoretically assign forced players to their teams
+                                       // and shuffle the rest to fill the empty spots but in practise
+                                       // either all players or none are gonna have forced teams
+                                       LOG_INFO("Can't shuffle teams because at least one player has a forced team.\n");
+                                       return;
                                }
+                       ));
 
-                               bprint("Successfully shuffled the players around randomly.\n");
-
-                               // clear the buffers now
-                               for (int i = 0; i < SHUFFLETEAMS_MAX_PLAYERS; ++i)
-                                       shuffleteams_players[i] = 0;
-
-                               for (int i = 0; i < SHUFFLETEAMS_MAX_TEAMS; ++i)
-                                       shuffleteams_teams[i] = 0;
-                       }
-                       else
-                       {
-                               LOG_INFO("Can't shuffle teams when currently not playing a team game.\n");
-                       }
+                       int number_of_teams = 0;
+                       CheckAllowedTeams(NULL);
+                       if (c1 >= 0) number_of_teams = max(1, number_of_teams);
+                       if (c2 >= 0) number_of_teams = max(2, number_of_teams);
+                       if (c3 >= 0) number_of_teams = max(3, number_of_teams);
+                       if (c4 >= 0) number_of_teams = max(4, number_of_teams);
+
+                       int team_index = 0;
+                       FOREACH_CLIENT_RANDOM(IS_PLAYER(it) || it.caplayer, LAMBDA(
+                               int target_team_number = Team_NumberToTeam(team_index + 1);
+                               if (it.team != target_team_number) MoveToTeam(it, target_team_number, 6);
+                               team_index = (team_index + 1) % number_of_teams;
+                       ));
 
+                       bprint("Successfully shuffled the players around randomly.\n");
                        return;
                }
 
index 29db3ee..00e216c 100644 (file)
@@ -2,17 +2,11 @@
 
 // =================================================
 //  Declarations for server side game commands
-//  Last updated: December 25th, 2011
 // =================================================
 
 string GotoMap(string m);
 
 void race_deleteTime(string map, float pos);
 
-const float SHUFFLETEAMS_MAX_PLAYERS = 255;
-const float SHUFFLETEAMS_MAX_TEAMS = 4;
-float shuffleteams_players[SHUFFLETEAMS_MAX_PLAYERS]; // maximum of 255 player slots
-float shuffleteams_teams[SHUFFLETEAMS_MAX_TEAMS];     // maximum of 4 teams
-
 // used by common/command/generic.qc:GenericCommand_dumpcommands to list all commands into a .txt file
 void GameCommand_macro_write_aliases(float fh);
index a604a2b..b921143 100644 (file)
@@ -713,7 +713,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
                }
 
                // should this be changed at all? If so, in what way?
-               MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
+               MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
                damage = M_ARGV(4, float);
                mirrordamage = M_ARGV(5, float);
                force = M_ARGV(6, vector);
index 39c42a5..6345302 100644 (file)
@@ -32,7 +32,7 @@
 
 void crosshair_trace(entity pl)
 {
-       traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * MAX_SHOT_DISTANCE, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+       traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
 }
 .bool ctrace_solidchanged;
 void crosshair_trace_plusvisibletriggers(entity pl)
@@ -56,7 +56,7 @@ void crosshair_trace_plusvisibletriggers(entity pl)
 }
 void WarpZone_crosshair_trace(entity pl)
 {
-       WarpZone_traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * MAX_SHOT_DISTANCE, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+       WarpZone_traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
 }
 
 
index 36b1118..2bea200 100644 (file)
@@ -357,7 +357,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
  * called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
  * i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
  */
-#define EV_PlayerDamage_Calculate(i, o) \
+#define EV_Damage_Calculate(i, o) \
     /** inflictor              */ i(entity, MUTATOR_ARGV_0_entity) \
     /** attacker       */ i(entity, MUTATOR_ARGV_1_entity) \
     /** target                 */ i(entity, MUTATOR_ARGV_2_entity) \
@@ -369,7 +369,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
     /** force           */ i(vector, MUTATOR_ARGV_6_vector) \
     /** force                  */ o(vector, MUTATOR_ARGV_6_vector) \
     /**/
-MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
+MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
 
 /**
  * Called when a player is damaged
index 3998741..28e91f2 100644 (file)
@@ -1,5 +1,7 @@
 #include "gamemode_assault.qh"
 
+#include <lib/float.qh>
+
 .entity sprite;
 #define AS_ROUND_DELAY 5
 
@@ -549,7 +551,7 @@ MUTATOR_HOOKFUNCTION(as, TurretSpawn)
 {
        entity turret = M_ARGV(0, entity);
 
-       if(!turret.team || turret.team == MAX_SHOT_DISTANCE)
+       if(!turret.team || turret.team == FLOAT_MAX)
                turret.team = 5; // this gets reversed when match starts?
 }
 
index 561a30d..44c9d15 100644 (file)
@@ -321,7 +321,7 @@ MUTATOR_HOOKFUNCTION(ca, SetStartItems)
        start_ammo_fuel    = warmup_start_ammo_fuel    = cvar("g_lms_start_ammo_fuel");
 }
 
-MUTATOR_HOOKFUNCTION(ca, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index d1c97bd..6036fa5 100644 (file)
@@ -2083,7 +2083,7 @@ MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
                WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
 }
 
-MUTATOR_HOOKFUNCTION(ctf, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index f83eb6b..21098a5 100644 (file)
@@ -312,7 +312,7 @@ MUTATOR_HOOKFUNCTION(cts, FilterItem)
                return true;
 }
 
-MUTATOR_HOOKFUNCTION(cts, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index 1496fee..58e4998 100644 (file)
@@ -342,7 +342,7 @@ MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
        player.bot_attack = false;
 }
 
-MUTATOR_HOOKFUNCTION(inv, PlayerDamage_Calculate)
+MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index 6fa76d6..b948c6d 100644 (file)
@@ -323,7 +323,7 @@ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
        }
 }
 
-MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
+MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
 {
        entity frag_attacker = M_ARGV(1, entity);
        entity frag_target = M_ARGV(2, entity);
index 9cccbe8..f23e602 100644 (file)
@@ -318,9 +318,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
        if(!DEATH_ISSPECIAL(deathtype))
        {
-               damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
+               damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
                if(this != attacker)
-                       damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
+                       damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
        }
 
        if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
@@ -435,7 +435,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
+                                       if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
                                        if(this.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
index 0918130..d16bb78 100644 (file)
@@ -52,6 +52,11 @@ void InitGameplayMode()
        get_mi_min_max(1);
        world.mins = mi_min;
        world.maxs = mi_max;
+       // currently, NetRadiant's limit is 131072 qu for each side
+       // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+       // set the distance according to map size but don't go over the limit to avoid issues with float precision
+       // in case somebody makes extremely large maps
+       max_shot_distance = min(230000, vlen(world.maxs - world.mins));
 
        MapInfo_LoadMapSettings(mapname);
        serverflags &= ~SERVERFLAG_TEAMPLAY;
@@ -82,25 +87,23 @@ void InitGameplayMode()
 
 string GetClientVersionMessage(entity this)
 {
-       string versionmsg;
        if (this.version_mismatch) {
                if(this.version < autocvar_gameversion) {
-                       versionmsg = "^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8";
+                       return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+                               "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
                } else {
-                       versionmsg = "^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8";
+                       return strcat("This is Xonotic ", autocvar_g_xonoticversion,
+                               "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
                }
        } else {
-               versionmsg = "^2client version and server version are compatible.^8";
+               return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
        }
-       return versionmsg;
 }
 
 string getwelcomemessage(entity this)
 {
-       string s, modifications, motd;
-
        MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
-       modifications = M_ARGV(0, string);
+       string modifications = M_ARGV(0, string);
 
        if(g_weaponarena)
        {
@@ -124,9 +127,7 @@ string getwelcomemessage(entity this)
        modifications = substring(modifications, 2, strlen(modifications) - 2);
 
        string versionmessage = GetClientVersionMessage(this);
-
-       s = strcat("This is Xonotic ", autocvar_g_xonoticversion, "\n", versionmessage);
-       s = strcat(s, "^8\n\nmatch type is ^1", gamemode_name, "^8\n");
+       string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
 
        if(modifications != "")
                s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
@@ -151,7 +152,7 @@ string getwelcomemessage(entity this)
 
        s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
 
-       motd = autocvar_sv_motd;
+       string motd = autocvar_sv_motd;
        if (motd != "") {
                s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
        }
index 372f735..355b3af 100644 (file)
@@ -66,7 +66,7 @@ void W_HitPlotAnalysis(entity player, vector screenforward, vector screenright,
                        lag = 0; // only antilag for clients
 
                org = player.origin + player.view_ofs;
-               traceline_antilag_force(player, org, org + screenforward * MAX_SHOT_DISTANCE, MOVE_NORMAL, player, lag);
+               traceline_antilag_force(player, org, org + screenforward * max_shot_distance, MOVE_NORMAL, player, lag);
                if(IS_CLIENT(trace_ent) || IS_MONSTER(trace_ent))
                {
                    entity store = IS_CLIENT(trace_ent) ? CS(trace_ent) : trace_ent;
index bd69e33..30b7000 100644 (file)
@@ -19,7 +19,10 @@ void thrown_wep_think(entity this)
        {
                this.SendFlags |= ISF_LOCATION;
                this.oldorigin = this.origin;
+               this.bot_pickup = false;
        }
+       else
+               this.bot_pickup = true;
        this.owner = NULL;
        float timeleft = this.savenextthink - time;
        if(timeleft > 1)
index b49ed88..fd78c91 100644 (file)
@@ -354,7 +354,7 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
        vector  end;
 
        dir = normalize(dir + randomvec() * spread);
-       end = start + dir * MAX_SHOT_DISTANCE;
+       end = start + dir * max_shot_distance;
 
        fireBullet_last_hit = NULL;
        float solid_penetration_left = 1;
@@ -399,6 +399,10 @@ void fireBullet(entity this, vector start, vector dir, float spread, float max_s
                start = trace_endpos;
                entity hit = trace_ent;
 
+               // traced up to max_shot_distance and didn't hit anything at all
+               if (trace_fraction == 1.0)
+                       break;
+
                // When hitting sky, stop.
                if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
                        break;
index 21f12c1..ed04646 100644 (file)
@@ -9,7 +9,7 @@ vector w_shotend;
 // make sure you call makevectors first (FIXME?)
 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range);
 
-#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_Dir_ProjectileSize(ent,wepent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, wepent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, max_shot_distance)
 #define W_SetupShot_ProjectileSize(ent,wepent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
 #define W_SetupShot_Dir(ent,wepent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, wepent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
 #define W_SetupShot(ent,wepent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, wepent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)