-Sat Dec 28 07:24:50 CET 2019
+Tue Jan 14 07:24:53 CET 2020
# adem4ik, 2014
# Alex Talker <alextalker7@gmail.com>, 2014-2015
# Andrei Stepanov, 2014
-# Andrei Stepanov <adem4ik@gmail.com>, 2014-2019
+# Andrei Stepanov <adem4ik@gmail.com>, 2014-2020
# Andrey P <andrey.pyntikov@gmail.com>, 2016
# Artem Vorotnikov <artem@vorotnikov.me>, 2015
# Lord Canistra <lordcanistra@gmail.com>, 2011
"Project-Id-Version: Xonotic\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-11-21 19:30+0000\n"
+"PO-Revision-Date: 2020-01-13 21:04+0000\n"
"Last-Translator: Andrei Stepanov <adem4ik@gmail.com>\n"
"Language-Team: Russian (http://www.transifex.com/team-xonotic/xonotic/"
"language/ru/)\n"
#: qcsrc/client/mapvoting.qc:392
#, c-format
msgid "%d seconds left"
-msgstr "СекÑ\83нд оÑ\81Ñ\82алоÑ\81Ñ\8c: %d"
+msgstr "Ð\9eÑ\81Ñ\82алоÑ\81Ñ\8c Ñ\81екÑ\83нд: %d"
#: qcsrc/client/mapvoting.qc:505
msgid "mv_mapdownload: ^3You're not supposed to use this command on your own!"
set g_buffs_waypoint_distance 1024 "maximum distance at which buff waypoint can be seen from item"
set g_buffs_pickup_anyway 0 "instantly respawn the buff when it is picked up, instead of waiting for the player to drop it"
set g_buffs_pickup_delay 0.7 "cooldown before player can pick up another buff after dropping one"
-set g_buffs_randomize 1 "randomize buff type when player drops buff"
+set g_buffs_randomize 1 "randomize buff type when player drops the buff, only applies to teamplay gamemodes if g_buffs_randomize_teamplay is enabled"
+set g_buffs_randomize_teamplay 1 "in teamplay gamemodes, randomize buff type when player drops the buff, requires g_buffs_randomize"
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"
{
buff_SetCooldown(this, autocvar_g_buffs_cooldown_respawn + frametime);
this.owner = NULL;
- if(autocvar_g_buffs_randomize)
+ if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
buff_NewType(this);
if(autocvar_g_buffs_random_location || (this.spawnflags & 64))
void buff_Reset(entity this)
{
- if(autocvar_g_buffs_randomize)
+ if(autocvar_g_buffs_randomize && (!teamplay || autocvar_g_buffs_randomize_teamplay))
buff_NewType(this);
this.owner = NULL;
buff_SetCooldown(this, autocvar_g_buffs_cooldown_activate);
bool autocvar_g_buffs_pickup_anyway = false;
float autocvar_g_buffs_pickup_delay = 0.7;
bool autocvar_g_buffs_randomize;
+bool autocvar_g_buffs_randomize_teamplay = true;
float autocvar_g_buffs_random_lifetime;
bool autocvar_g_buffs_random_location;
int autocvar_g_buffs_random_location_attempts;
entity veh = player.vehicle;
if (fire & 2)
if (!isPlayer || weapon_prepareattack(thiswep, player, weaponentity, true, autocvar_g_vehicle_raptor_flare_refire)) {
+ vector forward, right, up;
+ MAKE_VECTORS(player.v_angle, forward, right, up);
for(int i = 0; i < 3; ++i) {
entity _flare = spawn();
setmodel(_flare, MDL_VEH_RAPTOR_FLARE);
setorigin(_flare, actor.origin - '0 0 16');
set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
- _flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
+ _flare.velocity = 0.25 * actor.velocity + (forward + randomvec() * 0.25)* -500;
setthink(_flare, raptor_flare_think);
_flare.nextthink = time;
_flare.owner = veh ? veh : player;
BADCVAR("g_balance_kill_delay");
BADCVAR("g_buffs_pickup_anyway");
BADCVAR("g_buffs_randomize");
+ BADCVAR("g_buffs_randomize_teamplay");
BADCVAR("g_campcheck_distance");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ca_point_limit");