cl_movement 1
cl_stairsmoothspeed 200
-cl_forwardspeed $sv_maxspeed
-cl_backspeed $sv_maxspeed
-cl_sidespeed $sv_maxspeed
-cl_upspeed $sv_maxspeed
-cl_movement_accelerate $sv_accelerate
-cl_movement_airaccel_qw $sv_airaccel_qw
-cl_movement_airaccel_sideways_friction $sv_airaccel_sideways_friction
-cl_movement_airaccelerate $sv_airaccelerate
-cl_movement_edgefriction $edgefriction
-cl_movement_friction $sv_friction
-cl_movement_jumpvelocity $sv_jumpvelocity
-cl_movement_maxairspeed $sv_maxairspeed
-cl_movement_maxspeed $sv_maxspeed
-cl_movement_stepheight $sv_stepheight
-cl_movement_stopspeed $sv_stopspeed
-cl_movement_track_canjump 0 // till DP bug gets fixed
-cl_movement_wallfriction $sv_wallfriction
-cl_movement_wateraccelerate $sv_wateraccelerate
-cl_movement_waterfriction $sv_waterfriction
seta cl_autoswitch 1 "automatically switch to newly picked up weapons if they are better than what you are carrying"
alias autoswitch "set cl_autoswitch $1 ; cmd autoswitch $1"
// to force disable delay or waves, set them to 0.125
set g_ctf_respawn_delay 0
set g_ctf_respawn_waves 0
-set g_ctf_weapon_stay 1
+set g_ctf_weapon_stay 0
set g_dm_respawn_delay 0
set g_dm_respawn_waves 0
set g_dm_weapon_stay 0
set g_nexball_weapon_stay 0
set g_as_respawn_delay 0
set g_as_respawn_waves 0
-set g_as_weapon_stay 1
+set g_as_weapon_stay 0
set g_ons_respawn_delay 0
set g_ons_respawn_waves 0
set g_ons_weapon_stay 0
set g_cts_weapon_stay 1
set g_freezetag_respawn_waves 0
set g_freezetag_respawn_delay 0
-set g_freezetag_weapon_stay 1
+set g_freezetag_weapon_stay 0
set g_ka_respawn_delay 0
set g_ka_respawn_waves 0
set g_ka_weapon_stay 0
alias ons_map "cl_cmd radar" // legacy alias
alias radar "cl_cmd radar"
-alias scoreboard_columns_set "cl_cmd scoreboard_columns_set $*"
+alias scoreboard_columns_set "" // aliased later
alias scoreboard_columns_help "cl_cmd scoreboard_columns_help $*"
alias _gl_flashblend_update_00 "gl_flashblend 1"
alias menu_showteamselect "menu_cmd directmenu TeamSelect"
alias menu_showhudexit "menu_cmd directmenu HUDExit"
alias menu_showhudoptions "menu_cmd directpanelhudmenu $*"
-alias menu_sync "menu_cmd sync"
bind f5 menu_showteamselect
set g_bugrigs 0
exec effects-normal.cfg
exec physicsX0.cfg
exec turrets.cfg
+exec font-nimbussansl.cfg
// hud cvar descriptions
exec _hud_descriptions.cfg
// exec the default skin config
// please add any new cvars into the hud_save script in qcsrc/client/hud.qc for consistency
exec hud_luminos.cfg
+
+// enable menu syncing
+alias menu_sync "menu_cmd sync"
+alias scoreboard_columns_set "cl_cmd scoreboard_columns_set $*"
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
156 16 15.000000 0 // jump
172 15 15.000000 0 // painone
187 17 15.000000 0 // paintwo
-204 5 15.000000 1 // shoot
+204 5 15.000000 0 // shoot
209 21 15.000000 1 // taunt
230 21 40.000000 1 // run
251 21 40.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
184 21 25.000000 0 // jump
205 15 15.000000 0 // painone
220 17 15.000000 0 // paintwo
-237 3 15.000000 1 // shoot
+237 3 15.000000 0 // shoot
240 21 15.000000 1 // taunt
261 21 35.000000 1 // run
282 21 35.000000 1 // runbackwards
156 16 15.000000 0 // jump
172 15 15.000000 0 // painone
187 17 15.000000 0 // paintwo
-204 5 15.000000 1 // shoot
+204 5 15.000000 0 // shoot
209 21 15.000000 1 // taunt
230 21 40.000000 1 // run
251 21 40.000000 1 // runbackwards
v_forward = fo;
v_right = ri;
v_up = up;
- self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
+ self.weaponentity_glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
- self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
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';
self.angles = ang;
}
+ self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
};
.entity weaponentity;
.entity exteriorweaponentity;
+.vector weaponentity_glowmod;
.float switchweapon;
.float autoswitch;
float weapon_action(float wpn, float wrequest);
k = bufstr_get(h, i);
#define BADPREFIX(p) if(substring(k, 0, strlen(p)) == p) continue
+#define BADPRESUFFIX(p,s) if(substring(k, 0, strlen(p)) == p && substring(k, -strlen(s), -1) == s) continue
#define BADCVAR(p) if(k == p) continue
// internal
BADPREFIX("csqc_");
BADCVAR("g_nexball_goallimit");
BADCVAR("g_runematch_point_limit");
BADCVAR("g_start_delay");
+ BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
BADCVAR("hostname");
BADCVAR("log_file");
BADCVAR("maxplayers");
precache_model(m);
if(sv_loddistance1)
{
- precache_model(strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1)));
- precache_model(strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1)));
+ f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
+ if(fexists(f))
+ precache_model(f);
+ f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1));
+ if(fexists(f))
+ precache_model(f);
}
globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
if(autocvar_g_balance_nex_charge)
{
- self.weaponentity.weaponentity.glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
- self.weaponentity.weaponentity.glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
- self.weaponentity.weaponentity.glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / autocvar_g_balance_nex_charge_limit, 1);
+ 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_limit);
+ 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_limit);
+ 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_limit);
if(self.nex_charge > autocvar_g_balance_nex_charge_limit)
{
- self.weaponentity.weaponentity.glowmod_x = self.weaponentity.weaponentity.glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
- self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
- self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ 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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ 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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
+ 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_limit) / (1 - autocvar_g_balance_nex_charge_limit);
}
}
exec data/campaign.cfg
exec config_update.cfg
exec autoexec.cfg
-exec font-nimbussansl.cfg
stuffcmds
//startdemos demos/demo1 demos/demo2 demos/demo3
//startdemos
// OMG! Its the Evil Wheel! :O
exec unit_ewheel.cfg
-//
-exec unit_repulsor.cfg
+// It is so repulsive, it doesn't even exist!
+// exec unit_repulsor.cfg
set g_turrets_reloadcvars 0 // reload when this cfg has been exec'd
alias g_turrets_reload "set g_turrets_reloadcvars 1"