- wget -O data/maps/stormkeep.waypoints https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints
- wget -O data/maps/stormkeep.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/stormkeep.waypoints.cache
- make
- - EXPECT=e1e069b401a7aaf28fed29e2e8cbc0c8
+ - EXPECT=892e447048e051e51f30cff2affc729a
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
done < <(${ENGINE} +developer 1 +map gitlab-ci +sv_cmd runtest +exit)
- exit 1
+# NOTE: The generated docs are incomplete - they don't contain code behind SVQC CSQC MENUQC GAMEQC ifdefs.
+# With them added to PREDEFINED, it would take over half an hour to generate the docs and even then
+# they might not be complete. Doxygen doesn't handle #elif and might not understand some QC definitions.
doxygen: # rename to 'pages' when gitlab.com allows pages to exceed 100MiB
stage: deploy
script:
-Tue Jul 30 07:24:47 CEST 2019
+Thu Sep 12 07:24:50 CEST 2019
set g_balance_blaster_primary_damage 20
set g_balance_blaster_primary_delay 0
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_force 375
+set g_balance_blaster_primary_force_zscale 1
set g_balance_blaster_primary_lifetime 5
set g_balance_blaster_primary_radius 60
set g_balance_blaster_primary_refire 0.7
set g_balance_blaster_secondary_damage 25
set g_balance_blaster_secondary_delay 0
set g_balance_blaster_secondary_edgedamage 12.5
-set g_balance_blaster_secondary_force 300
-set g_balance_blaster_secondary_force_zscale 1.2
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
set g_balance_blaster_secondary_lifetime 5
set g_balance_blaster_secondary_radius 70
set g_balance_blaster_secondary_refire 0.7
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_spread 0
+set g_balance_machinegun_burst_spread 0.02
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_devastator_remote_damage 70
set g_balance_devastator_remote_edgedamage 35
set g_balance_devastator_remote_force 300
+set g_balance_devastator_remote_jump 1
set g_balance_devastator_remote_jump_damage 70
set g_balance_devastator_remote_jump_force 450
set g_balance_devastator_remote_jump_radius 100
set g_balance_vaporizer_secondary_damage 25
set g_balance_vaporizer_secondary_delay 0
set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1.2
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
set g_balance_vaporizer_secondary_lifetime 5
set g_balance_vaporizer_secondary_radius 70
set g_balance_vaporizer_secondary_refire 0.7
set g_balance_okhmg_primary_damage 30
set g_balance_okhmg_primary_force 10
set g_balance_okhmg_primary_refire 0.05
-set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_solidpenetration 127
set g_balance_okhmg_primary_spread_add 0.005
set g_balance_okhmg_primary_spread_max 0.06
set g_balance_okhmg_primary_spread_min 0.01
set g_balance_okhmg_secondary_damage 25
set g_balance_okhmg_secondary_delay 0
set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_force 360
set g_balance_okhmg_secondary_force_zscale 1
set g_balance_okhmg_secondary_lifetime 5
set g_balance_okhmg_secondary_radius 70
set g_balance_okmachinegun_primary_damage 25
set g_balance_okmachinegun_primary_force 5
set g_balance_okmachinegun_primary_refire 0.1
-set g_balance_okmachinegun_primary_solidpenetration 63
+set g_balance_okmachinegun_primary_solidpenetration 100
set g_balance_okmachinegun_primary_spread_add 0.012
set g_balance_okmachinegun_primary_spread_max 0.05
set g_balance_okmachinegun_primary_spread_min 0
set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_force 360
set g_balance_okmachinegun_secondary_force_zscale 1
set g_balance_okmachinegun_secondary_lifetime 5
set g_balance_okmachinegun_secondary_radius 70
set g_balance_oknex_secondary_damagefalloff_mindist 0
set g_balance_oknex_secondary_delay 0
set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_force 360
set g_balance_oknex_secondary_force_zscale 1
set g_balance_oknex_secondary_lifetime 5
set g_balance_oknex_secondary_radius 70
set g_balance_okrpc_secondary_damage 25
set g_balance_okrpc_secondary_delay 0
set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_force 360
set g_balance_okrpc_secondary_force_zscale 1
set g_balance_okrpc_secondary_lifetime 5
set g_balance_okrpc_secondary_radius 70
set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_force 360
set g_balance_okshotgun_secondary_force_zscale 1
set g_balance_okshotgun_secondary_lifetime 5
set g_balance_okshotgun_secondary_radius 70
set g_balance_machinegun_burst_animtime 0.75
set g_balance_machinegun_burst_refire 0.05
set g_balance_machinegun_burst_refire2 0.75
-set g_balance_machinegun_burst_spread 0
+set g_balance_machinegun_burst_spread 0.04
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 30
set g_balance_devastator_remote_damage 105
set g_balance_devastator_remote_edgedamage 40
set g_balance_devastator_remote_force 600
+set g_balance_devastator_remote_jump 0
set g_balance_devastator_remote_jump_damage 70
set g_balance_devastator_remote_jump_force 0
-set g_balance_devastator_remote_jump_radius 0
+set g_balance_devastator_remote_jump_radius 100
set g_balance_devastator_remote_jump_velocity_z_add 400
set g_balance_devastator_remote_jump_velocity_z_max 1500
set g_balance_devastator_remote_jump_velocity_z_min 400
set g_balance_okhmg_primary_damage 30
set g_balance_okhmg_primary_force 10
set g_balance_okhmg_primary_refire 0.05
-set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_solidpenetration 127
set g_balance_okhmg_primary_spread_add 0.005
set g_balance_okhmg_primary_spread_max 0.06
set g_balance_okhmg_primary_spread_min 0.01
set g_balance_okhmg_secondary_damage 25
set g_balance_okhmg_secondary_delay 0
set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_force 360
set g_balance_okhmg_secondary_force_zscale 1
set g_balance_okhmg_secondary_lifetime 5
set g_balance_okhmg_secondary_radius 70
set g_balance_okmachinegun_primary_damage 25
set g_balance_okmachinegun_primary_force 5
set g_balance_okmachinegun_primary_refire 0.1
-set g_balance_okmachinegun_primary_solidpenetration 63
+set g_balance_okmachinegun_primary_solidpenetration 100
set g_balance_okmachinegun_primary_spread_add 0.012
set g_balance_okmachinegun_primary_spread_max 0.05
set g_balance_okmachinegun_primary_spread_min 0
set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
set g_balance_okmachinegun_secondary_edgedamage 12.5
-set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_force 360
set g_balance_okmachinegun_secondary_force_zscale 1
set g_balance_okmachinegun_secondary_lifetime 5
set g_balance_okmachinegun_secondary_radius 70
set g_balance_oknex_secondary_damagefalloff_mindist 0
set g_balance_oknex_secondary_delay 0
set g_balance_oknex_secondary_edgedamage 12.5
-set g_balance_oknex_secondary_force 300
+set g_balance_oknex_secondary_force 360
set g_balance_oknex_secondary_force_zscale 1
set g_balance_oknex_secondary_lifetime 5
set g_balance_oknex_secondary_radius 70
set g_balance_okrpc_secondary_damage 25
set g_balance_okrpc_secondary_delay 0
set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_force 360
set g_balance_okrpc_secondary_force_zscale 1
set g_balance_okrpc_secondary_lifetime 5
set g_balance_okrpc_secondary_radius 70
set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
set g_balance_okshotgun_secondary_edgedamage 12.5
-set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_force 360
set g_balance_okshotgun_secondary_force_zscale 1
set g_balance_okshotgun_secondary_lifetime 5
set g_balance_okshotgun_secondary_radius 70
// This config file is for overkill weapons that were nerfed to have the same
// stats as vanilla weapons, secondary attack uses stats of vanilla blaster.
+// Secondary is actually inconsistent, see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/2258
// {{{ Overkill Shotgun
set g_balance_okshotgun_primary_ammo 1
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_spread 0
+set g_balance_machinegun_burst_spread 0.02
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_devastator_remote_damage 70
set g_balance_devastator_remote_edgedamage 35
set g_balance_devastator_remote_force 400
+set g_balance_devastator_remote_jump 0
set g_balance_devastator_remote_jump_damage 40
set g_balance_devastator_remote_jump_force 0
set g_balance_devastator_remote_jump_radius 200
set g_balance_okhmg_primary_damage 30
set g_balance_okhmg_primary_force 10
set g_balance_okhmg_primary_refire 0.05
-set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_solidpenetration 127
set g_balance_okhmg_primary_spread_add 0.005
set g_balance_okhmg_primary_spread_max 0.06
set g_balance_okhmg_primary_spread_min 0.01
set g_balance_okhmg_secondary_damage 25
set g_balance_okhmg_secondary_delay 0
set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_force 360
set g_balance_okhmg_secondary_force_zscale 1
set g_balance_okhmg_secondary_lifetime 5
set g_balance_okhmg_secondary_radius 70
// }}}
// {{{ #22: Overkill MachineGun (MUTATOR WEAPON)
set g_balance_okmachinegun_primary_ammo 1
-set g_balance_okmachinegun_primary_damage 10
-set g_balance_okmachinegun_primary_force 3
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
set g_balance_okmachinegun_primary_refire 0.1
-set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_solidpenetration 100
set g_balance_okmachinegun_primary_spread_add 0.012
set g_balance_okmachinegun_primary_spread_max 0.05
-set g_balance_okmachinegun_primary_spread_min 0.02
-set g_balance_okmachinegun_reload_ammo 60
-set g_balance_okmachinegun_reload_time 2
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 20
+set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 10
-set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 360
set g_balance_okmachinegun_secondary_force_zscale 1
set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_radius 70
set g_balance_okmachinegun_secondary_refire 0.7
-set g_balance_okmachinegun_secondary_refire_type 0
+set g_balance_okmachinegun_secondary_refire_type 1
set g_balance_okmachinegun_secondary_shotangle 0
set g_balance_okmachinegun_secondary_speed 6000
set g_balance_okmachinegun_secondary_spread 0
set g_balance_okmachinegun_weaponthrowable 1
// }}}
// {{{ #23: Overkill Nex (MUTATOR WEAPON)
-set g_balance_oknex_charge 1
+set g_balance_oknex_charge 0
set g_balance_oknex_charge_animlimit 0.5
set g_balance_oknex_charge_limit 1
set g_balance_oknex_charge_maxspeed 800
set g_balance_oknex_charge_shot_multiplier 0
set g_balance_oknex_charge_start 0.5
set g_balance_oknex_charge_velocity_rate 0
-set g_balance_oknex_primary_ammo 6
-set g_balance_oknex_primary_animtime 0.4
-set g_balance_oknex_primary_damage 80
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
set g_balance_oknex_primary_damagefalloff_forcehalflife 0
set g_balance_oknex_primary_damagefalloff_halflife 0
set g_balance_oknex_primary_damagefalloff_maxdist 0
set g_balance_oknex_primary_damagefalloff_mindist 0
-set g_balance_oknex_primary_force 400
-set g_balance_oknex_primary_refire 1.5
-set g_balance_oknex_reload_ammo 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
set g_balance_oknex_reload_time 2
-set g_balance_oknex_secondary 0
-set g_balance_oknex_secondary_ammo 2
-set g_balance_oknex_secondary_animtime 0
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
set g_balance_oknex_secondary_chargepool 0
set g_balance_oknex_secondary_chargepool_pause_regen 1
set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 0
+set g_balance_oknex_secondary_damage 25
set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
set g_balance_oknex_secondary_damagefalloff_halflife 0
set g_balance_oknex_secondary_damagefalloff_maxdist 0
set g_balance_oknex_secondary_damagefalloff_mindist 0
set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 10
-set g_balance_oknex_secondary_force 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_force 360
set g_balance_oknex_secondary_force_zscale 1
set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 60
-set g_balance_oknex_secondary_refire 0
-set g_balance_oknex_secondary_refire_type 0
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
set g_balance_oknex_secondary_shotangle 0
set g_balance_oknex_secondary_speed 6000
set g_balance_oknex_secondary_spread 0
set g_balance_okrpc_secondary_damage 25
set g_balance_okrpc_secondary_delay 0
set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_force 360
set g_balance_okrpc_secondary_force_zscale 1
set g_balance_okrpc_secondary_lifetime 5
set g_balance_okrpc_secondary_radius 70
set g_balance_okrpc_weaponthrowable 0
// }}}
// {{{ #25: Overkill Shotgun (MUTATOR WEAPON)
-set g_balance_okshotgun_primary_ammo 1
-set g_balance_okshotgun_primary_animtime 0.2
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
set g_balance_okshotgun_primary_bot_range 512
-set g_balance_okshotgun_primary_bullets 12
-set g_balance_okshotgun_primary_damage 4
-set g_balance_okshotgun_primary_force 15
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
set g_balance_okshotgun_primary_refire 0.75
set g_balance_okshotgun_primary_solidpenetration 3.8
-set g_balance_okshotgun_primary_spread 0.12
-set g_balance_okshotgun_reload_ammo 0
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
set g_balance_okshotgun_reload_time 2
set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 20
+set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 10
-set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 360
set g_balance_okshotgun_secondary_force_zscale 1
set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_radius 70
set g_balance_okshotgun_secondary_refire 0.7
-set g_balance_okshotgun_secondary_refire_type 0
+set g_balance_okshotgun_secondary_refire_type 1
set g_balance_okshotgun_secondary_shotangle 0
set g_balance_okshotgun_secondary_speed 6000
set g_balance_okshotgun_secondary_spread 0
--- /dev/null
+// {{{ #1: Blaster
+set g_balance_blaster_primary_animtime 0.2
+set g_balance_blaster_primary_damage 20
+set g_balance_blaster_primary_delay 0
+set g_balance_blaster_primary_edgedamage 10
+set g_balance_blaster_primary_force 375
+set g_balance_blaster_primary_force_zscale 1
+set g_balance_blaster_primary_lifetime 5
+set g_balance_blaster_primary_radius 60
+set g_balance_blaster_primary_refire 0.7
+set g_balance_blaster_primary_shotangle 0
+set g_balance_blaster_primary_speed 6000
+set g_balance_blaster_primary_spread 0
+set g_balance_blaster_secondary 0
+set g_balance_blaster_secondary_animtime 0.2
+set g_balance_blaster_secondary_damage 25
+set g_balance_blaster_secondary_delay 0
+set g_balance_blaster_secondary_edgedamage 12.5
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
+set g_balance_blaster_secondary_lifetime 5
+set g_balance_blaster_secondary_radius 70
+set g_balance_blaster_secondary_refire 0.7
+set g_balance_blaster_secondary_shotangle 0
+set g_balance_blaster_secondary_speed 6000
+set g_balance_blaster_secondary_spread 0
+set g_balance_blaster_switchdelay_drop 0.2
+set g_balance_blaster_switchdelay_raise 0.2
+set g_balance_blaster_weaponreplace ""
+set g_balance_blaster_weaponstart 1
+set g_balance_blaster_weaponstartoverride -1
+set g_balance_blaster_weaponthrowable 0
+// }}}
+// {{{ #2: Shotgun
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
+set g_balance_shotgun_primary_force 15
+set g_balance_shotgun_primary_refire 0.75
+set g_balance_shotgun_primary_solidpenetration 3.8
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_reload_ammo 0
+set g_balance_shotgun_reload_time 2
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_alt_animtime 0.2
+set g_balance_shotgun_secondary_alt_refire 1.2
+set g_balance_shotgun_secondary_animtime 1.15
+set g_balance_shotgun_secondary_damage 70
+set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_delay 0.25
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
+set g_balance_shotgun_secondary_refire 1.25
+set g_balance_shotgun_switchdelay_drop 0.2
+set g_balance_shotgun_switchdelay_raise 0.2
+set g_balance_shotgun_weaponreplace ""
+set g_balance_shotgun_weaponstart 1
+set g_balance_shotgun_weaponstartoverride -1
+set g_balance_shotgun_weaponthrowable 1
+// }}}
+// {{{ #3: MachineGun
+set g_balance_machinegun_burst 3
+set g_balance_machinegun_burst_ammo 3
+set g_balance_machinegun_burst_animtime 0.3
+set g_balance_machinegun_burst_refire 0.06
+set g_balance_machinegun_burst_refire2 0.45
+set g_balance_machinegun_burst_spread 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 3
+set g_balance_machinegun_first_refire 0.125
+set g_balance_machinegun_first_spread 0.03
+set g_balance_machinegun_mode 1
+set g_balance_machinegun_reload_ammo 60
+set g_balance_machinegun_reload_time 2
+set g_balance_machinegun_solidpenetration 63
+set g_balance_machinegun_spread_add 0.012
+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 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
+set g_balance_machinegun_switchdelay_raise 0.2
+set g_balance_machinegun_weaponreplace ""
+set g_balance_machinegun_weaponstart 0
+set g_balance_machinegun_weaponstartoverride -1
+set g_balance_machinegun_weaponthrowable 1
+// }}}
+// {{{ #4: Mortar
+set g_balance_mortar_bouncefactor 0.5
+set g_balance_mortar_bouncestop 0.075
+set g_balance_mortar_primary_ammo 2
+set g_balance_mortar_primary_animtime 0.3
+set g_balance_mortar_primary_damage 55
+set g_balance_mortar_primary_damageforcescale 0
+set g_balance_mortar_primary_edgedamage 25
+set g_balance_mortar_primary_force 250
+set g_balance_mortar_primary_health 15
+set g_balance_mortar_primary_lifetime 5
+set g_balance_mortar_primary_lifetime_stick 0
+set g_balance_mortar_primary_radius 120
+set g_balance_mortar_primary_refire 0.8
+set g_balance_mortar_primary_remote_minbouncecnt 0
+set g_balance_mortar_primary_speed 1900
+set g_balance_mortar_primary_speed_up 225
+set g_balance_mortar_primary_speed_z 0
+set g_balance_mortar_primary_spread 0
+set g_balance_mortar_primary_type 0
+set g_balance_mortar_reload_ammo 0
+set g_balance_mortar_reload_time 2
+set g_balance_mortar_secondary_ammo 2
+set g_balance_mortar_secondary_animtime 0.3
+set g_balance_mortar_secondary_damage 55
+set g_balance_mortar_secondary_damageforcescale 4
+set g_balance_mortar_secondary_edgedamage 30
+set g_balance_mortar_secondary_force 250
+set g_balance_mortar_secondary_health 30
+set g_balance_mortar_secondary_lifetime 5
+set g_balance_mortar_secondary_lifetime_bounce 0.5
+set g_balance_mortar_secondary_lifetime_stick 0
+set g_balance_mortar_secondary_radius 120
+set g_balance_mortar_secondary_refire 0.7
+set g_balance_mortar_secondary_remote_detonateprimary 0
+set g_balance_mortar_secondary_speed 1400
+set g_balance_mortar_secondary_speed_up 150
+set g_balance_mortar_secondary_speed_z 0
+set g_balance_mortar_secondary_spread 0
+set g_balance_mortar_secondary_type 1
+set g_balance_mortar_switchdelay_drop 0.2
+set g_balance_mortar_switchdelay_raise 0.2
+set g_balance_mortar_weaponreplace ""
+set g_balance_mortar_weaponstart 0
+set g_balance_mortar_weaponstartoverride -1
+set g_balance_mortar_weaponthrowable 1
+// }}}
+// {{{ #5: Mine Layer (MUTATOR WEAPON)
+set g_balance_minelayer_ammo 4
+set g_balance_minelayer_animtime 0.4
+set g_balance_minelayer_damage 40
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1
+set g_balance_minelayer_edgedamage 20
+set g_balance_minelayer_force 250
+set g_balance_minelayer_health 15
+set g_balance_minelayer_lifetime 10
+set g_balance_minelayer_lifetime_countdown 0.5
+set g_balance_minelayer_limit 3
+set g_balance_minelayer_protection 0
+set g_balance_minelayer_proximityradius 150
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_refire 1.5
+set g_balance_minelayer_reload_ammo 0
+set g_balance_minelayer_reload_time 2
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_force 300
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_speed 1000
+set g_balance_minelayer_switchdelay_drop 0.2
+set g_balance_minelayer_switchdelay_raise 0.2
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_weaponreplace ""
+set g_balance_minelayer_weaponstart 0
+set g_balance_minelayer_weaponstartoverride -1
+set g_balance_minelayer_weaponthrowable 1
+// }}}
+// {{{ #6: Electro
+set g_balance_electro_combo_comboradius 300
+set g_balance_electro_combo_comboradius_thruwall 200
+set g_balance_electro_combo_damage 50
+set g_balance_electro_combo_edgedamage 25
+set g_balance_electro_combo_force 120
+set g_balance_electro_combo_radius 150
+set g_balance_electro_combo_safeammocheck 1
+set g_balance_electro_combo_speed 2000
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_comboradius 300
+set g_balance_electro_primary_damage 40
+set g_balance_electro_primary_edgedamage 20
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_explode 1
+set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_radius 100
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_speed 2500
+set g_balance_electro_primary_spread 0
+set g_balance_electro_reload_ammo 0
+set g_balance_electro_reload_time 2
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_bouncefactor 0.3
+set g_balance_electro_secondary_bouncestop 0.05
+set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_damage 30
+set g_balance_electro_secondary_damagedbycontents 1
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_edgedamage 15
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_health 5
+set g_balance_electro_secondary_lifetime 4
+set g_balance_electro_secondary_radius 150
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1.6
+set g_balance_electro_secondary_speed 1000
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_speed_z 0
+set g_balance_electro_secondary_spread 0
+set g_balance_electro_secondary_stick 0
+set g_balance_electro_secondary_touchexplode 1
+set g_balance_electro_switchdelay_drop 0.2
+set g_balance_electro_switchdelay_raise 0.2
+set g_balance_electro_weaponreplace ""
+set g_balance_electro_weaponstart 0
+set g_balance_electro_weaponstartoverride -1
+set g_balance_electro_weaponthrowable 1
+// }}}
+// {{{ #7: Crylink
+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 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
+set g_balance_crylink_primary_joinexplode_damage 0
+set g_balance_crylink_primary_joinexplode_edgedamage 0
+set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_joinexplode_radius 0
+set g_balance_crylink_primary_joinspread 0.2
+set g_balance_crylink_primary_linkexplode 1
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_middle_lifetime 5
+set g_balance_crylink_primary_other_fadetime 5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_refire 0.7
+set g_balance_crylink_primary_shots 6
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.08
+set g_balance_crylink_reload_ammo 0
+set g_balance_crylink_reload_time 2
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_ammo 3
+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 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
+set g_balance_crylink_secondary_joinexplode_edgedamage 0
+set g_balance_crylink_secondary_joinexplode_force 0
+set g_balance_crylink_secondary_joinexplode_radius 0
+set g_balance_crylink_secondary_joinspread 0
+set g_balance_crylink_secondary_linkexplode 0
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_middle_lifetime 5
+set g_balance_crylink_secondary_other_fadetime 2
+set g_balance_crylink_secondary_other_lifetime 2
+set g_balance_crylink_secondary_radius 100
+set g_balance_crylink_secondary_refire 0.7
+set g_balance_crylink_secondary_shots 5
+set g_balance_crylink_secondary_speed 4000
+set g_balance_crylink_secondary_spread 0.08
+set g_balance_crylink_secondary_spreadtype 0
+set g_balance_crylink_switchdelay_drop 0.2
+set g_balance_crylink_switchdelay_raise 0.2
+set g_balance_crylink_weaponreplace ""
+set g_balance_crylink_weaponstart 0
+set g_balance_crylink_weaponstartoverride -1
+set g_balance_crylink_weaponthrowable 1
+// }}}
+// {{{ #8: Vortex
+set g_balance_vortex_charge 0
+set g_balance_vortex_charge_always 0
+set g_balance_vortex_charge_animlimit 0.5
+set g_balance_vortex_charge_limit 1
+set g_balance_vortex_charge_maxspeed 800
+set g_balance_vortex_charge_mindmg 40
+set g_balance_vortex_charge_minspeed 400
+set g_balance_vortex_charge_rate 0.6
+set g_balance_vortex_charge_rot_pause 0
+set g_balance_vortex_charge_rot_rate 0
+set g_balance_vortex_charge_shot_multiplier 0
+set g_balance_vortex_charge_start 0.5
+set g_balance_vortex_charge_velocity_rate 0
+set g_balance_vortex_primary_ammo 6
+set g_balance_vortex_primary_animtime 0.4
+set g_balance_vortex_primary_armorpierce 0
+set g_balance_vortex_primary_damage 65
+set g_balance_vortex_primary_damagefalloff_forcehalflife 0
+set g_balance_vortex_primary_damagefalloff_halflife 0
+set g_balance_vortex_primary_damagefalloff_maxdist 0
+set g_balance_vortex_primary_damagefalloff_mindist 0
+set g_balance_vortex_primary_force 400
+set g_balance_vortex_primary_refire 1.5
+set g_balance_vortex_reload_ammo 0
+set g_balance_vortex_reload_time 2
+set g_balance_vortex_secondary 0
+set g_balance_vortex_secondary_ammo 2
+set g_balance_vortex_secondary_animtime 0
+set g_balance_vortex_secondary_armorpierce 0
+set g_balance_vortex_secondary_chargepool 0
+set g_balance_vortex_secondary_chargepool_pause_regen 1
+set g_balance_vortex_secondary_chargepool_regen 0.15
+set g_balance_vortex_secondary_damage 0
+set g_balance_vortex_secondary_damagefalloff_forcehalflife 0
+set g_balance_vortex_secondary_damagefalloff_halflife 0
+set g_balance_vortex_secondary_damagefalloff_maxdist 0
+set g_balance_vortex_secondary_damagefalloff_mindist 0
+set g_balance_vortex_secondary_force 0
+set g_balance_vortex_secondary_refire 0
+set g_balance_vortex_switchdelay_drop 0.2
+set g_balance_vortex_switchdelay_raise 0.2
+set g_balance_vortex_weaponreplace ""
+set g_balance_vortex_weaponstart 0
+set g_balance_vortex_weaponstartoverride -1
+set g_balance_vortex_weaponthrowable 1
+// }}}
+// {{{ #9: Hagar
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_primary_damage 25
+set g_balance_hagar_primary_damageforcescale 0
+set g_balance_hagar_primary_edgedamage 12.5
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 15
+set g_balance_hagar_primary_lifetime 5
+set g_balance_hagar_primary_radius 65
+set g_balance_hagar_primary_refire 0.16667
+set g_balance_hagar_primary_speed 2200
+set g_balance_hagar_primary_spread 0
+set g_balance_hagar_reload_ammo 0
+set g_balance_hagar_reload_time 2
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_secondary_damage 35
+set g_balance_hagar_secondary_damageforcescale 0
+set g_balance_hagar_secondary_edgedamage 17.5
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_lifetime_min 10
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_load 1
+set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_animtime 0.2
+set g_balance_hagar_secondary_load_hold 4
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_releasedeath 0
+set g_balance_hagar_secondary_load_speed 0.5
+set g_balance_hagar_secondary_load_spread 0.075
+set g_balance_hagar_secondary_load_spread_bias 0.5
+set g_balance_hagar_secondary_radius 80
+set g_balance_hagar_secondary_refire 0.5
+set g_balance_hagar_secondary_speed 2000
+set g_balance_hagar_secondary_spread 0
+set g_balance_hagar_switchdelay_drop 0.2
+set g_balance_hagar_switchdelay_raise 0.2
+set g_balance_hagar_weaponreplace ""
+set g_balance_hagar_weaponstart 0
+set g_balance_hagar_weaponstartoverride -1
+set g_balance_hagar_weaponthrowable 1
+// }}}
+// {{{ #10: Devastator
+set g_balance_devastator_ammo 4
+set g_balance_devastator_animtime 0.4
+set g_balance_devastator_damage 80
+set g_balance_devastator_damageforcescale 1
+set g_balance_devastator_detonatedelay 0.02
+set g_balance_devastator_edgedamage 40
+set g_balance_devastator_force 400
+set g_balance_devastator_guidedelay 0.2
+set g_balance_devastator_guidegoal 512
+set g_balance_devastator_guiderate 90
+set g_balance_devastator_guideratedelay 0.01
+set g_balance_devastator_guidestop 0
+set g_balance_devastator_health 30
+set g_balance_devastator_lifetime 10
+set g_balance_devastator_radius 110
+set g_balance_devastator_refire 1.1
+set g_balance_devastator_reload_ammo 0
+set g_balance_devastator_reload_time 2
+set g_balance_devastator_remote_damage 70
+set g_balance_devastator_remote_edgedamage 35
+set g_balance_devastator_remote_force 300
+set g_balance_devastator_remote_jump 1
+set g_balance_devastator_remote_jump_damage 70
+set g_balance_devastator_remote_jump_force 450
+set g_balance_devastator_remote_jump_radius 100
+set g_balance_devastator_remote_jump_velocity_z_add 0
+set g_balance_devastator_remote_jump_velocity_z_max 1500
+set g_balance_devastator_remote_jump_velocity_z_min 400
+set g_balance_devastator_remote_radius 110
+set g_balance_devastator_speed 1300
+set g_balance_devastator_speedaccel 1300
+set g_balance_devastator_speedstart 1000
+set g_balance_devastator_switchdelay_drop 0.2
+set g_balance_devastator_switchdelay_raise 0.2
+set g_balance_devastator_weaponreplace ""
+set g_balance_devastator_weaponstart 0
+set g_balance_devastator_weaponstartoverride -1
+set g_balance_devastator_weaponthrowable 1
+// }}}
+// {{{ #11: Port-O-Launch
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_lifetime 5
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_speed 1000
+set g_balance_porto_secondary 1
+set g_balance_porto_secondary_animtime 0.3
+set g_balance_porto_secondary_lifetime 5
+set g_balance_porto_secondary_refire 1.5
+set g_balance_porto_secondary_speed 1000
+set g_balance_porto_switchdelay_drop 0.2
+set g_balance_porto_switchdelay_raise 0.2
+set g_balance_porto_weaponreplace ""
+set g_balance_porto_weaponstart 0
+set g_balance_porto_weaponstartoverride -1
+set g_balance_porto_weaponthrowable 1
+// }}}
+// {{{ #12: Vaporizer
+set g_balance_vaporizer_primary_ammo 10
+set g_balance_vaporizer_primary_animtime 0.3
+set g_balance_vaporizer_primary_damage 150
+set g_balance_vaporizer_primary_force 800
+set g_balance_vaporizer_primary_refire 1
+set g_balance_vaporizer_reload_ammo 0
+set g_balance_vaporizer_reload_time 0
+set g_balance_vaporizer_secondary_ammo 0
+set g_balance_vaporizer_secondary_animtime 0.2
+set g_balance_vaporizer_secondary_damage 25
+set g_balance_vaporizer_secondary_delay 0
+set g_balance_vaporizer_secondary_edgedamage 12.5
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
+set g_balance_vaporizer_secondary_lifetime 5
+set g_balance_vaporizer_secondary_radius 70
+set g_balance_vaporizer_secondary_refire 0.7
+set g_balance_vaporizer_secondary_shotangle 0
+set g_balance_vaporizer_secondary_speed 6000
+set g_balance_vaporizer_secondary_spread 0
+set g_balance_vaporizer_switchdelay_drop 0.2
+set g_balance_vaporizer_switchdelay_raise 0.2
+set g_balance_vaporizer_weaponreplace ""
+set g_balance_vaporizer_weaponstart 0
+set g_balance_vaporizer_weaponstartoverride -1
+set g_balance_vaporizer_weaponthrowable 1
+// }}}
+// {{{ #13: Grappling Hook
+set g_balance_hook_primary_ammo 5
+set g_balance_hook_primary_animtime 0.3
+set g_balance_hook_primary_hooked_ammo 5
+set g_balance_hook_primary_hooked_time_free 2
+set g_balance_hook_primary_hooked_time_max 0
+set g_balance_hook_primary_refire 0.2
+set g_balance_hook_secondary_animtime 0.3
+set g_balance_hook_secondary_damage 25
+set g_balance_hook_secondary_damageforcescale 0
+set g_balance_hook_secondary_duration 1.5
+set g_balance_hook_secondary_edgedamage 5
+set g_balance_hook_secondary_force -2000
+set g_balance_hook_secondary_gravity 5
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_lifetime 5
+set g_balance_hook_secondary_power 3
+set g_balance_hook_secondary_radius 500
+set g_balance_hook_secondary_refire 3
+set g_balance_hook_secondary_speed 0
+set g_balance_hook_switchdelay_drop 0.2
+set g_balance_hook_switchdelay_raise 0.2
+set g_balance_hook_weaponreplace ""
+set g_balance_hook_weaponstart 0
+set g_balance_hook_weaponstartoverride -1
+set g_balance_hook_weaponthrowable 1
+// }}}
+// {{{ #14: Heavy Laser Assault Cannon (MUTATOR WEAPON)
+set g_balance_hlac_primary_ammo 1
+set g_balance_hlac_primary_animtime 0.4
+set g_balance_hlac_primary_damage 18
+set g_balance_hlac_primary_edgedamage 9
+set g_balance_hlac_primary_force 90
+set g_balance_hlac_primary_lifetime 5
+set g_balance_hlac_primary_radius 70
+set g_balance_hlac_primary_refire 0.15
+set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_spread_add 0.0045
+set g_balance_hlac_primary_spread_crouchmod 0.25
+set g_balance_hlac_primary_spread_max 0.25
+set g_balance_hlac_primary_spread_min 0.01
+set g_balance_hlac_reload_ammo 0
+set g_balance_hlac_reload_time 2
+set g_balance_hlac_secondary 1
+set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_animtime 0.3
+set g_balance_hlac_secondary_damage 15
+set g_balance_hlac_secondary_edgedamage 7.5
+set g_balance_hlac_secondary_force 90
+set g_balance_hlac_secondary_lifetime 5
+set g_balance_hlac_secondary_radius 70
+set g_balance_hlac_secondary_refire 1
+set g_balance_hlac_secondary_shots 6
+set g_balance_hlac_secondary_speed 9000
+set g_balance_hlac_secondary_spread 0.15
+set g_balance_hlac_secondary_spread_crouchmod 0.5
+set g_balance_hlac_switchdelay_drop 0.2
+set g_balance_hlac_switchdelay_raise 0.2
+set g_balance_hlac_weaponreplace ""
+set g_balance_hlac_weaponstart 0
+set g_balance_hlac_weaponstartoverride -1
+set g_balance_hlac_weaponthrowable 1
+// }}}
+// {{{ #15: @!#%'n Tuba
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_force 40
+set g_balance_tuba_pitchstep 6
+set g_balance_tuba_radius 200
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_switchdelay_drop 0.2
+set g_balance_tuba_switchdelay_raise 0.2
+set g_balance_tuba_volume 1
+set g_balance_tuba_weaponreplace ""
+set g_balance_tuba_weaponstart 0
+set g_balance_tuba_weaponstartoverride -1
+set g_balance_tuba_weaponthrowable 1
+// }}}
+// {{{ #16: Rifle (MUTATOR WEAPON)
+set g_balance_rifle_bursttime 0
+set g_balance_rifle_primary_ammo 10
+set g_balance_rifle_primary_animtime 0.4
+set g_balance_rifle_primary_bullethail 0
+set g_balance_rifle_primary_burstcost 0
+set g_balance_rifle_primary_damage 80
+set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_refire 1.2
+set g_balance_rifle_primary_shots 1
+set g_balance_rifle_primary_solidpenetration 62.2
+set g_balance_rifle_primary_spread 0
+set g_balance_rifle_primary_tracer 1
+set g_balance_rifle_reload_ammo 80
+set g_balance_rifle_reload_time 2
+set g_balance_rifle_secondary 1
+set g_balance_rifle_secondary_ammo 10
+set g_balance_rifle_secondary_animtime 0.3
+set g_balance_rifle_secondary_bullethail 0
+set g_balance_rifle_secondary_burstcost 0
+set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_refire 0.9
+set g_balance_rifle_secondary_reload 0
+set g_balance_rifle_secondary_shots 4
+set g_balance_rifle_secondary_solidpenetration 15.5
+set g_balance_rifle_secondary_spread 0.04
+set g_balance_rifle_secondary_tracer 0
+set g_balance_rifle_switchdelay_drop 0.2
+set g_balance_rifle_switchdelay_raise 0.2
+set g_balance_rifle_weaponreplace ""
+set g_balance_rifle_weaponstart 0
+set g_balance_rifle_weaponstartoverride -1
+set g_balance_rifle_weaponthrowable 1
+// }}}
+// {{{ #17: Fireball
+set g_balance_fireball_primary_animtime 0.4
+set g_balance_fireball_primary_bfgdamage 100
+set g_balance_fireball_primary_bfgforce 0
+set g_balance_fireball_primary_bfgradius 1000
+set g_balance_fireball_primary_damage 200
+set g_balance_fireball_primary_damageforcescale 0
+set g_balance_fireball_primary_edgedamage 50
+set g_balance_fireball_primary_force 600
+set g_balance_fireball_primary_health 0
+set g_balance_fireball_primary_laserburntime 0.5
+set g_balance_fireball_primary_laserdamage 80
+set g_balance_fireball_primary_laseredgedamage 20
+set g_balance_fireball_primary_laserradius 256
+set g_balance_fireball_primary_lifetime 15
+set g_balance_fireball_primary_radius 200
+set g_balance_fireball_primary_refire 2
+set g_balance_fireball_primary_refire2 0
+set g_balance_fireball_primary_speed 1200
+set g_balance_fireball_primary_spread 0
+set g_balance_fireball_secondary_animtime 0.3
+set g_balance_fireball_secondary_damage 40
+set g_balance_fireball_secondary_damageforcescale 4
+set g_balance_fireball_secondary_damagetime 5
+set g_balance_fireball_secondary_laserburntime 0.5
+set g_balance_fireball_secondary_laserdamage 50
+set g_balance_fireball_secondary_laseredgedamage 20
+set g_balance_fireball_secondary_laserradius 110
+set g_balance_fireball_secondary_lifetime 7
+set g_balance_fireball_secondary_refire 1.5
+set g_balance_fireball_secondary_speed 900
+set g_balance_fireball_secondary_speed_up 100
+set g_balance_fireball_secondary_speed_z 0
+set g_balance_fireball_secondary_spread 0
+set g_balance_fireball_switchdelay_drop 0.2
+set g_balance_fireball_switchdelay_raise 0.2
+set g_balance_fireball_weaponreplace ""
+set g_balance_fireball_weaponstart 0
+set g_balance_fireball_weaponstartoverride -1
+set g_balance_fireball_weaponthrowable 0
+// }}}
+// {{{ #18: T.A.G. Seeker (MUTATOR WEAPON)
+set g_balance_seeker_flac_ammo 1
+set g_balance_seeker_flac_animtime 0.1
+set g_balance_seeker_flac_damage 15
+set g_balance_seeker_flac_edgedamage 10
+set g_balance_seeker_flac_force 50
+set g_balance_seeker_flac_lifetime 0.1
+set g_balance_seeker_flac_lifetime_rand 0.05
+set g_balance_seeker_flac_radius 100
+set g_balance_seeker_flac_refire 0.1
+set g_balance_seeker_flac_speed 3000
+set g_balance_seeker_flac_speed_up 1000
+set g_balance_seeker_flac_speed_z 0
+set g_balance_seeker_flac_spread 0.4
+set g_balance_seeker_missile_accel 1400
+set g_balance_seeker_missile_ammo 2
+set g_balance_seeker_missile_animtime 0.2
+set g_balance_seeker_missile_count 3
+set g_balance_seeker_missile_damage 30
+set g_balance_seeker_missile_damageforcescale 4
+set g_balance_seeker_missile_decel 1400
+set g_balance_seeker_missile_delay 0.25
+set g_balance_seeker_missile_edgedamage 10
+set g_balance_seeker_missile_force 150
+set g_balance_seeker_missile_health 5
+set g_balance_seeker_missile_lifetime 15
+set g_balance_seeker_missile_proxy 0
+set g_balance_seeker_missile_proxy_delay 0.2
+set g_balance_seeker_missile_proxy_maxrange 45
+set g_balance_seeker_missile_radius 80
+set g_balance_seeker_missile_refire 0.5
+set g_balance_seeker_missile_smart 1
+set g_balance_seeker_missile_smart_mindist 800
+set g_balance_seeker_missile_smart_trace_max 2500
+set g_balance_seeker_missile_smart_trace_min 1000
+set g_balance_seeker_missile_speed 700
+set g_balance_seeker_missile_speed_max 1300
+set g_balance_seeker_missile_speed_up 300
+set g_balance_seeker_missile_speed_z 0
+set g_balance_seeker_missile_spread 0
+set g_balance_seeker_missile_turnrate 0.65
+set g_balance_seeker_reload_ammo 0
+set g_balance_seeker_reload_time 2
+set g_balance_seeker_switchdelay_drop 0.2
+set g_balance_seeker_switchdelay_raise 0.2
+set g_balance_seeker_tag_ammo 1
+set g_balance_seeker_tag_animtime 0.2
+set g_balance_seeker_tag_damageforcescale 4
+set g_balance_seeker_tag_health 5
+set g_balance_seeker_tag_lifetime 15
+set g_balance_seeker_tag_refire 0.75
+set g_balance_seeker_tag_speed 5000
+set g_balance_seeker_tag_spread 0
+set g_balance_seeker_tag_tracker_lifetime 10
+set g_balance_seeker_type 0
+set g_balance_seeker_weaponreplace ""
+set g_balance_seeker_weaponstart 0
+set g_balance_seeker_weaponstartoverride -1
+set g_balance_seeker_weaponthrowable 1
+// }}}
+// {{{ #19: Shockwave
+set g_balance_shockwave_blast_animtime 0.3
+set g_balance_shockwave_blast_damage 40
+set g_balance_shockwave_blast_distance 1000
+set g_balance_shockwave_blast_edgedamage 0
+set g_balance_shockwave_blast_force 15
+set g_balance_shockwave_blast_force_forwardbias 50
+set g_balance_shockwave_blast_force_zscale 1
+set g_balance_shockwave_blast_jump_damage 20
+set g_balance_shockwave_blast_jump_edgedamage 0
+set g_balance_shockwave_blast_jump_force 100
+set g_balance_shockwave_blast_jump_force_velocitybias 1
+set g_balance_shockwave_blast_jump_force_zscale 1
+set g_balance_shockwave_blast_jump_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_jump_multiplier_distance 0.5
+set g_balance_shockwave_blast_jump_multiplier_min 0
+set g_balance_shockwave_blast_jump_radius 150
+set g_balance_shockwave_blast_multiplier_accuracy 0.45
+set g_balance_shockwave_blast_multiplier_distance 0.2
+set g_balance_shockwave_blast_multiplier_min 0
+set g_balance_shockwave_blast_refire 0.75
+set g_balance_shockwave_blast_splash_damage 15
+set g_balance_shockwave_blast_splash_edgedamage 0
+set g_balance_shockwave_blast_splash_force 100
+set g_balance_shockwave_blast_splash_force_forwardbias 50
+set g_balance_shockwave_blast_splash_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_splash_multiplier_distance 0.5
+set g_balance_shockwave_blast_splash_multiplier_min 0
+set g_balance_shockwave_blast_splash_radius 70
+set g_balance_shockwave_blast_spread_max 120
+set g_balance_shockwave_blast_spread_min 25
+set g_balance_shockwave_melee_animtime 1.3
+set g_balance_shockwave_melee_damage 80
+set g_balance_shockwave_melee_delay 0.25
+set g_balance_shockwave_melee_force 200
+set g_balance_shockwave_melee_multihit 1
+set g_balance_shockwave_melee_no_doubleslap 1
+set g_balance_shockwave_melee_nonplayerdamage 40
+set g_balance_shockwave_melee_range 120
+set g_balance_shockwave_melee_refire 1.25
+set g_balance_shockwave_melee_swing_side 120
+set g_balance_shockwave_melee_swing_up 30
+set g_balance_shockwave_melee_time 0.15
+set g_balance_shockwave_melee_traces 10
+set g_balance_shockwave_switchdelay_drop 0.2
+set g_balance_shockwave_switchdelay_raise 0.2
+set g_balance_shockwave_weaponreplace ""
+set g_balance_shockwave_weaponstart 0
+set g_balance_shockwave_weaponstartoverride -1
+set g_balance_shockwave_weaponthrowable 0
+// }}}
+// {{{ #20: Arc
+set g_balance_arc_beam_ammo 6
+set g_balance_arc_beam_animtime 0.1
+set g_balance_arc_beam_botaimlifetime 0
+set g_balance_arc_beam_botaimspeed 0
+set g_balance_arc_beam_damage 100
+set g_balance_arc_beam_degreespersegment 1
+set g_balance_arc_beam_distancepersegment 0
+set g_balance_arc_beam_falloff_halflifedist 0
+set g_balance_arc_beam_falloff_maxdist 0
+set g_balance_arc_beam_falloff_mindist 0
+set g_balance_arc_beam_force 600
+set g_balance_arc_beam_healing_amax 0
+set g_balance_arc_beam_healing_aps 50
+set g_balance_arc_beam_healing_hmax 150
+set g_balance_arc_beam_healing_hps 50
+set g_balance_arc_beam_heat 0
+set g_balance_arc_beam_maxangle 10
+set g_balance_arc_beam_nonplayerdamage 80
+set g_balance_arc_beam_range 1500
+set g_balance_arc_beam_refire 0.25
+set g_balance_arc_beam_returnspeed 8
+set g_balance_arc_beam_tightness 0.6
+set g_balance_arc_bolt 1
+set g_balance_arc_bolt_ammo 1
+set g_balance_arc_bolt_damage 25
+set g_balance_arc_bolt_damageforcescale 0
+set g_balance_arc_bolt_edgedamage 12.5
+set g_balance_arc_bolt_force 120
+set g_balance_arc_bolt_health 15
+set g_balance_arc_bolt_lifetime 5
+set g_balance_arc_bolt_radius 65
+set g_balance_arc_bolt_refire 0.16667
+set g_balance_arc_bolt_speed 2300
+set g_balance_arc_bolt_spread 0
+set g_balance_arc_burst_ammo 15
+set g_balance_arc_burst_damage 250
+set g_balance_arc_burst_healing_aps 100
+set g_balance_arc_burst_healing_hps 100
+set g_balance_arc_burst_heat 5
+set g_balance_arc_cooldown 2.5
+set g_balance_arc_cooldown_release 0
+set g_balance_arc_overheat_max 5
+set g_balance_arc_overheat_min 3
+set g_balance_arc_switchdelay_drop 0.2
+set g_balance_arc_switchdelay_raise 0.2
+set g_balance_arc_weaponreplace ""
+set g_balance_arc_weaponstart 0
+set g_balance_arc_weaponstartoverride -1
+set g_balance_arc_weaponthrowable 1
+// }}}
+// {{{ #21: Overkill Heavy Machine Gun (MUTATOR WEAPON)
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 127
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 360
+set g_balance_okhmg_secondary_force_zscale 1
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
+// }}}
+// {{{ #22: Overkill MachineGun (MUTATOR WEAPON)
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 100
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
+set g_balance_okmachinegun_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 25
+set g_balance_okmachinegun_secondary_delay 0
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 360
+set g_balance_okmachinegun_secondary_force_zscale 1
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 70
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 1
+set g_balance_okmachinegun_secondary_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_switchdelay_drop 0.2
+set g_balance_okmachinegun_switchdelay_raise 0.2
+set g_balance_okmachinegun_weaponreplace ""
+set g_balance_okmachinegun_weaponstart 0
+set g_balance_okmachinegun_weaponstartoverride -1
+set g_balance_okmachinegun_weaponthrowable 1
+// }}}
+// {{{ #23: Overkill Nex (MUTATOR WEAPON)
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_force 360
+set g_balance_oknex_secondary_force_zscale 1
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
+// }}}
+// {{{ #24: Overkill Rocket Propelled Chainsaw (MUTATOR WEAPON)
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 360
+set g_balance_okrpc_secondary_force_zscale 1
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
+// }}}
+// {{{ #25: Overkill Shotgun (MUTATOR WEAPON)
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
+set g_balance_okshotgun_primary_bot_range 512
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
+set g_balance_okshotgun_primary_refire 0.75
+set g_balance_okshotgun_primary_solidpenetration 3.8
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 25
+set g_balance_okshotgun_secondary_delay 0
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 360
+set g_balance_okshotgun_secondary_force_zscale 1
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 70
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 1
+set g_balance_okshotgun_secondary_shotangle 0
+set g_balance_okshotgun_secondary_speed 6000
+set g_balance_okshotgun_secondary_spread 0
+set g_balance_okshotgun_switchdelay_drop 0.2
+set g_balance_okshotgun_switchdelay_raise 0.2
+set g_balance_okshotgun_weaponreplace ""
+set g_balance_okshotgun_weaponstart 0
+set g_balance_okshotgun_weaponstartoverride -1
+set g_balance_okshotgun_weaponthrowable 1
+// }}}
--- /dev/null
+// {{{ #1: Blaster
+set g_balance_blaster_primary_animtime 0.2
+set g_balance_blaster_primary_damage 20
+set g_balance_blaster_primary_delay 0
+set g_balance_blaster_primary_edgedamage 10
+set g_balance_blaster_primary_force 375
+set g_balance_blaster_primary_force_zscale 1
+set g_balance_blaster_primary_lifetime 5
+set g_balance_blaster_primary_radius 60
+set g_balance_blaster_primary_refire 0.7
+set g_balance_blaster_primary_shotangle 0
+set g_balance_blaster_primary_speed 6000
+set g_balance_blaster_primary_spread 0
+set g_balance_blaster_secondary 0
+set g_balance_blaster_secondary_animtime 0.2
+set g_balance_blaster_secondary_damage 25
+set g_balance_blaster_secondary_delay 0
+set g_balance_blaster_secondary_edgedamage 12.5
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
+set g_balance_blaster_secondary_lifetime 5
+set g_balance_blaster_secondary_radius 70
+set g_balance_blaster_secondary_refire 0.7
+set g_balance_blaster_secondary_shotangle 0
+set g_balance_blaster_secondary_speed 6000
+set g_balance_blaster_secondary_spread 0
+set g_balance_blaster_switchdelay_drop 0.2
+set g_balance_blaster_switchdelay_raise 0.2
+set g_balance_blaster_weaponreplace ""
+set g_balance_blaster_weaponstart 1
+set g_balance_blaster_weaponstartoverride -1
+set g_balance_blaster_weaponthrowable 0
+// }}}
+// {{{ #2: Shotgun
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
+set g_balance_shotgun_primary_force 15
+set g_balance_shotgun_primary_refire 0.75
+set g_balance_shotgun_primary_solidpenetration 3.8
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_reload_ammo 0
+set g_balance_shotgun_reload_time 2
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_alt_animtime 0.2
+set g_balance_shotgun_secondary_alt_refire 1.2
+set g_balance_shotgun_secondary_animtime 1.15
+set g_balance_shotgun_secondary_damage 70
+set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_delay 0.25
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
+set g_balance_shotgun_secondary_refire 1.25
+set g_balance_shotgun_switchdelay_drop 0.2
+set g_balance_shotgun_switchdelay_raise 0.2
+set g_balance_shotgun_weaponreplace ""
+set g_balance_shotgun_weaponstart 1
+set g_balance_shotgun_weaponstartoverride -1
+set g_balance_shotgun_weaponthrowable 1
+// }}}
+// {{{ #3: MachineGun
+set g_balance_machinegun_burst 3
+set g_balance_machinegun_burst_ammo 3
+set g_balance_machinegun_burst_animtime 0.3
+set g_balance_machinegun_burst_refire 0.06
+set g_balance_machinegun_burst_refire2 0.45
+set g_balance_machinegun_burst_spread 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 3
+set g_balance_machinegun_first_refire 0.125
+set g_balance_machinegun_first_spread 0.03
+set g_balance_machinegun_mode 1
+set g_balance_machinegun_reload_ammo 60
+set g_balance_machinegun_reload_time 2
+set g_balance_machinegun_solidpenetration 63
+set g_balance_machinegun_spread_add 0.012
+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 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
+set g_balance_machinegun_switchdelay_raise 0.2
+set g_balance_machinegun_weaponreplace ""
+set g_balance_machinegun_weaponstart 0
+set g_balance_machinegun_weaponstartoverride -1
+set g_balance_machinegun_weaponthrowable 1
+// }}}
+// {{{ #4: Mortar
+set g_balance_mortar_bouncefactor 0.5
+set g_balance_mortar_bouncestop 0.075
+set g_balance_mortar_primary_ammo 2
+set g_balance_mortar_primary_animtime 0.3
+set g_balance_mortar_primary_damage 55
+set g_balance_mortar_primary_damageforcescale 0
+set g_balance_mortar_primary_edgedamage 25
+set g_balance_mortar_primary_force 250
+set g_balance_mortar_primary_health 15
+set g_balance_mortar_primary_lifetime 5
+set g_balance_mortar_primary_lifetime_stick 0
+set g_balance_mortar_primary_radius 120
+set g_balance_mortar_primary_refire 0.8
+set g_balance_mortar_primary_remote_minbouncecnt 0
+set g_balance_mortar_primary_speed 1900
+set g_balance_mortar_primary_speed_up 225
+set g_balance_mortar_primary_speed_z 0
+set g_balance_mortar_primary_spread 0
+set g_balance_mortar_primary_type 0
+set g_balance_mortar_reload_ammo 0
+set g_balance_mortar_reload_time 2
+set g_balance_mortar_secondary_ammo 2
+set g_balance_mortar_secondary_animtime 0.3
+set g_balance_mortar_secondary_damage 55
+set g_balance_mortar_secondary_damageforcescale 4
+set g_balance_mortar_secondary_edgedamage 30
+set g_balance_mortar_secondary_force 250
+set g_balance_mortar_secondary_health 30
+set g_balance_mortar_secondary_lifetime 5
+set g_balance_mortar_secondary_lifetime_bounce 0.5
+set g_balance_mortar_secondary_lifetime_stick 0
+set g_balance_mortar_secondary_radius 120
+set g_balance_mortar_secondary_refire 0.7
+set g_balance_mortar_secondary_remote_detonateprimary 0
+set g_balance_mortar_secondary_speed 1400
+set g_balance_mortar_secondary_speed_up 150
+set g_balance_mortar_secondary_speed_z 0
+set g_balance_mortar_secondary_spread 0
+set g_balance_mortar_secondary_type 1
+set g_balance_mortar_switchdelay_drop 0.2
+set g_balance_mortar_switchdelay_raise 0.2
+set g_balance_mortar_weaponreplace ""
+set g_balance_mortar_weaponstart 0
+set g_balance_mortar_weaponstartoverride -1
+set g_balance_mortar_weaponthrowable 1
+// }}}
+// {{{ #5: Mine Layer (MUTATOR WEAPON)
+set g_balance_minelayer_ammo 4
+set g_balance_minelayer_animtime 0.4
+set g_balance_minelayer_damage 40
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1
+set g_balance_minelayer_edgedamage 20
+set g_balance_minelayer_force 250
+set g_balance_minelayer_health 15
+set g_balance_minelayer_lifetime 10
+set g_balance_minelayer_lifetime_countdown 0.5
+set g_balance_minelayer_limit 3
+set g_balance_minelayer_protection 0
+set g_balance_minelayer_proximityradius 150
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_refire 1.5
+set g_balance_minelayer_reload_ammo 0
+set g_balance_minelayer_reload_time 2
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_force 300
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_speed 1000
+set g_balance_minelayer_switchdelay_drop 0.2
+set g_balance_minelayer_switchdelay_raise 0.2
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_weaponreplace ""
+set g_balance_minelayer_weaponstart 0
+set g_balance_minelayer_weaponstartoverride -1
+set g_balance_minelayer_weaponthrowable 1
+// }}}
+// {{{ #6: Electro
+set g_balance_electro_combo_comboradius 300
+set g_balance_electro_combo_comboradius_thruwall 200
+set g_balance_electro_combo_damage 50
+set g_balance_electro_combo_edgedamage 25
+set g_balance_electro_combo_force 120
+set g_balance_electro_combo_radius 150
+set g_balance_electro_combo_safeammocheck 1
+set g_balance_electro_combo_speed 2000
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_comboradius 300
+set g_balance_electro_primary_damage 40
+set g_balance_electro_primary_edgedamage 20
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_explode 1
+set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_radius 100
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_speed 2500
+set g_balance_electro_primary_spread 0
+set g_balance_electro_reload_ammo 0
+set g_balance_electro_reload_time 2
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_bouncefactor 0.3
+set g_balance_electro_secondary_bouncestop 0.05
+set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_damage 30
+set g_balance_electro_secondary_damagedbycontents 1
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_edgedamage 15
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_health 5
+set g_balance_electro_secondary_lifetime 4
+set g_balance_electro_secondary_radius 150
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1.6
+set g_balance_electro_secondary_speed 1000
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_speed_z 0
+set g_balance_electro_secondary_spread 0
+set g_balance_electro_secondary_stick 0
+set g_balance_electro_secondary_touchexplode 1
+set g_balance_electro_switchdelay_drop 0.2
+set g_balance_electro_switchdelay_raise 0.2
+set g_balance_electro_weaponreplace ""
+set g_balance_electro_weaponstart 0
+set g_balance_electro_weaponstartoverride -1
+set g_balance_electro_weaponthrowable 1
+// }}}
+// {{{ #7: Crylink
+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 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
+set g_balance_crylink_primary_joinexplode_damage 0
+set g_balance_crylink_primary_joinexplode_edgedamage 0
+set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_joinexplode_radius 0
+set g_balance_crylink_primary_joinspread 0.2
+set g_balance_crylink_primary_linkexplode 1
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_middle_lifetime 5
+set g_balance_crylink_primary_other_fadetime 5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_refire 0.7
+set g_balance_crylink_primary_shots 6
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.08
+set g_balance_crylink_reload_ammo 0
+set g_balance_crylink_reload_time 2
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_ammo 3
+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 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
+set g_balance_crylink_secondary_joinexplode_edgedamage 0
+set g_balance_crylink_secondary_joinexplode_force 0
+set g_balance_crylink_secondary_joinexplode_radius 0
+set g_balance_crylink_secondary_joinspread 0
+set g_balance_crylink_secondary_linkexplode 0
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_middle_lifetime 5
+set g_balance_crylink_secondary_other_fadetime 2
+set g_balance_crylink_secondary_other_lifetime 2
+set g_balance_crylink_secondary_radius 100
+set g_balance_crylink_secondary_refire 0.7
+set g_balance_crylink_secondary_shots 5
+set g_balance_crylink_secondary_speed 4000
+set g_balance_crylink_secondary_spread 0.08
+set g_balance_crylink_secondary_spreadtype 0
+set g_balance_crylink_switchdelay_drop 0.2
+set g_balance_crylink_switchdelay_raise 0.2
+set g_balance_crylink_weaponreplace ""
+set g_balance_crylink_weaponstart 0
+set g_balance_crylink_weaponstartoverride -1
+set g_balance_crylink_weaponthrowable 1
+// }}}
+// {{{ #8: Vortex
+set g_balance_vortex_charge 0
+set g_balance_vortex_charge_always 0
+set g_balance_vortex_charge_animlimit 0.5
+set g_balance_vortex_charge_limit 1
+set g_balance_vortex_charge_maxspeed 800
+set g_balance_vortex_charge_mindmg 40
+set g_balance_vortex_charge_minspeed 400
+set g_balance_vortex_charge_rate 0.6
+set g_balance_vortex_charge_rot_pause 0
+set g_balance_vortex_charge_rot_rate 0
+set g_balance_vortex_charge_shot_multiplier 0
+set g_balance_vortex_charge_start 0.5
+set g_balance_vortex_charge_velocity_rate 0
+set g_balance_vortex_primary_ammo 6
+set g_balance_vortex_primary_animtime 0.4
+set g_balance_vortex_primary_armorpierce 0
+set g_balance_vortex_primary_damage 65
+set g_balance_vortex_primary_damagefalloff_forcehalflife 0
+set g_balance_vortex_primary_damagefalloff_halflife 0
+set g_balance_vortex_primary_damagefalloff_maxdist 0
+set g_balance_vortex_primary_damagefalloff_mindist 0
+set g_balance_vortex_primary_force 400
+set g_balance_vortex_primary_refire 1.5
+set g_balance_vortex_reload_ammo 0
+set g_balance_vortex_reload_time 2
+set g_balance_vortex_secondary 0
+set g_balance_vortex_secondary_ammo 2
+set g_balance_vortex_secondary_animtime 0
+set g_balance_vortex_secondary_armorpierce 0
+set g_balance_vortex_secondary_chargepool 0
+set g_balance_vortex_secondary_chargepool_pause_regen 1
+set g_balance_vortex_secondary_chargepool_regen 0.15
+set g_balance_vortex_secondary_damage 0
+set g_balance_vortex_secondary_damagefalloff_forcehalflife 0
+set g_balance_vortex_secondary_damagefalloff_halflife 0
+set g_balance_vortex_secondary_damagefalloff_maxdist 0
+set g_balance_vortex_secondary_damagefalloff_mindist 0
+set g_balance_vortex_secondary_force 0
+set g_balance_vortex_secondary_refire 0
+set g_balance_vortex_switchdelay_drop 0.2
+set g_balance_vortex_switchdelay_raise 0.2
+set g_balance_vortex_weaponreplace ""
+set g_balance_vortex_weaponstart 0
+set g_balance_vortex_weaponstartoverride -1
+set g_balance_vortex_weaponthrowable 1
+// }}}
+// {{{ #9: Hagar
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_primary_damage 25
+set g_balance_hagar_primary_damageforcescale 0
+set g_balance_hagar_primary_edgedamage 12.5
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 15
+set g_balance_hagar_primary_lifetime 5
+set g_balance_hagar_primary_radius 65
+set g_balance_hagar_primary_refire 0.16667
+set g_balance_hagar_primary_speed 2200
+set g_balance_hagar_primary_spread 0
+set g_balance_hagar_reload_ammo 0
+set g_balance_hagar_reload_time 2
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_secondary_damage 35
+set g_balance_hagar_secondary_damageforcescale 0
+set g_balance_hagar_secondary_edgedamage 17.5
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_lifetime_min 10
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_load 1
+set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_animtime 0.2
+set g_balance_hagar_secondary_load_hold 4
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_releasedeath 0
+set g_balance_hagar_secondary_load_speed 0.5
+set g_balance_hagar_secondary_load_spread 0.075
+set g_balance_hagar_secondary_load_spread_bias 0.5
+set g_balance_hagar_secondary_radius 80
+set g_balance_hagar_secondary_refire 0.5
+set g_balance_hagar_secondary_speed 2000
+set g_balance_hagar_secondary_spread 0
+set g_balance_hagar_switchdelay_drop 0.2
+set g_balance_hagar_switchdelay_raise 0.2
+set g_balance_hagar_weaponreplace ""
+set g_balance_hagar_weaponstart 0
+set g_balance_hagar_weaponstartoverride -1
+set g_balance_hagar_weaponthrowable 1
+// }}}
+// {{{ #10: Devastator
+set g_balance_devastator_ammo 4
+set g_balance_devastator_animtime 0.4
+set g_balance_devastator_damage 80
+set g_balance_devastator_damageforcescale 1
+set g_balance_devastator_detonatedelay 0.02
+set g_balance_devastator_edgedamage 40
+set g_balance_devastator_force 400
+set g_balance_devastator_guidedelay 0.2
+set g_balance_devastator_guidegoal 512
+set g_balance_devastator_guiderate 90
+set g_balance_devastator_guideratedelay 0.01
+set g_balance_devastator_guidestop 0
+set g_balance_devastator_health 30
+set g_balance_devastator_lifetime 10
+set g_balance_devastator_radius 110
+set g_balance_devastator_refire 1.1
+set g_balance_devastator_reload_ammo 0
+set g_balance_devastator_reload_time 2
+set g_balance_devastator_remote_damage 70
+set g_balance_devastator_remote_edgedamage 35
+set g_balance_devastator_remote_force 300
+set g_balance_devastator_remote_jump 1
+set g_balance_devastator_remote_jump_damage 70
+set g_balance_devastator_remote_jump_force 450
+set g_balance_devastator_remote_jump_radius 100
+set g_balance_devastator_remote_jump_velocity_z_add 0
+set g_balance_devastator_remote_jump_velocity_z_max 1500
+set g_balance_devastator_remote_jump_velocity_z_min 400
+set g_balance_devastator_remote_radius 110
+set g_balance_devastator_speed 1300
+set g_balance_devastator_speedaccel 1300
+set g_balance_devastator_speedstart 1000
+set g_balance_devastator_switchdelay_drop 0.2
+set g_balance_devastator_switchdelay_raise 0.2
+set g_balance_devastator_weaponreplace ""
+set g_balance_devastator_weaponstart 0
+set g_balance_devastator_weaponstartoverride -1
+set g_balance_devastator_weaponthrowable 1
+// }}}
+// {{{ #11: Port-O-Launch
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_lifetime 5
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_speed 1000
+set g_balance_porto_secondary 1
+set g_balance_porto_secondary_animtime 0.3
+set g_balance_porto_secondary_lifetime 5
+set g_balance_porto_secondary_refire 1.5
+set g_balance_porto_secondary_speed 1000
+set g_balance_porto_switchdelay_drop 0.2
+set g_balance_porto_switchdelay_raise 0.2
+set g_balance_porto_weaponreplace ""
+set g_balance_porto_weaponstart 0
+set g_balance_porto_weaponstartoverride -1
+set g_balance_porto_weaponthrowable 1
+// }}}
+// {{{ #12: Vaporizer
+set g_balance_vaporizer_primary_ammo 10
+set g_balance_vaporizer_primary_animtime 0.3
+set g_balance_vaporizer_primary_damage 150
+set g_balance_vaporizer_primary_force 800
+set g_balance_vaporizer_primary_refire 1
+set g_balance_vaporizer_reload_ammo 0
+set g_balance_vaporizer_reload_time 0
+set g_balance_vaporizer_secondary_ammo 0
+set g_balance_vaporizer_secondary_animtime 0.2
+set g_balance_vaporizer_secondary_damage 25
+set g_balance_vaporizer_secondary_delay 0
+set g_balance_vaporizer_secondary_edgedamage 12.5
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
+set g_balance_vaporizer_secondary_lifetime 5
+set g_balance_vaporizer_secondary_radius 70
+set g_balance_vaporizer_secondary_refire 0.7
+set g_balance_vaporizer_secondary_shotangle 0
+set g_balance_vaporizer_secondary_speed 6000
+set g_balance_vaporizer_secondary_spread 0
+set g_balance_vaporizer_switchdelay_drop 0.2
+set g_balance_vaporizer_switchdelay_raise 0.2
+set g_balance_vaporizer_weaponreplace ""
+set g_balance_vaporizer_weaponstart 0
+set g_balance_vaporizer_weaponstartoverride -1
+set g_balance_vaporizer_weaponthrowable 1
+// }}}
+// {{{ #13: Grappling Hook
+set g_balance_hook_primary_ammo 5
+set g_balance_hook_primary_animtime 0.3
+set g_balance_hook_primary_hooked_ammo 5
+set g_balance_hook_primary_hooked_time_free 2
+set g_balance_hook_primary_hooked_time_max 0
+set g_balance_hook_primary_refire 0.2
+set g_balance_hook_secondary_animtime 0.3
+set g_balance_hook_secondary_damage 25
+set g_balance_hook_secondary_damageforcescale 0
+set g_balance_hook_secondary_duration 1.5
+set g_balance_hook_secondary_edgedamage 5
+set g_balance_hook_secondary_force -2000
+set g_balance_hook_secondary_gravity 5
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_lifetime 5
+set g_balance_hook_secondary_power 3
+set g_balance_hook_secondary_radius 500
+set g_balance_hook_secondary_refire 3
+set g_balance_hook_secondary_speed 0
+set g_balance_hook_switchdelay_drop 0.2
+set g_balance_hook_switchdelay_raise 0.2
+set g_balance_hook_weaponreplace ""
+set g_balance_hook_weaponstart 0
+set g_balance_hook_weaponstartoverride -1
+set g_balance_hook_weaponthrowable 1
+// }}}
+// {{{ #14: Heavy Laser Assault Cannon (MUTATOR WEAPON)
+set g_balance_hlac_primary_ammo 1
+set g_balance_hlac_primary_animtime 0.4
+set g_balance_hlac_primary_damage 18
+set g_balance_hlac_primary_edgedamage 9
+set g_balance_hlac_primary_force 90
+set g_balance_hlac_primary_lifetime 5
+set g_balance_hlac_primary_radius 70
+set g_balance_hlac_primary_refire 0.15
+set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_spread_add 0.0045
+set g_balance_hlac_primary_spread_crouchmod 0.25
+set g_balance_hlac_primary_spread_max 0.25
+set g_balance_hlac_primary_spread_min 0.01
+set g_balance_hlac_reload_ammo 0
+set g_balance_hlac_reload_time 2
+set g_balance_hlac_secondary 1
+set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_animtime 0.3
+set g_balance_hlac_secondary_damage 15
+set g_balance_hlac_secondary_edgedamage 7.5
+set g_balance_hlac_secondary_force 90
+set g_balance_hlac_secondary_lifetime 5
+set g_balance_hlac_secondary_radius 70
+set g_balance_hlac_secondary_refire 1
+set g_balance_hlac_secondary_shots 6
+set g_balance_hlac_secondary_speed 9000
+set g_balance_hlac_secondary_spread 0.15
+set g_balance_hlac_secondary_spread_crouchmod 0.5
+set g_balance_hlac_switchdelay_drop 0.2
+set g_balance_hlac_switchdelay_raise 0.2
+set g_balance_hlac_weaponreplace ""
+set g_balance_hlac_weaponstart 0
+set g_balance_hlac_weaponstartoverride -1
+set g_balance_hlac_weaponthrowable 1
+// }}}
+// {{{ #15: @!#%'n Tuba
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_force 40
+set g_balance_tuba_pitchstep 6
+set g_balance_tuba_radius 200
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_switchdelay_drop 0.2
+set g_balance_tuba_switchdelay_raise 0.2
+set g_balance_tuba_volume 1
+set g_balance_tuba_weaponreplace ""
+set g_balance_tuba_weaponstart 0
+set g_balance_tuba_weaponstartoverride -1
+set g_balance_tuba_weaponthrowable 1
+// }}}
+// {{{ #16: Rifle (MUTATOR WEAPON)
+set g_balance_rifle_bursttime 0
+set g_balance_rifle_primary_ammo 10
+set g_balance_rifle_primary_animtime 0.4
+set g_balance_rifle_primary_bullethail 0
+set g_balance_rifle_primary_burstcost 0
+set g_balance_rifle_primary_damage 80
+set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_refire 1.2
+set g_balance_rifle_primary_shots 1
+set g_balance_rifle_primary_solidpenetration 62.2
+set g_balance_rifle_primary_spread 0
+set g_balance_rifle_primary_tracer 1
+set g_balance_rifle_reload_ammo 80
+set g_balance_rifle_reload_time 2
+set g_balance_rifle_secondary 1
+set g_balance_rifle_secondary_ammo 10
+set g_balance_rifle_secondary_animtime 0.3
+set g_balance_rifle_secondary_bullethail 0
+set g_balance_rifle_secondary_burstcost 0
+set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_refire 0.9
+set g_balance_rifle_secondary_reload 0
+set g_balance_rifle_secondary_shots 4
+set g_balance_rifle_secondary_solidpenetration 15.5
+set g_balance_rifle_secondary_spread 0.04
+set g_balance_rifle_secondary_tracer 0
+set g_balance_rifle_switchdelay_drop 0.2
+set g_balance_rifle_switchdelay_raise 0.2
+set g_balance_rifle_weaponreplace ""
+set g_balance_rifle_weaponstart 0
+set g_balance_rifle_weaponstartoverride -1
+set g_balance_rifle_weaponthrowable 1
+// }}}
+// {{{ #17: Fireball
+set g_balance_fireball_primary_animtime 0.4
+set g_balance_fireball_primary_bfgdamage 100
+set g_balance_fireball_primary_bfgforce 0
+set g_balance_fireball_primary_bfgradius 1000
+set g_balance_fireball_primary_damage 200
+set g_balance_fireball_primary_damageforcescale 0
+set g_balance_fireball_primary_edgedamage 50
+set g_balance_fireball_primary_force 600
+set g_balance_fireball_primary_health 0
+set g_balance_fireball_primary_laserburntime 0.5
+set g_balance_fireball_primary_laserdamage 80
+set g_balance_fireball_primary_laseredgedamage 20
+set g_balance_fireball_primary_laserradius 256
+set g_balance_fireball_primary_lifetime 15
+set g_balance_fireball_primary_radius 200
+set g_balance_fireball_primary_refire 2
+set g_balance_fireball_primary_refire2 0
+set g_balance_fireball_primary_speed 1200
+set g_balance_fireball_primary_spread 0
+set g_balance_fireball_secondary_animtime 0.3
+set g_balance_fireball_secondary_damage 40
+set g_balance_fireball_secondary_damageforcescale 4
+set g_balance_fireball_secondary_damagetime 5
+set g_balance_fireball_secondary_laserburntime 0.5
+set g_balance_fireball_secondary_laserdamage 50
+set g_balance_fireball_secondary_laseredgedamage 20
+set g_balance_fireball_secondary_laserradius 110
+set g_balance_fireball_secondary_lifetime 7
+set g_balance_fireball_secondary_refire 1.5
+set g_balance_fireball_secondary_speed 900
+set g_balance_fireball_secondary_speed_up 100
+set g_balance_fireball_secondary_speed_z 0
+set g_balance_fireball_secondary_spread 0
+set g_balance_fireball_switchdelay_drop 0.2
+set g_balance_fireball_switchdelay_raise 0.2
+set g_balance_fireball_weaponreplace ""
+set g_balance_fireball_weaponstart 0
+set g_balance_fireball_weaponstartoverride -1
+set g_balance_fireball_weaponthrowable 0
+// }}}
+// {{{ #18: T.A.G. Seeker (MUTATOR WEAPON)
+set g_balance_seeker_flac_ammo 1
+set g_balance_seeker_flac_animtime 0.1
+set g_balance_seeker_flac_damage 15
+set g_balance_seeker_flac_edgedamage 10
+set g_balance_seeker_flac_force 50
+set g_balance_seeker_flac_lifetime 0.1
+set g_balance_seeker_flac_lifetime_rand 0.05
+set g_balance_seeker_flac_radius 100
+set g_balance_seeker_flac_refire 0.1
+set g_balance_seeker_flac_speed 3000
+set g_balance_seeker_flac_speed_up 1000
+set g_balance_seeker_flac_speed_z 0
+set g_balance_seeker_flac_spread 0.4
+set g_balance_seeker_missile_accel 1400
+set g_balance_seeker_missile_ammo 2
+set g_balance_seeker_missile_animtime 0.2
+set g_balance_seeker_missile_count 3
+set g_balance_seeker_missile_damage 30
+set g_balance_seeker_missile_damageforcescale 4
+set g_balance_seeker_missile_decel 1400
+set g_balance_seeker_missile_delay 0.25
+set g_balance_seeker_missile_edgedamage 10
+set g_balance_seeker_missile_force 150
+set g_balance_seeker_missile_health 5
+set g_balance_seeker_missile_lifetime 15
+set g_balance_seeker_missile_proxy 0
+set g_balance_seeker_missile_proxy_delay 0.2
+set g_balance_seeker_missile_proxy_maxrange 45
+set g_balance_seeker_missile_radius 80
+set g_balance_seeker_missile_refire 0.5
+set g_balance_seeker_missile_smart 1
+set g_balance_seeker_missile_smart_mindist 800
+set g_balance_seeker_missile_smart_trace_max 2500
+set g_balance_seeker_missile_smart_trace_min 1000
+set g_balance_seeker_missile_speed 700
+set g_balance_seeker_missile_speed_max 1300
+set g_balance_seeker_missile_speed_up 300
+set g_balance_seeker_missile_speed_z 0
+set g_balance_seeker_missile_spread 0
+set g_balance_seeker_missile_turnrate 0.65
+set g_balance_seeker_reload_ammo 0
+set g_balance_seeker_reload_time 2
+set g_balance_seeker_switchdelay_drop 0.2
+set g_balance_seeker_switchdelay_raise 0.2
+set g_balance_seeker_tag_ammo 1
+set g_balance_seeker_tag_animtime 0.2
+set g_balance_seeker_tag_damageforcescale 4
+set g_balance_seeker_tag_health 5
+set g_balance_seeker_tag_lifetime 15
+set g_balance_seeker_tag_refire 0.75
+set g_balance_seeker_tag_speed 5000
+set g_balance_seeker_tag_spread 0
+set g_balance_seeker_tag_tracker_lifetime 10
+set g_balance_seeker_type 0
+set g_balance_seeker_weaponreplace ""
+set g_balance_seeker_weaponstart 0
+set g_balance_seeker_weaponstartoverride -1
+set g_balance_seeker_weaponthrowable 1
+// }}}
+// {{{ #19: Shockwave
+set g_balance_shockwave_blast_animtime 0.3
+set g_balance_shockwave_blast_damage 40
+set g_balance_shockwave_blast_distance 1000
+set g_balance_shockwave_blast_edgedamage 0
+set g_balance_shockwave_blast_force 15
+set g_balance_shockwave_blast_force_forwardbias 50
+set g_balance_shockwave_blast_force_zscale 1
+set g_balance_shockwave_blast_jump_damage 20
+set g_balance_shockwave_blast_jump_edgedamage 0
+set g_balance_shockwave_blast_jump_force 100
+set g_balance_shockwave_blast_jump_force_velocitybias 1
+set g_balance_shockwave_blast_jump_force_zscale 1
+set g_balance_shockwave_blast_jump_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_jump_multiplier_distance 0.5
+set g_balance_shockwave_blast_jump_multiplier_min 0
+set g_balance_shockwave_blast_jump_radius 150
+set g_balance_shockwave_blast_multiplier_accuracy 0.45
+set g_balance_shockwave_blast_multiplier_distance 0.2
+set g_balance_shockwave_blast_multiplier_min 0
+set g_balance_shockwave_blast_refire 0.75
+set g_balance_shockwave_blast_splash_damage 15
+set g_balance_shockwave_blast_splash_edgedamage 0
+set g_balance_shockwave_blast_splash_force 100
+set g_balance_shockwave_blast_splash_force_forwardbias 50
+set g_balance_shockwave_blast_splash_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_splash_multiplier_distance 0.5
+set g_balance_shockwave_blast_splash_multiplier_min 0
+set g_balance_shockwave_blast_splash_radius 70
+set g_balance_shockwave_blast_spread_max 120
+set g_balance_shockwave_blast_spread_min 25
+set g_balance_shockwave_melee_animtime 1.3
+set g_balance_shockwave_melee_damage 80
+set g_balance_shockwave_melee_delay 0.25
+set g_balance_shockwave_melee_force 200
+set g_balance_shockwave_melee_multihit 1
+set g_balance_shockwave_melee_no_doubleslap 1
+set g_balance_shockwave_melee_nonplayerdamage 40
+set g_balance_shockwave_melee_range 120
+set g_balance_shockwave_melee_refire 1.25
+set g_balance_shockwave_melee_swing_side 120
+set g_balance_shockwave_melee_swing_up 30
+set g_balance_shockwave_melee_time 0.15
+set g_balance_shockwave_melee_traces 10
+set g_balance_shockwave_switchdelay_drop 0.2
+set g_balance_shockwave_switchdelay_raise 0.2
+set g_balance_shockwave_weaponreplace ""
+set g_balance_shockwave_weaponstart 0
+set g_balance_shockwave_weaponstartoverride -1
+set g_balance_shockwave_weaponthrowable 0
+// }}}
+// {{{ #20: Arc
+set g_balance_arc_beam_ammo 6
+set g_balance_arc_beam_animtime 0.1
+set g_balance_arc_beam_botaimlifetime 0
+set g_balance_arc_beam_botaimspeed 0
+set g_balance_arc_beam_damage 100
+set g_balance_arc_beam_degreespersegment 1
+set g_balance_arc_beam_distancepersegment 0
+set g_balance_arc_beam_falloff_halflifedist 0
+set g_balance_arc_beam_falloff_maxdist 0
+set g_balance_arc_beam_falloff_mindist 0
+set g_balance_arc_beam_force 600
+set g_balance_arc_beam_healing_amax 0
+set g_balance_arc_beam_healing_aps 50
+set g_balance_arc_beam_healing_hmax 150
+set g_balance_arc_beam_healing_hps 50
+set g_balance_arc_beam_heat 0
+set g_balance_arc_beam_maxangle 10
+set g_balance_arc_beam_nonplayerdamage 80
+set g_balance_arc_beam_range 1000
+set g_balance_arc_beam_refire 0.25
+set g_balance_arc_beam_returnspeed 8
+set g_balance_arc_beam_tightness 0.5
+set g_balance_arc_bolt 0
+set g_balance_arc_bolt_ammo 1
+set g_balance_arc_bolt_damage 25
+set g_balance_arc_bolt_damageforcescale 0
+set g_balance_arc_bolt_edgedamage 12.5
+set g_balance_arc_bolt_force 120
+set g_balance_arc_bolt_health 15
+set g_balance_arc_bolt_lifetime 5
+set g_balance_arc_bolt_radius 65
+set g_balance_arc_bolt_refire 0.16667
+set g_balance_arc_bolt_speed 2300
+set g_balance_arc_bolt_spread 0
+set g_balance_arc_burst_ammo 15
+set g_balance_arc_burst_damage 250
+set g_balance_arc_burst_healing_aps 100
+set g_balance_arc_burst_healing_hps 100
+set g_balance_arc_burst_heat 5
+set g_balance_arc_cooldown 2.5
+set g_balance_arc_cooldown_release 0
+set g_balance_arc_overheat_max 5
+set g_balance_arc_overheat_min 3
+set g_balance_arc_switchdelay_drop 0.2
+set g_balance_arc_switchdelay_raise 0.2
+set g_balance_arc_weaponreplace ""
+set g_balance_arc_weaponstart 0
+set g_balance_arc_weaponstartoverride -1
+set g_balance_arc_weaponthrowable 1
+// }}}
+// {{{ #21: Overkill Heavy Machine Gun (MUTATOR WEAPON)
+set g_balance_okhmg_primary_ammo 1
+set g_balance_okhmg_primary_damage 30
+set g_balance_okhmg_primary_force 10
+set g_balance_okhmg_primary_refire 0.05
+set g_balance_okhmg_primary_solidpenetration 127
+set g_balance_okhmg_primary_spread_add 0.005
+set g_balance_okhmg_primary_spread_max 0.06
+set g_balance_okhmg_primary_spread_min 0.01
+set g_balance_okhmg_reload_ammo 120
+set g_balance_okhmg_reload_time 1
+set g_balance_okhmg_secondary_ammo 0
+set g_balance_okhmg_secondary_animtime 0.2
+set g_balance_okhmg_secondary_damage 25
+set g_balance_okhmg_secondary_delay 0
+set g_balance_okhmg_secondary_edgedamage 12.5
+set g_balance_okhmg_secondary_force 360
+set g_balance_okhmg_secondary_force_zscale 1
+set g_balance_okhmg_secondary_lifetime 5
+set g_balance_okhmg_secondary_radius 70
+set g_balance_okhmg_secondary_refire 0.7
+set g_balance_okhmg_secondary_refire_type 1
+set g_balance_okhmg_secondary_shotangle 0
+set g_balance_okhmg_secondary_speed 6000
+set g_balance_okhmg_secondary_spread 0
+set g_balance_okhmg_switchdelay_drop 0.2
+set g_balance_okhmg_switchdelay_raise 0.2
+set g_balance_okhmg_weaponreplace ""
+set g_balance_okhmg_weaponstart 0
+set g_balance_okhmg_weaponstartoverride 0
+set g_balance_okhmg_weaponthrowable 0
+// }}}
+// {{{ #22: Overkill MachineGun (MUTATOR WEAPON)
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 100
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
+set g_balance_okmachinegun_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 25
+set g_balance_okmachinegun_secondary_delay 0
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 360
+set g_balance_okmachinegun_secondary_force_zscale 1
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 70
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 1
+set g_balance_okmachinegun_secondary_shotangle 0
+set g_balance_okmachinegun_secondary_speed 6000
+set g_balance_okmachinegun_secondary_spread 0
+set g_balance_okmachinegun_switchdelay_drop 0.2
+set g_balance_okmachinegun_switchdelay_raise 0.2
+set g_balance_okmachinegun_weaponreplace ""
+set g_balance_okmachinegun_weaponstart 0
+set g_balance_okmachinegun_weaponstartoverride -1
+set g_balance_okmachinegun_weaponthrowable 1
+// }}}
+// {{{ #23: Overkill Nex (MUTATOR WEAPON)
+set g_balance_oknex_charge 0
+set g_balance_oknex_charge_animlimit 0.5
+set g_balance_oknex_charge_limit 1
+set g_balance_oknex_charge_maxspeed 800
+set g_balance_oknex_charge_mindmg 40
+set g_balance_oknex_charge_minspeed 400
+set g_balance_oknex_charge_rate 0.6
+set g_balance_oknex_charge_rot_pause 0
+set g_balance_oknex_charge_rot_rate 0
+set g_balance_oknex_charge_shot_multiplier 0
+set g_balance_oknex_charge_start 0.5
+set g_balance_oknex_charge_velocity_rate 0
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
+set g_balance_oknex_primary_damagefalloff_forcehalflife 0
+set g_balance_oknex_primary_damagefalloff_halflife 0
+set g_balance_oknex_primary_damagefalloff_maxdist 0
+set g_balance_oknex_primary_damagefalloff_mindist 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
+set g_balance_oknex_reload_time 2
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
+set g_balance_oknex_secondary_chargepool 0
+set g_balance_oknex_secondary_chargepool_pause_regen 1
+set g_balance_oknex_secondary_chargepool_regen 0.15
+set g_balance_oknex_secondary_damage 25
+set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
+set g_balance_oknex_secondary_damagefalloff_halflife 0
+set g_balance_oknex_secondary_damagefalloff_maxdist 0
+set g_balance_oknex_secondary_damagefalloff_mindist 0
+set g_balance_oknex_secondary_delay 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_force 360
+set g_balance_oknex_secondary_force_zscale 1
+set g_balance_oknex_secondary_lifetime 5
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
+set g_balance_oknex_secondary_shotangle 0
+set g_balance_oknex_secondary_speed 6000
+set g_balance_oknex_secondary_spread 0
+set g_balance_oknex_switchdelay_drop 0.2
+set g_balance_oknex_switchdelay_raise 0.2
+set g_balance_oknex_weaponreplace ""
+set g_balance_oknex_weaponstart 0
+set g_balance_oknex_weaponstartoverride -1
+set g_balance_oknex_weaponthrowable 1
+// }}}
+// {{{ #24: Overkill Rocket Propelled Chainsaw (MUTATOR WEAPON)
+set g_balance_okrpc_primary_ammo 10
+set g_balance_okrpc_primary_animtime 1
+set g_balance_okrpc_primary_damage 150
+set g_balance_okrpc_primary_damage2 500
+set g_balance_okrpc_primary_damageforcescale 2
+set g_balance_okrpc_primary_edgedamage 50
+set g_balance_okrpc_primary_force 400
+set g_balance_okrpc_primary_health 25
+set g_balance_okrpc_primary_lifetime 30
+set g_balance_okrpc_primary_radius 300
+set g_balance_okrpc_primary_refire 1
+set g_balance_okrpc_primary_speed 2500
+set g_balance_okrpc_primary_speedaccel 5000
+set g_balance_okrpc_reload_ammo 10
+set g_balance_okrpc_reload_time 1
+set g_balance_okrpc_secondary_ammo 0
+set g_balance_okrpc_secondary_animtime 0.2
+set g_balance_okrpc_secondary_damage 25
+set g_balance_okrpc_secondary_delay 0
+set g_balance_okrpc_secondary_edgedamage 12.5
+set g_balance_okrpc_secondary_force 360
+set g_balance_okrpc_secondary_force_zscale 1
+set g_balance_okrpc_secondary_lifetime 5
+set g_balance_okrpc_secondary_radius 70
+set g_balance_okrpc_secondary_refire 0.7
+set g_balance_okrpc_secondary_refire_type 1
+set g_balance_okrpc_secondary_shotangle 0
+set g_balance_okrpc_secondary_speed 6000
+set g_balance_okrpc_secondary_spread 0
+set g_balance_okrpc_switchdelay_drop 0.2
+set g_balance_okrpc_switchdelay_raise 0.2
+set g_balance_okrpc_weaponreplace ""
+set g_balance_okrpc_weaponstart 0
+set g_balance_okrpc_weaponstartoverride 0
+set g_balance_okrpc_weaponthrowable 0
+// }}}
+// {{{ #25: Overkill Shotgun (MUTATOR WEAPON)
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
+set g_balance_okshotgun_primary_bot_range 512
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
+set g_balance_okshotgun_primary_refire 0.75
+set g_balance_okshotgun_primary_solidpenetration 3.8
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
+set g_balance_okshotgun_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 25
+set g_balance_okshotgun_secondary_delay 0
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 360
+set g_balance_okshotgun_secondary_force_zscale 1
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 70
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 1
+set g_balance_okshotgun_secondary_shotangle 0
+set g_balance_okshotgun_secondary_speed 6000
+set g_balance_okshotgun_secondary_spread 0
+set g_balance_okshotgun_switchdelay_drop 0.2
+set g_balance_okshotgun_switchdelay_raise 0.2
+set g_balance_okshotgun_weaponreplace ""
+set g_balance_okshotgun_weaponstart 0
+set g_balance_okshotgun_weaponstartoverride -1
+set g_balance_okshotgun_weaponthrowable 1
+// }}}
set g_balance_blaster_primary_damage 20
set g_balance_blaster_primary_delay 0
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_force 375
+set g_balance_blaster_primary_force_zscale 1
set g_balance_blaster_primary_lifetime 5
set g_balance_blaster_primary_radius 60
set g_balance_blaster_primary_refire 0.7
set g_balance_blaster_secondary_damage 25
set g_balance_blaster_secondary_delay 0
set g_balance_blaster_secondary_edgedamage 12.5
-set g_balance_blaster_secondary_force 300
-set g_balance_blaster_secondary_force_zscale 1.2
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
set g_balance_blaster_secondary_lifetime 5
set g_balance_blaster_secondary_radius 70
set g_balance_blaster_secondary_refire 0.7
set g_balance_machinegun_burst_animtime 0.3
set g_balance_machinegun_burst_refire 0.06
set g_balance_machinegun_burst_refire2 0.45
-set g_balance_machinegun_burst_spread 0
+set g_balance_machinegun_burst_spread 0.03
set g_balance_machinegun_first 1
set g_balance_machinegun_first_ammo 1
set g_balance_machinegun_first_damage 14
set g_balance_devastator_remote_damage 70
set g_balance_devastator_remote_edgedamage 35
set g_balance_devastator_remote_force 350
+set g_balance_devastator_remote_jump 0
set g_balance_devastator_remote_jump_damage 70
set g_balance_devastator_remote_jump_force 450
-set g_balance_devastator_remote_jump_radius 0
+set g_balance_devastator_remote_jump_radius 100
set g_balance_devastator_remote_jump_velocity_z_add 0
set g_balance_devastator_remote_jump_velocity_z_max 1500
set g_balance_devastator_remote_jump_velocity_z_min 400
set g_balance_vaporizer_secondary_damage 25
set g_balance_vaporizer_secondary_delay 0
set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1.2
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
set g_balance_vaporizer_secondary_lifetime 5
set g_balance_vaporizer_secondary_radius 70
set g_balance_vaporizer_secondary_refire 0.7
set g_balance_okhmg_primary_damage 30
set g_balance_okhmg_primary_force 10
set g_balance_okhmg_primary_refire 0.05
-set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_solidpenetration 127
set g_balance_okhmg_primary_spread_add 0.005
set g_balance_okhmg_primary_spread_max 0.06
set g_balance_okhmg_primary_spread_min 0.01
set g_balance_okhmg_secondary_damage 25
set g_balance_okhmg_secondary_delay 0
set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_force 360
set g_balance_okhmg_secondary_force_zscale 1
set g_balance_okhmg_secondary_lifetime 5
set g_balance_okhmg_secondary_radius 70
// }}}
// {{{ #22: Overkill MachineGun (MUTATOR WEAPON)
set g_balance_okmachinegun_primary_ammo 1
-set g_balance_okmachinegun_primary_damage 10
-set g_balance_okmachinegun_primary_force 3
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
set g_balance_okmachinegun_primary_refire 0.1
-set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_solidpenetration 100
set g_balance_okmachinegun_primary_spread_add 0.012
set g_balance_okmachinegun_primary_spread_max 0.05
-set g_balance_okmachinegun_primary_spread_min 0.02
-set g_balance_okmachinegun_reload_ammo 60
-set g_balance_okmachinegun_reload_time 2
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 20
+set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 10
-set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 360
set g_balance_okmachinegun_secondary_force_zscale 1
set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_radius 70
set g_balance_okmachinegun_secondary_refire 0.7
-set g_balance_okmachinegun_secondary_refire_type 0
+set g_balance_okmachinegun_secondary_refire_type 1
set g_balance_okmachinegun_secondary_shotangle 0
set g_balance_okmachinegun_secondary_speed 6000
set g_balance_okmachinegun_secondary_spread 0
set g_balance_okmachinegun_weaponthrowable 1
// }}}
// {{{ #23: Overkill Nex (MUTATOR WEAPON)
-set g_balance_oknex_charge 1
+set g_balance_oknex_charge 0
set g_balance_oknex_charge_animlimit 0.5
set g_balance_oknex_charge_limit 1
set g_balance_oknex_charge_maxspeed 800
set g_balance_oknex_charge_shot_multiplier 0
set g_balance_oknex_charge_start 0.5
set g_balance_oknex_charge_velocity_rate 0
-set g_balance_oknex_primary_ammo 6
-set g_balance_oknex_primary_animtime 0.4
-set g_balance_oknex_primary_damage 80
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
set g_balance_oknex_primary_damagefalloff_forcehalflife 0
set g_balance_oknex_primary_damagefalloff_halflife 0
set g_balance_oknex_primary_damagefalloff_maxdist 0
set g_balance_oknex_primary_damagefalloff_mindist 0
-set g_balance_oknex_primary_force 400
-set g_balance_oknex_primary_refire 1.5
-set g_balance_oknex_reload_ammo 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
set g_balance_oknex_reload_time 2
-set g_balance_oknex_secondary 0
-set g_balance_oknex_secondary_ammo 2
-set g_balance_oknex_secondary_animtime 0
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
set g_balance_oknex_secondary_chargepool 0
set g_balance_oknex_secondary_chargepool_pause_regen 1
set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 0
+set g_balance_oknex_secondary_damage 25
set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
set g_balance_oknex_secondary_damagefalloff_halflife 0
set g_balance_oknex_secondary_damagefalloff_maxdist 0
set g_balance_oknex_secondary_damagefalloff_mindist 0
set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 10
-set g_balance_oknex_secondary_force 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_force 360
set g_balance_oknex_secondary_force_zscale 1
set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 60
-set g_balance_oknex_secondary_refire 0
-set g_balance_oknex_secondary_refire_type 0
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
set g_balance_oknex_secondary_shotangle 0
set g_balance_oknex_secondary_speed 6000
set g_balance_oknex_secondary_spread 0
set g_balance_okrpc_secondary_damage 25
set g_balance_okrpc_secondary_delay 0
set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_force 360
set g_balance_okrpc_secondary_force_zscale 1
set g_balance_okrpc_secondary_lifetime 5
set g_balance_okrpc_secondary_radius 70
set g_balance_okrpc_weaponthrowable 0
// }}}
// {{{ #25: Overkill Shotgun (MUTATOR WEAPON)
-set g_balance_okshotgun_primary_ammo 1
-set g_balance_okshotgun_primary_animtime 0.2
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
set g_balance_okshotgun_primary_bot_range 512
-set g_balance_okshotgun_primary_bullets 12
-set g_balance_okshotgun_primary_damage 4
-set g_balance_okshotgun_primary_force 15
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
set g_balance_okshotgun_primary_refire 0.75
set g_balance_okshotgun_primary_solidpenetration 3.8
-set g_balance_okshotgun_primary_spread 0.12
-set g_balance_okshotgun_reload_ammo 0
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
set g_balance_okshotgun_reload_time 2
set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 20
+set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 10
-set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 360
set g_balance_okshotgun_secondary_force_zscale 1
set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_radius 70
set g_balance_okshotgun_secondary_refire 0.7
-set g_balance_okshotgun_secondary_refire_type 0
+set g_balance_okshotgun_secondary_refire_type 1
set g_balance_okshotgun_secondary_shotangle 0
set g_balance_okshotgun_secondary_speed 6000
set g_balance_okshotgun_secondary_spread 0
set g_balance_blaster_primary_damage 20
set g_balance_blaster_primary_delay 0
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_force 375
+set g_balance_blaster_primary_force_zscale 1
set g_balance_blaster_primary_lifetime 5
set g_balance_blaster_primary_radius 60
set g_balance_blaster_primary_refire 0.7
set g_balance_blaster_secondary_damage 25
set g_balance_blaster_secondary_delay 0
set g_balance_blaster_secondary_edgedamage 12.5
-set g_balance_blaster_secondary_force 300
-set g_balance_blaster_secondary_force_zscale 1.2
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
set g_balance_blaster_secondary_lifetime 5
set g_balance_blaster_secondary_radius 70
set g_balance_blaster_secondary_refire 0.7
set g_balance_devastator_remote_damage 70
set g_balance_devastator_remote_edgedamage 35
set g_balance_devastator_remote_force 300
+set g_balance_devastator_remote_jump 0
set g_balance_devastator_remote_jump_damage 70
set g_balance_devastator_remote_jump_force 450
-set g_balance_devastator_remote_jump_radius 0
+set g_balance_devastator_remote_jump_radius 100
set g_balance_devastator_remote_jump_velocity_z_add 0
set g_balance_devastator_remote_jump_velocity_z_max 1500
set g_balance_devastator_remote_jump_velocity_z_min 400
set g_balance_vaporizer_secondary_damage 25
set g_balance_vaporizer_secondary_delay 0
set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1.2
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
set g_balance_vaporizer_secondary_lifetime 5
set g_balance_vaporizer_secondary_radius 70
set g_balance_vaporizer_secondary_refire 0.7
set g_balance_blaster_primary_damage 20
set g_balance_blaster_primary_delay 0
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_force 375
+set g_balance_blaster_primary_force_zscale 1
set g_balance_blaster_primary_lifetime 5
set g_balance_blaster_primary_radius 60
set g_balance_blaster_primary_refire 0.7
set g_balance_blaster_secondary_damage 25
set g_balance_blaster_secondary_delay 0
set g_balance_blaster_secondary_edgedamage 12.5
-set g_balance_blaster_secondary_force 300
-set g_balance_blaster_secondary_force_zscale 1.2
+set g_balance_blaster_secondary_force 360
+set g_balance_blaster_secondary_force_zscale 1
set g_balance_blaster_secondary_lifetime 5
set g_balance_blaster_secondary_radius 70
set g_balance_blaster_secondary_refire 0.7
set g_balance_devastator_remote_damage 70
set g_balance_devastator_remote_edgedamage 35
set g_balance_devastator_remote_force 300
+set g_balance_devastator_remote_jump 0
set g_balance_devastator_remote_jump_damage 70
set g_balance_devastator_remote_jump_force 450
-set g_balance_devastator_remote_jump_radius 0
+set g_balance_devastator_remote_jump_radius 100
set g_balance_devastator_remote_jump_velocity_z_add 0
set g_balance_devastator_remote_jump_velocity_z_max 1500
set g_balance_devastator_remote_jump_velocity_z_min 400
set g_balance_vaporizer_secondary_damage 25
set g_balance_vaporizer_secondary_delay 0
set g_balance_vaporizer_secondary_edgedamage 12.5
-set g_balance_vaporizer_secondary_force 400
-set g_balance_vaporizer_secondary_force_zscale 1.2
+set g_balance_vaporizer_secondary_force 480
+set g_balance_vaporizer_secondary_force_zscale 1
set g_balance_vaporizer_secondary_lifetime 5
set g_balance_vaporizer_secondary_radius 70
set g_balance_vaporizer_secondary_refire 0.7
set g_balance_okhmg_primary_damage 30
set g_balance_okhmg_primary_force 10
set g_balance_okhmg_primary_refire 0.05
-set g_balance_okhmg_primary_solidpenetration 32
+set g_balance_okhmg_primary_solidpenetration 127
set g_balance_okhmg_primary_spread_add 0.005
set g_balance_okhmg_primary_spread_max 0.06
set g_balance_okhmg_primary_spread_min 0.01
set g_balance_okhmg_secondary_damage 25
set g_balance_okhmg_secondary_delay 0
set g_balance_okhmg_secondary_edgedamage 12.5
-set g_balance_okhmg_secondary_force 300
+set g_balance_okhmg_secondary_force 360
set g_balance_okhmg_secondary_force_zscale 1
set g_balance_okhmg_secondary_lifetime 5
set g_balance_okhmg_secondary_radius 70
// }}}
// {{{ #22: Overkill MachineGun (MUTATOR WEAPON)
set g_balance_okmachinegun_primary_ammo 1
-set g_balance_okmachinegun_primary_damage 10
-set g_balance_okmachinegun_primary_force 3
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
set g_balance_okmachinegun_primary_refire 0.1
-set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_solidpenetration 100
set g_balance_okmachinegun_primary_spread_add 0.012
set g_balance_okmachinegun_primary_spread_max 0.05
-set g_balance_okmachinegun_primary_spread_min 0.02
-set g_balance_okmachinegun_reload_ammo 60
-set g_balance_okmachinegun_reload_time 2
+set g_balance_okmachinegun_primary_spread_min 0
+set g_balance_okmachinegun_reload_ammo 30
+set g_balance_okmachinegun_reload_time 1.5
set g_balance_okmachinegun_secondary_animtime 0.2
-set g_balance_okmachinegun_secondary_damage 20
+set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
-set g_balance_okmachinegun_secondary_edgedamage 10
-set g_balance_okmachinegun_secondary_force 300
+set g_balance_okmachinegun_secondary_edgedamage 12.5
+set g_balance_okmachinegun_secondary_force 360
set g_balance_okmachinegun_secondary_force_zscale 1
set g_balance_okmachinegun_secondary_lifetime 5
-set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_radius 70
set g_balance_okmachinegun_secondary_refire 0.7
-set g_balance_okmachinegun_secondary_refire_type 0
+set g_balance_okmachinegun_secondary_refire_type 1
set g_balance_okmachinegun_secondary_shotangle 0
set g_balance_okmachinegun_secondary_speed 6000
set g_balance_okmachinegun_secondary_spread 0
set g_balance_okmachinegun_weaponthrowable 1
// }}}
// {{{ #23: Overkill Nex (MUTATOR WEAPON)
-set g_balance_oknex_charge 1
+set g_balance_oknex_charge 0
set g_balance_oknex_charge_animlimit 0.5
set g_balance_oknex_charge_limit 1
set g_balance_oknex_charge_maxspeed 800
set g_balance_oknex_charge_shot_multiplier 0
set g_balance_oknex_charge_start 0.5
set g_balance_oknex_charge_velocity_rate 0
-set g_balance_oknex_primary_ammo 6
-set g_balance_oknex_primary_animtime 0.4
-set g_balance_oknex_primary_damage 80
+set g_balance_oknex_primary_ammo 10
+set g_balance_oknex_primary_animtime 0.65
+set g_balance_oknex_primary_damage 100
set g_balance_oknex_primary_damagefalloff_forcehalflife 0
set g_balance_oknex_primary_damagefalloff_halflife 0
set g_balance_oknex_primary_damagefalloff_maxdist 0
set g_balance_oknex_primary_damagefalloff_mindist 0
-set g_balance_oknex_primary_force 400
-set g_balance_oknex_primary_refire 1.5
-set g_balance_oknex_reload_ammo 0
+set g_balance_oknex_primary_force 500
+set g_balance_oknex_primary_refire 1
+set g_balance_oknex_reload_ammo 50
set g_balance_oknex_reload_time 2
-set g_balance_oknex_secondary 0
-set g_balance_oknex_secondary_ammo 2
-set g_balance_oknex_secondary_animtime 0
+set g_balance_oknex_secondary 2
+set g_balance_oknex_secondary_ammo 0
+set g_balance_oknex_secondary_animtime 0.2
set g_balance_oknex_secondary_chargepool 0
set g_balance_oknex_secondary_chargepool_pause_regen 1
set g_balance_oknex_secondary_chargepool_regen 0.15
-set g_balance_oknex_secondary_damage 0
+set g_balance_oknex_secondary_damage 25
set g_balance_oknex_secondary_damagefalloff_forcehalflife 0
set g_balance_oknex_secondary_damagefalloff_halflife 0
set g_balance_oknex_secondary_damagefalloff_maxdist 0
set g_balance_oknex_secondary_damagefalloff_mindist 0
set g_balance_oknex_secondary_delay 0
-set g_balance_oknex_secondary_edgedamage 10
-set g_balance_oknex_secondary_force 0
+set g_balance_oknex_secondary_edgedamage 12.5
+set g_balance_oknex_secondary_force 360
set g_balance_oknex_secondary_force_zscale 1
set g_balance_oknex_secondary_lifetime 5
-set g_balance_oknex_secondary_radius 60
-set g_balance_oknex_secondary_refire 0
-set g_balance_oknex_secondary_refire_type 0
+set g_balance_oknex_secondary_radius 70
+set g_balance_oknex_secondary_refire 0.7
+set g_balance_oknex_secondary_refire_type 1
set g_balance_oknex_secondary_shotangle 0
set g_balance_oknex_secondary_speed 6000
set g_balance_oknex_secondary_spread 0
set g_balance_okrpc_secondary_damage 25
set g_balance_okrpc_secondary_delay 0
set g_balance_okrpc_secondary_edgedamage 12.5
-set g_balance_okrpc_secondary_force 300
+set g_balance_okrpc_secondary_force 360
set g_balance_okrpc_secondary_force_zscale 1
set g_balance_okrpc_secondary_lifetime 5
set g_balance_okrpc_secondary_radius 70
set g_balance_okrpc_weaponthrowable 0
// }}}
// {{{ #25: Overkill Shotgun (MUTATOR WEAPON)
-set g_balance_okshotgun_primary_ammo 1
-set g_balance_okshotgun_primary_animtime 0.2
+set g_balance_okshotgun_primary_ammo 3
+set g_balance_okshotgun_primary_animtime 0.65
set g_balance_okshotgun_primary_bot_range 512
-set g_balance_okshotgun_primary_bullets 12
-set g_balance_okshotgun_primary_damage 4
-set g_balance_okshotgun_primary_force 15
+set g_balance_okshotgun_primary_bullets 10
+set g_balance_okshotgun_primary_damage 17
+set g_balance_okshotgun_primary_force 80
set g_balance_okshotgun_primary_refire 0.75
set g_balance_okshotgun_primary_solidpenetration 3.8
-set g_balance_okshotgun_primary_spread 0.12
-set g_balance_okshotgun_reload_ammo 0
+set g_balance_okshotgun_primary_spread 0.07
+set g_balance_okshotgun_reload_ammo 24
set g_balance_okshotgun_reload_time 2
set g_balance_okshotgun_secondary_animtime 0.2
-set g_balance_okshotgun_secondary_damage 20
+set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
-set g_balance_okshotgun_secondary_edgedamage 10
-set g_balance_okshotgun_secondary_force 300
+set g_balance_okshotgun_secondary_edgedamage 12.5
+set g_balance_okshotgun_secondary_force 360
set g_balance_okshotgun_secondary_force_zscale 1
set g_balance_okshotgun_secondary_lifetime 5
-set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_radius 70
set g_balance_okshotgun_secondary_refire 0.7
-set g_balance_okshotgun_secondary_refire_type 0
+set g_balance_okshotgun_secondary_refire_type 1
set g_balance_okshotgun_secondary_shotangle 0
set g_balance_okshotgun_secondary_speed 6000
set g_balance_okshotgun_secondary_spread 0
--- /dev/null
+g_mod_balance Testing
+
+// {{{ starting gear
+set g_balance_health_start 100
+set g_balance_armor_start 0
+set g_start_ammo_shells 15
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_start_ammo_plasma 0
+set g_start_ammo_fuel 0
+set g_random_start_weapons_count 0
+set g_random_start_weapons "machinegun mortar electro crylink vortex hagar devastator"
+set g_random_start_shells 15
+set g_random_start_bullets 80
+set g_random_start_rockets 40
+set g_random_start_cells 30
+set g_random_start_plasma 30
+set g_warmup_start_health 100 "starting values when being in warmup-stage"
+set g_warmup_start_armor 100 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_shells 30 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_plasma 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
+set g_lms_start_health 200
+set g_lms_start_armor 200
+set g_lms_start_ammo_shells 60
+set g_lms_start_ammo_nails 320
+set g_lms_start_ammo_rockets 160
+set g_lms_start_ammo_cells 180
+set g_lms_start_ammo_plasma 180
+set g_lms_start_ammo_fuel 0
+set g_balance_nix_roundtime 25
+set g_balance_nix_incrtime 1.6
+set g_balance_nix_ammo_shells 60
+set g_balance_nix_ammo_nails 320
+set g_balance_nix_ammo_rockets 160
+set g_balance_nix_ammo_cells 180
+set g_balance_nix_ammo_plasma 180
+set g_balance_nix_ammo_fuel 100
+set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
+set g_balance_nix_ammoincr_nails 6
+set g_balance_nix_ammoincr_rockets 2
+set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_plasma 2
+set g_balance_nix_ammoincr_fuel 2
+// }}}
+
+// {{{ pickup items
+set g_pickup_ammo_anyway 1
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 15
+set g_pickup_shells_weapon 15
+set g_pickup_shells_max 60
+set g_pickup_nails 80
+set g_pickup_nails_weapon 80
+set g_pickup_nails_max 320
+set g_pickup_rockets 40
+set g_pickup_rockets_weapon 40
+set g_pickup_rockets_max 160
+set g_pickup_cells 30
+set g_pickup_cells_weapon 30
+set g_pickup_cells_max 180
+set g_pickup_plasma 30
+set g_pickup_plasma_weapon 30
+set g_pickup_plasma_max 180
+set g_pickup_fuel 50
+set g_pickup_fuel_weapon 50
+set g_pickup_fuel_jetpack 100
+set g_pickup_fuel_max 100
+set g_pickup_armorsmall 5
+set g_pickup_armorsmall_max 200
+set g_pickup_armorsmall_anyway 1
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 200
+set g_pickup_armormedium_anyway 1
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 200
+set g_pickup_armorbig_anyway 1
+set g_pickup_armormega 100
+set g_pickup_armormega_max 200
+set g_pickup_armormega_anyway 1
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_anyway 1
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 200
+set g_pickup_healthmedium_anyway 1
+set g_pickup_healthbig 50
+set g_pickup_healthbig_max 200
+set g_pickup_healthbig_anyway 1
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_healthmega_anyway 1
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 10
+set g_pickup_respawntime_superweapon 120
+set g_pickup_respawntime_ammo 10
+set g_pickup_respawntime_initial_random 1
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 0
+set g_pickup_respawntimejitter_weapon 0
+set g_pickup_respawntimejitter_superweapon 10
+set g_pickup_respawntimejitter_ammo 0
+// }}}
+
+// {{{ regen/rot
+set g_balance_health_regen 0.08
+set g_balance_health_regenlinear 0.5
+set g_balance_pause_health_regen 5
+set g_balance_pause_health_regen_spawn 0
+set g_balance_health_rot 0.02
+set g_balance_health_rotlinear 1
+set g_balance_pause_health_rot 1
+set g_balance_pause_health_rot_spawn 5
+set g_balance_health_regenstable 100
+set g_balance_health_rotstable 100
+set g_balance_health_limit 200
+set g_balance_armor_regen 0
+set g_balance_armor_regenlinear 0
+set g_balance_armor_rot 0.02
+set g_balance_armor_rotlinear 1
+set g_balance_pause_armor_rot 1
+set g_balance_pause_armor_rot_spawn 5
+set g_balance_armor_regenstable 100
+set g_balance_armor_rotstable 100
+set g_balance_armor_limit 200
+set g_balance_armor_blockpercent 0.7
+set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
+set g_balance_fuel_regenlinear 0
+set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
+set g_balance_fuel_rot 0.05
+set g_balance_fuel_rotlinear 0
+set g_balance_pause_fuel_rot 5
+set g_balance_pause_fuel_rot_spawn 10
+set g_balance_fuel_regenstable 50
+set g_balance_fuel_rotstable 100
+set g_balance_fuel_limit 100
+// }}}
+
+// {{{ misc
+set g_balance_selfdamagepercent 0.65
+set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
+set g_weaponratefactor 1 "weapon fire rate multiplier"
+set g_weapondamagefactor 1 "weapon damage multiplier"
+set g_weaponforcefactor 1 "weapon force multiplier"
+set g_weaponspreadfactor 1 "weapon spread multiplier"
+set g_balance_firetransfer_time 0.9
+set g_balance_firetransfer_damage 0.8
+set g_throughfloor_damage 0.75
+set g_throughfloor_force 0.75
+set g_projectiles_damage -2
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, ML mines)
+// 0: only damage from contents (lava/slime) or exceptions
+// 1: only self damage or damage from contents or exceptions
+// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 1
+set g_projectiles_newton_style 0
+// possible values:
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+set g_projectiles_newton_style_2_minfactor 0.8
+set g_projectiles_newton_style_2_maxfactor 1.5
+set g_projectiles_spread_style 7
+// possible values:
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
+set g_balance_falldamage_deadminspeed 250
+set g_balance_falldamage_minspeed 900
+set g_balance_falldamage_factor 0.20
+set g_balance_falldamage_maxdamage 40
+set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 0.2 // ticrate interval for applying damage with playerdamage/projectiledamage
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_lava_burn 0 // extra burning damage after leaving lava
+set g_balance_contents_playerdamage_lava_burn_time 2.5 // time across which the damage is applied (note: not dps!)
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
+// }}}
+
+// {{{ powerups
+set g_balance_powerup_invincible_takedamage 0.33 // only 1/3rd damage is taken
+set g_balance_powerup_invincible_takeforce 0.33
+set g_balance_powerup_invincible_time 30
+set g_balance_powerup_strength_damage 3
+set g_balance_powerup_strength_force 3
+set g_balance_powerup_strength_time 30
+set g_balance_powerup_strength_selfdamage 1.5
+set g_balance_powerup_strength_selfforce 1.5
+set g_balance_superweapons_time 30
+// }}}
+
+// {{{ jetpack/hook
+set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
+set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
+set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
+set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
+set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
+set g_jetpack_fuel 8 "fuel per second for jetpack"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
+
+set g_grappling_hook_tarzan 2 // 2: can also pull players
+set g_balance_grapplehook_speed_fly 1800
+set g_balance_grapplehook_speed_pull 2000
+set g_balance_grapplehook_force_rubber 2000
+set g_balance_grapplehook_force_rubber_overstretch 1000
+set g_balance_grapplehook_length_min 50
+set g_balance_grapplehook_stretch 50
+set g_balance_grapplehook_airfriction 0.2
+set g_balance_grapplehook_health 50
+set g_balance_grapplehook_damagedbycontents 1
+set g_balance_grapplehook_refire 0.2
+set g_balance_grapplehook_nade_time 0.7
+set g_balance_grapplehook_crouchslide 0
+set g_balance_grapplehook_gravity 0
+set g_balance_grapplehook_pull_frozen 0
+// }}}
+
+// {{{ port-o-launch
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+// }}}
+
+exec bal-wep-testing.cfg
--- /dev/null
+g_mod_balance XPM
+
+// {{{ starting gear
+set g_balance_health_start 100
+set g_balance_armor_start 0
+set g_start_ammo_shells 15
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_start_ammo_plasma 0
+set g_start_ammo_fuel 0
+set g_random_start_weapons_count 0
+set g_random_start_weapons "machinegun mortar electro crylink vortex hagar devastator"
+set g_random_start_shells 15
+set g_random_start_bullets 80
+set g_random_start_rockets 40
+set g_random_start_cells 30
+set g_random_start_plasma 30
+set g_warmup_start_health 100 "starting values when being in warmup-stage"
+set g_warmup_start_armor 100 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_shells 30 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_plasma 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
+set g_lms_start_health 200
+set g_lms_start_armor 200
+set g_lms_start_ammo_shells 60
+set g_lms_start_ammo_nails 320
+set g_lms_start_ammo_rockets 160
+set g_lms_start_ammo_cells 180
+set g_lms_start_ammo_plasma 180
+set g_lms_start_ammo_fuel 0
+set g_balance_nix_roundtime 25
+set g_balance_nix_incrtime 1.6
+set g_balance_nix_ammo_shells 60
+set g_balance_nix_ammo_nails 320
+set g_balance_nix_ammo_rockets 160
+set g_balance_nix_ammo_cells 180
+set g_balance_nix_ammo_plasma 180
+set g_balance_nix_ammo_fuel 100
+set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
+set g_balance_nix_ammoincr_nails 6
+set g_balance_nix_ammoincr_rockets 2
+set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_plasma 2
+set g_balance_nix_ammoincr_fuel 2
+// }}}
+
+// {{{ pickup items
+set g_pickup_ammo_anyway 1
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 15
+set g_pickup_shells_weapon 15
+set g_pickup_shells_max 60
+set g_pickup_nails 80
+set g_pickup_nails_weapon 80
+set g_pickup_nails_max 320
+set g_pickup_rockets 40
+set g_pickup_rockets_weapon 40
+set g_pickup_rockets_max 160
+set g_pickup_cells 30
+set g_pickup_cells_weapon 30
+set g_pickup_cells_max 180
+set g_pickup_plasma 30
+set g_pickup_plasma_weapon 30
+set g_pickup_plasma_max 180
+set g_pickup_fuel 50
+set g_pickup_fuel_weapon 50
+set g_pickup_fuel_jetpack 100
+set g_pickup_fuel_max 100
+set g_pickup_armorsmall 5
+set g_pickup_armorsmall_max 200
+set g_pickup_armorsmall_anyway 0
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 100
+set g_pickup_armormedium_anyway 0
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 100
+set g_pickup_armorbig_anyway 0
+set g_pickup_armormega 100
+set g_pickup_armormega_max 200
+set g_pickup_armormega_anyway 0
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_anyway 0
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 100
+set g_pickup_healthmedium_anyway 0
+set g_pickup_healthbig 50
+set g_pickup_healthbig_max 100
+set g_pickup_healthbig_anyway 0
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_healthmega_anyway 0
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 10
+set g_pickup_respawntime_superweapon 120
+set g_pickup_respawntime_ammo 10
+set g_pickup_respawntime_initial_random 1
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 0
+set g_pickup_respawntimejitter_weapon 0
+set g_pickup_respawntimejitter_superweapon 10
+set g_pickup_respawntimejitter_ammo 0
+// }}}
+
+// {{{ regen/rot
+set g_balance_health_regen 0.08
+set g_balance_health_regenlinear 0.5
+set g_balance_pause_health_regen 5
+set g_balance_pause_health_regen_spawn 0
+set g_balance_health_rot 0.02
+set g_balance_health_rotlinear 1
+set g_balance_pause_health_rot 1
+set g_balance_pause_health_rot_spawn 5
+set g_balance_health_regenstable 100
+set g_balance_health_rotstable 100
+set g_balance_health_limit 200
+set g_balance_armor_regen 0
+set g_balance_armor_regenlinear 0
+set g_balance_armor_rot 0.02
+set g_balance_armor_rotlinear 1
+set g_balance_pause_armor_rot 1
+set g_balance_pause_armor_rot_spawn 5
+set g_balance_armor_regenstable 100
+set g_balance_armor_rotstable 100
+set g_balance_armor_limit 200
+set g_balance_armor_blockpercent 0.7
+set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
+set g_balance_fuel_regenlinear 0
+set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
+set g_balance_fuel_rot 0.05
+set g_balance_fuel_rotlinear 0
+set g_balance_pause_fuel_rot 5
+set g_balance_pause_fuel_rot_spawn 10
+set g_balance_fuel_regenstable 50
+set g_balance_fuel_rotstable 100
+set g_balance_fuel_limit 100
+// }}}
+
+// {{{ misc
+set g_balance_selfdamagepercent 0.65
+set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
+set g_weaponratefactor 1 "weapon fire rate multiplier"
+set g_weapondamagefactor 1 "weapon damage multiplier"
+set g_weaponforcefactor 1 "weapon force multiplier"
+set g_weaponspreadfactor 1 "weapon spread multiplier"
+set g_balance_firetransfer_time 0.9
+set g_balance_firetransfer_damage 0.8
+set g_throughfloor_damage 0.75
+set g_throughfloor_force 0.75
+set g_projectiles_damage -2
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, ML mines)
+// 0: only damage from contents (lava/slime) or exceptions
+// 1: only self damage or damage from contents or exceptions
+// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 1
+set g_projectiles_newton_style 0
+// possible values:
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+set g_projectiles_newton_style_2_minfactor 0.8
+set g_projectiles_newton_style_2_maxfactor 1.5
+set g_projectiles_spread_style 7
+// possible values:
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
+set g_balance_falldamage_deadminspeed 250
+set g_balance_falldamage_minspeed 900
+set g_balance_falldamage_factor 0.20
+set g_balance_falldamage_maxdamage 40
+set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 0.2 // ticrate interval for applying damage with playerdamage/projectiledamage
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_lava_burn 0 // extra burning damage after leaving lava
+set g_balance_contents_playerdamage_lava_burn_time 2.5 // time across which the damage is applied (note: not dps!)
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
+// }}}
+
+// {{{ powerups
+set g_balance_powerup_invincible_takedamage 0.33 // only 1/3rd damage is taken
+set g_balance_powerup_invincible_takeforce 0.33
+set g_balance_powerup_invincible_time 30
+set g_balance_powerup_strength_damage 3
+set g_balance_powerup_strength_force 3
+set g_balance_powerup_strength_time 30
+set g_balance_powerup_strength_selfdamage 1.5
+set g_balance_powerup_strength_selfforce 1.5
+set g_balance_superweapons_time 30
+// }}}
+
+// {{{ jetpack/hook
+set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
+set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
+set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
+set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
+set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
+set g_jetpack_fuel 8 "fuel per second for jetpack"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
+
+set g_grappling_hook_tarzan 2 // 2: can also pull players
+set g_balance_grapplehook_speed_fly 1800
+set g_balance_grapplehook_speed_pull 2000
+set g_balance_grapplehook_force_rubber 2000
+set g_balance_grapplehook_force_rubber_overstretch 1000
+set g_balance_grapplehook_length_min 50
+set g_balance_grapplehook_stretch 50
+set g_balance_grapplehook_airfriction 0.2
+set g_balance_grapplehook_health 50
+set g_balance_grapplehook_damagedbycontents 1
+set g_balance_grapplehook_refire 0.2
+set g_balance_grapplehook_nade_time 0.7
+set g_balance_grapplehook_crouchslide 0
+set g_balance_grapplehook_gravity 0
+set g_balance_grapplehook_pull_frozen 0
+// }}}
+
+// {{{ port-o-launch
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+// }}}
+
+exec bal-wep-testingxpm.cfg
bind F11 disconnect
bind F12 screenshot
bind F4 ready
-bind ALT +showaccuracy
// Gamepad defaults. Tested with Logitech Rumblepad 2, I hope similar ones works as well.
bind JOY1 "+crouch"
seta "userbind32_press" ""; seta "userbind32_release" ""; seta "userbind32_description" ""
alias _userbind_call "${$1}"
alias +userbind "_userbind_call userbind${1}_press"
-alias -userbind "_userbind_call userbind${1}_release"
\ No newline at end of file
+alias -userbind "_userbind_call userbind${1}_release"
alias hud "qc_cmd_cl hud ${* ?}" // Commands regarding/controlling the HUD system
alias localprint "qc_cmd_cl localprint ${* ?}" // Create your own centerprint sent to yourself
//alias mv_download "qc_cmd_cl mv_download ${* ?}" // Retrieve mapshot picture from the server
-alias sendcvar "qc_cmd_cl sendcvar ${* ?}" // Send a cvar to the server (like weaponpriority)
+alias sendcvar "qc_cmd_cl sendcvar ${* ?}" // Send a cvar to the server (like cl_weaponpriority)
alias weapon_find "qc_cmd_cl weapon_find ${* ?}" // Show spawn locations of a weapon
alias exit "quit"
alias scoreboard_columns_help "qc_cmd_cl hud scoreboard_columns_help"
alias scoreboard_columns_set "qc_cmd_cl hud scoreboard_columns_set ${* ?}"
-// changes a cvar and reports it to the server (for the client to notify the server about changes)
-alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\""
-
// ========================================================
// cmd (client-to-server command) - server/command/cmd.qc
// other aliases for server commands
alias endmatch "timelimit -1"
+alias bots "minplayers 4; minplayers_per_team 2"
+alias nobots "minplayers 0; minplayers_per_team 0"
alias savedb "sv_cmd database save \"${1 ?}\""
alias dumpdb "sv_cmd database dump \"${1 ?}\""
// =================================
set sv_vote_call 1 "Allow users to call a vote for the commands in sv_vote_commands"
set sv_vote_change 1 "Allow voters to change their mind after already voting"
-set sv_vote_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams" "these commands can be voted"
+set sv_vote_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams bots nobots" "these commands can be voted"
set sv_vote_only_commands ""
set sv_vote_limit 160 "Maximum allowed length of a vote command"
-set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec " "Extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands." // maybe add kickban here (but then sv_vote_master 0)
+set sv_vote_master_commands "movetored movetoblue movetoyellow movetopink movetospec" "Extra commands which vote masters can execute by themselves, along with the normal sv_vote_commands." // maybe add kickban here (but then sv_vote_master 0)
set sv_vote_master 0 "Allows the use of the vote master system"
set sv_vote_master_callable 0 "When set, users can use \"vmaster\" to call a vote to become master of voting commands"
set sv_vote_master_password "" "when set, users can use \"vlogin PASSWORD\" to log in as master"
// rcon server commands
// ======================
rcon_secure 1
-set rcon_restricted_commands "restart fraglimit chmap gotomap endmatch reducematchtime extendmatchtime allready kick kickban \"sv_cmd bans\" \"sv_cmd unban *\" status \"sv_cmd teamstatus\" movetoauto movetored movetoblue movetoyellow movetopink movetospec"
+set rcon_restricted_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoauto shuffleteams bots nobots movetored movetoblue movetoyellow movetopink movetospec kickban \"sv_cmd bans\" \"sv_cmd unban *\" status \"sv_cmd teamstatus\""
"Project-Id-Version: Xonotic\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-07-14 15:44+0000\n"
+"PO-Revision-Date: 2019-08-29 09:07+0000\n"
"Last-Translator: Yannick Le Guen <leguen.yannick@gmail.com>\n"
"Language-Team: French (http://www.transifex.com/team-xonotic/xonotic/"
"language/fr/)\n"
#: qcsrc/client/hud/panel/infomessages.qc:128
msgid "^1You have no more lives left"
-msgstr "^1Vous n'avez plus aucune vie"
+msgstr "^1Il ne vous reste plus aucune vie"
#: qcsrc/client/hud/panel/infomessages.qc:130
#: qcsrc/client/hud/panel/infomessages.qc:133
#: qcsrc/menu/xonotic/dialog_settings_video.qc:68
msgid "Poor man's left handed mode"
-msgstr "Mode mirroir"
+msgstr "Mode miroir"
#: qcsrc/menu/xonotic/dialog_settings_video.qc:71
msgid "Anisotropy:"
# Translators:
# Çağlar Turalı <caglarturali@gmail.com>, 2018
# Demiray Muhterem <mdemiray@msn.com>, 2018
+# ibra kap <ibrakap@gmail.com>, 2019
msgid ""
msgstr ""
"Project-Id-Version: Xonotic\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-05-19 05:23+0000\n"
-"Last-Translator: divVerent <divVerent@xonotic.org>\n"
+"PO-Revision-Date: 2019-09-11 17:17+0000\n"
+"Last-Translator: ibra kap <ibrakap@gmail.com>\n"
"Language-Team: Turkish (http://www.transifex.com/team-xonotic/xonotic/"
"language/tr/)\n"
"Language: tr\n"
#: qcsrc/client/hud/panel/quickmenu.qc:781
#: qcsrc/client/hud/panel/quickmenu.qc:788
msgid "Chat"
-msgstr ""
+msgstr "Sohbet"
#: qcsrc/client/hud/panel/quickmenu.qc:782
msgid "QMCMD^Send public message to"
#: qcsrc/client/hud/panel/quickmenu.qc:847
msgid "QMCMD^Fullscreen"
-msgstr ""
+msgstr "Tam Ekran"
#: qcsrc/client/hud/panel/quickmenu.qc:850
#: qcsrc/client/hud/panel/quickmenu.qc:860
set g_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)"
seta crosshair_hittest 1 "do a crosshair hit evaluation, applying effects from the _blur, _scale, and _showipact cvars"
seta crosshair_hittest_blur 1 "blur the crosshair if the shot is obstructed"
-seta crosshair_hittest_scale 1.25 "enlarge crosshair if aiming at an enemy, shrink crosshair if shot is obstructed or aiming at a teammate"
+seta crosshair_hittest_scale 1.25 "shrink crosshair if shot is obstructed or aiming at a teammate"
seta crosshair_hittest_showimpact 0 "move the crosshair to the actual impact location if obstructed"
// change color based on special case
// side-scrolling crosshair
seta crosshair_2d 54 "selects crosshair to use in side-scrolling mode (\"\" uses regular crosshair and 0 is none)"
+// third person chase-camera crosshair
+seta crosshair_chase 1 "adjust the crosshair while in third person mode to where the shot will actually hit"
+seta crosshair_chase_playeralpha 0.25 "opacity of the player while they obstruct the view when crosshair_chase is enabled, can be a value between 0 and 1"
+
// =========================
// Crosshair ring settings
// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
set leadlimit 0
set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)"
-seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_invasion_point_limit -1 "Invasion point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
// =================================
// clan arena
// ============
set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round"
-seta g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_ca_point_limit -1 "Clan Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_ca_point_leadlimit -1 "Clan Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games"
set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
set g_ca_damage2score_multiplier 0.01
set g_ca_round_timelimit 180 "round time limit in seconds"
-seta g_ca_teams_override 0
+set g_ca_teams_override 0
set g_ca_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_ca_teams 0
+set g_ca_weaponarena "most" "starting weapons - takes the same options as g_weaponarena"
// ==================
set g_ctf_stalemate_endcondition 1 "condition for stalemate mode to be finished: 1 = If ONE flag is no longer stale, 2 = If BOTH flags are no longer stale"
set g_ctf_stalemate_time 60 "time for each flag until stalemate mode is activated"
set g_ctf_flagcarrier_waypointforenemy_spotting 1 "show the enemy flagcarrier location if a team mate presses +use to spot them"
-set g_ctf_dropped_capture_delay 1 "dropped capture delay"
+set g_ctf_dropped_capture_delay 1.5 "autocapture delay when flag is thrown onto the base - counted from throw, not landing"
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_fullbrightflags 0
set g_ctf_dynamiclights 0
-seta g_ctf_ignore_frags 0 "1: regular frags give no points"
+set g_ctf_ignore_frags 0 "1: regular frags give no points"
exec ctfscoring-samual.cfg
set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
set g_tdm_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
-seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
+set g_tdm_teams_override 0 "how many teams are in team deathmatch"
set g_tdm_point_limit -1 "TDM point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_tdm_point_leadlimit -1 "TDM point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
// ============
set g_domination 0 "Domination: capture and hold control points to gain points"
set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
-seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
+set g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills"
set g_domination_point_amt 0 "override: how many points to get per ping"
set g_domination_point_fullbright 0 "domination point fullbright"
// ===========
set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
set g_freezetag_warmup 5 "Time players get to run around before the round starts"
-seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+set g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
set g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
set g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
set g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
set g_freezetag_revive_nade 1 "Enable reviving from own nade explosion"
set g_freezetag_revive_nade_health 40 "Amount of health player has if they revived from their own nade explosion"
-set g_freezetag_round_timelimit 180 "round time limit in seconds"
+set g_freezetag_round_timelimit 360 "round time limit in seconds"
set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen after this time in seconds"
-seta g_freezetag_teams_override 0
+set g_freezetag_teams_override 0
set g_freezetag_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_freezetag_teams 0
+set g_freezetag_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
// ==========
// keepaway
// ==========
set g_keepaway 0 "game mode which focuses around a ball"
-set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
-set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_bckill 1 "points for killing the ball barrier (Ball Carrier Kill)"
+set g_keepaway_score_killac 1 "points for kills while holding the ball (Kill As Carrier)"
set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
set g_balance_keyhunt_throwvelocity 400
set g_balance_keyhunt_protecttime 0.8
set g_balance_keyhunt_damageforcescale 1
-seta g_keyhunt_teams_override 0
+set g_keyhunt_teams_override 0
set g_keyhunt_teams 0
set g_keyhunt_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any"
set g_lms_regenerate 0
set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
+set g_lms_weaponarena "most_available" "starting weapons - takes the same options as g_weaponarena"
// =========
set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
set g_nexball_playerclip_collisions 1 "make the ball bounce off clips"
set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
-seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
-seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
-seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
-seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
-seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
-seta g_nexball_tackling 1 "Allow ball theft?"
+set g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
+set g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
+set g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
+set g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
+set g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
+set g_nexball_tackling 1 "Allow ball theft?"
// ===========
set g_duel 0 "Duel: frag the opponent more in a one versus one arena battle"
//set g_duel_warmup 180 "Have a short warmup period before beginning the actual duel"
set g_duel_with_powerups 0 "Enable powerups to spawn in the duel gamemode"
+set g_duel_not_dm_maps 0 "when this is set, DM maps will NOT be listed in duel"
//ranged sound/monsters/zombie/ranged 0
//melee sound/monsters/zombie/melee 0
//pain sound/monsters/zombie/pain 0
-spawn sound/monsters/zombie/spawn 0
+//spawn sound/monsters/zombie/spawn 0
idle sound/monsters/zombie/idle 0
// rocket flying
// ===============
set g_rocket_flying 0 "set to 1 to enable rocket flying in all balance configs"
+set g_rocket_flying_disabledelays 1 "disable detonation delays on rockets and mines"
// =====================
// =======
// buffs
// =======
-set cl_buffs_autoreplace 1 "automatically drop current buff when picking up another"
-set g_buffs -1 "enable buffs (requires buff items or powerups)"
+seta cl_buffs_autoreplace 1 "automatically drop current buff when picking up another"
+set g_buffs -1 "enable buffs (requires buff items or powerups on the map)"
set g_buffs_effects 1 "show particle effects from carried buffs"
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_ammo_time 60 "ammo buff carry time"
set g_buffs_resistance 1 "resistance buff: greatly reduces damage taken"
set g_buffs_resistance_time 60 "resistance buff time"
-set g_buffs_resistance_blockpercent 0.7 "damage reduction multiplier, higher values mean less damage"
+set g_buffs_resistance_blockpercent 0.5 "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_time 60 "medic buff carry time"
set g_buffs_medic_survive_chance 0.6 "multiplier chance of player surviving a fatal hit"
set g_buffs_medic_heal_delay 1 "delay between team healing"
set g_buffs_vengeance 1 "vengeance buff: attackers also take damage"
set g_buffs_vengeance_time 60 "vengeance buff carry time"
-set g_buffs_vengeance_damage_multiplier 0.6 "amount of damage dealt the attacker takes when hitting a target with vengeance"
+set g_buffs_vengeance_damage_multiplier 0.4 "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_time 60 "bash buff carry time"
set g_buffs_bash_force 2 "bash force multiplier"
set g_buffs_speed_regen 1.2 "regeneration speed multiplier, higher value means faster health regeneration while holding speed buff"
set g_buffs_vampire 1 "vampire buff: attacks to players and monsters heal the carrier"
set g_buffs_vampire_time 60 "vampire buff carry time"
-set g_buffs_vampire_damage_steal 0.6 "damage stolen multiplier while holding vampire buff"
+set g_buffs_vampire_damage_steal 0.4 "damage stolen multiplier while holding vampire buff"
set g_buffs_jump 0 "jump buff: greatly increased jump height"
set g_buffs_jump_time 60 "jump buff carry time"
set g_buffs_jump_height 600 "jump height while holding jump buff"
set g_buffs_luck 1 "luck buff: randomly increased damage"
set g_buffs_luck_time 60 "luck buff carry time"
set g_buffs_luck_chance 0.15 "chance for 'critical' hit (multiplied damage) with luck buff"
-set g_buffs_luck_damagemultiplier 3 "luck damage multiplier"
+set g_buffs_luck_damagemultiplier 2 "luck damage multiplier"
set g_buffs_flight 0 "flight buff: crouch jump to reverse your gravity!"
set g_buffs_flight_time 60 "flight buff carry time"
float autocvar_cl_spawnzoom_speed = 1;
float autocvar_cl_spawnzoom_factor = 2;
bool autocvar_cl_stripcolorcodes;
-bool autocvar_cl_vehicles_alarm = true;
+bool autocvar_cl_vehicles_alarm = false;
bool autocvar_cl_vehicles_hud_tactical = true;
float autocvar_cl_vehicles_hudscale = 0.5;
float autocvar_cl_vehicles_notify_time = 15;
float autocvar_crosshair_ring_reload_alpha;
float autocvar_crosshair_ring_reload_size;
float autocvar_crosshair_size;
+bool autocvar_crosshair_chase = true;
+float crosshair_chase_playeralpha = 0.25;
int autocvar_ekg;
float autocvar_fov;
bool autocvar_hud_cursormode = true;
case CMD_REQUEST_USAGE:
{
LOG_INFO("Usage:^3 cl_cmd sendcvar <cvar>");
- LOG_INFO(" Where 'cvar' is the cvar plus arguments to send to the server.");
+ LOG_INFO(" Where 'cvar' is the cvar to send to the server.");
return;
}
}
CLIENT_COMMAND(hud, "Commands regarding/controlling the HUD system") { LocalCommand_hud(request, arguments); }
CLIENT_COMMAND(localprint, "Create your own centerprint sent to yourself") { LocalCommand_localprint(request, arguments); }
CLIENT_COMMAND(mv_download, "Retrieve mapshot picture from the server") { LocalCommand_mv_download(request, arguments); }
-CLIENT_COMMAND(sendcvar, "Send a cvar to the server (like weaponpriority)") { LocalCommand_sendcvar(request, arguments); }
+CLIENT_COMMAND(sendcvar, "Send a cvar to the server (like cl_weaponpriority)") { LocalCommand_sendcvar(request, arguments); }
void LocalCommand_macro_help()
{
float w_issilent, w_random;
vector w_org, w_backoff;
+float autoswitch;
+bool cvar_cl_allow_uid2name;
+bool cvar_cl_allow_uidranking;
+float cvar_cl_autoscreenshot;
+float cvar_cl_autotaunt;
+float cvar_cl_clippedspectating;
+int cvar_cl_gunalign;
+float cvar_cl_handicap;
+float cvar_cl_jetpack_jump;
+float cvar_cl_movement_track_canjump;
+float cvar_cl_noantilag;
+string cvar_cl_physics;
+float cvar_cl_voice_directional;
+float cvar_cl_voice_directional_taunt_attenuation;
+float cvar_cl_weaponimpulsemode;
+string cvar_g_xonoticversion;
+float cvar_cl_cts_noautoswitch;
+bool cvar_cl_weapon_switch_reload;
+bool cvar_cl_weapon_switch_fallback_to_impulse;
+
+REPLICATE(autoswitch, bool, "cl_autoswitch");
+REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
+REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
+REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
+REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
+REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+REPLICATE(cvar_cl_handicap, float, "cl_handicap");
+REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
+REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
+REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
+REPLICATE(cvar_cl_physics, string, "cl_physics");
+REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
+REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
+REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
+REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
+REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
+REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
+REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
+/*
+// cvar cl_newusekeysupported doesn't exist
+float cvar_cl_newusekeysupported;
+REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
+*/
+string cvar_cl_allow_uidtracking;
+REPLICATE(cvar_cl_allow_uidtracking, string, "cl_allow_uidtracking");
+
+string cvar_cl_weaponpriority;
+REPLICATE(cvar_cl_weaponpriority, string, "cl_weaponpriority");
+
+string cvar_cl_weaponpriorities[10];
+REPLICATE(cvar_cl_weaponpriorities[0], string, "cl_weaponpriority0");
+REPLICATE(cvar_cl_weaponpriorities[1], string, "cl_weaponpriority1");
+REPLICATE(cvar_cl_weaponpriorities[2], string, "cl_weaponpriority2");
+REPLICATE(cvar_cl_weaponpriorities[3], string, "cl_weaponpriority3");
+REPLICATE(cvar_cl_weaponpriorities[4], string, "cl_weaponpriority4");
+REPLICATE(cvar_cl_weaponpriorities[5], string, "cl_weaponpriority5");
+REPLICATE(cvar_cl_weaponpriorities[6], string, "cl_weaponpriority6");
+REPLICATE(cvar_cl_weaponpriorities[7], string, "cl_weaponpriority7");
+REPLICATE(cvar_cl_weaponpriorities[8], string, "cl_weaponpriority8");
+REPLICATE(cvar_cl_weaponpriorities[9], string, "cl_weaponpriority9");
+
float bgmtime;
string weaponorder_byimpulse;
Weapon wep = wepent.switchweapon;
int i;
- bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+ bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
row = column = 0;
if(autocvar_hud_panel_ammo_onlycurrent)
{
float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
- bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+ bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
vector weapon_pos, weapon_size = '0 0 0';
vector color;
registercvar("cl_weapon_switch_reload", "1");
registercvar("cl_weapon_switch_fallback_to_impulse", "1");
+ registercvar("cl_allow_uidranking", "1");
+
if(autocvar_cl_lockview)
cvar_set("cl_lockview", "0");
deactivate_minigame();
HUD_MinigameMenu_Close(NULL, NULL, NULL);
+
+ ReplicateVars(true); // destroy
}
.float has_team;
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
+ int wepskin = this.m_skin;
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
Weapon wep = this.activeweapon;
{
e.drawmask = mask;
e.alpha = a;
+ e.skin = wepskin;
e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
e.glowmod = g;
e.csqcmodel_effects = fx;
float eventchase_current_distance;
float eventchase_running;
-int WantEventchase(entity this)
+int WantEventchase(entity this, bool want_vehiclechase)
{
if(autocvar_cl_orthoview)
return 0;
return 1;
if(spectatee_status >= 0)
{
- if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
+ if(want_vehiclechase)
return 1;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return 1;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
wcross_origin = viewloc_mousepos;
+ else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
+ {
+ vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
+ if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
+ {
+ traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
+ float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
+ if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
+ csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
+ else
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ }
+ traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
+ wcross_origin = project_3d_to_2d(trace_endpos);
+ }
else
wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
wcross_origin.z = 0;
wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
}
- if(shottype == SHOTTYPE_HITENEMY)
- wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
+ // no effects needed for targeting enemies, this can't possibly span all valid targets!
+ // just show for teammates to give a sign that they're an invalid target
+ //if(shottype == SHOTTYPE_HITENEMY)
+ //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
if(shottype == SHOTTYPE_HITTEAM)
wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
lasthud = hud;
+ ReplicateVars(false);
+ if (ReplicateVars_NOT_SENDING())
+ ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+
HUD_Scale_Disable();
if(autocvar__hud_showbinds_reload) // menu can set this one
else if(autocvar_chase_active == -2)
cvar_set("chase_active", "0");
- float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
+ bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
Vehicle info = Vehicles_from(hud);
vehicle_viewdist = info.height;
vehicle_viewofs = info.view_ofs;
+ if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
+ vehicle_chase = false;
}
+ else
+ vehicle_chase = false;
}
- int eventchase = WantEventchase(this);
+ int eventchase = WantEventchase(this, vehicle_chase);
if (eventchase)
{
vector current_view_origin_override = '0 0 0';
// a bit more constant
const vector PL_MAX_CONST = '16 16 45';
const vector PL_MIN_CONST = '-16 -16 -24';
+const vector PL_CROUCH_MAX_CONST = '16 16 25';
+const vector PL_CROUCH_MIN_CONST = '-16 -16 -24';
// gametype vote flags
const int GTV_FORBIDDEN = 0; // Cannot be voted
# define TAG_VIEWLOC_NAME tag_networkviewloc
# define TAG_VIEWLOC_TYPE int
.float tag_networkviewloc;
+
+# define ALPHA m_alpha
+.float m_alpha;
#else
# define TAG_ENTITY_NAME tag_entity
# define TAG_ENTITY_TYPE entity
# define TAG_VIEWLOC_NAME viewloc
# define TAG_VIEWLOC_TYPE entity
+
+# define ALPHA alpha
#endif
// add properties you want networked to CSQC here
CSQCMODEL_PROPERTY(BIT(0), int, ReadShort, WriteShort, colormap) \
CSQCMODEL_PROPERTY(BIT(1), int, ReadInt24_t, WriteInt24_t, effects) \
CSQCMODEL_PROPERTY(BIT(2), int, ReadByte, WriteByte, modelflags) \
- CSQCMODEL_PROPERTY_SCALED(BIT(3), float, ReadByte, WriteByte, alpha, 254, -1, 254) \
+ CSQCMODEL_PROPERTY_SCALED(BIT(3), float, ReadByte, WriteByte, ALPHA, 254, -1, 254) \
CSQCMODEL_PROPERTY(BIT(4), int, ReadByte, WriteByte, skin) \
CSQCMODEL_PROPERTY(BIT(5), float, ReadApproxPastTime, WriteApproxPastTime, death_time) \
CSQCMODEL_PROPERTY(BIT(6), float, ReadByte, WriteByte, solid) \
REGISTER_NET_TEMP(casings)
-#ifdef SVQC
-
+#if defined(SVQC)
.bool cvar_cl_casings;
+#elif defined(CSQC)
+bool cvar_cl_casings;
+#endif
REPLICATE(cvar_cl_casings, bool, "cl_casings");
+#ifdef SVQC
void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity)
{
if (!(CS(casingowner).cvar_cl_casings))
MUTATOR_HOOKFUNCTION(ca, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
return MUT_SPECCMD_CONTINUE;
}
-MUTATOR_HOOKFUNCTION(ca, WantWeapon)
-{
- M_ARGV(2, bool) = true; // all weapons
-}
-
MUTATOR_HOOKFUNCTION(ca, HideTeamNagger)
{
return true; // doesn't work well with the whole spectator as player thing
MUTATOR_HOOKFUNCTION(ca, SetWeaponArena)
{
- // most weapons arena
- if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "") M_ARGV(0, string) = "most";
+ if (M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = autocvar_g_ca_weaponarena;
}
MUTATOR_HOOKFUNCTION(ca, SV_ParseServerCommand)
{
- shuffleteams_on_reset_map = !allowed_to_spawn;
+ string cmd_name = M_ARGV(0, string);
+ if (cmd_name == "shuffleteams")
+ shuffleteams_on_reset_map = !allowed_to_spawn;
return false;
}
//int autocvar_g_ca_teams;
int autocvar_g_ca_teams_override;
float autocvar_g_ca_warmup;
+string autocvar_g_ca_weaponarena = "most";
int ca_teams;
// generated file; do not modify
+#include <common/gamemodes/gamemode/ctf/ctf.qc>
#ifdef CSQC
#include <common/gamemodes/gamemode/ctf/cl_ctf.qc>
#endif
--- /dev/null
+#include "ctf.qh"
// reset the flag
setattachment(flag, NULL, "");
- setorigin(flag, player.origin + FLAG_DROP_OFFSET);
+ tracebox(player.origin - FLAG_DROP_OFFSET, flag.m_mins, flag.m_maxs, player.origin + FLAG_DROP_OFFSET, MOVE_NOMONSTERS, flag);
+ setorigin(flag, trace_endpos);
flag.owner.flagcarried = NULL;
GameRules_scoring_vip(flag.owner, false);
flag.owner = NULL;
// generated file; do not modify
+#include <common/gamemodes/gamemode/domination/domination.qc>
#ifdef CSQC
#include <common/gamemodes/gamemode/domination/cl_domination.qc>
#endif
// generated file; do not modify
+#include <common/gamemodes/gamemode/domination/domination.qh>
#ifdef CSQC
#include <common/gamemodes/gamemode/domination/cl_domination.qh>
#endif
--- /dev/null
+#include "domination.qh"
--- /dev/null
+#pragma once
MUTATOR_HOOKFUNCTION(ft, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
//start_health = warmup_start_health = cvar("g_lms_start_health");
//start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
MUTATOR_HOOKFUNCTION(ft, SetWeaponArena)
{
- // most weapons arena
if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
- M_ARGV(0, string) = "most";
+ M_ARGV(0, string) = autocvar_g_freezetag_weaponarena;
}
MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
{
- shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
+ string cmd_name = M_ARGV(0, string);
+ if (cmd_name == "shuffleteams")
+ shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
return false;
}
int autocvar_g_freezetag_point_limit;
int autocvar_g_freezetag_point_leadlimit;
bool autocvar_g_freezetag_team_spawns;
+string autocvar_g_freezetag_weaponarena = "most_available";
+
void freezetag_Initialize();
REGISTER_MUTATOR(ft, false)
// generated file; do not modify
+#include <common/gamemodes/gamemode/keepaway/keepaway.qc>
#ifdef CSQC
#include <common/gamemodes/gamemode/keepaway/cl_keepaway.qc>
#endif
// generated file; do not modify
+#include <common/gamemodes/gamemode/keepaway/keepaway.qh>
#ifdef CSQC
#include <common/gamemodes/gamemode/keepaway/cl_keepaway.qh>
#endif
--- /dev/null
+#include "keepaway.qh"
--- /dev/null
+#pragma once
// generated file; do not modify
+#include <common/gamemodes/gamemode/keyhunt/keyhunt.qc>
#ifdef CSQC
#include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc>
#endif
// generated file; do not modify
+#include <common/gamemodes/gamemode/keyhunt/keyhunt.qh>
#ifdef CSQC
#include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh>
#endif
--- /dev/null
+#include "keyhunt.qh"
--- /dev/null
+#pragma once
MUTATOR_HOOKFUNCTION(lms, SetStartItems)
{
- start_items &= ~IT_UNLIMITED_AMMO;
+ start_items &= ~(IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS);
start_health = warmup_start_health = cvar("g_lms_start_health");
start_armorvalue = warmup_start_armorvalue = cvar("g_lms_start_armor");
start_ammo_shells = warmup_start_ammo_shells = cvar("g_lms_start_ammo_shells");
return true;
}
-MUTATOR_HOOKFUNCTION(lms, WantWeapon)
+MUTATOR_HOOKFUNCTION(lms, SetWeaponArena)
{
- M_ARGV(2, bool) = true; // all weapons
+ if(M_ARGV(0, string) == "0" || M_ARGV(0, string) == "")
+ M_ARGV(0, string) = autocvar_g_lms_weaponarena;
}
MUTATOR_HOOKFUNCTION(lms, GetPlayerStatus)
#include <common/mutators/base.qh>
#include <common/scores.qh>
+
.float lms_spectate_warning;
+
#define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
+string autocvar_g_lms_weaponarena = "most_available";
+
void lms_Initialize();
REGISTER_MUTATOR(lms, false)
// generated file; do not modify
+#include <common/gamemodes/gamemode/nexball/nexball.qc>
#ifdef CSQC
#include <common/gamemodes/gamemode/nexball/cl_nexball.qc>
#endif
// generated file; do not modify
+#include <common/gamemodes/gamemode/nexball/nexball.qh>
#ifdef CSQC
#include <common/gamemodes/gamemode/nexball/cl_nexball.qh>
#endif
--- /dev/null
+#include "nexball.qh"
--- /dev/null
+#pragma once
#pragma once
CLASS(BallStealer, PortoLaunch)
-/* flags */ ATTRIB(BallStealer, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_SPECIALATTACK | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NOTRUEAIM);
+/* flags */ ATTRIB(BallStealer, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NOTRUEAIM);
/* impulse */ ATTRIB(BallStealer, impulse, int, 0);
/* refname */ ATTRIB(BallStealer, netname, string, "ballstealer");
/* wepname */ ATTRIB(BallStealer, m_name, string, _("Ball Stealer"));
#include "item.qh"
-REGISTRY(Items, BITS(7))
+// 24 so it matches the limit for the .items field
+REGISTRY(Items, 24)
#define Items_from(i) _Items_from(i, NULL)
#ifdef GAMEQC
REGISTRY_DEPENDS(Items, Models)
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
-const int Inventory_groups_major = 16;
-const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
+const int Inventory_groups_minor = 8; // exactly 1 byte
+const int Inventory_groups_major = 3; // ceil(Items_MAX / Inventory_groups_minor)
#define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
#define G_MINOR(id) ((id) % Inventory_groups_minor)
{
make_pure(this);
g_inventory = this;
- const int majorBits = ReadShort();
+ const int majorBits = ReadByte();
for (int i = 0; i < Inventory_groups_major; ++i) {
if (!(majorBits & BIT(i))) {
continue;
#endif
#ifdef SVQC
+int minorBitsArr[Inventory_groups_major];
void Inventory_Write(Inventory data)
{
if (!data) {
}
TC(Inventory, data);
+ for (int i = 0; i < Inventory_groups_major; ++i)
+ minorBitsArr[i] = 0;
+
int majorBits = 0;
FOREACH(Items, true, {
.int fld = inv_items[it.m_id];
const bool changed = data.inventory.(fld) != data.(fld);
if (changed) {
- majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
+ int maj = G_MAJOR(it.m_id);
+ majorBits = BITSET(majorBits, BIT(maj), true);
+ minorBitsArr[maj] = BITSET(minorBitsArr[maj], BIT(G_MINOR(it.m_id)), true);
}
});
- WriteShort(MSG_ENTITY, majorBits);
+ WriteByte(MSG_ENTITY, majorBits);
- int minorBits = 0;
- int lastMaj = 0;
- int maj = 0;
- FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
- .int fld = inv_items[it.m_id];
- const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
- if (changed) {
- if (maj != lastMaj) {
- lastMaj = maj;
-#define X() MACRO_BEGIN \
- if (minorBits) { \
- WriteByte(MSG_ENTITY, minorBits); \
- for (int j = 0; j < Inventory_groups_minor; ++j) { \
- if (!(minorBits & BIT(j))) { \
- continue; \
- } \
- const entity it = Items_from(Inventory_groups_minor * maj + j); \
- WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
- } \
- } \
-MACRO_END
- X();
- minorBits = 0;
- }
- minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
- }
- });
- X();
-#undef X
+ for (int i = 0; i < Inventory_groups_major; ++i)
+ {
+ if (!(majorBits & BIT(i)))
+ continue;
+
+ const int minorBits = minorBitsArr[i];
+ WriteByte(MSG_ENTITY, minorBits);
+ for (int j = 0; j < Inventory_groups_minor; ++j)
+ {
+ if (!(minorBits & BIT(j)))
+ continue;
+
+ const entity it = Items_from(Inventory_groups_minor * i + j);
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
+ }
+ }
}
#endif
#include <server/items.qh>
#endif
-const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const int IT_UNLIMITED_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
const int IT_JETPACK = BIT(2); // actual item
const int IT_STRENGTH = BIT(22);
// item masks
-const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
-const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
#ifdef SVQC
const .float strength_finished = _STAT(STRENGTH_FINISHED);
#ifdef SVQC
-METHOD(Bullets, m_spawnfunc_hookreplace, GameItem(Bullets this, entity e))
-{
- if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
- {
- return ITEM_Shells;
- }
- return this;
-}
-
METHOD(Shells, m_spawnfunc_hookreplace, GameItem(Shells this, entity e))
{
if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
CLASS(LastManStanding, Gametype)
INIT(LastManStanding)
{
- this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,true,"","timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
+ this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,true,"","timelimit=20 lives=5 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
}
METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
CLASS(ClanArena, Gametype)
INIT(ClanArena)
{
- this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
+ this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill all enemy teammates to win the round"));
}
METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
{
CLASS(FreezeTag, Gametype)
INIT(FreezeTag)
{
- this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
+ this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
}
METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
{
}
METHOD(Duel, m_isForcedSupported, bool(Gametype this))
{
- // force all DM maps to work in duel?!
- // TODO: we should really check the size of maps, some DM maps do not work for duel!
- if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
- return true;
+ if(!cvar("g_duel_not_dm_maps"))
+ {
+ // if this is set, all DM maps support duel too
+ // TODO: we should really check the size of maps, some DM maps do not work for duel!
+ if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
+ return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
+ }
return false;
}
ENDCLASS(Duel)
precache_sound(this.noise2);
}
- if (!this.wait)
- {
- this.wait = 3;
- }
+ if(autocvar_sv_doors_always_open)
+ {
+ this.wait = -1;
+ }
+ else if (!this.wait)
+ {
+ this.wait = 3;
+ }
+
if (!this.lip)
{
this.lip = 8;
this.pos1 = this.origin;
this.pos2 = this.pos1 + this.movedir*(fabs(this.movedir*this.size) - this.lip);
- if (!this.speed)
- {
- this.speed = 100;
- }
+ if(autocvar_sv_doors_always_open)
+ {
+ this.speed = max(750, this.speed);
+ }
+ else if (!this.speed)
+ {
+ this.speed = 100;
+ }
settouch(this, door_touch);
{
}
else
+ {
objerror (this, "^3Teleport destination without a targetname");
+ return; // don't link it to CSQC in this case!
+ }
teleport_dest_link(this);
}
if(n == 0)
{
// no dest!
- objerror (this, "Teleporter with nonexistant target");
+ objerror (this, "Teleporter with nonexistent target");
return;
}
else if(n == 1)
}
#endif
+#ifdef SVQC
+vector trigger_push_get_start_point(entity this)
+{
+ // calculate a typical start point for the jump
+ vector org = (this.absmin + this.absmax) * 0.5;
+ org.z = this.absmax.z - PL_MIN_CONST.z - 7;
+ return org;
+}
+
+float trigger_push_get_push_time(entity this, vector endpos)
+{
+ vector org = trigger_push_get_start_point(this);
+
+ float grav = PHYS_GRAVITY(NULL);
+
+ entity t = this.enemy;
+ if (t)
+ {
+ entity e = spawn();
+ setsize(e, PL_MIN_CONST, PL_MAX_CONST);
+ e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+ vector v = trigger_push_calculatevelocity(org, t, this.height, e);
+ vector v2 = trigger_push_calculatevelocity(endpos, t, this.height, e);
+ delete(e);
+ return (v.z + v2.z) / grav;
+ }
+ else if (!(this.target && this.target != ""))
+ {
+ if (!this.team)
+ {
+ vector v = this.movedir;
+
+ float t = v.z / grav;
+ float jump_height = 1/2 * grav * (t ** 2);
+ float remaining_height = org.z + jump_height - endpos.z;
+ float v2_z = sqrt(2 * grav * remaining_height);
+
+ return (v.z + v2_z) / grav;
+ }
+ }
+ return 0;
+}
+#endif
+
/// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
/// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
bool trigger_push_test(entity this, entity item)
{
- // first calculate a typical start point for the jump
- vector org = (this.absmin + this.absmax) * 0.5;
- org.z = this.absmax.z - PL_MIN_CONST.z - 7;
+#ifdef SVQC
+ vector org = trigger_push_get_start_point(this);
+#endif
if (this.target)
{
if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
- if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
+ if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
{
IL_PUSH(g_monsters, this);
if(this.mdl && this.mdl != "")
#pragma once
#include "buffs.qh"
+
+float cvar_cl_buffs_autoreplace;
+REPLICATE(cvar_cl_buffs_autoreplace, bool, "cl_buffs_autoreplace");
{
if (buff == BUFF_Null)
return false;
- if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_WEAPON_AMMO) || (start_items & IT_UNLIMITED_AMMO) || (cvar("g_melee_only"))))
+ if (buff == BUFF_AMMO && ((start_items & IT_UNLIMITED_AMMO) || cvar("g_melee_only")))
return false;
if (buff == BUFF_VAMPIRE && cvar("g_vampire"))
return false;
entity player = M_ARGV(0, entity);
player.oldbuffs = 0;
- PS(player).buff_shield = time + 0.5; // prevent picking up buffs immediately
// reset timers here to prevent them continuing after re-spawn
player.buff_disability_time = 0;
player.buff_disability_effect_time = 0;
BUFF_ONADD(BUFF_AMMO)
{
- player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_WEAPON_AMMO);
- player.items |= IT_UNLIMITED_WEAPON_AMMO;
+ player.buff_ammo_prev_infitems = (player.items & IT_UNLIMITED_AMMO);
+ player.items |= IT_UNLIMITED_AMMO;
if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
{
BUFF_ONREM(BUFF_AMMO)
{
if(player.buff_ammo_prev_infitems)
- player.items |= IT_UNLIMITED_WEAPON_AMMO;
+ player.items |= IT_UNLIMITED_AMMO;
else
- player.items &= ~IT_UNLIMITED_WEAPON_AMMO;
+ player.items &= ~IT_UNLIMITED_AMMO;
if(STAT(BUFFS, player) & BUFF_AMMO.m_itemid)
{
// generated file; do not modify
+#include <common/mutators/mutator/dodging/dodging.qc>
+#ifdef CSQC
+ #include <common/mutators/mutator/dodging/cl_dodging.qc>
+#endif
#ifdef SVQC
#include <common/mutators/mutator/dodging/sv_dodging.qc>
#endif
// generated file; do not modify
+#include <common/mutators/mutator/dodging/dodging.qh>
+#ifdef CSQC
+ #include <common/mutators/mutator/dodging/cl_dodging.qh>
+#endif
#ifdef SVQC
#include <common/mutators/mutator/dodging/sv_dodging.qh>
#endif
--- /dev/null
+#include "cl_dodging.qh"
--- /dev/null
+#pragma once
+
+float cvar_cl_dodging_timeout;
+REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
--- /dev/null
+#include "dodging.qh"
--- /dev/null
+#pragma once
#endif
#ifdef CSQC
+ float cvar_cl_dodging_timeout;
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
#elif defined(SVQC)
+ .float cvar_cl_dodging_timeout;
#define PHYS_DODGING_FRAMETIME sys_frametime
#define PHYS_DODGING_TIMEOUT(s) CS(s).cvar_cl_dodging_timeout
#define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
#include <common/animdecide.qh>
#include <common/physics/player.qh>
-.float cvar_cl_dodging_timeout;
-
REGISTER_MUTATOR(dodging, cvar("g_dodging"))
{
// this just turns on the cvar.
if(IS_DEAD(this) || game_stopped)
instagib_stop_countdown(this);
- else if (GetResource(this, RES_CELLS) > 0 || (this.items & IT_UNLIMITED_WEAPON_AMMO) || (this.flags & FL_GODMODE))
+ else if (GetResource(this, RES_CELLS) > 0 || (this.items & IT_UNLIMITED_AMMO) || (this.flags & FL_GODMODE))
instagib_stop_countdown(this);
else if(autocvar_g_rm && autocvar_g_rm_laser)
{
.bool multijump_ready;
#ifdef CSQC
+bool cvar_cl_multijump;
bool autocvar_cl_multijump = true;
#define PHYS_MULTIJUMP_CLIENT(s) autocvar_cl_multijump
}
}
-#ifdef SVQC
-
REPLICATE(cvar_cl_multijump, bool, "cl_multijump");
+#ifdef SVQC
+
MUTATOR_HOOKFUNCTION(multijump, BuildMutatorsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":multijump");
REGISTER_STAT(NADES_SMALL, int, autocvar_g_nades_nade_small)
#ifdef GAMEQC
+REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
+REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
+
entity Nade_TrailEffect(int proj, int nade_team)
{
switch (proj)
STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee);
}
-REPLICATE(cvar_cl_nade_type, int, "cl_nade_type");
-REPLICATE(cvar_cl_pokenade_type, string, "cl_pokenade_type");
-
MUTATOR_HOOKFUNCTION(nades, BuildMutatorsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":Nades");
#endif
#ifdef CSQC
+float cvar_cl_nade_type;
+string cvar_cl_pokenade_type;
bool Projectile_isnade(int proj); // TODO: remove
void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
-> This will spawn as Rifle in this mutator ONLY, and as Vortex otherwise.
{
-"classname" "weapon_vortext"
+"classname" "weapon_vortex"
"new_toys" "vortex rifle"
}
-> This will spawn as either Vortex or Rifle in this mutator ONLY, and as Vortex otherwise.
SetResource(this, RES_CELLS, 0);
SetResource(this, RES_PLASMA, 0);
SetResource(this, RES_FUEL, 0);
- if(this.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(this.items & IT_UNLIMITED_AMMO)
{
switch (wpn.ammo_type)
{
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt);
}
- if(!(this.items & IT_UNLIMITED_WEAPON_AMMO) && time > this.nix_nextincr)
+ if(!(this.items & IT_UNLIMITED_AMMO) && time > this.nix_nextincr)
{
switch (wpn.ammo_type)
{
// generated file; do not modify
+#include <common/mutators/mutator/overkill/okhmg.qc>
+#include <common/mutators/mutator/overkill/okmachinegun.qc>
+#include <common/mutators/mutator/overkill/oknex.qc>
+#include <common/mutators/mutator/overkill/okrpc.qc>
+#include <common/mutators/mutator/overkill/okshotgun.qc>
+#include <common/mutators/mutator/overkill/overkill.qc>
#ifdef CSQC
#include <common/mutators/mutator/overkill/cl_overkill.qc>
#endif
#ifdef SVQC
#include <common/mutators/mutator/overkill/sv_overkill.qc>
#endif
-#include <common/mutators/mutator/overkill/okhmg.qc>
-#include <common/mutators/mutator/overkill/okmachinegun.qc>
-#include <common/mutators/mutator/overkill/oknex.qc>
-#include <common/mutators/mutator/overkill/okrpc.qc>
-#include <common/mutators/mutator/overkill/okshotgun.qc>
#ifdef SVQC
#include <common/mutators/mutator/overkill/sv_weapons.qc>
#endif
// generated file; do not modify
+#include <common/mutators/mutator/overkill/okhmg.qh>
+#include <common/mutators/mutator/overkill/okmachinegun.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/overkill/okrpc.qh>
+#include <common/mutators/mutator/overkill/okshotgun.qh>
+#include <common/mutators/mutator/overkill/overkill.qh>
#ifdef CSQC
#include <common/mutators/mutator/overkill/cl_overkill.qh>
#endif
#ifdef SVQC
#include <common/mutators/mutator/overkill/sv_overkill.qh>
#endif
-#include <common/mutators/mutator/overkill/okhmg.qh>
-#include <common/mutators/mutator/overkill/okmachinegun.qh>
-#include <common/mutators/mutator/overkill/oknex.qh>
-#include <common/mutators/mutator/overkill/okrpc.qh>
-#include <common/mutators/mutator/overkill/okshotgun.qh>
return;
}
- if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+ if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
// if(fire & 2) // only eat ammo when the button is pressed
// {
// dt = min(dt, (1 - actor.(weaponentity).oknex_charge) / WEP_CVAR(oknex, charge_rate));
- // if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ // if(!(actor.items & IT_UNLIMITED_AMMO))
// {
// // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
// if(autocvar_g_balance_vortex_reload_ammo)
--- /dev/null
+#include "overkill.qh"
--- /dev/null
+#pragma once
+
if(WEP_OVERKILL_RPC.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_RPC); }
if(WEP_OVERKILL_HMG.weaponstart > 0) { ok_start_items |= WEPSET(OVERKILL_HMG); }
+ // this gives unlimited ammo (the 4 types) but not fuel
+ // using `g_use_ammunition` instead gives also fuel which is unnecessary and distracting in the HUD
+ start_items |= IT_UNLIMITED_AMMO;
+
start_weapons = warmup_start_weapons = ok_start_items;
}
#include "sv_rocketflying.qh"
string autocvar_g_rocket_flying;
+bool autocvar_g_rocket_flying_disabledelays = true;
REGISTER_MUTATOR(rocketflying, expr_evaluate(autocvar_g_rocket_flying));
MUTATOR_HOOKFUNCTION(rocketflying, EditProjectile)
{
entity proj = M_ARGV(1, entity);
- if(proj.classname == "rocket" || proj.classname == "mine")
+ if(autocvar_g_rocket_flying_disabledelays && (proj.classname == "rocket" || proj.classname == "mine"))
{
// kill detonate delay of rockets
proj.spawnshieldtime = time;
}
}
+MUTATOR_HOOKFUNCTION(rocketflying, AllowRocketJumping)
+{
+ M_ARGV(0, bool) = true; // force rocket jumping
+}
+
MUTATOR_HOOKFUNCTION(rocketflying, BuildMutatorsString)
{
M_ARGV(0, string) = strcat(M_ARGV(0, string), ":RocketFlying");
// generated file; do not modify
+#include <common/mutators/mutator/spawn_near_teammate/spawn_near_teammate.qc>
+#ifdef CSQC
+ #include <common/mutators/mutator/spawn_near_teammate/cl_spawn_near_teammate.qc>
+#endif
#ifdef SVQC
#include <common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc>
#endif
// generated file; do not modify
+#include <common/mutators/mutator/spawn_near_teammate/spawn_near_teammate.qh>
+#ifdef CSQC
+ #include <common/mutators/mutator/spawn_near_teammate/cl_spawn_near_teammate.qh>
+#endif
#ifdef SVQC
#include <common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qh>
#endif
--- /dev/null
+#include "cl_spawn_near_teammate.qh"
--- /dev/null
+#pragma once
+
+float cvar_cl_spawn_near_teammate;
+REPLICATE(cvar_cl_spawn_near_teammate, bool, "cl_spawn_near_teammate");
--- /dev/null
+#include "spawn_near_teammate.qh"
--- /dev/null
+#pragma once
+
#define N_GNTLOFF 1
#define N__ALWAYS 2
-#define MULTITEAM_ANNCE2(prefix, default, sound, channel, volume, position) \
- MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, default, sprintf(sound, strtolower(STATIC_NAME_TEAM_1)), channel, volume, position) \
- MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, default, sprintf(sound, strtolower(STATIC_NAME_TEAM_2)), channel, volume, position)
-#define MULTITEAM_ANNCE3(prefix, default, sound, channel, volume, position) \
- MULTITEAM_ANNCE2(prefix, default, sound, channel, volume, position) \
- MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, default, sprintf(sound, strtolower(STATIC_NAME_TEAM_3)), channel, volume, position)
-#define MULTITEAM_ANNCE4(prefix, default, sound, channel, volume, position) \
- MULTITEAM_ANNCE3(prefix, default, sound, channel, volume, position) \
- MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, default, sprintf(sound, strtolower(STATIC_NAME_TEAM_4)), channel, volume, position)
-#define MULTITEAM_ANNCE(prefix, teams, default, sound, channel, volume, position) \
- NOTIF_ADD_AUTOCVAR(ANNCE_##prefix, default) \
- MULTITEAM_ANNCE##teams(prefix, default, sound, channel, volume, position)
+#define MULTITEAM_ANNCE(prefix, defaultvalue, sound, channel, volume, position) \
+ NOTIF_ADD_AUTOCVAR(ANNCE_##prefix, defaultvalue) \
+ MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, defaultvalue, sprintf(sound, strtolower(STATIC_NAME_TEAM_1)), channel, volume, position) \
+ MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, defaultvalue, sprintf(sound, strtolower(STATIC_NAME_TEAM_2)), channel, volume, position) \
+ MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, defaultvalue, sprintf(sound, strtolower(STATIC_NAME_TEAM_3)), channel, volume, position) \
+ MSG_ANNCE_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, defaultvalue, sprintf(sound, strtolower(STATIC_NAME_TEAM_4)), channel, volume, position)
// MSG_ANNCE_NOTIFICATIONS
MSG_ANNCE_NOTIF(ACHIEVEMENT_AIRSHOT, N_GNTLOFF, "airshot", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
#define N_CONSOLE 1
#define N_CHATCON 2
-#define MULTITEAM_INFO2(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- MSG_INFO_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, default, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_1)), TCR(normal, type, 1), TCR(gentle, type, 1)) \
- MSG_INFO_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, default, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_2)), TCR(normal, type, 2), TCR(gentle, type, 2))
-#define MULTITEAM_INFO3(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- MULTITEAM_INFO2(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- MSG_INFO_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, default, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_3)), TCR(normal, type, 3), TCR(gentle, type, 3))
-#define MULTITEAM_INFO4(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- MULTITEAM_INFO3(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- MSG_INFO_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, default, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_4)), TCR(normal, type, 4), TCR(gentle, type, 4))
-#define MULTITEAM_INFO(prefix, teams, default, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
- NOTIF_ADD_AUTOCVAR(INFO_##prefix, default) \
- MULTITEAM_INFO##teams(prefix, default, strnum, flnum, args, hudargs, icon, normal, gentle, type)
+#define MULTITEAM_INFO(prefix, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle, type) \
+ NOTIF_ADD_AUTOCVAR(INFO_##prefix, defaultvalue) \
+ MSG_INFO_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, defaultvalue, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_1)), TCR(normal, type, 1), TCR(gentle, type, 1)) \
+ MSG_INFO_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, defaultvalue, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_2)), TCR(normal, type, 2), TCR(gentle, type, 2)) \
+ MSG_INFO_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, defaultvalue, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_3)), TCR(normal, type, 3), TCR(gentle, type, 3)) \
+ MSG_INFO_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, defaultvalue, strnum, flnum, args, hudargs, sprintf(icon, strtolower(STATIC_NAME_TEAM_4)), TCR(normal, type, 4), TCR(gentle, type, 4))
// MSG_INFO_NOTIFICATIONS
MSG_INFO_NOTIF(CHAT_NOSPECTATORS, N_CHATCON, 0, 0, "", "", "", _("^F4NOTE: ^BGSpectator chat is not sent to players during the match"), "")
- MULTITEAM_INFO(CTF_CAPTURE, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag"), "", FLAG)
- MULTITEAM_INFO(CTF_CAPTURE_BROKEN, 4, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds, breaking ^BG%s^BG's previous record of ^F2%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_BROKEN, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds, breaking ^BG%s^BG's previous record of ^F2%s^BG seconds"), "", FLAG)
MSG_INFO_NOTIF(CTF_CAPTURE_NEUTRAL, N_CONSOLE, 1, 0, "s1", "s1", "notify_neutral_captured", _("^BG%s^BG captured the flag"), "")
- MULTITEAM_INFO(CTF_CAPTURE_TIME, 4, N_CONSOLE, 1, 1, "s1 f1dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds"), "", FLAG)
- MULTITEAM_INFO(CTF_CAPTURE_UNBROKEN, 4, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F2%s^BG seconds, failing to break ^BG%s^BG's previous record of ^F1%s^BG seconds"), "", FLAG)
- MULTITEAM_INFO(CTF_FLAGRETURN_ABORTRUN, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was returned to base by its owner"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_TIME, N_CONSOLE, 1, 1, "s1 f1dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_CAPTURE_UNBROKEN, N_CONSOLE, 2, 2, "s1 f1dtime s2 f2dtime", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F2%s^BG seconds, failing to break ^BG%s^BG's previous record of ^F1%s^BG seconds"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_ABORTRUN, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was returned to base by its owner"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_ABORTRUN_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag was returned by its owner"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_DAMAGED, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was destroyed and returned to base"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_DAMAGED, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was destroyed and returned to base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_DAMAGED_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag was destroyed and returned to base"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_DROPPED, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was dropped in the base and returned itself"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_DROPPED, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag was dropped in the base and returned itself"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_DROPPED_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag was dropped in the base and returned itself"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_NEEDKILL, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag fell somewhere it couldn't be reached and returned to base"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_NEEDKILL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag fell somewhere it couldn't be reached and returned to base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_NEEDKILL_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag fell somewhere it couldn't be reached and returned to base"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_SPEEDRUN, 4, N_CONSOLE, 0, 1, "f1dtime", "", "", _("^BGThe ^TC^TT^BG flag became impatient after ^F1%.2f^BG seconds and returned itself"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_SPEEDRUN, N_CONSOLE, 0, 1, "f1dtime", "", "", _("^BGThe ^TC^TT^BG flag became impatient after ^F1%.2f^BG seconds and returned itself"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_SPEEDRUN_NEUTRAL, N_CONSOLE, 0, 1, "f1dtime", "", "", _("^BGThe flag became impatient after ^F1%.2f^BG seconds and returned itself"), "")
- MULTITEAM_INFO(CTF_FLAGRETURN_TIMEOUT, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag has returned to the base"), "", FLAG)
+ MULTITEAM_INFO(CTF_FLAGRETURN_TIMEOUT, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG flag has returned to the base"), "", FLAG)
MSG_INFO_NOTIF(CTF_FLAGRETURN_TIMEOUT_NEUTRAL, N_CONSOLE, 0, 0, "", "", "", _("^BGThe flag has returned to the base"), "")
- MULTITEAM_INFO(CTF_LOST, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_lost", _("^BG%s^BG lost the ^TC^TT^BG flag"), "", FLAG)
+ MULTITEAM_INFO(CTF_LOST, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_lost", _("^BG%s^BG lost the ^TC^TT^BG flag"), "", FLAG)
MSG_INFO_NOTIF(CTF_LOST_NEUTRAL, N_CONSOLE, 1, 0, "s1", "s1", "notify_neutral_lost", _("^BG%s^BG lost the flag"), "")
- MULTITEAM_INFO(CTF_PICKUP, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_taken", _("^BG%s^BG got the ^TC^TT^BG flag"), "", FLAG)
+ MULTITEAM_INFO(CTF_PICKUP, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_taken", _("^BG%s^BG got the ^TC^TT^BG flag"), "", FLAG)
MSG_INFO_NOTIF(CTF_PICKUP_NEUTRAL, N_CONSOLE, 1, 0, "s1", "s1", "notify_neutral_taken", _("^BG%s^BG got the flag"), "")
- MULTITEAM_INFO(CTF_RETURN, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "", FLAG)
- MULTITEAM_INFO(CTF_RETURN_MONSTER, 4, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "", FLAG)
+ MULTITEAM_INFO(CTF_RETURN, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "", FLAG)
+ MULTITEAM_INFO(CTF_RETURN_MONSTER, N_CONSOLE, 1, 0, "s1", "s1", "notify_%s_returned", _("^BG%s^BG returned the ^TC^TT^BG flag"), "", FLAG)
MSG_INFO_NOTIF(COINTOSS, N_CHATCON, 1, 0, "s1", "", "", _("^F2Throwing coin... Result: %s^F2!"), "")
MSG_INFO_NOTIF(DEATH_SELF_VH_WAKI_ROCKET, N_CONSOLE, 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(DEATH_SELF_VOID, N_CONSOLE, 3, 1, "s1 s2 s2loc spree_lost", "s1", "notify_void", "^BG%s^K1 %s^K1%s%s", "")
- MULTITEAM_INFO(DEATH_TEAMKILL, 4, N_CONSOLE, 3, 1, "s1 s2 s3loc spree_end", "s2 s1", "notify_teamkill_%s", _("^BG%s^K1 was betrayed by ^BG%s^K1%s%s"), "", NAME)
+ MULTITEAM_INFO(DEATH_TEAMKILL, N_CONSOLE, 3, 1, "s1 s2 s3loc spree_end", "s2 s1", "notify_teamkill_%s", _("^BG%s^K1 was betrayed by ^BG%s^K1%s%s"), "", NAME)
MSG_INFO_NOTIF(DOMINATION_CAPTURE_TIME, N_CONSOLE, 2, 2, "s1 s2 f1 f1points f2", "", "", _("^BG%s^BG%s^BG (%s %s every %s seconds)"), "")
MSG_INFO_NOTIF(FREEZETAG_AUTO_REVIVED, N_CONSOLE, 1, 1, "s1 f1", "", "", _("^BG%s^K3 was automatically revived after %s second(s)"), "")
MSG_INFO_NOTIF(FREEZETAG_SELF, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^K1 froze themself"), "")
- MULTITEAM_INFO(ROUND_TEAM_WIN, 4, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG team wins the round"), "", NAME)
+ MULTITEAM_INFO(ROUND_TEAM_WIN, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG team wins the round"), "", NAME)
MSG_INFO_NOTIF(ROUND_PLAYER_WIN, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG wins the round"), "")
MSG_INFO_NOTIF(ROUND_TIED, N_CONSOLE, 0, 0, "", "", "", _("^BGRound tied"), "")
MSG_INFO_NOTIF(ROUND_OVER, N_CONSOLE, 0, 0, "", "", "", _("^BGRound over, there's no winner"), "")
MSG_INFO_NOTIF(CONNECTING, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG is connecting..."), "")
MSG_INFO_NOTIF(JOIN_CONNECT, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 connected"), "")
MSG_INFO_NOTIF(JOIN_PLAY, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 is now playing"), "")
- MULTITEAM_INFO(JOIN_PLAY_TEAM, 4, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 is now playing on the ^TC^TT team"), "", NAME)
+ MULTITEAM_INFO(JOIN_PLAY_TEAM, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 is now playing on the ^TC^TT team"), "", NAME)
MSG_INFO_NOTIF(KEEPAWAY_DROPPED, N_CONSOLE, 1, 0, "s1", "s1", "notify_balldropped", _("^BG%s^BG has dropped the ball!"), "")
MSG_INFO_NOTIF(KEEPAWAY_PICKUP, N_CONSOLE, 1, 0, "s1", "s1", "notify_ballpickedup", _("^BG%s^BG has picked up the ball!"), "")
- MULTITEAM_INFO(KEYHUNT_CAPTURE, 4, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG captured the keys for the ^TC^TT team"), "", NAME)
- MULTITEAM_INFO(KEYHUNT_DROP, 4, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG dropped the ^TC^TT Key"), "", KEY)
- MULTITEAM_INFO(KEYHUNT_LOST, 4, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG lost the ^TC^TT Key"), "", KEY)
- MULTITEAM_INFO(KEYHUNT_PUSHED, 4, N_CONSOLE, 2, 0, "s1 s2", "", "", _("^BG%s^BG pushed %s^BG causing the ^TC^TT Key ^BGdestruction"), "", KEY)
- MULTITEAM_INFO(KEYHUNT_DESTROYED, 4, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG destroyed the ^TC^TT Key"), "", KEY)
- MULTITEAM_INFO(KEYHUNT_PICKUP, 4, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG picked up the ^TC^TT Key"), "", KEY)
+ MULTITEAM_INFO(KEYHUNT_CAPTURE, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG captured the keys for the ^TC^TT team"), "", NAME)
+ MULTITEAM_INFO(KEYHUNT_DROP, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG dropped the ^TC^TT Key"), "", KEY)
+ MULTITEAM_INFO(KEYHUNT_LOST, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG lost the ^TC^TT Key"), "", KEY)
+ MULTITEAM_INFO(KEYHUNT_PUSHED, N_CONSOLE, 2, 0, "s1 s2", "", "", _("^BG%s^BG pushed %s^BG causing the ^TC^TT Key ^BGdestruction"), "", KEY)
+ MULTITEAM_INFO(KEYHUNT_DESTROYED, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG destroyed the ^TC^TT Key"), "", KEY)
+ MULTITEAM_INFO(KEYHUNT_PICKUP, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG picked up the ^TC^TT Key"), "", KEY)
MSG_INFO_NOTIF(LMS_FORFEIT, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 forfeited"), "")
MSG_INFO_NOTIF(LMS_NOLIVES, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^F3 has no more lives left"), "")
MSG_INFO_NOTIF(MONSTERS_DISABLED, N_CONSOLE, 0, 0, "", "", "", _("^BGMonsters are currently disabled"), "")
- MULTITEAM_INFO(NEXBALL_RETURN_HELD, 4, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG team held the ball for too long"), "", NAME)
+ MULTITEAM_INFO(NEXBALL_RETURN_HELD, N_CONSOLE, 0, 0, "", "", "", _("^BGThe ^TC^TT^BG team held the ball for too long"), "", NAME)
MSG_INFO_NOTIF(ONSLAUGHT_CAPTURE, N_CONSOLE, 2, 0, "s1 s2", "", "", _("^BG%s^BG captured %s^BG control point"), "")
- MULTITEAM_INFO(ONSLAUGHT_CPDESTROYED, 4, N_CONSOLE, 2, 0, "s1 s2", "", "", _("^TC^TT^BG team %s^BG control point has been destroyed by %s"), "", NAME)
- MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED, 4, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator has been destroyed"), "", GENERATOR)
- MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED_OVERTIME, 4, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator spontaneously combusted due to overtime!"), "", GENERATOR)
+ MULTITEAM_INFO(ONSLAUGHT_CPDESTROYED, N_CONSOLE, 2, 0, "s1 s2", "", "", _("^TC^TT^BG team %s^BG control point has been destroyed by %s"), "", NAME)
+ MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator has been destroyed"), "", GENERATOR)
+ MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED_OVERTIME, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator spontaneously combusted due to overtime!"), "", GENERATOR)
MSG_INFO_NOTIF(POWERUP_INVISIBILITY, N_CONSOLE, 1, 0, "s1", "s1", "strength", _("^BG%s^K1 picked up Invisibility"), "")
MSG_INFO_NOTIF(POWERUP_SHIELD, N_CONSOLE, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Shield"), "")
MULTIICON_INFO(MINIGAME_INVITE, N_CONSOLE, 2, 0, "s2 minigame1_name s1", "s2", "minigame1_d", "minigames/%s/icon_notif", _("^F4You have been invited by ^BG%s^F4 to join their game of ^F2%s^F4 (^F1%s^F4)"), "")
- MULTITEAM_INFO(SCORES, 4, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT ^BGteam scores!"), "", NAME)
+ MULTITEAM_INFO(SCORES, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT ^BGteam scores!"), "", NAME)
MSG_INFO_NOTIF(SPECTATE_WARNING, N_CONSOLE, 0, 1, "f1secs", "", "", _("^F2You have to become a player within the next %s, otherwise you will be kicked, because spectating isn't allowed at this time!"), "")
#define N_DISABL 0
#define N_ENABLE 1
-#define MULTITEAM_CENTER2(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- MSG_CENTER_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, default, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 1), TCR(gentle, type, 1)) \
- MSG_CENTER_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, default, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 2), TCR(gentle, type, 2))
-#define MULTITEAM_CENTER3(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- MULTITEAM_CENTER2(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- MSG_CENTER_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, default, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 3), TCR(gentle, type, 3))
-#define MULTITEAM_CENTER4(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- MULTITEAM_CENTER3(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- MSG_CENTER_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, default, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 4), TCR(gentle, type, 4))
-#define MULTITEAM_CENTER(prefix, teams, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
- NOTIF_ADD_AUTOCVAR(CENTER_##prefix, default) \
- MULTITEAM_CENTER##teams(prefix, default, strnum, flnum, args, cpid, durcnt, normal, gentle, type)
+#define MULTITEAM_CENTER(prefix, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle, type) \
+ NOTIF_ADD_AUTOCVAR(CENTER_##prefix, defaultvalue) \
+ MSG_CENTER_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, defaultvalue, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 1), TCR(gentle, type, 1)) \
+ MSG_CENTER_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, defaultvalue, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 2), TCR(gentle, type, 2)) \
+ MSG_CENTER_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, defaultvalue, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 3), TCR(gentle, type, 3)) \
+ MSG_CENTER_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, defaultvalue, strnum, flnum, args, cpid, durcnt, TCR(normal, type, 4), TCR(gentle, type, 4))
// MSG_CENTER_NOTIFICATIONS
MSG_CENTER_NOTIF(ALONE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^F4You are now alone!"), "")
MSG_CENTER_NOTIF(CTF_CAPTURESHIELD_FREE, N_ENABLE, 0, 0, "", CPID_CTF_CAPSHIELD, "0 0", _("^BGYou are now free.\n^BGFeel free to ^F2try to capture^BG the flag again\n^BGif you think you will succeed."), "")
MSG_CENTER_NOTIF(CTF_CAPTURESHIELD_INACTIVE, N_ENABLE, 0, 0, "", CPID_CTF_CAPSHIELD, "0 0", _("^BGThis flag is currently inactive"), "")
MSG_CENTER_NOTIF(CTF_CAPTURESHIELD_SHIELDED, N_ENABLE, 0, 0, "", CPID_CTF_CAPSHIELD, "0 0", _("^BGYou are now ^F1shielded^BG from the flag(s)\n^BGfor ^F2too many unsuccessful attempts^BG to capture.\n^BGMake some defensive scores before trying again."), "")
- MULTITEAM_CENTER(CTF_CAPTURE, 4, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou captured the ^TC^TT^BG flag!"), "", FLAG)
+ MULTITEAM_CENTER(CTF_CAPTURE, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou captured the ^TC^TT^BG flag!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_CAPTURE_NEUTRAL, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou captured the flag!"), "")
MSG_CENTER_NOTIF(CTF_FLAG_THROW_PUNISH, N_ENABLE, 0, 1, "f1secs", CPID_CTF_LOWPRIO, "0 0", _("^BGToo many flag throws! Throwing disabled for %s."), "")
- MULTITEAM_CENTER(CTF_PASS_OTHER, 4, N_ENABLE, 2, 0, "s1 s2", CPID_CTF_PASS, "0 0", _("^BG%s^BG passed the ^TC^TT^BG flag to %s"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PASS_OTHER, N_ENABLE, 2, 0, "s1 s2", CPID_CTF_PASS, "0 0", _("^BG%s^BG passed the ^TC^TT^BG flag to %s"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PASS_OTHER_NEUTRAL, N_ENABLE, 2, 0, "s1 s2", CPID_CTF_PASS, "0 0", _("^BG%s^BG passed the flag to %s"), "")
- MULTITEAM_CENTER(CTF_PASS_RECEIVED, 4, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou received the ^TC^TT^BG flag from %s"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PASS_RECEIVED, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou received the ^TC^TT^BG flag from %s"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PASS_RECEIVED_NEUTRAL, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou received the flag from %s"), "")
MSG_CENTER_NOTIF(CTF_PASS_REQUESTED, N_ENABLE, 1, 0, "pass_key s1", CPID_CTF_PASS, "0 0", _("^BGPress ^F2%s^BG to receive the flag from %s^BG"), "")
MSG_CENTER_NOTIF(CTF_PASS_REQUESTING, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGRequesting %s^BG to pass you the flag"), "")
- MULTITEAM_CENTER(CTF_PASS_SENT, 4, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou passed the ^TC^TT^BG flag to %s"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PASS_SENT, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou passed the ^TC^TT^BG flag to %s"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PASS_SENT_NEUTRAL, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou passed the flag to %s"), "")
- MULTITEAM_CENTER(CTF_PICKUP, 4, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the ^TC^TT^BG flag!"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PICKUP, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the ^TC^TT^BG flag!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PICKUP_NEUTRAL, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the flag!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_RETURN, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got your %steam^BG's flag, return it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_RETURN_ENEMY, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the %senemy^BG's flag, return it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY_NEUTRAL_VERBOSE, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy (^BG%s%s)^BG got the flag! Retrieve it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY_TEAM, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy^BG got their flag! Retrieve it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY_TEAM_VERBOSE, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy (^BG%s%s)^BG got their flag! Retrieve it!"), "")
- MULTITEAM_CENTER(CTF_PICKUP_TEAM, 4, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
- MULTITEAM_CENTER(CTF_PICKUP_TEAM_VERBOSE, 4, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PICKUP_TEAM, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
+ MULTITEAM_CENTER(CTF_PICKUP_TEAM_VERBOSE, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_NEUTRAL, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate^BG got the flag! Protect them!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_VERBOSE_NEUTRAL, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the flag! Protect them!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_VISIBLE, N_ENABLE, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGEnemies can now see you on radar!"), "")
- MULTITEAM_CENTER(CTF_RETURN, 4, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou returned the ^TC^TT^BG flag!"), "", FLAG)
+ MULTITEAM_CENTER(CTF_RETURN, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou returned the ^TC^TT^BG flag!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_STALEMATE_CARRIER, N_ENABLE, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Enemies can now see you on radar!"), "")
MSG_CENTER_NOTIF(CTF_STALEMATE_OTHER, N_ENABLE, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Flag carriers can now be seen by enemies on radar!"), "")
MSG_CENTER_NOTIF(GENERATOR_UNDERATTACK, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^BGThe generator is under attack!"), "")
- MULTITEAM_CENTER(ROUND_TEAM_LOSS, 4, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^TC^TT^BG team loses the round"), "", NAME)
- MULTITEAM_CENTER(ROUND_TEAM_WIN, 4, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^TC^TT^BG team wins the round"), "", NAME)
+ MULTITEAM_CENTER(ROUND_TEAM_LOSS, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^TC^TT^BG team loses the round"), "", NAME)
+ MULTITEAM_CENTER(ROUND_TEAM_WIN, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^TC^TT^BG team wins the round"), "", NAME)
MSG_CENTER_NOTIF(ROUND_PLAYER_WIN, N_ENABLE, 1, 0, "s1", CPID_ROUND, "0 0", _("^BG%s^BG wins the round"), "")
MSG_CENTER_NOTIF(FREEZETAG_SELF, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You froze yourself"), "")
MSG_CENTER_NOTIF(KEEPAWAY_WARN, N_ENABLE, 0, 0, "", CPID_KEEPAWAY_WARN, "0 0", _("^BGKilling people while you don't have the ball gives no points!"), "")
MSG_CENTER_NOTIF(KEYHUNT_HELP, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGAll keys are in your team's hands!\nHelp the key carriers to meet!"), "")
- MULTITEAM_CENTER(KEYHUNT_INTERFERE, 4, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGAll keys are in ^TC^TT team^BG's hands!\nInterfere ^F4NOW^BG!"), "", NAME)
+ MULTITEAM_CENTER(KEYHUNT_INTERFERE, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGAll keys are in ^TC^TT team^BG's hands!\nInterfere ^F4NOW^BG!"), "", NAME)
MSG_CENTER_NOTIF(KEYHUNT_MEET, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGAll keys are in your team's hands!\nMeet the other key carriers ^F4NOW^BG!"), "")
MSG_CENTER_NOTIF(KEYHUNT_ROUNDSTART, N_ENABLE, 0, 1, "", CPID_KEYHUNT_OTHER, "1 f1", _("^F4Round will start in ^COUNT"), "")
MSG_CENTER_NOTIF(KEYHUNT_SCAN, N_ENABLE, 0, 1, "", CPID_KEYHUNT_OTHER, "f1 0", _("^BGScanning frequency range..."), "")
- MULTITEAM_CENTER(KEYHUNT_START, 4, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGYou are starting with the ^TC^TT Key"), "", KEY)
+ MULTITEAM_CENTER(KEYHUNT_START, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGYou are starting with the ^TC^TT Key"), "", KEY)
MSG_CENTER_NOTIF(LMS_NOLIVES, N_ENABLE, 0, 0, "", CPID_LMS, "0 0", _("^BGYou have no lives left, you must wait until the next match"), "")
MSG_CENTER_NOTIF(NIX_NEWWEAPON, N_ENABLE, 0, 1, "item_wepname", CPID_NIX, "0 0", _("^F2Active weapon: ^F1%s"), "")
MSG_CENTER_NOTIF(ONS_CAPTURE, N_ENABLE, 1, 0, "s1", CPID_ONSLAUGHT, "0 0", _("^BGYou captured %s^BG control point"), "")
- MULTITEAM_CENTER(ONS_CAPTURE_TEAM, 4, N_ENABLE, 1, 0, "s1", CPID_ONSLAUGHT, "0 0", _("^TC^TT^BG team captured %s^BG control point"), "", NAME)
+ MULTITEAM_CENTER(ONS_CAPTURE_TEAM, N_ENABLE, 1, 0, "s1", CPID_ONSLAUGHT, "0 0", _("^TC^TT^BG team captured %s^BG control point"), "", NAME)
MSG_CENTER_NOTIF(ONS_CONTROLPOINT_SHIELDED, N_ENABLE, 0, 0, "", CPID_ONS_CAPSHIELD, "0 0", _("^BGThis control point currently cannot be captured"), "")
MSG_CENTER_NOTIF(ONS_GENERATOR_SHIELDED, N_ENABLE, 0, 0, "", CPID_ONS_CAPSHIELD, "0 0", _("^BGThe enemy generator cannot be destroyed yet\n^F2Capture some control points to unshield it"), "")
- MULTITEAM_CENTER(ONS_NOTSHIELDED, 4, N_ENABLE, 0, 0, "", CPID_ONSLAUGHT, "0 0", _("^BGThe ^TCenemy^BG generator is no longer shielded!"), "", NAME)
+ MULTITEAM_CENTER(ONS_NOTSHIELDED, N_ENABLE, 0, 0, "", CPID_ONSLAUGHT, "0 0", _("^BGThe ^TCenemy^BG generator is no longer shielded!"), "", NAME)
MSG_CENTER_NOTIF(ONS_NOTSHIELDED_TEAM, N_ENABLE, 0, 0, "", CPID_ONSLAUGHT, "0 0", _("^K1Your generator is NOT shielded!\n^BGRe-capture control points to shield it!"), "")
MSG_CENTER_NOTIF(ONS_TELEPORT, N_ENABLE, 0, 0, "pass_key", CPID_ONSLAUGHT, "0 0", _("^BGPress ^F2%s^BG to teleport"), "")
MSG_CENTER_NOTIF(ONS_TELEPORT_ANTISPAM, N_ENABLE, 0, 1, "f1secs", CPID_ONSLAUGHT, "0 0", _("^BGTeleporting disabled for %s"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_LOST, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Superweapons have been lost"), "")
MSG_CENTER_NOTIF(SUPERWEAPON_PICKUP, N_ENABLE, 0, 0, "", CPID_POWERUP, "0 0", _("^F2You now have a superweapon"), "")
- MULTITEAM_CENTER(TEAMCHANGE, 4, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing to ^TC^TT^K1 in ^COUNT"), "", NAME)
+ MULTITEAM_CENTER(TEAMCHANGE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing to ^TC^TT^K1 in ^COUNT"), "", NAME)
MSG_CENTER_NOTIF(TEAMCHANGE_AUTO, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Changing team in ^COUNT"), "")
MSG_CENTER_NOTIF(TEAMCHANGE_SPECTATE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Spectating in ^COUNT"), "")
MSG_CENTER_NOTIF(TEAMCHANGE_SUICIDE, N_ENABLE, 0, 1, "", CPID_TEAMCHANGE, "1 f1", _("^K1Suicide in ^COUNT"), "")
#define N_DISABL 0
#define N_ENABLE 1
-#define MULTITEAM_MULTI2(prefix, default, anncepre, infopre, centerpre) \
- MSG_MULTI_NOTIF(prefix##_RED, default, anncepre##_RED, infopre##_RED, centerpre##_RED) \
- MSG_MULTI_NOTIF(prefix##_BLUE, default, anncepre##_BLUE, infopre##_BLUE, centerpre##_BLUE)
-#define MULTITEAM_MULTI3(prefix, default, anncepre, infopre, centerpre) \
- MULTITEAM_MULTI2(prefix, default, anncepre, infopre, centerpre) \
- MSG_MULTI_NOTIF(prefix##_YELLOW, default, anncepre##YELLOW, infopre##YELLOW, centerpre##YELLOW)
-#define MULTITEAM_MULTI4(prefix, default, anncepre, infopre, centerpre) \
- MULTITEAM_MULTI3(prefix, default, anncepre, infopre, centerpre) \
- MSG_MULTI_NOTIF(prefix##_PINK, default, anncepre##PINK, infopre##PINK, centerpre##PINK)
-#define MULTITEAM_MULTI(prefix, teams, default, anncepre, infopre, centerpre) \
- MULTITEAM_MULTI##teams(prefix, default, anncepre, infopre, centerpre)
+#define MULTITEAM_MULTI(prefix, defaultvalue, anncepre, infopre, centerpre) \
+ MSG_MULTI_NOTIF(prefix##_RED, defaultvalue, anncepre##_RED, infopre##_RED, centerpre##_RED) \
+ MSG_MULTI_NOTIF(prefix##_BLUE, defaultvalue, anncepre##_BLUE, infopre##_BLUE, centerpre##_BLUE) \
+ MSG_MULTI_NOTIF(prefix##_YELLOW, defaultvalue, anncepre##YELLOW, infopre##YELLOW, centerpre##YELLOW) \
+ MSG_MULTI_NOTIF(prefix##_PINK, defaultvalue, anncepre##PINK, infopre##PINK, centerpre##PINK)
// MSG_MULTI_NOTIFICATIONS
MSG_MULTI_NOTIF(DEATH_MURDER_BUFF, N_ENABLE, NULL, INFO_DEATH_MURDER_BUFF, NULL)
MSG_MULTI_NOTIF(WEAPON_VAPORIZER_MURDER, N_ENABLE, NULL, INFO_WEAPON_VAPORIZER_MURDER, NULL)
MSG_MULTI_NOTIF(WEAPON_VORTEX_MURDER, N_ENABLE, NULL, INFO_WEAPON_VORTEX_MURDER, NULL)
-#define MULTITEAM_CHOICE2(prefix, default, challow, chtype, optiona, optionb) \
- MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, default, challow, chtype, optiona##_RED, optionb##_RED) \
- MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, default, challow, chtype, optiona##_BLUE, optionb##_BLUE)
-#define MULTITEAM_CHOICE3(prefix, default, challow, chtype, optiona, optionb) \
- MULTITEAM_CHOICE2(prefix, default, challow, chtype, optiona, optionb) \
- MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, default, challow, chtype, optiona##_YELLOW, optionb##_YELLOW)
-#define MULTITEAM_CHOICE4(prefix, default, challow, chtype, optiona, optionb) \
- MULTITEAM_CHOICE3(prefix, default, challow, chtype, optiona, optionb) \
- MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, default, challow, chtype, optiona##_PINK, optionb##_PINK)
-#define MULTITEAM_CHOICE(prefix, teams, default, challow, chtype, optiona, optionb) \
- NOTIF_ADD_AUTOCVAR(CHOICE_##prefix, default) \
+#define MULTITEAM_CHOICE(prefix, defaultvalue, challow, chtype, optiona, optionb) \
+ NOTIF_ADD_AUTOCVAR(CHOICE_##prefix, defaultvalue) \
NOTIF_ADD_AUTOCVAR(CHOICE_##prefix##_ALLOWED, challow) \
- MULTITEAM_CHOICE##teams(prefix, default, challow, chtype, optiona, optionb)
+ MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_1, prefix##_RED, prefix, defaultvalue, challow, chtype, optiona##_RED, optionb##_RED) \
+ MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_2, prefix##_BLUE, prefix, defaultvalue, challow, chtype, optiona##_BLUE, optionb##_BLUE) \
+ MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_3, prefix##_YELLOW, prefix, defaultvalue, challow, chtype, optiona##_YELLOW, optionb##_YELLOW) \
+ MSG_CHOICE_NOTIF_TEAM(NUM_TEAM_4, prefix##_PINK, prefix, defaultvalue, challow, chtype, optiona##_PINK, optionb##_PINK)
#undef N_DISABL
#undef N_ENABLE
#define A_ALWAYS 2
// MSG_CHOICE_NOTIFICATIONS
- MULTITEAM_CHOICE(CTF_CAPTURE_BROKEN, 4, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_BROKEN)
- MULTITEAM_CHOICE(CTF_CAPTURE_TIME, 4, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_TIME)
- MULTITEAM_CHOICE(CTF_CAPTURE_UNBROKEN, 4, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_UNBROKEN)
- MULTITEAM_CHOICE(CTF_PICKUP_TEAM, 4, N__NORMAL, A_ALWAYS, MSG_CENTER, CENTER_CTF_PICKUP_TEAM, CENTER_CTF_PICKUP_TEAM_VERBOSE)
+ MULTITEAM_CHOICE(CTF_CAPTURE_BROKEN, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_BROKEN)
+ MULTITEAM_CHOICE(CTF_CAPTURE_TIME, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_TIME)
+ MULTITEAM_CHOICE(CTF_CAPTURE_UNBROKEN, N_VERBOSE, A_ALWAYS, MSG_INFO, INFO_CTF_CAPTURE, INFO_CTF_CAPTURE_UNBROKEN)
+ MULTITEAM_CHOICE(CTF_PICKUP_TEAM, N__NORMAL, A_ALWAYS, MSG_CENTER, CENTER_CTF_PICKUP_TEAM, CENTER_CTF_PICKUP_TEAM_VERBOSE)
MSG_CHOICE_NOTIF(CTF_PICKUP_TEAM_NEUTRAL, N__NORMAL, A_ALWAYS, MSG_CENTER, CENTER_CTF_PICKUP_TEAM_NEUTRAL, CENTER_CTF_PICKUP_TEAM_VERBOSE_NEUTRAL)
MSG_CHOICE_NOTIF(CTF_PICKUP_ENEMY, N__NORMAL, A_ALWAYS, MSG_CENTER, CENTER_CTF_PICKUP_ENEMY, CENTER_CTF_PICKUP_ENEMY_VERBOSE)
MSG_CHOICE_NOTIF(CTF_PICKUP_ENEMY_NEUTRAL, N__NORMAL, A_ALWAYS, MSG_CENTER, CENTER_CTF_PICKUP_ENEMY_NEUTRAL, CENTER_CTF_PICKUP_ENEMY_NEUTRAL_VERBOSE)
#ifdef SVQC
void Notification_GetCvars(entity this)
{
- FOREACH(Notifications, it.nent_type == MSG_CHOICE, {
+ FOREACH(Notifications, it.nent_type == MSG_CHOICE && (!it.nent_teamnum || it.nent_teamnum == NUM_TEAM_1), {
GetCvars_handleFloat(
this,
CS(this),
// MAKE SURE THIS IS ALWAYS SYNCHRONIZED WITH THE DUMP
// NOTIFICATIONS FUNCTION IN THE .QC FILE!
-#define NOTIF_ADD_AUTOCVAR(name,default) float autocvar_notification_##name = default;
+#define NOTIF_ADD_AUTOCVAR(name,defaultvalue) float autocvar_notification_##name = defaultvalue;
float autocvar_notification_show_location = false;
string autocvar_notification_show_location_string = ""; //_(" at the %s");
STATIC_INIT(Notifications) { FOREACH(Notifications, true, it.m_id = i); }
REGISTRY_CHECK(Notifications)
-const int NOTIF_CHOICE_MAX = 50;
+const int NOTIF_CHOICE_MAX = 20;
+// NOTE: a team choice is actually made of 4 choices (one per team) with the same nent_choice_idx
+// thus they are counted as 1 in nent_choice_count
int nent_choice_count = 0;
.int nent_choice_idx;
.int msg_choice_choices[NOTIF_CHOICE_MAX]; // set on each player containing MSG_CHOICE choices
bool notif_error;
bool notif_global_error;
-STATIC_INIT_LATE(Notif_Choices) {
- int c = 0;
- FOREACH(Notifications, it.nent_type == MSG_CHOICE, { c++; });
- if (c > NOTIF_CHOICE_MAX) {
- LOG_FATALF("Too many MSG_CHOICE notifications (%d)", c);
- }
+STATIC_INIT_LATE(Notif_Choices)
+{
+ if (nent_choice_count > NOTIF_CHOICE_MAX)
+ LOG_FATALF("Too many MSG_CHOICE notifications (%d), hit NOTIF_CHOICE_MAX (%d) limit",
+ nent_choice_count, NOTIF_CHOICE_MAX);
}
string Get_Notif_CvarName(Notification notif)
return it;
}
-#define MSG_ANNCE_NOTIF_TEAM(teamnum, name, cvarname, default, sound, channel, volume, position) \
- MSG_ANNCE_NOTIF_(teamnum, ANNCE_##name, ANNCE_##cvarname, default, sound, channel, volume, position)
+#define MSG_ANNCE_NOTIF_TEAM(teamnum, name, cvarname, defaultvalue, sound, channel, volume, position) \
+ MSG_ANNCE_NOTIF_(teamnum, ANNCE_##name, ANNCE_##cvarname, defaultvalue, sound, channel, volume, position)
-#define MSG_ANNCE_NOTIF(name, default, sound, channel, volume, position) \
- NOTIF_ADD_AUTOCVAR(ANNCE_##name, default) \
- MSG_ANNCE_NOTIF_(0, ANNCE_##name, ANNCE_##name, default, sound, channel, volume, position)
+#define MSG_ANNCE_NOTIF(name, defaultvalue, sound, channel, volume, position) \
+ NOTIF_ADD_AUTOCVAR(ANNCE_##name, defaultvalue) \
+ MSG_ANNCE_NOTIF_(0, ANNCE_##name, ANNCE_##name, defaultvalue, sound, channel, volume, position)
-#define MSG_ANNCE_NOTIF_(teamnum, name, cvarname, default, sound, channel, volume, position) \
+#define MSG_ANNCE_NOTIF_(teamnum, name, cvarname, defaultvalue, sound, channel, volume, position) \
REGISTER(Notifications, name, m_id, new_pure(msg_annce_notification)) { \
- Create_Notification_Entity (this, default, ACVNN(cvarname), MSG_ANNCE, strtoupper(#name), teamnum); \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(cvarname), MSG_ANNCE, strtoupper(#name), teamnum); \
Create_Notification_Entity_Annce(this, ACVNN(cvarname), strtoupper(#name), \
channel, /* channel */ \
sound, /* snd */ \
position); /* position */ \
}
-#define MSG_INFO_NOTIF_TEAM(teamnum, name, cvarname, default, strnum, flnum, args, hudargs, icon, normal, gentle) \
- MSG_INFO_NOTIF_(teamnum, INFO_##name, INFO_##cvarname, default, strnum, flnum, args, hudargs, icon, normal, gentle)
+#define MSG_INFO_NOTIF_TEAM(teamnum, name, cvarname, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle) \
+ MSG_INFO_NOTIF_(teamnum, INFO_##name, INFO_##cvarname, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle)
-#define MSG_INFO_NOTIF(name, default, strnum, flnum, args, hudargs, icon, normal, gentle) \
- NOTIF_ADD_AUTOCVAR(INFO_##name, default) \
- MSG_INFO_NOTIF_(0, INFO_##name, INFO_##name, default, strnum, flnum, args, hudargs, icon, normal, gentle)
+#define MSG_INFO_NOTIF(name, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle) \
+ NOTIF_ADD_AUTOCVAR(INFO_##name, defaultvalue) \
+ MSG_INFO_NOTIF_(0, INFO_##name, INFO_##name, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle)
-#define MSG_INFO_NOTIF_(teamnum, name, cvarname, default, strnum, flnum, args, hudargs, icon, normal, gentle) \
+#define MSG_INFO_NOTIF_(teamnum, name, cvarname, defaultvalue, strnum, flnum, args, hudargs, icon, normal, gentle) \
REGISTER(Notifications, name, m_id, new_pure(msg_info_notification)) { \
- Create_Notification_Entity (this, default, ACVNN(cvarname), MSG_INFO, strtoupper(#name), teamnum); \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(cvarname), MSG_INFO, strtoupper(#name), teamnum); \
Create_Notification_Entity_InfoCenter(this, ACVNN(cvarname), strtoupper(#name), strnum, flnum, \
args, /* args */ \
hudargs, /* hudargs */ \
}
.string nent_iconargs;
-#define MULTIICON_INFO(name, default, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle) \
- MULTIICON_INFO_(INFO_##name, default, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle)
-#define MULTIICON_INFO_(name, default, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle) \
- NOTIF_ADD_AUTOCVAR(name, default) \
+#define MULTIICON_INFO(name, defaultvalue, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle) \
+ MULTIICON_INFO_(INFO_##name, defaultvalue, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle)
+#define MULTIICON_INFO_(name, defaultvalue, strnum, flnum, args, hudargs, iconargs, icon, normal, gentle) \
+ NOTIF_ADD_AUTOCVAR(name, defaultvalue) \
REGISTER(Notifications, name, m_id, new_pure(msg_info_notification)) { \
- Create_Notification_Entity (this, default, ACVNN(name), MSG_INFO, strtoupper(#name), 0); \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(name), MSG_INFO, strtoupper(#name), 0); \
Create_Notification_Entity_InfoCenter(this, ACVNN(name), strtoupper(#name), strnum, flnum, \
args, /* args */ \
hudargs, /* hudargs */ \
this.nent_iconargs = iconargs; \
}
-#define MSG_CENTER_NOTIF_TEAM(teamnum, name, cvarname, default, strnum, flnum, args, cpid, durcnt, normal, gentle) \
- MSG_CENTER_NOTIF_(teamnum, CENTER_##name, CENTER_##cvarname, default, strnum, flnum, args, cpid, durcnt, normal, gentle)
+#define MSG_CENTER_NOTIF_TEAM(teamnum, name, cvarname, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle) \
+ MSG_CENTER_NOTIF_(teamnum, CENTER_##name, CENTER_##cvarname, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle)
-#define MSG_CENTER_NOTIF(name, default, strnum, flnum, args, cpid, durcnt, normal, gentle) \
- NOTIF_ADD_AUTOCVAR(CENTER_##name, default) \
- MSG_CENTER_NOTIF_(0, CENTER_##name, CENTER_##name, default, strnum, flnum, args, cpid, durcnt, normal, gentle)
+#define MSG_CENTER_NOTIF(name, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle) \
+ NOTIF_ADD_AUTOCVAR(CENTER_##name, defaultvalue) \
+ MSG_CENTER_NOTIF_(0, CENTER_##name, CENTER_##name, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle)
-#define MSG_CENTER_NOTIF_(teamnum, name, cvarname, default, strnum, flnum, args, cpid, durcnt, normal, gentle) \
+#define MSG_CENTER_NOTIF_(teamnum, name, cvarname, defaultvalue, strnum, flnum, args, cpid, durcnt, normal, gentle) \
REGISTER(Notifications, name, m_id, new_pure(msg_center_notification)) { \
- Create_Notification_Entity (this, default, ACVNN(cvarname), MSG_CENTER, strtoupper(#name), teamnum); \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(cvarname), MSG_CENTER, strtoupper(#name), teamnum); \
Create_Notification_Entity_InfoCenter(this, ACVNN(cvarname), strtoupper(#name), strnum, flnum, \
args, /* args */ \
"", /* hudargs */ \
gentle); /* gentle */ \
}
-#define MSG_MULTI_NOTIF(name, default, anncename, infoname, centername) \
- NOTIF_ADD_AUTOCVAR(name, default) \
+#define MSG_MULTI_NOTIF(name, defaultvalue, anncename, infoname, centername) \
+ NOTIF_ADD_AUTOCVAR(name, defaultvalue) \
REGISTER(Notifications, name, m_id, new_pure(msg_multi_notification)) { \
- Create_Notification_Entity (this, default, ACVNN(name), MSG_MULTI, strtoupper(#name), 0); \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(name), MSG_MULTI, strtoupper(#name), 0); \
Create_Notification_Entity_Multi(this, ACVNN(name), strtoupper(#name), \
anncename, /* anncename */ \
infoname, /* infoname */ \
centername); /* centername */ \
}
-#define MSG_CHOICE_NOTIF_TEAM(teamnum, name, cvarname, default, challow, chtype, optiona, optionb) \
- MSG_CHOICE_NOTIF_(teamnum, CHOICE_##name, CHOICE_##cvarname, default, challow, chtype, optiona, optionb)
+#define MSG_CHOICE_NOTIF_TEAM(teamnum, name, cvarname, defaultvalue, challow, chtype, optiona, optionb) \
+ MSG_CHOICE_NOTIF_(teamnum, CHOICE_##name, CHOICE_##cvarname, defaultvalue, challow, chtype, optiona, optionb)
-#define MSG_CHOICE_NOTIF(name, default, challow, chtype, optiona, optionb) \
- NOTIF_ADD_AUTOCVAR(CHOICE_##name, default) \
+#define MSG_CHOICE_NOTIF(name, defaultvalue, challow, chtype, optiona, optionb) \
+ NOTIF_ADD_AUTOCVAR(CHOICE_##name, defaultvalue) \
NOTIF_ADD_AUTOCVAR(CHOICE_##name##_ALLOWED, challow) \
- MSG_CHOICE_NOTIF_(0, CHOICE_##name, CHOICE_##name, default, challow, chtype, optiona, optionb)
+ MSG_CHOICE_NOTIF_(0, CHOICE_##name, CHOICE_##name, defaultvalue, challow, chtype, optiona, optionb)
-#define MSG_CHOICE_NOTIF_(teamnum, name, cvarname, default, challow, chtype, optiona, optionb) \
+#define MSG_CHOICE_NOTIF_(teamnum, name, cvarname, defaultvalue, challow, chtype, optiona, optionb) \
REGISTER(Notifications, name, m_id, new_pure(msg_choice_notification)) { \
- this.nent_choice_idx = nent_choice_count++; \
- Create_Notification_Entity (this, default, ACVNN(cvarname), MSG_CHOICE, strtoupper(#name), teamnum); \
+ this.nent_choice_idx = nent_choice_count; \
+ if (!teamnum || teamnum == NUM_TEAM_4) \
+ nent_choice_count++; \
+ Create_Notification_Entity (this, defaultvalue, ACVNN(cvarname), MSG_CHOICE, strtoupper(#name), teamnum); \
Create_Notification_Entity_Choice(this, ACVNN(cvarname), strtoupper(#name), \
challow, /* challow_def */ \
autocvar_notification_##cvarname##_ALLOWED, /* challow_var */ \
LOG_SEVERE("Notification initialization failed! Read above and fix the errors!");
}
+#ifdef CSQC
+.int cvar_value;
+void ReplicateVars(bool would_destroy)
+{
+ if (!would_destroy)
+ FOREACH(Notifications, it.nent_type == MSG_CHOICE, {
+ string cvarname = sprintf("notification_%s", Get_Notif_CvarName(it));
+ // NOTE: REPLICATE_SIMPLE can return;
+ REPLICATE_SIMPLE(it.cvar_value, cvarname);
+ });
+}
+#endif
+
#include "all.inc"
}
vector planes[MAX_CLIP_PLANES];
-int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight) // SV_FlyMove
+int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight) // SV_FlyMove
{
+ move_stepnormal = '0 0 0';
+
if(dt <= 0)
return 0;
// step - return it to caller
blocked |= 2;
// save the trace for player extrafriction
- if(stepnormal)
- stepnormal = trace_plane_normal;
+ if(applystepnormal)
+ move_stepnormal = trace_plane_normal;
}
if(my_trace_fraction >= 0.001)
{
_Movetype_PushEntityTrace(this, push);
+ // NOTE: this is a workaround for the QC's lack of a worldstartsolid trace parameter
if(trace_startsolid && failonstartsolid)
{
int oldtype = this.move_nomonsters;
- this.move_nomonsters = MOVE_NOMONSTERS;
+ this.move_nomonsters = MOVE_WORLDONLY;
_Movetype_PushEntityTrace(this, push);
this.move_nomonsters = oldtype;
if(trace_startsolid)
_Movetype_LinkEdict(this, true);
if(trace_fraction < 1)
- if(this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || (this.groundentity != trace_ent)))
+ if(this.solid >= SOLID_TRIGGER && trace_ent && (!IS_ONGROUND(this) || (this.groundentity != trace_ent)))
_Movetype_Impact(this, trace_ent);
return (this.origin == last_origin); // false if teleported by touch
const int UNSTICK_FIXED = 1;
const int UNSTICK_STUCK = 2;
+// set by _Movetype_FlyMove
+vector move_stepnormal;
+
void _Movetype_WallFriction(entity this, vector stepnormal);
-int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight);
+int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight);
void _Movetype_CheckVelocity(entity this);
void _Movetype_CheckWaterTransition(entity ent);
void _Movetype_CheckStuck(entity this);
{
UNSET_ONGROUND(this);
_Movetype_CheckVelocity(this);
- _Movetype_FlyMove(this, dt, true, '0 0 0', 0);
+ _Movetype_FlyMove(this, dt, true, false, 0);
_Movetype_LinkEdict(this, true);
}
}
else
{
_Movetype_CheckVelocity(this);
- _Movetype_FlyMove(this, dt, true, '0 0 0', 0);
+ _Movetype_FlyMove(this, dt, true, false, 0);
_Movetype_LinkEdict(this, true);
// TODO? movetypesteplandevent
#include "walk.qh"
void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
- vector stepnormal = '0 0 0';
-
// if frametime is 0 (due to client sending the same timestamp twice), don't move
if (dt <= 0)
return;
this.pm_time -= dt;
}
- int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
+ int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
{
// move forward
this.velocity_z = 0;
- clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
+ clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
this.velocity_z += start_velocity.z;
if (clip & 8)
{
// extra friction based on view angle
if ((clip & 2) && PHYS_WALLFRICTION(this))
- _Movetype_WallFriction(this, stepnormal);
+ _Movetype_WallFriction(this, move_stepnormal);
}
// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || IS_ONGROUND(this))
bool air_jump = !playerjump || M_ARGV(2, bool);
bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
- bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
+ bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_AMMO);
if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
else if (this.jetpack_stopped) { }
wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
fvel = min(1, vlen(wishvel) / best);
- if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * dt * fvel));
else
f = 1;
UNSET_ONGROUND(this);
#ifdef SVQC
- if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
TakeResource(this, RES_FUEL, PHYS_JETPACK_FUEL(this) * dt * fvel * f);
ITEMS_STAT(this) |= IT_USING_JETPACK;
if(latency)
PlayerStats_GameReport_Event_Player(p, PLAYERSTATS_AVGLATENCY, latency);
}
+
+ db_put(PS_GR_OUT_DB, sprintf("%s:_ranked", p.playerstats_id), ftos(CS(p).cvar_cl_allow_uidranking));
}
strfree(p.playerstats_id);
url_fputs(fh, sprintf("t %s\n", tt));
}
+ // elo ranking enabled
+ nn = db_get(PS_GR_OUT_DB, sprintf("%s:_ranked", p));
+ if(nn != "") { url_fputs(fh, sprintf("r %s\n", nn)); }
+
// output player events
for(e = PS_GR_OUT_EVL; (en = db_get(PS_GR_OUT_DB, sprintf("*:%s", e))) != ""; e = en)
{
void PlayerState_attach(entity this)
{
+ if (PS(this))
+ return;
+
this._ps = NEW(PlayerState, this);
Inventory_new(PS(this));
{
this._cs = NEW(ClientState, this);
- GetCvars(this, CS(this), 0); // get other cvars from player
-
// TODO: fold all of these into ClientState
DecodeLevelParms(this);
#endif
#ifdef SVQC
+/// all the weapons actually spawned in the map, does not include filtered items
vector weaponsInMap;
+/// all the weapons placed by the mapper (weaponreplace applied), ignores most filters
+vector weaponsInMapAll;
#endif
+
REGISTER_STAT(WEAPONS, vectori)
REGISTER_STAT(WEAPONSINMAP, vectori, weaponsInMap)
REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
#ifdef SVQC
-int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
-int autocvar_sv_gameplayfix_easierwaterjump;
-int autocvar_sv_gameplayfix_stepdown;
-int autocvar_sv_gameplayfix_stepmultipletimes;
-int autocvar_sv_gameplayfix_unstickplayers;
-int autocvar_sv_gameplayfix_fixedcheckwatertransition;
+int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
+int autocvar_sv_gameplayfix_easierwaterjump = 1;
+int autocvar_sv_gameplayfix_stepdown = 2;
+int autocvar_sv_gameplayfix_stepmultipletimes = 1;
+int autocvar_sv_gameplayfix_unstickplayers = 1;
+int autocvar_sv_gameplayfix_fixedcheckwatertransition = 1;
#endif
REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
REGISTER_STAT(MOVEVARS_AIRCONTROL_BACKWARDS, bool)
REGISTER_STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, bool)
-noref bool autocvar_sv_gameplayfix_nogravityonground;
+noref bool autocvar_sv_gameplayfix_nogravityonground = true;
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
| (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
| (autocvar_sv_gameplayfix_nogravityonground ? MOVEFLAG_NOGRAVITYONGROUND : 0)
#endif
REGISTER_STAT(MOVEVARS_WALLCLIP, int, autocvar_sv_wallclip)
-
-#ifdef CSQC
-noref int autocvar_cl_gunalign;
-#endif
-#ifdef SVQC
-.int cvar_cl_gunalign;
-REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
-#endif
REGISTER_STAT(GUNALIGN, int)
#ifdef SVQC
SPECTATE_COPYFIELD(_STAT(GUNALIGN))
{
WriteShort(MSG_ENTITY, this.colormap);
WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
- WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
- WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
+ WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
}
if(sf & ISF_DROP)
return true;
}
-void Item_Show (entity e, int mode)
+void Item_Show(entity e, int mode)
{
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn (entity this)
+void Item_Respawn(entity this)
{
Item_Show(this, 1);
sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
+ if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
float t = Item_ItemsTime_UpdateTime(this, 0);
Item_ItemsTime_SetTime(this, t);
Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
}
-void Item_RespawnCountdown (entity this)
+void Item_RespawnCountdown(entity this)
{
if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
{
}
}
TeamBalance_Destroy(balance);
-
+
if (players >= 2) {
return normal_respawntime * (r / (players + o) + l);
} else {
}
}
bool pickedup = false;
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max));
- pickedup = (pickedup || Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max));
+ pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
+ pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
if (item.itemdef.instanceOfWeaponPickup)
{
WepSet w;
});
e = RandomSelection_chosen_ent;
- e.state = 0;
- Item_Show(e, 1);
+ if (!e)
+ return;
IL_EACH(g_items, it.team == this.team,
{
Item_Show(it, -1);
it.state = 1; // state 1 = initially hidden item, apparently
}
+ else
+ Item_Reset(it);
it.effects &= ~EF_NODRAW;
}
});
-
- Item_Reset(this);
}
}
{
string itemname = def.m_name;
Model itemmodel = def.m_model;
- Sound pickupsound = def.m_sound;
+ Sound pickupsound = def.m_sound;
float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
float pickupbasevalue = def.m_botvalue;
int itemflags = def.m_itemflags;
startitem_failed = false;
this.item_model_ent = itemmodel;
- this.item_pickupsound_ent = pickupsound;
+ this.item_pickupsound_ent = pickupsound;
- if(def.m_iteminit)
- def.m_iteminit(def, this);
+ if(def.m_iteminit)
+ def.m_iteminit(def, this);
if(!this.respawntime) // both need to be set
{
|| (def.instanceOfHealth && def != ITEM_HealthSmall)
|| (def.instanceOfArmor && def != ITEM_ArmorSmall)
|| (itemid & (IT_KEY1 | IT_KEY2))
- )
+ )
{
if(!this.target || this.target == "")
this.target = "###item###"; // for finding the nearest item using findnearest
}
this.state = 0;
- if(this.team) // broken, no idea why.
+ if(this.team)
{
if(!this.cnt)
this.cnt = 1; // item probability weight
spawnfunc(target_items)
{
- int n;
- string s;
-
this.use = target_items_use;
if(!this.strength_finished)
this.strength_finished = autocvar_g_balance_powerup_strength_time;
if(!this.superweapons_finished)
this.superweapons_finished = autocvar_g_balance_superweapons_time;
- n = tokenize_console(this.netname);
+ int n = tokenize_console(this.netname);
if(argv(0) == "give")
{
this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
{
for(int j = 0; j < n; ++j)
{
- if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
- else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_AMMO;
else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
{
FOREACH(Buffs, it != BUFF_Null,
{
- s = Buff_UndeprecateName(argv(j));
+ string s = Buff_UndeprecateName(argv(j));
if(s == it.netname)
{
STAT(BUFFS, this) |= (it.m_itemid);
}
});
FOREACH(Weapons, it != WEP_Null, {
- s = W_UndeprecateName(argv(j));
+ string s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
STAT(WEAPONS, this) |= (it.m_wepset);
}
this.netname = "";
- this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
for(int j = 0; j < n; ++j)
{
FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
- it.wr_init(it);
- break;
+ it.wr_init(it);
+ break;
});
}
}
got += GiveValue(e, strength_finished, op, val);
got += GiveValue(e, invincible_finished, op, val);
got += GiveValue(e, superweapons_finished, op, val);
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
case "all":
got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
got += GiveResourceValue(e, RES_HEALTH, op, val);
got += GiveResourceValue(e, RES_FUEL, op, val);
break;
case "unlimited_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
+ // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
break;
case "unlimited_weapon_ammo":
- got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
+ got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
break;
case "unlimited_superweapons":
got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
- POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
+ POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
FOREACH(Weapons, it != WEP_Null, {
POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
#pragma once
-const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+const int AMMO_COUNT = 4; // amount of ammo types to show in the ammo panel
// item networking
const int ISF_LOCATION = BIT(1);
beam.attack_finished_single[0] = actor.attack_finished_single[0];
actor.attack_finished_single[0] = time; // + autocvar_sys_ticrate;
- setattachment(beam,actor.tur_head, "tag_fire");
+ setattachment(beam, actor.tur_head, "tag_fire");
soundat (actor, trace_endpos, CH_SHOTS, SND(NEXIMPACT), VOL_BASE, ATTEN_NORM);
if (!isPlayer)
void beam_think(entity this)
{
- if ((time > this.cnt) || (IS_DEAD(this.owner)))
+ entity actor = this.owner;
+ if ((time > this.cnt) || (IS_DEAD(actor)))
{
- this.owner.attack_finished_single[0] = time + this.owner.shot_refire;
- this.owner.fireflag = 2;
- this.owner.tur_head.frame = 10;
+ actor.attack_finished_single[0] = time + actor.shot_refire;
+ actor.fireflag = 2;
+ actor.tur_head.frame = 10;
sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
delete(this);
return;
}
- turret_do_updates(this.owner);
+ turret_do_updates(actor);
if (time - this.shot_spread > 0)
{
sound (this, CH_SHOTS_SINGLE, SND_TUR_PHASER, VOL_BASE, ATTEN_NORM);
}
-
this.nextthink = time + this.ticrate;
- this.owner.attack_finished_single[0] = time + frametime;
- FireImoBeam ( this.owner, this.tur_shotorg,
- this.tur_shotorg + this.tur_shotdir_updated * this.target_range,
- '-1 -1 -1' * this.shot_radius,
- '1 1 1' * this.shot_radius,
- this.shot_force,
+ actor.attack_finished_single[0] = time + frametime;
+ FireImoBeam ( actor, actor.tur_shotorg,
+ actor.tur_shotorg + actor.tur_shotdir_updated * actor.target_range,
+ '-1 -1 -1' * actor.shot_radius,
+ '1 1 1' * actor.shot_radius,
+ actor.shot_force,
this.shot_dmg,
0.75,
DEATH_TURRET_PHASER.m_id);
- this.scale = vlen(this.owner.tur_shotorg - trace_endpos) / 256;
-
+ this.scale = vlen(actor.tur_shotorg - trace_endpos) / 256;
}
#endif
float bforce, float f_dmg, float f_velfactor, int deathtype)
{
- vector hitloc, force, endpoint, dir;
- entity ent;
-
- dir = normalize(end - start);
- force = dir * bforce;
+ vector dir = normalize(end - start);
+ vector force = dir * bforce;
// go a little bit into the wall because we need to hit this wall later
end = end + dir;
// trace multiple times until we hit a wall, each obstacle will be made unsolid.
// note down which entities were hit so we can damage them later
+ entity o = this;
while (1)
{
- tracebox(start, smin, smax, end, false, this);
+ if(CS(this).antilag_debug)
+ WarpZone_tracebox_antilag (this, start, smin, smax, end, false, o, CS(this).antilag_debug);
+ else
+ WarpZone_tracebox_antilag (this, start, smin, smax, end, false, o, ANTILAG_LATENCY(this));
+ if(o && WarpZone_trace_firstzone)
+ {
+ o = NULL;
+ continue;
+ }
// if it is NULL we can't hurt it so stop now
if (trace_ent == NULL || trace_fraction == 1)
break;
- if (trace_ent.solid == SOLID_BSP)
- break;
-
// make the entity non-solid so we can hit the next one
+ IL_PUSH(g_railgunhit, trace_ent);
trace_ent.railgunhit = true;
trace_ent.railgunhitloc = end;
trace_ent.railgunhitsolidbackup = trace_ent.solid;
+ trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
// stop if this is a wall
+ if (trace_ent.solid == SOLID_BSP)
+ break;
// make the entity non-solid
trace_ent.solid = SOLID_NOT;
}
- endpoint = trace_endpos;
+ vector endpoint = trace_endpos;
+ entity endent = trace_ent;
+ float endq3surfaceflags = trace_dphitq3surfaceflags;
// find all the entities the railgun hit and restore their solid state
- ent = findfloat(NULL, railgunhit, true);
- while (ent)
+ IL_EACH(g_railgunhit, it.railgunhit,
{
- // restore their solid type
- ent.solid = ent.railgunhitsolidbackup;
- ent = findfloat(ent, railgunhit, true);
- }
+ it.solid = it.railgunhitsolidbackup;
+ });
+
+ /*
+ Unlike the railgun, this does NOT check for targets close by
+ */
// find all the entities the railgun hit and hurt them
- ent = findfloat(NULL, railgunhit, true);
- while (ent)
+ IL_EACH(g_railgunhit, it.railgunhit,
{
- // get the details we need to call the damage function
- hitloc = ent.railgunhitloc;
- ent.railgunhitloc = '0 0 0';
- ent.railgunhitsolidbackup = SOLID_NOT;
- ent.railgunhit = false;
+ // removal from the list is handled below
+ /* no falloff applied */
// apply the damage
- if (ent.takedamage)
+ if (it.takedamage)
{
- Damage (ent, this, this, f_dmg, deathtype, DMG_NOWEP, hitloc, force);
- ent.velocity = ent.velocity * f_velfactor;
- //ent.alpha = 0.25 + random() * 0.75;
+ Damage(it, this, this, f_dmg, deathtype, DMG_NOWEP, it.railgunhitloc, it.railgunforce);
+ // slow down the target
+ it.velocity = it.velocity * f_velfactor;
}
- // advance to the next entity
- ent = findfloat(ent, railgunhit, true);
- }
+ it.railgunhitloc = '0 0 0';
+ it.railgunhitsolidbackup = SOLID_NOT;
+ it.railgunhit = false;
+ it.railgundistance = 0;
+ });
+
+ IL_CLEAR(g_railgunhit);
+
+ /* no accuracy, as a weapon entity is not attached */
+
trace_endpos = endpoint;
+ trace_ent = endent;
+ trace_dphitq3surfaceflags = endq3surfaceflags;
}
#ifdef TURRET_DEBUG
#else
#define GENTLE autocvar_sv_gentle
#endif
- #define normal_or_gentle(normal, gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
+ #define normal_or_gentle(normal, gentle) ((GENTLE && (gentle != "")) ? gentle : normal)
#endif
#ifdef GAMEQC
if(this.play_time < time)
{
- float wc = vlen(this.velocity - this.oldvelocity);
- //dprint("oldvel: ", vtos(this.oldvelocity), "\n");
- //dprint("vel: ", vtos(this.velocity), "\n");
- if(_minspeed < wc)
+ if(vdist(this.velocity - this.oldvelocity, >, _minspeed))
{
+ float wc = vlen(this.velocity - this.oldvelocity);
float take = min(_speedfac * wc, _maxpain);
- Damage (this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ Damage(this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
this.play_time = time + 0.25;
-
- //dprint("wc: ", ftos(wc), "\n");
- //dprint("take: ", ftos(take), "\n");
}
}
}
// Vehicle currently in use
if(this.owner)
{
- if(!weaponLocked(this.owner))
if(toucher != NULL)
if((this.origin_z + this.maxs_z) > (toucher.origin_z))
if(vehicles_crushable(toucher))
+ if(!weaponLocked(this.owner))
{
- if(vdist(this.velocity, >=, 30))
+ if(vdist(this.velocity, >=, autocvar_g_vehicles_crush_minspeed))
Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
AUTOCVAR(g_vehicles_steal_show_waypoint, bool, true, "show a waypoint above the thief");
float autocvar_g_vehicles_crush_dmg = 70;
float autocvar_g_vehicles_crush_force = 50;
+float autocvar_g_vehicles_crush_minspeed = 100;
bool autocvar_g_vehicles_delayspawn = true;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+#ifdef CSQC
+bool cvar_cl_accuracy_data_share;
+REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
+bool cvar_cl_accuracy_data_receive;
+REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
+#endif
+
#ifdef SVQC
void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
#endif
}
if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
- if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own, weaponentity);
// decrease ammo
float coefficient = frametime;
- if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(own.items & IT_UNLIMITED_AMMO))
{
float rootammo;
if(burst)
W_Crylink_Dequeue_Raw(e.crylink_owner, e.queueprev, e, e.queuenext);
}
+void W_Crylink_DeleteLink(entity this)
+{
+ if(this.classname != "spike_oktoremove")
+ W_Crylink_Dequeue(this);
+ delete_fn(this);
+}
+
void W_Crylink_Reset(entity this)
{
- W_Crylink_Dequeue(this);
delete(this);
}
else if(finalhit)
{
// just unlink
- W_Crylink_Dequeue(this);
delete(this);
return;
}
void W_Crylink_Fadethink(entity this)
{
- W_Crylink_Dequeue(this);
delete(this);
}
for(counter = 0; counter < shots; ++counter)
{
proj = new(spike);
+ proj.dtor = W_Crylink_DeleteLink;
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = actor;
proj.crylink_owner = actor;
for(counter = 0; counter < shots; ++counter)
{
proj = new(spike);
+ proj.dtor = W_Crylink_DeleteLink;
proj.weaponentity_fld = weaponentity;
proj.reset = W_Crylink_Reset;
proj.realowner = proj.owner = actor;
}
actor.(weaponentity).crylink_waitrelease = 0;
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// ran out of ammo!
actor.cnt = thiswep.m_id;
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
- if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.realowner.items & IT_UNLIMITED_AMMO))
{
this.realowner.cnt = thiswep.m_id;
ATTACK_FINISHED(this.realowner, weaponentity) = time;
bool handled_as_rocketjump = false;
entity head = NULL;
+ bool allow_rocketjump = WEP_CVAR(devastator, remote_jump);
+ MUTATOR_CALLHOOK(AllowRocketJumping, allow_rocketjump);
+ allow_rocketjump = M_ARGV(0, bool);
- if(WEP_CVAR(devastator, remote_jump_radius))
+ if(allow_rocketjump && WEP_CVAR(devastator, remote_jump_radius))
{
head = WarpZone_FindRadius(
this.origin,
if(this.realowner.(weaponentity).m_weapon == thiswep)
{
if(GetResource(this.realowner, thiswep.ammo_type) < WEP_CVAR(devastator, ammo))
- if(!(this.realowner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.realowner.items & IT_UNLIMITED_AMMO))
{
this.realowner.cnt = thiswep.m_id;
ATTACK_FINISHED(this.realowner, weaponentity) = time;
if(WEP_CVAR(devastator, detonatedelay) >= 0)
missile.spawnshieldtime = time + WEP_CVAR(devastator, detonatedelay);
else
- missile.spawnshieldtime = -1;
+ missile.spawnshieldtime = -1; // NOTE: proximity based when rocket jumping
missile.pushltime = time + WEP_CVAR(devastator, guidedelay);
missile.classname = "rocket";
missile.bot_dodge = true;
P(class, prefix, remote_damage, float, NONE) \
P(class, prefix, remote_edgedamage, float, NONE) \
P(class, prefix, remote_force, float, NONE) \
+ P(class, prefix, remote_jump, float, NONE) \
P(class, prefix, remote_jump_damage, float, NONE) \
P(class, prefix, remote_jump_force, float, NONE) \
P(class, prefix, remote_jump_radius, float, NONE) \
// this is different than WR_CHECKAMMO when it comes to reloading
bool enough_ammo;
- if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(actor.items & IT_UNLIMITED_AMMO)
enough_ammo = true;
else if(autocvar_g_balance_hagar_reload_ammo)
enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
// we aren't checking ammo during an attack, so we must do it here
if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(actor, weaponentity);
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
// hook also inhibits health regeneration, but only for 1 second
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
}
{
if( time > actor.(weaponentity).hook_time_fueldecrease )
{
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
if( GetResource(actor, RES_FUEL) >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
{
#ifdef SVQC
-METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
-{
- if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
- {
- return WEP_SHOCKWAVE;
- }
- return this;
-}
-
void W_MachineGun_MuzzleFlash_Think(entity this)
{
this.frame += 2;
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+ // forced reload - wait until the bulletcounter is 0 so a burst loop can finish
+ if(WEP_CVAR(machinegun, reload_ammo)
+ && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
+ && actor.(weaponentity).misc_bulletcounter >= 0)
+ {
thiswep.wr_reload(thiswep, actor, weaponentity);
- } else
- if(WEP_CVAR(machinegun, mode) == 1)
+ }
+ else if(WEP_CVAR(machinegun, mode) == 1)
{
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
}
+ // You can "shoot" more rounds than what's "used", and vice versa.
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
+ float ammo_available;
+ if (WEP_CVAR(machinegun, reload_ammo) > 0)
+ {
+ ammo_available = actor.(weaponentity).clip_load;
+ }
+ else
+ {
+ ammo_available = GetResource(actor, thiswep.ammo_type);
+ }
- actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
+ // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
+ float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo));
+ int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
+
+ // We also don't want to use 3 rounds if there's only 2 left.
+ int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
+ W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+
+ // Bursting counts up to 0 from a negative.
+ actor.(weaponentity).misc_bulletcounter = -to_shoot;
W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}
}
METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
+ float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst);
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot;
else
ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot;
else
ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
}
METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
+ if(actor.(weaponentity).misc_bulletcounter < 0)
+ return;
W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
}
METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
void W_Seeker_Vollycontroller_Think(entity this) // TODO: Merge this with W_Seeker_Attack
{
- float c;
- entity oldenemy;
this.cnt = this.cnt - 1;
Weapon thiswep = WEP_SEEKER;
entity own = this.realowner;
- oldenemy = own.enemy;
+ entity oldenemy = own.enemy;
own.enemy = this.enemy;
- c = own.cnt % 4;
- switch(c)
+ switch(own.cnt % 4)
{
case 0:
W_Seeker_Fire_Missile(thiswep, own, weaponentity, '-1.25 -3.75 0', own.enemy); // TODO
REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
#ifdef SVQC
+// enable when shockwave replaces shotgun
+#if 0
METHOD(Shockwave, m_spawnfunc_hookreplace, Weapon(Shockwave this, entity e))
{
//if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
}
return this;
}
+#endif
const float MAX_SHOCKWAVE_HITS = 10;
//#define DEBUG_SHOCKWAVE
#ifdef SVQC
+METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
+{
+ if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
+ {
+ return WEP_MACHINEGUN;
+ }
+ return this;
+}
+
void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
{
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
+
+ // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
+ float lag = antilag_getlag(actor);
+ if(lag && bullets > 0)
+ antilag_takeback_all(actor, lag);
+
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect);
+ fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+
+ if(lag && bullets > 0)
+ antilag_restore_all(actor);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(actor.items & IT_UNLIMITED_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
}
if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
if(fire & 2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if(autocvar_g_balance_vortex_reload_ammo)
PROP(false, clip_size, WEPENT_SET_NORMAL, \
{ WriteShort(chan, this.clip_size); }, \
{ (viewmodels[this.m_wepent_slot]).clip_size = ReadShort(); }) \
+ \
+ PROP(false, skin, WEPENT_SET_NORMAL, \
+ { WriteShort(chan, this.skin); }, \
+ { (viewmodels[this.m_wepent_slot]).m_skin = ReadShort(); }) \
\
/**/
.float m_alpha;
+ .int m_skin;
+
// only for Porto
.bool angles_held_status;
.vector angles_held;
this.csqcmodel_teleported = 1;
}
+ if(sf & BIT(3))
+ this.alpha = this.m_alpha;
+
if(sf & BIT(14))
viewloc_SetTags(this);
#define CSQCMODEL_ENDIF
#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
.t f;
-#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) CSQCMODEL_PROPERTY(flag,t,r,w,f)
+#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
+ .t f;
ALLPROPERTIES
#undef CSQCMODEL_PROPERTY_SCALED
#undef CSQCMODEL_PROPERTY
{ \
w(MSG_ENTITY, this.csqcmodel_##f); \
}
-#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) CSQCMODEL_PROPERTY(flag,t,r,w,f)
+#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
+ if(sf & flag) \
+ { \
+ w(MSG_ENTITY, this.csqcmodel_##f); \
+ }
ALLPROPERTIES
#undef CSQCMODEL_PROPERTY_SCALED
#undef CSQCMODEL_PROPERTY
#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
.t f; \
.t csqcmodel_##f;
-#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) CSQCMODEL_PROPERTY(flag,t,r,w,f)
+#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
+ .t f; \
+ .t csqcmodel_##f;
ALLPROPERTIES
#undef CSQCMODEL_PROPERTY_SCALED
#undef CSQCMODEL_PROPERTY
#define REPLICATE(...) EVAL_REPLICATE(OVERLOAD(REPLICATE, __VA_ARGS__))
#define EVAL_REPLICATE(...) __VA_ARGS__
+ #if defined(SVQC)
ACCUMULATE void ReplicateVars(entity this, entity store, string thisname, int i) {}
+ #elif defined(CSQC)
+ ACCUMULATE void ReplicateVars(bool would_destroy) {}
+ #endif
#define REPLICATE_3(fld, type, var) REPLICATE_4(fld, type, var, )
#define REPLICATE_4(fld, type, var, func) REPLICATE_##type(fld, var, func)
- #define REPLICATE_string(fld, var, func) \
- REPLICATE_7(fld, string, var, , \
- { strcpy(field, it); }, \
- { strfree(field); }, \
- { \
- /* also initialize to the default value of func when requesting cvars */ \
- string s = func(field); \
- if (s != field) \
+ #if defined(SVQC)
+ #define REPLICATE_string(fld, var, func) \
+ REPLICATE_7(fld, string, var, , \
+ { strcpy(field, it); }, \
+ { strfree(field); }, \
{ \
- strcpy(field, s); \
- } \
- })
- #define REPLICATE_float(fld, var, func) REPLICATE_7(fld, float, var, func, { field = stof(it); }, , )
- #define REPLICATE_bool(fld, var, func) REPLICATE_7(fld, bool, var, func, { field = boolean(stoi(it)); }, , )
- #define REPLICATE_int(fld, var, func) REPLICATE_7(fld, int, var, func, { field = stoi(it); }, , )
+ /* also initialize to the default value of func when requesting cvars */ \
+ string s = func(field); \
+ if (s != field) \
+ { \
+ strcpy(field, s); \
+ } \
+ })
+ #define REPLICATE_float(fld, var, func) REPLICATE_7(fld, float, var, func, { field = stof(it); }, , )
+ #define REPLICATE_bool(fld, var, func) REPLICATE_7(fld, bool, var, func, { field = boolean(stoi(it)); }, , )
+ #define REPLICATE_int(fld, var, func) REPLICATE_7(fld, int, var, func, { field = stoi(it); }, , )
- #if defined(SVQC)
#define REPLICATE_7(fld, type, var, func, create, destroy, after) \
void ReplicateVars(entity this, entity store, string thisname, int i) \
{ \
} \
else \
{ \
- stuffcmd(this, "cl_cmd sendcvar " var "\n"); \
+ stuffcmd(this, strcat("cl_cmd sendcvar ", var, "\n")); \
} \
if (current) { after } \
} \
store.fld = field; \
}
#elif defined(CSQC)
- // TODO
- #define REPLICATE_7(fld, type, var, func, create, destroy, after)
+ float ReplicateVars_time;
+ #define ReplicateVars_NOT_SENDING() (time > ReplicateVars_time)
+ #define ReplicateVars_DELAY(t) ReplicateVars_time = time + t
+ #define ReplicateVars_DELAY_1FRAME() ReplicateVars_time = time
+ #define REPLICATE_string(fld, var, func) REPLICATE_7(fld, float, var, func, (fld != cvar_string(var)), { strcpy(fld, cvar_string(var)); }, { strfree(fld); })
+ #define REPLICATE_float(fld, var, func) REPLICATE_7(fld, float, var, func, (fld != cvar(var)), { fld = cvar(var); }, )
+ #define REPLICATE_bool(fld, var, func) REPLICATE_7(fld, bool, var, func, (fld != cvar(var)), { fld = cvar(var); }, )
+ #define REPLICATE_int(fld, var, func) REPLICATE_7(fld, int, var, func, (fld != cvar(var)), { fld = cvar(var); }, )
+
+ #define REPLICATE_7(fld, type, var, func, check, update, destroy) \
+ void ReplicateVars(bool would_destroy) \
+ { \
+ if (would_destroy) { destroy } \
+ else if (ReplicateVars_NOT_SENDING() && check) \
+ { \
+ localcmd(strcat("cl_cmd sendcvar ", var, "\n")); \
+ ReplicateVars_DELAY_1FRAME(); \
+ update \
+ return; \
+ } \
+ }
+
+ #define REPLICATE_SIMPLE(field, cvarname) MACRO_BEGIN \
+ if (ReplicateVars_NOT_SENDING() && field != cvar(cvarname)) \
+ { \
+ localcmd(strcat("cl_cmd sendcvar ", cvarname, "\n")); \
+ ReplicateVars_DELAY_1FRAME(); \
+ field = cvar(cvarname); \
+ return; \
+ } \
+ MACRO_END
#endif
#endif
FIELD_SCALAR(fld, target_range) \
FIELD_SCALAR(fld, team) \
FIELD_SCALAR(fld, trigger_reverse) \
+ FIELD_SCALAR(fld, turret_scale_aim) \
+ FIELD_SCALAR(fld, turret_scale_ammo) \
+ FIELD_SCALAR(fld, turret_scale_damage) \
FIELD_SCALAR(fld, turret_scale_health) \
FIELD_SCALAR(fld, turret_scale_range) \
+ FIELD_SCALAR(fld, turret_scale_refire) \
FIELD_SCALAR(fld, turret_scale_respawn) \
FIELD_SCALAR(fld, volume) \
FIELD_SCALAR(fld, wait) \
NET_HANDLE(ENT_CLIENT_WARPZONE, bool isnew)
{
if(!warpzone_warpzones_exist)
+ {
cvar_settemp("r_water", "1"); // HACK for DarkPlaces: always enable reflections when a map has warpzones
+ cvar_settemp("r_water_resolutionmultiplier", "1"); // HACK for DarkPlaces: enforce full quality so entities can be seen clearly through warpzones
+ }
warpzone_warpzones_exist = 1;
if (!this.enemy)
{
NET_HANDLE(ENT_CLIENT_WARPZONE_CAMERA, bool isnew)
{
if(!warpzone_cameras_exist)
+ {
cvar_settemp("r_water", "1"); // HACK for DarkPlaces: always enable reflections when a map has cameras
+ cvar_settemp("r_water_resolutionmultiplier", "1"); // HACK for DarkPlaces: enforce full quality so entities can be seen clearly through warpzones
+ }
warpzone_cameras_exist = 1;
this.classname = "func_warpzone_camera";
-#if 0
+/*
"Perl code to convert this to a skinvalues.txt file.";
print "title Generic\n";
print "author Morphed\n";
}
}
__DATA__
-#endif
+*/
SKINBEGIN
// font sizes (used for everything)
SKINFLOAT(FONTSIZE_NORMAL, 12);
#include <menu/xonotic/dialog_sandboxtools.qc>
#include <menu/xonotic/dialog_settings.qc>
#include <menu/xonotic/dialog_settings_audio.qc>
+#include <menu/xonotic/dialog_settings_bindings_reset.qc>
#include <menu/xonotic/dialog_settings_effects.qc>
#include <menu/xonotic/dialog_settings_game.qc>
#include <menu/xonotic/dialog_settings_game_crosshair.qc>
#include <menu/xonotic/dialog_settings_game_weapons.qc>
#include <menu/xonotic/dialog_settings_input.qc>
#include <menu/xonotic/dialog_settings_input_userbind.qc>
-#include <menu/xonotic/dialog_settings_bindings_reset.qc>
#include <menu/xonotic/dialog_settings_misc.qc>
#include <menu/xonotic/dialog_settings_misc_cvars.qc>
#include <menu/xonotic/dialog_settings_misc_reset.qc>
#include <menu/xonotic/dialog_sandboxtools.qh>
#include <menu/xonotic/dialog_settings.qh>
#include <menu/xonotic/dialog_settings_audio.qh>
+#include <menu/xonotic/dialog_settings_bindings_reset.qh>
#include <menu/xonotic/dialog_settings_effects.qh>
#include <menu/xonotic/dialog_settings_game.qh>
#include <menu/xonotic/dialog_settings_game_crosshair.qh>
#include <menu/xonotic/dialog_settings_game_weapons.qh>
#include <menu/xonotic/dialog_settings_input.qh>
#include <menu/xonotic/dialog_settings_input_userbind.qh>
-#include <menu/xonotic/dialog_settings_bindings_reset.qh>
#include <menu/xonotic/dialog_settings_misc.qh>
#include <menu/xonotic/dialog_settings_misc_cvars.qh>
#include <menu/xonotic/dialog_settings_misc_reset.qh>
me.gotoRC(me, 0, 3.1);
me.TD(me, 1, 1.9, e = makeXonoticCheckBoxEx(2, 1, "cl_autoscreenshot", _("Auto screenshot scoreboard")));
+ e.sendCvars = true;
me.TD(me, 1, 1, e = makeXonoticButton(_("Refresh"), '0 0 0'));
e.onClick = ScreenshotList_Refresh_Click;
e.onClickEntity = slist;
"name \"$_cl_name\";"
"playermodel $_cl_playermodel;"
"playerskin $_cl_playerskin;"
- "sendcvar cl_allow_uidtracking;"
- "sendcvar cl_allow_uid2name;"
, COMMANDBUTTON_APPLY);
profileApplyButton.disableOnClick = true;
me.TR(me);
me.TDempty(me, 0.25);
me.TD(me, 1, 2.5, e = makeXonoticCheckBox(0, "cl_allow_uidtracking", _("Allow player statistics to track your client")));
- e.applyButton = profileApplyButton;
+ e.sendCvars = true;
me.TR(me);
me.TDempty(me, 0.25);
me.TD(me, 1, 2.5, e = makeXonoticCheckBox(0, "cl_allow_uid2name", _("Allow player statistics to use your nickname")));
- e.applyButton = profileApplyButton;
+ e.sendCvars = true;
+ setDependent(e, "cl_allow_uidtracking", 1, 1);
+ me.TR(me);
+ me.TDempty(me, 0.25);
+ me.TD(me, 1, 2.5, e = makeXonoticCheckBox(0, "cl_allow_uidranking", _("Allow player statistics to rank you in leaderboards")));
+ e.sendCvars = true;
setDependent(e, "cl_allow_uidtracking", 1, 1);
- me.gotoRC(me, 4, 3.1); // TOP RIGHT
+ me.gotoRC(me, 4.5, 3.1); // TOP RIGHT
//me.gotoRC(me, 12.5, 3.1); // BOTTOM RIGHT
//me.gotoRC(me, 12.5, 0); // BOTTOM LEFT
me.TDempty(me, 0.25);
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_clippedspectating", _("Allow passing through walls while spectating")));
+ e.sendCvars = true;
me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Field of view:")));
{
entity e;
entity weaponsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0',
- "sendcvar cl_autoswitch;"
"sendcvar cl_weaponpriority;"
- "sendcvar cl_weaponimpulsemode;"
, COMMANDBUTTON_APPLY);
weaponsApplyButton.disableOnClick = true;
_("Make use of the list above when cycling through weapons with the mouse wheel")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
- e.applyButton = weaponsApplyButton;
+ e.sendCvars = true;
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"),
_("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
- e.applyButton = weaponsApplyButton;
+ e.sendCvars = true;
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
me.TR(me);
_("Specify your network speed")));
e.addValue(e, _("56k"), "4000");
e.addValue(e, _("ISDN"), "7000");
- e.addValue(e, _("Slow ADSL"), "15000");
- e.addValue(e, _("Fast ADSL"), "20000");
+ e.addValue(e, _("Slow ADSL"), "20000");
+ e.addValue(e, _("Fast ADSL"), "40000");
e.addValue(e, _("Broadband"), "66666");
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Maximum:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_maxfps"));
ADDVALUE_FPS(30);
- ADDVALUE_FPS(40);
- ADDVALUE_FPS(50);
ADDVALUE_FPS(60);
- ADDVALUE_FPS(70);
- ADDVALUE_FPS(80);
ADDVALUE_FPS(100);
ADDVALUE_FPS(125);
ADDVALUE_FPS(150);
ADDVALUE_FPS(200);
+ ADDVALUE_FPS(250);
+ ADDVALUE_FPS(400);
e.addValue(e, ZCTX(_("MAXFPS^Unlimited")), "0");
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_minfps"));
e.addValue(e, ZCTX(_("TRGT^Disabled")), "0");
ADDVALUE_FPS(30);
- ADDVALUE_FPS(40);
- ADDVALUE_FPS(50);
ADDVALUE_FPS(60);
- ADDVALUE_FPS(80);
ADDVALUE_FPS(100);
ADDVALUE_FPS(125);
ADDVALUE_FPS(150);
ADDVALUE_FPS(200);
+ ADDVALUE_FPS(250);
+ ADDVALUE_FPS(400);
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Idle limit:")));
void XonoticUserSettingsTab_fill(entity me)
{
entity e, sk;
- entity userApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0', "sendcvar cl_gentle;", COMMANDBUTTON_APPLY);
- userApplyButton.disableOnClick = true;
me.TR(me);
me.TDempty(me, 0.25);
me.gotoRC(me, 11.5, 3.25); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 2.5, e = makeXonoticCheckBox_T(0, "cl_gentle", _("Disable gore effects and harsh language"),
_("Replace blood and gibs with content that does not have any gore effects")));
- e.applyButton = userApplyButton;
-
- me.gotoRC(me, me.rows - 1, 0);
- me.TD(me, 1, 6, userApplyButton);
-
+ e.sendCvars = true;
}
float pmin = 2, pmax = 16, pstep = 1;
cvar_set("timelimit_override", "10");
- cvar_set("g_lms_lives_override", "9");
if(random() < 0.4) // 40% are DM
{
KEYBIND_DEF("kill" , _("respawn"));
KEYBIND_DEF("quickmenu" , _("quick menu"));
KEYBIND_DEF("menu_showsandboxtools" , _("sandbox menu"));
+ KEYBIND_DEF("wpeditor_menu" , _("waypoint editor menu"));
KEYBIND_DEF("+button8" , _("drag object"));
KEYBIND_EMPTY_LINE();
default: return input; // failed, why?
}
- return sprintf(
- "%s %s, %d",
- monthname,
- count_ordinal(stof(substring(input, 8, 2))),
- stof(substring(input, 0, 4))
- );
+ string date = ZCTX(_("DATE^%m %d, %Y"));
+ date = strreplace("%Y", substring(input, 0, 4), date);
+ date = strreplace("%d", ftos(stof(substring(input, 8, 2))), date); // ftos-stof removes leading 0
+ date = strreplace("%m", monthname, date);
+ return date;
}
void XonoticStatsList_getStats(entity me)
});
}
+float antilag_getlag(entity e)
+{
+ float lag = ((IS_REAL_CLIENT(e)) ? ANTILAG_LATENCY(e) : 0);
+ bool noantilag = ((IS_CLIENT(e)) ? CS(e).cvar_cl_noantilag : false);
+ if(autocvar_g_antilag == 0 || noantilag || lag < 0.001)
+ lag = 0;
+
+ return lag;
+}
+
/*
==================
traceline_antilag
void antilag_takeback_all(entity ignore, float lag);
void antilag_restore_all(entity ignore);
+float antilag_getlag(entity e); // returns antilag latency for clients, plus any modifiers (such as noantilag)
+
.float antilag_debug;
#define ANTILAG_LATENCY(e) min(0.4, CS(e).ping * 0.001)
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_mindistance;
-bool autocvar_g_ballistics_penetrate_clips;
+bool autocvar_g_ballistics_penetrate_clips = true;
+float autocvar_g_ballistics_solidpenetration_exponent = 0.25;
float autocvar_g_ban_default_bantime;
float autocvar_g_ban_default_masksize;
float autocvar_g_ban_sync_interval;
bool autocvar_g_maplist_votable_suggestions_override_mostrecent;
float autocvar_g_maplist_votable_timeout;
bool autocvar_g_maplist_ignore_sizes;
+bool autocvar_g_maplist_sizes_count_bots = true;
int autocvar_g_maxplayers;
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
string autocvar_sv_defaultplayermodel_red;
string autocvar_sv_defaultplayermodel_yellow;
int autocvar_sv_defaultplayerskin;
+bool autocvar_sv_doors_always_open;
bool autocvar_sv_doublejump;
bool autocvar_sv_eventlog;
bool autocvar_sv_eventlog_console;
bool autocvar_sv_eventlog_files_timestamps;
float autocvar_sv_friction_on_land;
var float autocvar_sv_friction_slick = 0.5;
-float autocvar_sv_gameplayfix_q2airaccelerate;
+float autocvar_sv_gameplayfix_q2airaccelerate = 1;
int autocvar_sv_gentle;
#define autocvar_sv_gravity cvar("sv_gravity")
string autocvar_sv_intermission_cdtrack;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
-float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
-bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag;
+bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate = true;
+bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag = true;
float autocvar_g_trueaim_minrange;
float autocvar_g_grab_range;
int autocvar_g_max_info_autoscreenshot;
const int WAYPOINTFLAG_GENERATED = BIT(23);
const int WAYPOINTFLAG_ITEM = BIT(22);
const int WAYPOINTFLAG_TELEPORT = BIT(21); // teleports, warpzones and jumppads
-const int WAYPOINTFLAG_NORELINK = BIT(20);
+//const int WAYPOINTFLAG_NORELINK = BIT(20); // deprecated, see explanation below. Do not recycle this bit.
const int WAYPOINTFLAG_PERSONAL = BIT(19);
const int WAYPOINTFLAG_PROTECTED = BIT(18); // Useless WP detection never kills these.
const int WAYPOINTFLAG_USEFUL = BIT(17); // Useless WP detection temporary flag.
const int WAYPOINTFLAG_DEAD_END = BIT(16); // Useless WP detection temporary flag.
const int WAYPOINTFLAG_LADDER = BIT(15);
const int WAYPOINTFLAG_JUMP = BIT(14);
+const int WAYPOINTFLAG_CUSTOM_JP = BIT(13); // jumppad with different destination waypoint (changed in the editor)
+const int WAYPOINTFLAG_CROUCH = BIT(12);
+const int WAYPOINTFLAG_SUPPORT = BIT(11);
+
+// removed WAYPOINTFLAG_NORELINK since it breaks backward compatibility
+// e.g. support waypoints would have no outgoing links in old Xonotic versions
+// In general, old Xonotic versions should spawn a normal waypoint for each unknown waypoint type
+const int WAYPOINTFLAG_NORELINK__DEPRECATED = BIT(20);
+const int WPFLAGMASK_NORELINK = (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER | WAYPOINTFLAG_JUMP | WAYPOINTFLAG_CUSTOM_JP | WAYPOINTFLAG_SUPPORT);
float bot_custom_weapon;
float bot_weapons_close[Weapons_MAX];
.float wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
.float wpconsidered;
.float wpcost;
-.float wphardwired;
.int wpflags;
+.entity wphw00, wphw01, wphw02, wphw03, wphw04, wphw05, wphw06, wphw07;
bool bot_aim(entity this, .entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity);
void bot_aim_reset(entity this);
void navigation_goalrating_timeout_force(entity this);
void navigation_goalrating_timeout_expire(entity this, float seconds);
bool navigation_goalrating_timeout(entity this);
+void navigation_goalrating_timeout_extend_if_needed(entity this, float seconds);
bool navigation_goalrating_timeout_can_be_anticipated(entity this);
void navigation_markroutes(entity this, entity fixed_source_waypoint);
void navigation_markroutes_inverted(entity fixed_source_waypoint);
void waypoint_spawnforitem_force(entity e, vector org);
void waypoint_spawnforteleporter(entity e, vector destination, float timetaken, entity tracetest_ent);
void waypoint_spawnforteleporter_wz(entity e, entity tracetest_ent);
-void waypoint_spawn_fromeditor(entity pl);
+void waypoint_spawn_fromeditor(entity pl, bool at_crosshair, bool is_jump_wp, bool is_crouch_wp, bool is_support_wp);
entity waypoint_spawn(vector m1, vector m2, float f);
void waypoint_unreachable(entity pl);
+void waypoint_start_hardwiredlink(entity pl, bool at_crosshair);
+void waypoint_lock(entity pl);
void waypoint_getSymmetricalOrigin_cmd(entity caller, bool save, int arg_idx);
void waypoint_getSymmetricalAxis_cmd(entity caller, bool save, int arg_idx);
stepheightvec = autocvar_sv_stepheight * '0 0 1';
jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
+ jumpheight_time = autocvar_sv_jumpvelocity / autocvar_sv_gravity;
}
bool bot_fixcount()
if(botframe_cachedwaypointlinks)
{
if(!botframe_loadedforcedlinks)
- waypoint_load_links_hardwired();
+ waypoint_load_hardwiredlinks();
}
else
{
bot_strategytoken_taken = true;
}
+ if (this.goalcurrent && wasfreed(this.goalcurrent))
+ navigation_clearroute(this);
+
if(IS_DEAD(this) || STAT(FROZEN, this))
{
if (this.goalcurrent)
if(this.aistatus & AI_STATUS_ATTACKING)
return;
- if(IS_PLAYER(this.goalcurrent))
+ if (!this.goalcurrent || IS_PLAYER(this.goalcurrent))
return;
if((this.aistatus & AI_STATUS_RUNNING) && vdist(this.velocity, <, autocvar_sv_maxspeed * 0.75)
return;
}
- if(this.waterlevel > WATERLEVEL_WETFEET)
+ if(this.waterlevel > WATERLEVEL_WETFEET || IS_DUCKED(this))
{
this.aistatus &= ~AI_STATUS_RUNNING;
return;
this.bot_timelastseengoal = 0;
}
- vector gco = get_closer_dest(this.goalcurrent, this.origin);
-
// Run only to visible goals
if(IS_ONGROUND(this))
if(vdist(vec2(this.velocity), >=, autocvar_sv_maxspeed))
// seen it before
if(this.bot_timelastseengoal)
{
+ vector gco = get_closer_dest(this.goalcurrent, this.origin);
// for a period of time
if(time - this.bot_timelastseengoal > autocvar_bot_ai_bunnyhop_firstjumpdelay)
{
if(this.aistatus & AI_STATUS_ROAMING)
if(this.goalcurrent.classname == "waypoint")
- if(!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
+ if (!(this.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
if(fabs(gco.z - this.origin.z) < this.maxs.z - this.mins.z)
- if(this.goalstack01 && !wasfreed(this.goalstack01))
+ if (this.goalstack01 && !wasfreed(this.goalstack01))
+ if (!(this.goalstack01.wpflags & WAYPOINTFLAG_JUMP))
{
vector gno = (this.goalstack01.absmin + this.goalstack01.absmax) * 0.5;
vector deviation = vectoangles(gno - this.origin) - vectoangles(gco - this.origin);
// return true when bot isn't getting closer to the current goal
bool havocbot_checkgoaldistance(entity this, vector gco)
{
+ if (this.bot_stop_moving_timeout > time)
+ return false;
float curr_dist_z = max(20, fabs(this.origin.z - gco.z));
float curr_dist_2d = max(20, vlen(vec2(this.origin - gco)));
float distance_time = this.goalcurrent_distance_time;
CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
+ PHYS_INPUT_BUTTON_CROUCH(this) = boolean(this.goalcurrent.wpflags & WAYPOINTFLAG_CROUCH);
+
PHYS_INPUT_BUTTON_JETPACK(this) = false;
// Jetpack navigation
if(this.navigation_jetpack_goal)
return;
}
- else if(!this.jumppadcount && !this.goalcurrent.wphardwired
+ else if(!this.jumppadcount && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)
&& GetResource(this, RES_HEALTH) + GetResource(this, RES_ARMOR) > ROCKETJUMP_DAMAGE())
{
if(this.velocity.z < 0)
vector flat_diff = vec2(diff);
offset = max(32, current_speed * cos(deviation.y * DEG2RAD) * 0.3) * flatdir;
vector actual_destorg = this.origin + offset;
- if (!this.goalstack01 || this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER))
+ if (this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP))
+ {
+ if (time > this.bot_stop_moving_timeout
+ && fabs(deviation.y) > 20 && current_speed > maxspeed * 0.4
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 50))
+ {
+ this.bot_stop_moving_timeout = time + 0.1;
+ }
+ if (current_speed > autocvar_sv_maxspeed * 0.9
+ && vlen2(flat_diff) < vlen2(vec2(this.goalcurrent_prev.origin - destorg))
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), >, 50)
+ && vdist(vec2(this.origin - this.goalcurrent_prev.origin), <, 150)
+ )
+ {
+ PHYS_INPUT_BUTTON_JUMP(this) = true;
+ // avoid changing route while bot is jumping a gap
+ navigation_goalrating_timeout_extend_if_needed(this, 1.5);
+ }
+ }
+ else if (!this.goalstack01 || (this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_LADDER)))
{
if (vlen2(flat_diff) < vlen2(offset))
{
turning = true;
}
- LABEL(jump_check);
+ LABEL(jumpobstacle_check);
dir = flatdir = normalize(actual_destorg - this.origin);
- if (turning || fabs(deviation.y) < 50) // don't even try to jump if deviation is too high
+ bool jump_forbidden = false;
+ if (!turning && fabs(deviation.y) > 50)
+ jump_forbidden = true;
+ else if (IS_DUCKED(this))
+ {
+ tracebox(this.origin, PL_MIN_CONST, PL_MAX_CONST, this.origin, false, this);
+ if (trace_startsolid)
+ jump_forbidden = true;
+ }
+
+ if (!jump_forbidden)
{
tracebox(this.origin, this.mins, this.maxs, actual_destorg, false, this);
if (trace_fraction < 1 && trace_plane_normal.z < 0.7)
actual_destorg = destorg;
turning = false;
this.bot_tracewalk_time = time + 0.25;
- goto jump_check;
+ goto jumpobstacle_check;
}
s = trace_fraction;
// don't artificially reduce max jump height in real-time
bool unreachable = false;
s = CONTENT_SOLID;
- if(trace_fraction == 1 && this.jumppadcount == 0 && !this.goalcurrent.wphardwired )
+ if (trace_fraction == 1 && !this.jumppadcount
+ && !waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
+ && !(this.goalcurrent_prev && (this.goalcurrent_prev.wpflags & WAYPOINTFLAG_JUMP)))
if((IS_ONGROUND(this)) || (this.aistatus & AI_STATUS_RUNNING) || (this.aistatus & AI_STATUS_ROAMING) || PHYS_INPUT_BUTTON_JUMP(this))
{
// Look downwards
}
// slow down if bot is in the air and goal is under it
- if (!this.goalcurrent.wphardwired
+ if (!waypoint_is_hardwiredlink(this.goalcurrent_prev, this.goalcurrent)
&& vdist(flat_diff, <, 250) && this.origin.z - destorg.z > 120
&& (!IS_ONGROUND(this) || vdist(vec2(this.velocity), >, maxspeed * 0.3)))
{
havocbot_keyboard_movement(this, destorg);
// Bunnyhop!
- //if(this.aistatus & AI_STATUS_ROAMING)
- if(!bunnyhop_forbidden && this.goalcurrent)
- if(skill+this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
+ if (!bunnyhop_forbidden && skill + this.bot_moveskill >= autocvar_bot_ai_bunnyhop_skilloffset)
havocbot_bunnyhop(this, dir);
if (dir * v_up >= autocvar_sv_jumpvelocity * 0.5 && IS_ONGROUND(this))
return this.bot_strategytime < time;
}
+void navigation_goalrating_timeout_extend_if_needed(entity this, float seconds)
+{
+ this.bot_strategytime = max(this.bot_strategytime, time + seconds);
+}
+
#define MAX_CHASE_DISTANCE 700
bool navigation_goalrating_timeout_can_be_anticipated(entity this)
{
vector pm2 = ent.origin + ent.maxs;
// do two scans, because box test is cheaper
- IL_EACH(g_waypoints, it != ent && it != except && !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ IL_EACH(g_waypoints, it != ent && it != except && !(it.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP)),
{
if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
{
waypoint_clearlinks(ent); // initialize wpXXmincost fields
IL_EACH(g_waypoints, it != ent,
{
- if(walkfromwp && (it.wpflags & WAYPOINTFLAG_NORELINK))
+ if (walkfromwp && (it.wpflags & WPFLAGMASK_NORELINK))
continue;
set_tracewalk_dest(ent, it.origin, false);
// box check failed, try walk
IL_EACH(g_waypoints, it != ent,
{
- if(walkfromwp && (it.wpflags & WAYPOINTFLAG_NORELINK))
+ if (walkfromwp && (it.wpflags & WPFLAGMASK_NORELINK))
continue;
v = it.origin;
LOG_DEBUG("jetpack ai: required fuel ", ftos(fuel), ", have ", ftos(GetResource(this, RES_FUEL)));
// enough fuel ?
- if(GetResource(this, RES_FUEL) > fuel || (this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(GetResource(this, RES_FUEL) > fuel || (this.items & IT_UNLIMITED_AMMO))
{
// Estimate cost
// (as onground costs calculation is mostly based on distances, here we do the same establishing some relationship
next = this.goalstack01;
// if for some reason the bot is closer to the next goal, pop the current one
- if (!IS_MOVABLE(next) // already checked in the previous case
+ if (!IS_MOVABLE(next) && !(this.goalcurrent.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP))
&& vlen2(this.goalcurrent.origin - next.origin) > vlen2(next.origin - this.origin)
&& checkpvs(this.origin + this.view_ofs, next))
{
if(vdist(wp.origin - this.origin, >, 50))
{
wp = NULL;
- IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_TELEPORT),
+ IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_JUMP)),
{
if(vdist(it.origin - this.origin, <, 50))
{
vector jumpstepheightvec;
vector stepheightvec;
vector jumpheight_vec;
+float jumpheight_time;
entity navigation_bestgoal;
.float goalcurrent_distance_2d;
.float goalcurrent_distance_time;
+// final goal (item, object or player) is also saved in this field
+.entity goalentity;
.float goalentity_lock_timeout;
.bool goalentity_shouldbefrozen;
#include <common/constants.qh>
#include <common/debug.qh>
+#include <common/mapobjects/trigger/jumppads.qh>
#include <common/net_linked.qh>
#include <common/physics/player.qh>
return new_org;
}
+void crosshair_trace_waypoints(entity pl);
+void waypoint_lock(entity pl)
+{
+ crosshair_trace_waypoints(pl);
+ pl.wp_locked = trace_ent;
+}
+
+bool waypoint_has_hardwiredlinks(entity wp)
+{
+ if (!wp)
+ return false;
+ return (wp.wphw00 != NULL);
+}
+
+bool waypoint_is_hardwiredlink(entity wp_from, entity wp_to)
+{
+ if (!(wp_from && wp_to))
+ return false;
+
+ if (!wp_from.wphw00) return false; else if (wp_from.wphw00 == wp_to) return true;
+ if (!wp_from.wphw01) return false; else if (wp_from.wphw01 == wp_to) return true;
+ if (!wp_from.wphw02) return false; else if (wp_from.wphw02 == wp_to) return true;
+ if (!wp_from.wphw03) return false; else if (wp_from.wphw03 == wp_to) return true;
+ if (!wp_from.wphw04) return false; else if (wp_from.wphw04 == wp_to) return true;
+ if (!wp_from.wphw05) return false; else if (wp_from.wphw05 == wp_to) return true;
+ if (!wp_from.wphw06) return false; else if (wp_from.wphw06 == wp_to) return true;
+ if (!wp_from.wphw07) return false; else if (wp_from.wphw07 == wp_to) return true;
+
+ return false;
+}
+
+void waypoint_setupmodel(entity wp);
+void waypoint_mark_hardwiredlink(entity wp_from, entity wp_to)
+{
+ if (!(wp_from && wp_to))
+ return;
+
+ if (!wp_from.wphw00 || wp_from.wphw00 == wp_to) { wp_from.wphw00 = wp_to; waypoint_setupmodel(wp_from); return; }
+ if (!wp_from.wphw01 || wp_from.wphw01 == wp_to) { wp_from.wphw01 = wp_to; return; }
+ if (!wp_from.wphw02 || wp_from.wphw02 == wp_to) { wp_from.wphw02 = wp_to; return; }
+ if (!wp_from.wphw03 || wp_from.wphw03 == wp_to) { wp_from.wphw03 = wp_to; return; }
+ if (!wp_from.wphw04 || wp_from.wphw04 == wp_to) { wp_from.wphw04 = wp_to; return; }
+ if (!wp_from.wphw05 || wp_from.wphw05 == wp_to) { wp_from.wphw05 = wp_to; return; }
+ if (!wp_from.wphw06 || wp_from.wphw06 == wp_to) { wp_from.wphw06 = wp_to; return; }
+ if (!wp_from.wphw07 || wp_from.wphw07 == wp_to) { wp_from.wphw07 = wp_to; return; }
+
+ return;
+}
+
+void waypoint_unmark_hardwiredlink(entity wp_from, entity wp_to)
+{
+ if (!(wp_from && wp_to))
+ return;
+
+ int removed = -1;
+ if (removed < 0 && wp_from.wphw00 == wp_to) removed = 0;
+ if (removed < 0 && wp_from.wphw01 == wp_to) removed = 1;
+ if (removed < 0 && wp_from.wphw02 == wp_to) removed = 2;
+ if (removed < 0 && wp_from.wphw03 == wp_to) removed = 3;
+ if (removed < 0 && wp_from.wphw04 == wp_to) removed = 4;
+ if (removed < 0 && wp_from.wphw05 == wp_to) removed = 5;
+ if (removed < 0 && wp_from.wphw06 == wp_to) removed = 6;
+ if (removed < 0 && wp_from.wphw07 == wp_to) removed = 7;
+
+ if (removed >= 0)
+ {
+ if (removed <= 0) wp_from.wphw00 = wp_from.wphw01;
+ if (removed <= 1) wp_from.wphw01 = wp_from.wphw02;
+ if (removed <= 2) wp_from.wphw02 = wp_from.wphw03;
+ if (removed <= 3) wp_from.wphw03 = wp_from.wphw04;
+ if (removed <= 4) wp_from.wphw04 = wp_from.wphw05;
+ if (removed <= 5) wp_from.wphw05 = wp_from.wphw06;
+ if (removed <= 6) wp_from.wphw06 = wp_from.wphw07;
+ if (removed <= 7) wp_from.wphw07 = NULL;
+ if (!wp_from.wphw00)
+ waypoint_setupmodel(wp_from);
+ }
+
+ return;
+}
+
+void waypoint_restore_hardwiredlinks(entity wp)
+{
+ if (wp.wphw00) waypoint_addlink(wp, wp.wphw00);
+ if (wp.wphw01) waypoint_addlink(wp, wp.wphw01);
+ if (wp.wphw02) waypoint_addlink(wp, wp.wphw02);
+ if (wp.wphw03) waypoint_addlink(wp, wp.wphw03);
+ if (wp.wphw04) waypoint_addlink(wp, wp.wphw04);
+ if (wp.wphw05) waypoint_addlink(wp, wp.wphw05);
+ if (wp.wphw06) waypoint_addlink(wp, wp.wphw06);
+ if (wp.wphw07) waypoint_addlink(wp, wp.wphw07);
+}
+
void waypoint_setupmodel(entity wp)
{
if (autocvar_g_waypointeditor)
setsize(wp, m1, m2);
wp.effects = EF_LOWPRECISION;
if (wp.wpflags & WAYPOINTFLAG_ITEM)
- wp.colormod = '1 0 0';
+ wp.colormod = '1 0 0'; // red
else if (wp.wpflags & WAYPOINTFLAG_GENERATED)
- wp.colormod = '1 1 0';
- else if (wp.wphardwired)
- wp.colormod = '0.5 0 1';
+ wp.colormod = '1 1 0'; // yellow
+ else if (wp.wpflags & WAYPOINTFLAG_SUPPORT)
+ wp.colormod = '0 1 0'; // green
+ else if (wp.wpflags & WAYPOINTFLAG_CUSTOM_JP)
+ wp.colormod = '1 0.5 0'; // orange
+ else if (wp.wpflags & WAYPOINTFLAG_TELEPORT)
+ wp.colormod = '1 0.5 0'; // orange
+ else if (wp.wpflags & WAYPOINTFLAG_LADDER)
+ wp.colormod = '1 0.5 0'; // orange
+ else if (wp.wpflags & WAYPOINTFLAG_JUMP)
+ wp.colormod = '1 0.5 0'; // orange
+ else if (wp.wpflags & WAYPOINTFLAG_CROUCH)
+ wp.colormod = '0 1 1'; // cyan
+ else if (waypoint_has_hardwiredlinks(wp))
+ wp.colormod = '0.5 0 1'; // purple
else
wp.colormod = '1 1 1';
}
wp.model = "";
}
+string waypoint_get_type_name(entity wp)
+{
+ if (wp.wpflags & WAYPOINTFLAG_ITEM) return "^1Item waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_CROUCH) return "^5Crouch waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_JUMP) return "^xf80Jump waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_SUPPORT) return "^2Support waypoint";
+ else if (waypoint_has_hardwiredlinks(wp)) return "^x80fHardwired waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_LADDER) return "^3Ladder waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_TELEPORT)
+ {
+ if (!wp.wpisbox) return "^3Warpzone waypoint";
+ else if (wp.wpflags & WAYPOINTFLAG_CUSTOM_JP) return "^3Custom jumppad waypoint";
+ else
+ {
+ IL_EACH(g_jumppads, boxesoverlap(wp.absmin, wp.absmax, it.absmin, it.absmax),
+ { return "^3Jumppad waypoint"; });
+ return "^3Teleport waypoint";
+ }
+ }
+
+ return "^7Waypoint";
+}
+
+entity waypoint_get(vector m1, vector m2)
+{
+ if (m1 == m2)
+ {
+ m1 -= '8 8 8';
+ m2 += '8 8 8';
+ }
+ IL_EACH(g_waypoints, boxesoverlap(m1, m2, it.absmin, it.absmax), { return it; });
+
+ return NULL;
+}
+
+.float createdtime;
entity waypoint_spawn(vector m1, vector m2, float f)
{
if(!(f & (WAYPOINTFLAG_PERSONAL | WAYPOINTFLAG_GENERATED)) && m1 == m2)
{
- vector em1 = m1 - '8 8 8';
- vector em2 = m2 + '8 8 8';
- IL_EACH(g_waypoints, boxesoverlap(em1, em2, it.absmin, it.absmax),
- {
- return it;
- });
+ entity wp_found = waypoint_get(m1, m2);
+ if (wp_found)
+ return wp_found;
}
// spawn only one destination waypoint for teleports teleporting player to the exact same spot
// otherwise links loaded from file would be applied only to the first destination
// waypoint since link format doesn't specify waypoint entities but just positions
- if((f & WAYPOINTFLAG_GENERATED) && !(f & (WAYPOINTFLAG_NORELINK | WAYPOINTFLAG_PERSONAL)) && m1 == m2)
+ if((f & WAYPOINTFLAG_GENERATED) && !(f & (WPFLAGMASK_NORELINK | WAYPOINTFLAG_PERSONAL)) && m1 == m2)
{
IL_EACH(g_waypoints, boxesoverlap(m1, m2, it.absmin, it.absmax),
{
w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
w.wpflags = f;
w.solid = SOLID_TRIGGER;
+ w.createdtime = time;
setorigin(w, (m1 + m2) * 0.5);
setsize(w, m1 - w.origin, m2 - w.origin);
if (w.size)
if(!w.wpisbox)
{
- setsize(w, PL_MIN_CONST - '1 1 0', PL_MAX_CONST + '1 1 0');
+ if (f & WAYPOINTFLAG_CROUCH)
+ setsize(w, PL_CROUCH_MIN_CONST - '1 1 0', PL_CROUCH_MAX_CONST + '1 1 0');
+ else
+ setsize(w, PL_MIN_CONST - '1 1 0', PL_MAX_CONST + '1 1 0');
if(!move_out_of_solid(w))
{
if(!(f & WAYPOINTFLAG_GENERATED))
return w;
}
-void waypoint_spawn_fromeditor(entity pl)
+float trigger_push_get_push_time(entity this, vector endpos);
+void waypoint_addlink_for_custom_jumppad(entity wp_from, entity wp_to)
+{
+ entity jp = NULL;
+ IL_EACH(g_jumppads, boxesoverlap(wp_from.absmin, wp_from.absmax, it.absmin, it.absmax),
+ {
+ jp = it;
+ break;
+ });
+ if (!jp)
+ return;
+
+ float cost = trigger_push_get_push_time(jp, wp_to.origin);
+ wp_from.wp00 = wp_to;
+ wp_from.wp00mincost = cost;
+ jp.nearestwaypoint = wp_from;
+ jp.nearestwaypointtimeout = -1;
+}
+
+bool start_wp_is_spawned;
+vector start_wp_origin;
+bool start_wp_is_hardwired;
+bool start_wp_is_support;
+
+void waypoint_clear_start_wp_globals(entity pl, bool warn)
+{
+ start_wp_is_spawned = false;
+ start_wp_origin = '0 0 0';
+ pl.wp_locked = NULL;
+ start_wp_is_hardwired = false;
+ start_wp_is_support = false;
+ if (warn)
+ LOG_INFO("^xf80Start waypoint has been cleared.\n");
+}
+
+void waypoint_start_hardwiredlink(entity pl, bool at_crosshair)
+{
+ entity wp = pl.nearestwaypoint;
+ if (at_crosshair)
+ {
+ crosshair_trace_waypoints(pl);
+ wp = trace_ent;
+ }
+ string err = "";
+ if (start_wp_is_spawned && !start_wp_is_hardwired)
+ err = "can't hardwire while in the process of creating a special link";
+ else if (!wp)
+ {
+ if (at_crosshair)
+ err = "couldn't find any waypoint at crosshair";
+ else
+ err = "couldn't find any waypoint nearby";
+ }
+ else if (wp.wpflags & WPFLAGMASK_NORELINK)
+ err = "can't hardwire a waypoint with special links";
+
+ if (err == "")
+ {
+ start_wp_is_hardwired = true;
+ start_wp_is_spawned = true;
+ start_wp_origin = wp.origin;
+ pl.wp_locked = wp;
+ LOG_INFOF("^x80fWaypoint %s marked as hardwired link origin.\n", vtos(wp.origin));
+ }
+ else
+ {
+ start_wp_is_hardwired = false;
+ LOG_INFO("Error: ", err, "\n");
+ }
+}
+
+void waypoint_spawn_fromeditor(entity pl, bool at_crosshair, bool is_jump_wp, bool is_crouch_wp, bool is_support_wp)
{
- entity e;
+ if (WAYPOINT_VERSION < waypoint_version_loaded)
+ {
+ LOG_INFOF("^1Editing waypoints with a higher version number (%f) is not allowed.\n"
+ "Update Xonotic to make them editable.", waypoint_version_loaded);
+ return;
+ }
+
+ entity e = NULL, jp = NULL;
vector org = pl.origin;
+ if (at_crosshair)
+ {
+ crosshair_trace_waypoints(pl);
+ org = trace_endpos;
+ if (!trace_ent)
+ org.z -= PL_MIN_CONST.z;
+ if (!(start_wp_is_hardwired || start_wp_is_support))
+ IL_EACH(g_jumppads, boxesoverlap(org + PL_MIN_CONST, org + PL_MAX_CONST, it.absmin, it.absmax),
+ {
+ jp = it;
+ break;
+ });
+ if (!jp && !start_wp_is_spawned && trace_ent)
+ {
+ if (trace_ent.wpflags & (WAYPOINTFLAG_JUMP))
+ is_jump_wp = true;
+ else if (trace_ent.wpflags & (WAYPOINTFLAG_SUPPORT))
+ is_support_wp = true;
+ }
+ }
+ if (jp || is_jump_wp || is_support_wp)
+ {
+ if (start_wp_is_spawned)
+ start_wp_is_spawned = false;
+ LOG_INFO("^xf80Spawning start waypoint...\n");
+ }
int ctf_flags = havocbot_symmetry_origin_order;
bool sym = ((autocvar_g_waypointeditor_symmetrical > 0 && ctf_flags >= 2)
|| (autocvar_g_waypointeditor_symmetrical < 0));
ctf_flags = 2;
int wp_num = ctf_flags;
- if(!PHYS_INPUT_BUTTON_CROUCH(pl))
+ if(!PHYS_INPUT_BUTTON_CROUCH(pl) && !at_crosshair && !is_jump_wp && !is_support_wp)
{
// snap waypoint to item's origin if close enough
IL_EACH(g_items, true,
});
}
+ vector start_org = '0 0 0';
+ if (start_wp_is_spawned)
+ {
+ if (!start_wp_is_hardwired)
+ LOG_INFO("^xf80Spawning destination waypoint...\n");
+ start_org = start_wp_origin;
+ }
+
+ // save org as it can be modified spawning symmetrycal waypoints
+ vector initial_origin = '0 0 0';
+ bool initial_origin_is_set = false;
+
LABEL(add_wp);
- e = waypoint_spawn(org, org, 0);
+
+ if (jp)
+ {
+ e = NULL;
+ IL_EACH(g_waypoints, (it.wpflags & WPFLAGMASK_NORELINK)
+ && boxesoverlap(org + PL_MIN_CONST, org + PL_MAX_CONST, it.absmin, it.absmax),
+ {
+ e = it; break;
+ });
+ if (!e)
+ e = waypoint_spawn(jp.absmin - PL_MAX_CONST + '1 1 1', jp.absmax - PL_MIN_CONST + '-1 -1 -1', WAYPOINTFLAG_TELEPORT);
+ if (!pl.wp_locked)
+ pl.wp_locked = e;
+ }
+ else if (is_jump_wp || is_support_wp)
+ {
+ int type_flag = (is_jump_wp) ? WAYPOINTFLAG_JUMP : WAYPOINTFLAG_SUPPORT;
+
+ entity wp_found = waypoint_get(org, org);
+ if (wp_found && !(wp_found.wpflags & type_flag))
+ {
+ LOG_INFOF("Error: can't spawn a %s waypoint over an existent waypoint of a different type\n", (is_jump_wp) ? "Jump" : "Support");
+ return;
+ }
+ e = waypoint_spawn(org, org, type_flag);
+ if (!pl.wp_locked)
+ pl.wp_locked = e;
+ }
+ else
+ e = waypoint_spawn(org, org, (is_crouch_wp) ? WAYPOINTFLAG_CROUCH : 0);
if(!e)
{
LOG_INFOF("Couldn't spawn waypoint at %v\n", org);
+ if (start_wp_is_spawned)
+ waypoint_clear_start_wp_globals(pl, true);
return;
}
- waypoint_schedulerelink(e);
- bprint(strcat("Waypoint spawned at ", vtos(e.origin), "\n"));
- if(sym)
+
+ if (!initial_origin_is_set)
+ {
+ initial_origin = e.origin;
+ initial_origin_is_set = true;
+ }
+
+ entity start_wp = NULL;
+ if (start_wp_is_spawned)
+ {
+ IL_EACH(g_waypoints, (start_wp_is_hardwired || (it.wpflags & WPFLAGMASK_NORELINK))
+ && boxesoverlap(start_org, start_org, it.absmin, it.absmax),
+ {
+ start_wp = it; break;
+ });
+ if(!start_wp)
+ {
+ // should not happen
+ LOG_INFOF("Couldn't find start waypoint at %v\n", start_org);
+ waypoint_clear_start_wp_globals(pl, true);
+ return;
+ }
+ if (start_wp_is_hardwired)
+ {
+ if (waypoint_is_hardwiredlink(start_wp, e))
+ {
+ waypoint_unmark_hardwiredlink(start_wp, e);
+ waypoint_removelink(start_wp, e);
+ string s = strcat(vtos(start_wp.origin), "*", vtos(e.origin));
+ LOG_INFOF("^x80fRemoved hardwired link %s.\n", s);
+ }
+ else
+ {
+ if (e.createdtime == time)
+ {
+ LOG_INFO("Error: hardwired links can be created only between 2 existing (and unconnected) waypoints.\n");
+ waypoint_remove(e);
+ waypoint_clear_start_wp_globals(pl, true);
+ waypoint_spawn_fromeditor(pl, at_crosshair, is_jump_wp, is_crouch_wp, is_support_wp);
+ return;
+ }
+ if (start_wp == e)
+ {
+ LOG_INFO("Error: start and destination waypoints coincide.\n");
+ waypoint_clear_start_wp_globals(pl, true);
+ return;
+ }
+ if (waypoint_islinked(start_wp, e))
+ {
+ LOG_INFO("Error: waypoints are already linked.\n");
+ waypoint_clear_start_wp_globals(pl, true);
+ return;
+ }
+ waypoint_addlink(start_wp, e);
+ waypoint_mark_hardwiredlink(start_wp, e);
+ string s = strcat(vtos(start_wp.origin), "*", vtos(e.origin));
+ LOG_INFOF("^x80fAdded hardwired link %s.\n", s);
+ }
+ }
+ else
+ {
+ if (start_wp_is_support)
+ {
+ if (e.SUPPORT_WP)
+ {
+ LOG_INFOF("Waypoint %v has already a support waypoint, delete it first.\n", e.origin);
+ waypoint_clear_start_wp_globals(pl, true);
+ return;
+ }
+ // clear all links to e
+ IL_EACH(g_waypoints, it != e,
+ {
+ if (waypoint_islinked(it, e) && !waypoint_is_hardwiredlink(it, e))
+ waypoint_removelink(it, e);
+ });
+ }
+ waypoint_addlink(start_wp, e);
+ }
+ }
+
+ if (!(jp || is_jump_wp || is_support_wp || start_wp_is_hardwired))
+ waypoint_schedulerelink(e);
+
+ string wp_type_str = waypoint_get_type_name(e);
+
+ bprint(strcat(wp_type_str, "^7 spawned at ", vtos(e.origin), "\n"));
+
+ if (start_wp_is_spawned)
+ {
+ pl.wp_locked = NULL;
+ if (!start_wp_is_hardwired)
+ waypoint_schedulerelink(start_wp);
+ if (start_wp.wpflags & WAYPOINTFLAG_TELEPORT)
+ {
+ if (start_wp.wp00_original == start_wp.wp00)
+ start_wp.wpflags &= ~WAYPOINTFLAG_CUSTOM_JP;
+ else
+ start_wp.wpflags |= WAYPOINTFLAG_CUSTOM_JP;
+ }
+ }
+
+ if (sym)
{
- org = waypoint_getSymmetricalPoint(e.origin, ctf_flags);
+ org = waypoint_getSymmetricalPoint(org, ctf_flags);
+ if (jp)
+ {
+ IL_EACH(g_jumppads, boxesoverlap(org + PL_MIN_CONST, org + PL_MAX_CONST, it.absmin, it.absmax),
+ {
+ jp = it; break;
+ });
+ }
+ if (start_wp_is_spawned)
+ start_org = waypoint_getSymmetricalPoint(start_org, ctf_flags);
if (vdist(org - pl.origin, >, 32))
{
if(wp_num > 2)
goto add_wp;
}
}
+ if (jp || is_jump_wp || is_support_wp)
+ {
+ if (!start_wp_is_spawned)
+ {
+ // we've just created a custom jumppad waypoint
+ // the next one created by the user will be the destination waypoint
+ start_wp_is_spawned = true;
+ start_wp_origin = initial_origin;
+ if (is_support_wp)
+ start_wp_is_support = true;
+ }
+ }
+ else if (start_wp_is_spawned)
+ {
+ waypoint_clear_start_wp_globals(pl, false);
+ }
}
void waypoint_remove(entity wp)
{
IL_EACH(g_waypoints, it != wp,
{
+ if (it.SUPPORT_WP == wp)
+ {
+ it.SUPPORT_WP = NULL;
+ waypoint_schedulerelink(it); // restore incoming links
+ }
if (waypoint_islinked(it, wp))
+ {
+ if (waypoint_is_hardwiredlink(it, wp))
+ waypoint_unmark_hardwiredlink(it, wp);
waypoint_removelink(it, wp);
+ }
});
delete(wp);
}
void waypoint_remove_fromeditor(entity pl)
{
+ if (WAYPOINT_VERSION < waypoint_version_loaded)
+ {
+ LOG_INFOF("^1Editing waypoints with a higher version number (%f) is not allowed.\n"
+ "Update Xonotic to make them editable.", waypoint_version_loaded);
+ return;
+ }
+
entity e = navigation_findnearestwaypoint(pl, false);
int ctf_flags = havocbot_symmetry_origin_order;
LABEL(remove_wp);
if (!e) return;
- if (e.wpflags & WAYPOINTFLAG_GENERATED) return;
- if (e.wphardwired)
+ if (e.wpflags & WAYPOINTFLAG_GENERATED)
{
- LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired\n");
+ if (start_wp_is_spawned)
+ waypoint_clear_start_wp_globals(pl, true);
+ return;
+ }
+
+ if (waypoint_has_hardwiredlinks(e))
+ {
+ LOG_INFO("Can't remove a waypoint with hardwired links, remove links with \"wpeditor hardwire\" first\n");
return;
}
}
bprint(strcat("Waypoint removed at ", vtos(e.origin), "\n"));
+ te_explosion(e.origin);
waypoint_remove(e);
if (sym && wp_sym)
sym = false;
goto remove_wp;
}
+
+ if (start_wp_is_spawned)
+ waypoint_clear_start_wp_globals(pl, true);
}
void waypoint_removelink(entity from, entity to)
{
- if (from == to || (from.wpflags & WAYPOINTFLAG_NORELINK))
+ if (from == to || ((from.wpflags & WPFLAGMASK_NORELINK) && !(from.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT))))
return;
entity fromwp31_prev = from.wp31;
return dist / (autocvar_sv_maxspeed * 1.25);
return dist / autocvar_sv_maxspeed;
}
+
float waypoint_getlinearcost_underwater(float dist)
{
// NOTE: underwater speed factor is hardcoded in the engine too, see SV_WaterMove
return dist / (autocvar_sv_maxspeed * 0.7);
}
+float waypoint_getlinearcost_crouched(float dist)
+{
+ return dist / (autocvar_sv_maxspeed * 0.5);
+}
+
float waypoint_gettravelcost(vector from, vector to, entity from_ent, entity to_ent)
{
bool submerged_from = navigation_check_submerged_state(from_ent, from);
if (submerged_from && submerged_to)
return waypoint_getlinearcost_underwater(vlen(to - from));
+ if ((from_ent.wpflags & WAYPOINTFLAG_CROUCH) && (to_ent.wpflags & WAYPOINTFLAG_CROUCH))
+ return waypoint_getlinearcost_crouched(vlen(to - from));
+
float c = waypoint_getlinearcost(vlen(to - from));
float height = from.z - to.z;
if(height > jumpheight_vec.z && autocvar_sv_gravity > 0)
{
- float height_cost = sqrt(height / (autocvar_sv_gravity / 2));
+ float height_cost; // fall cost
+ if (from_ent.wpflags & WAYPOINTFLAG_JUMP)
+ height_cost = jumpheight_time + sqrt((height + jumpheight_vec.z) / (autocvar_sv_gravity / 2));
+ else
+ height_cost = sqrt(height / (autocvar_sv_gravity / 2));
c = waypoint_getlinearcost(vlen(vec2(to - from))); // xy distance cost
if(height_cost > c)
c = height_cost;
}
+ // consider half path underwater
if (submerged_from || submerged_to)
return (c + waypoint_getlinearcost_underwater(vlen(to - from))) / 2;
+
+ // consider half path crouched
+ if ((from_ent.wpflags & WAYPOINTFLAG_CROUCH) || (to_ent.wpflags & WAYPOINTFLAG_CROUCH))
+ return (c + waypoint_getlinearcost_crouched(vlen(to - from))) / 2;
+
return c;
}
{
if (from == to || waypoint_islinked(from, to))
return;
- if (c == -1 && (from.wpflags & WAYPOINTFLAG_NORELINK))
+ if (c == -1 && (from.wpflags & WPFLAGMASK_NORELINK) && !(from.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT)))
return;
if(c == -1)
void waypoint_addlink(entity from, entity to)
{
- waypoint_addlink_customcost(from, to, -1);
+ if ((from.wpflags & WPFLAGMASK_NORELINK) && !(from.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT)))
+ waypoint_addlink_for_custom_jumppad(from, to);
+ else
+ waypoint_addlink_customcost(from, to, -1);
+
+ if (from.wpflags & WAYPOINTFLAG_SUPPORT)
+ to.SUPPORT_WP = from;
}
// relink this spawnfunc_waypoint
{
if (boxesoverlap(this.absmin, this.absmax, it.absmin, it.absmax))
{
- waypoint_addlink(this, it);
- waypoint_addlink(it, this);
+ if (!(this.wpflags & WPFLAGMASK_NORELINK))
+ waypoint_addlink(this, it);
+ if (!(it.wpflags & WPFLAGMASK_NORELINK))
+ waypoint_addlink(it, this);
}
else
{
dv = ev - sv;
dv.z = 0;
- if(vdist(dv, >=, 1050)) // max search distance in XY
+ int maxdist = 1050;
+ vector m1 = PL_MIN_CONST;
+ vector m2 = PL_MAX_CONST;
+
+ if ((this.wpflags & WAYPOINTFLAG_CROUCH) || (it.wpflags & WAYPOINTFLAG_CROUCH))
+ {
+ m1 = PL_CROUCH_MIN_CONST;
+ m2 = PL_CROUCH_MAX_CONST;
+ // links from crouch wp to normal wp (and viceversa) are very short to avoid creating many links
+ // that would be wasted due to rough travel cost calculation (the longer link is, the higher cost is)
+ // links from crouch wp to crouch wp can be as long as normal links
+ if (!((this.wpflags & WAYPOINTFLAG_CROUCH) && (it.wpflags & WAYPOINTFLAG_CROUCH)))
+ maxdist = 100;
+ }
+
+ if (vdist(dv, >=, maxdist)) // max search distance in XY
{
++relink_lengthculled;
continue;
//traceline(this.origin, it.origin, false, NULL);
//if (trace_fraction == 1)
- if (this.wpisbox)
+ if (this.wpisbox || (this.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT)) // forbid outgoing links
+ || it.SUPPORT_WP) // forbid incoming links
+ {
relink_walkculled += 0.5;
+ }
else
{
- if (tracewalk(this, sv, PL_MIN_CONST, PL_MAX_CONST, ev2, ev2_height, MOVE_NOMONSTERS))
+ if (tracewalk(this, sv, m1, m2, ev2, ev2_height, MOVE_NOMONSTERS))
waypoint_addlink(this, it);
else
relink_walkculled += 0.5;
}
- if (it.wpisbox)
+ // reverse direction
+ if (it.wpisbox || (it.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT)) // forbid incoming links
+ || this.SUPPORT_WP) // forbid outgoing links
+ {
relink_walkculled += 0.5;
+ }
else
{
- if (tracewalk(this, ev, PL_MIN_CONST, PL_MAX_CONST, sv2, sv2_height, MOVE_NOMONSTERS))
+ if (tracewalk(this, ev, m1, m2, sv2, sv2_height, MOVE_NOMONSTERS))
waypoint_addlink(it, this);
else
relink_walkculled += 0.5;
}
}
});
+
+ // waypoint_clearlinks preserves references to old hardwired links (.wphwXX links)
+ // so they can be restored here when a wp is spawned over an existing one
+ waypoint_restore_hardwiredlinks(this);
+
navigation_testtracewalk = 0;
this.wplinked = true;
this.dphitcontentsmask = dphitcontentsmask_save;
+
+ setthink(this, func_null);
+ this.nextthink = 0;
}
void waypoint_clearlinks(entity wp)
wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
+ // don't remove references to hardwired links (.wphwXX fields)
+
wp.wplinked = false;
}
wp.enemy = NULL;
if (!(wp.wpflags & WAYPOINTFLAG_PERSONAL))
wp.owner = NULL;
- if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
+ if (!(wp.wpflags & WPFLAGMASK_NORELINK))
waypoint_clearlinks(wp);
// schedule an actual relink on next frame
setthink(wp, waypoint_think);
{
waypoint_schedulerelink(it);
});
- waypoint_load_links_hardwired();
+ waypoint_load_hardwiredlinks();
}
#define GET_GAMETYPE_EXTENSION() ((g_race) ? ".race" : "")
++c;
waypoint_addlink(wp_from, wp_to);
+ if (wp_from.wp00_original && wp_from.wp00_original != wp_from.wp00)
+ wp_from.wpflags |= WAYPOINTFLAG_CUSTOM_JP;
}
fclose(file);
return true;
}
-void waypoint_load_or_remove_links_hardwired(bool removal_mode)
+void waypoint_load_hardwiredlinks()
{
string s;
float file, tokens, c = 0, found;
if (file < 0)
{
- if(!removal_mode)
- LOG_TRACE("waypoint links load from ", filename, " failed");
+ LOG_TRACE("waypoint links load from ", filename, " failed");
return;
}
+ bool is_special = false;
while ((s = fgets(file)))
{
if(substring(s, 0, 2)=="//")
if(substring(s, 0, 1)=="#")
continue;
+ // special links start with *, so old xonotic versions don't load them
+ is_special = false;
+ if (substring(s, 0, 1) == "*")
+ {
+ is_special = true;
+ s = substring(s, 1, -1);
+ }
+
tokens = tokenizebyseparator(s, "*");
if (tokens!=2)
if(!found)
{
- if(!removal_mode)
- LOG_INFO("NOTICE: Can not find origin waypoint for the hardwired link ", s, ". Path skipped");
+ s = strcat(((is_special) ? "special link " : "hardwired link "), s);
+ LOG_INFO("NOTICE: Can not find origin waypoint of the ", s, ". Path skipped");
continue;
}
}
if(!found)
{
- if(!removal_mode)
- LOG_INFO("NOTICE: Can not find destination waypoint for the hardwired link ", s, ". Path skipped");
+ s = strcat(((is_special) ? "special link " : "hardwired link "), s);
+ LOG_INFO("NOTICE: Can not find destination waypoint of the ", s, ". Path skipped");
continue;
}
++c;
- if(removal_mode)
+
+ if (!is_special)
{
- waypoint_removelink(wp_from, wp_to);
- continue;
+ waypoint_addlink(wp_from, wp_to);
+ waypoint_mark_hardwiredlink(wp_from, wp_to);
+ } else if (wp_from.wpflags & WPFLAGMASK_NORELINK
+ && ((wp_from.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT))
+ || (wp_from.wpisbox && wp_from.wpflags & WAYPOINTFLAG_TELEPORT)))
+ {
+ waypoint_addlink(wp_from, wp_to);
}
-
- waypoint_addlink(wp_from, wp_to);
- wp_from.wphardwired = true;
- wp_to.wphardwired = true;
- waypoint_setupmodel(wp_from);
- waypoint_setupmodel(wp_to);
}
fclose(file);
- LOG_TRACE(((removal_mode) ? "unloaded " : "loaded "),
- ftos(c), " waypoint links from maps/", mapname, ".waypoints.hardwired");
+ LOG_TRACE("loaded ", ftos(c), " waypoint links from maps/", mapname, ".waypoints.hardwired");
}
entity waypoint_get_link(entity w, float i)
}
}
+// Save all hardwired waypoint links to a file
+void waypoint_save_hardwiredlinks()
+{
+ string gt_ext = GET_GAMETYPE_EXTENSION();
+
+ string filename = sprintf("maps/%s.waypoints.hardwired", strcat(mapname, gt_ext));
+ int file = fopen(filename, FILE_WRITE);
+ if (file < 0)
+ {
+ LOG_TRACE("waypoint hardwired links ", filename, " creation failed");
+ return;
+ }
+
+ // write hardwired links to file
+ int count = 0;
+ fputs(file, "// HARDWIRED LINKS\n");
+ IL_EACH(g_waypoints, waypoint_has_hardwiredlinks(it),
+ {
+ for (int j = 0; j < 32; ++j)
+ {
+ entity link = waypoint_get_link(it, j);
+ if (waypoint_is_hardwiredlink(it, link))
+ {
+ // NOTE: vtos rounds vector components to 1 decimal place
+ string s = strcat(vtos(it.origin), "*", vtos(link.origin), "\n");
+ fputs(file, s);
+ ++count;
+ }
+ }
+ });
+
+ // write special links to file
+ int count2 = 0;
+ fputs(file, "\n// SPECIAL LINKS\n");
+ IL_EACH(g_waypoints, it.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT | WAYPOINTFLAG_CUSTOM_JP),
+ {
+ for (int j = 0; j < 32; ++j)
+ {
+ entity link = waypoint_get_link(it, j);
+ if (link)
+ {
+ // NOTE: vtos rounds vector components to 1 decimal place
+ string s = strcat("*", vtos(it.origin), "*", vtos(link.origin), "\n");
+ fputs(file, s);
+ ++count2;
+ }
+ }
+ });
+
+ fclose(file);
+
+ LOG_INFOF("saved %d hardwired links and %d special links to %s", count, count2, filename);
+}
+
// Save all waypoint links to a file
void waypoint_save_links()
{
- // temporarily remove hardwired links so they don't get saved among normal links
- waypoint_remove_links_hardwired();
-
string gt_ext = GET_GAMETYPE_EXTENSION();
string filename = sprintf("maps/%s.waypoints.cache", strcat(mapname, gt_ext));
fputs(file, strcat("//", "WAYPOINT_TIME ", waypoint_time, "\n"));
int c = 0;
- IL_EACH(g_waypoints, true,
+ IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT | WAYPOINTFLAG_CUSTOM_JP)),
{
for(int j = 0; j < 32; ++j)
{
entity link = waypoint_get_link(it, j);
- if(link)
+ if (link && !waypoint_is_hardwiredlink(it, link))
{
// NOTE: vtos rounds vector components to 1 decimal place
string s = strcat(vtos(it.origin), "*", vtos(link.origin), "\n");
botframe_cachedwaypointlinks = true;
LOG_INFOF("saved %d waypoint links to %s", c, filename);
-
- waypoint_load_links_hardwired();
}
// save waypoints to gamedir/data/maps/mapname.waypoints
void waypoint_saveall()
{
+ if (WAYPOINT_VERSION < waypoint_version_loaded)
+ {
+ LOG_INFOF("^1Overwriting waypoints with a higher version number (%f) is not allowed.\n"
+ "Update Xonotic to make them editable.", waypoint_version_loaded);
+ return;
+ }
string gt_ext = GET_GAMETYPE_EXTENSION();
string filename = sprintf("maps/%s.waypoints", strcat(mapname, gt_ext));
});
fclose(file);
waypoint_save_links();
+ waypoint_save_hardwiredlinks();
+
botframe_loadedforcedlinks = false;
+ waypoint_version_loaded = WAYPOINT_VERSION;
LOG_INFOF("saved %d waypoints to %s", c, filename);
}
float waypoint_loadall()
{
string s;
- float file, cwp, cwb, fl;
+ int file, cwp, cwb, fl;
vector m1, m2;
cwp = 0;
cwb = 0;
if (!s)
break;
fl = stof(s);
+ fl &= ~WAYPOINTFLAG_NORELINK__DEPRECATED;
waypoint_spawn(m1, m2, fl);
if (m1 == m2)
cwp = cwp + 1;
cwb = cwb + 1;
}
fclose(file);
+ waypoint_version_loaded = ver;
LOG_TRACE("loaded ", ftos(cwp), " waypoints and ", ftos(cwb), " wayboxes from maps/", mapname, ".waypoints");
if (autocvar_g_waypointeditor && autocvar_g_waypointeditor_symmetrical_allowload)
LOG_INFO(strcat("g_waypointeditor_symmetrical", " has been set to ", cvar_string("g_waypointeditor_symmetrical")));
}
+ if (WAYPOINT_VERSION < waypoint_version_loaded)
+ LOG_INFOF("^1Editing waypoints with a higher version number (%f) is not allowed.\n"
+ "Update Xonotic to make them editable.", waypoint_version_loaded);
+
return cwp + cwb;
}
{
entity w;
entity dw;
- w = waypoint_spawn(org1, org2, WAYPOINTFLAG_GENERATED | teleport_flag | WAYPOINTFLAG_NORELINK);
+ w = waypoint_spawn(org1, org2, WAYPOINTFLAG_GENERATED | teleport_flag);
dw = waypoint_spawn(destination1, destination2, WAYPOINTFLAG_GENERATED);
// one way link to the destination
+ w.wp00_original = dw;
w.wp00 = dw;
w.wp00mincost = timetaken; // this is just for jump pads
// the teleporter's nearest spawnfunc_waypoint is this one
if (!(wp1 && wp2))
return;
- if (wp1.wphardwired && wp2.wphardwired)
+ if (waypoint_is_hardwiredlink(wp1, wp2) || (wp1.wpflags & (WAYPOINTFLAG_JUMP | WAYPOINTFLAG_SUPPORT | WAYPOINTFLAG_CUSTOM_JP)))
te_beam(NULL, wp1.origin, wp2.origin);
else if (display_type == 1)
te_lightning2(NULL, wp1.origin, wp2.origin);
void waypoint_showlinks_from(entity wp, int display_type)
{
- waypoint_showlink(wp.wp00, wp, display_type); waypoint_showlink(wp.wp16, wp, display_type);
- waypoint_showlink(wp.wp01, wp, display_type); waypoint_showlink(wp.wp17, wp, display_type);
- waypoint_showlink(wp.wp02, wp, display_type); waypoint_showlink(wp.wp18, wp, display_type);
- waypoint_showlink(wp.wp03, wp, display_type); waypoint_showlink(wp.wp19, wp, display_type);
- waypoint_showlink(wp.wp04, wp, display_type); waypoint_showlink(wp.wp20, wp, display_type);
- waypoint_showlink(wp.wp05, wp, display_type); waypoint_showlink(wp.wp21, wp, display_type);
- waypoint_showlink(wp.wp06, wp, display_type); waypoint_showlink(wp.wp22, wp, display_type);
- waypoint_showlink(wp.wp07, wp, display_type); waypoint_showlink(wp.wp23, wp, display_type);
- waypoint_showlink(wp.wp08, wp, display_type); waypoint_showlink(wp.wp24, wp, display_type);
- waypoint_showlink(wp.wp09, wp, display_type); waypoint_showlink(wp.wp25, wp, display_type);
- waypoint_showlink(wp.wp10, wp, display_type); waypoint_showlink(wp.wp26, wp, display_type);
- waypoint_showlink(wp.wp11, wp, display_type); waypoint_showlink(wp.wp27, wp, display_type);
- waypoint_showlink(wp.wp12, wp, display_type); waypoint_showlink(wp.wp28, wp, display_type);
- waypoint_showlink(wp.wp13, wp, display_type); waypoint_showlink(wp.wp29, wp, display_type);
- waypoint_showlink(wp.wp14, wp, display_type); waypoint_showlink(wp.wp30, wp, display_type);
- waypoint_showlink(wp.wp15, wp, display_type); waypoint_showlink(wp.wp31, wp, display_type);
+ waypoint_showlink(wp, wp.wp00, display_type); waypoint_showlink(wp, wp.wp16, display_type);
+ waypoint_showlink(wp, wp.wp01, display_type); waypoint_showlink(wp, wp.wp17, display_type);
+ waypoint_showlink(wp, wp.wp02, display_type); waypoint_showlink(wp, wp.wp18, display_type);
+ waypoint_showlink(wp, wp.wp03, display_type); waypoint_showlink(wp, wp.wp19, display_type);
+ waypoint_showlink(wp, wp.wp04, display_type); waypoint_showlink(wp, wp.wp20, display_type);
+ waypoint_showlink(wp, wp.wp05, display_type); waypoint_showlink(wp, wp.wp21, display_type);
+ waypoint_showlink(wp, wp.wp06, display_type); waypoint_showlink(wp, wp.wp22, display_type);
+ waypoint_showlink(wp, wp.wp07, display_type); waypoint_showlink(wp, wp.wp23, display_type);
+ waypoint_showlink(wp, wp.wp08, display_type); waypoint_showlink(wp, wp.wp24, display_type);
+ waypoint_showlink(wp, wp.wp09, display_type); waypoint_showlink(wp, wp.wp25, display_type);
+ waypoint_showlink(wp, wp.wp10, display_type); waypoint_showlink(wp, wp.wp26, display_type);
+ waypoint_showlink(wp, wp.wp11, display_type); waypoint_showlink(wp, wp.wp27, display_type);
+ waypoint_showlink(wp, wp.wp12, display_type); waypoint_showlink(wp, wp.wp28, display_type);
+ waypoint_showlink(wp, wp.wp13, display_type); waypoint_showlink(wp, wp.wp29, display_type);
+ waypoint_showlink(wp, wp.wp14, display_type); waypoint_showlink(wp, wp.wp30, display_type);
+ waypoint_showlink(wp, wp.wp15, display_type); waypoint_showlink(wp, wp.wp31, display_type);
}
void crosshair_trace_waypoints(entity pl)
setsize(it, '-16 -16 -16', '16 16 16');
});
- crosshair_trace(pl);
+ WarpZone_crosshair_trace(pl);
IL_EACH(g_waypoints, true, {
it.solid = SOLID_TRIGGER;
if (!it.wpisbox)
setsize(it, '0 0 0', '0 0 0');
});
+
if (trace_ent.classname != "waypoint")
trace_ent = NULL;
+ else if (!trace_ent.wpisbox)
+ trace_endpos = trace_ent.origin;
}
void botframe_showwaypointlinks()
it.wp_aimed = NULL;
if (wasfreed(it.wp_locked))
it.wp_locked = NULL;
- if (PHYS_INPUT_BUTTON_USE(it))
- it.wp_locked = it.wp_aimed;
entity head = it.wp_locked;
if (!head)
head = navigation_findnearestwaypoint(it, false);
it.nearestwaypointtimeout = time + 2; // while I'm at it...
if (IS_ONGROUND(it) || it.waterlevel > WATERLEVEL_NONE || it.wp_locked)
display_type = 1; // default
- else if(head && (head.wphardwired))
+ else if(waypoint_has_hardwiredlinks(head))
display_type = 2; // only hardwired
if (display_type)
wp = trace_ent;
if (wp != it.wp_aimed)
{
- str = sprintf("\necho ^2WP info^7: entity: %d, flags: %d, origin: '%s'\n", etof(wp), wp.wpflags, vtos(wp.origin));
+ string wp_type_str = waypoint_get_type_name(wp);
+ str = sprintf("\necho Entity %d: %s^7, flags: %d, origin: %s\n", etof(wp), wp_type_str, wp.wpflags, vtos(wp.origin));
if (wp.wpisbox)
- str = strcat(str, sprintf("echo \" absmin: '%s', absmax: '%s'\"\n", vtos(wp.absmin), vtos(wp.absmax)));
+ str = strcat(str, sprintf("echo \" absmin: %s, absmax: %s\"\n", vtos(wp.absmin), vtos(wp.absmax)));
stuffcmd(it, str);
- str = sprintf("entity: %d\nflags: %d\norigin: \'%s\'", etof(wp), wp.wpflags, vtos(wp.origin));
+ str = sprintf("Entity %d: %s^7\nflags: %d\norigin: %s", etof(wp), wp_type_str, wp.wpflags, vtos(wp.origin));
if (wp.wpisbox)
- str = strcat(str, sprintf(" \nabsmin: '%s'\nabsmax: '%s'", vtos(wp.absmin), vtos(wp.absmax)));
+ str = strcat(str, sprintf(" \nabsmin: %s\nabsmax: %s", vtos(wp.absmin), vtos(wp.absmax)));
debug_text_3d(wp.origin, str, 0, 7, '0 0 0');
}
}
}
float bestdist = maxdist;
- IL_EACH(g_waypoints, it != wp && !(it.wpflags & WAYPOINTFLAG_NORELINK),
+ IL_EACH(g_waypoints, it != wp && !(it.wpflags & WPFLAGMASK_NORELINK),
{
float d = vlen(wp.origin - it.origin) + vlen(it.origin - porg);
if(d < bestdist)
// increase by 0.01 when changes require only waypoint relinking
// increase by 1 when changes require to manually edit waypoints
// max 2 decimal places, always specified
-const float WAYPOINT_VERSION = 1.02;
+const float WAYPOINT_VERSION = 1.04;
+float waypoint_version_loaded;
string waypoint_time;
// fields you can query using prvm_global server to get some statistics about waypoint linking culling
.entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07, wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
.entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
+// used by jumppads to store original destination wp, used in case it gets changed in the editor
+.entity wp00_original;
+
.float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
.float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
.float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost;
.float wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
-.float wpfire, wpcost, wpconsidered, wpisbox, wplinked, wphardwired;
+// hardwired links are saved to the .wpXX fields among normal links
+// AND to the supporting .wphwXX fields to allow identifying them precisely
+// these links are not sorted, unlike normal links
+.entity wphw00, wphw01, wphw02, wphw03, wphw04, wphw05, wphw06, wphw07;
+
+.float wpcost;
+.int wpfire, wpconsidered, wpisbox, wplinked;
.int wpflags;
.entity wp_aimed;
.entity wp_locked;
.vector wpnearestpoint;
+// holds reference to the support waypoint, if any
+.entity goalentity;
+#define SUPPORT_WP goalentity
+
/*
* Functions
*/
spawnfunc(waypoint);
+
+bool waypoint_has_hardwiredlinks(entity wp);
+bool waypoint_is_hardwiredlink(entity wp_from, entity wp_to);
+void waypoint_mark_hardwiredlink(entity wp_from, entity wp_to);
+void waypoint_unmark_hardwiredlink(entity wp_from, entity wp_to);
+
void waypoint_removelink(entity from, entity to);
int waypoint_getlinknum(entity from, entity to);
bool waypoint_islinked(entity from, entity to);
float waypoint_loadall();
bool waypoint_load_links();
-#define waypoint_load_links_hardwired() waypoint_load_or_remove_links_hardwired(false)
-#define waypoint_remove_links_hardwired() waypoint_load_or_remove_links_hardwired(true)
-void waypoint_load_or_remove_links_hardwired(bool removal_mode);
+void waypoint_load_hardwiredlinks();
-void waypoint_spawn_fromeditor(entity pl);
+void waypoint_spawn_fromeditor(entity pl, bool at_crosshair, bool is_jump_wp, bool is_crouch_wp, bool is_support_wp);
entity waypoint_spawn(vector m1, vector m2, float f);
entity waypoint_spawnpersonal(entity this, vector position);
void waypoint_spawnforitem_force(entity e, vector org) { }
void waypoint_spawnforteleporter(entity e, vector destination, float timetaken, entity tracetest_ent) { }
void waypoint_spawnforteleporter_wz(entity e, entity tracetest_ent) { }
-void waypoint_spawn_fromeditor(entity pl) { }
+void waypoint_spawn_fromeditor(entity pl, bool at_crosshair, bool is_jump_wp, bool is_crouch_wp, bool is_support_wp) { }
entity waypoint_spawn(vector m1, vector m2, float f) { return NULL; }
#endif
this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
}
- if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(this.items & IT_UNLIMITED_AMMO))
{
float minf, maxf, limitf;
this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
CS(this).impulse = 0;
+ this.disableclientprediction = 1; // no need to run prediction on a spectator
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
ATTRIB(Client, zoomstate, bool, this.zoomstate);
ATTRIB(Client, just_joined, bool, this.just_joined);
ATTRIB(Client, race_completed, bool, this.race_completed);
- ATTRIBARRAY(Client, msg_choice_choices, int, 50); // TODO: actually NOTIF_CHOICE_MAX
+ ATTRIBARRAY(Client, msg_choice_choices, int, 20); // TODO: actually NOTIF_CHOICE_MAX
ATTRIB(Client, latency_sum, float, this.latency_sum);
ATTRIB(Client, latency_cnt, int, this.latency_cnt);
ATTRIB(Client, latency_time, float, this.latency_time);
{
if (argv(1) == "spawn")
{
+ string s = argv(2);
if (!IS_PLAYER(caller))
sprint(caller, "ERROR: this command works only if you are player\n");
else
- waypoint_spawn_fromeditor(caller);
+ waypoint_spawn_fromeditor(caller, (s == "crosshair"), (s == "jump"), (s == "crouch"), (s == "support"));
return;
}
else if (argv(1) == "remove")
waypoint_remove_fromeditor(caller);
return;
}
+ else if (argv(1) == "hardwire")
+ {
+ string s = argv(2);
+ waypoint_start_hardwiredlink(caller, (s == "crosshair"));
+ return;
+ }
+ else if (argv(1) == "lock")
+ {
+ waypoint_lock(caller);
+ return;
+ }
else if (argv(1) == "unreachable")
{
if (!IS_PLAYER(caller))
case CMD_REQUEST_USAGE:
{
sprint(caller, "\nUsage:^3 cmd wpeditor action\n");
- sprint(caller, " Where 'action' can be: spawn, remove, unreachable, saveall, relinkall,\n");
- sprint(caller, " symorigin get|set\n");
- sprint(caller, " symorigin get|set p1 p2 ... pX\n");
- sprint(caller, " symaxis get|set p1 p2\n");
- sprint(caller, " where p1 p2 ... pX are positions \"x y z\" (z can be omitted)\n");
- sprint(caller, " symorigin and symaxis commands are useful to determine origin/axis of symmetry"
- " on maps without ctf flags or where flags aren't perfectly symmetrical\n");
+ sprint(caller, " Where 'action' can be:\n");
+ sprint(caller, " ^5spawn^7: spawns a waypoint at player's position\n");
+ sprint(caller, " ^5remove^7: removes player's nearest waypoint\n");
+ sprint(caller, " ^5unreachable^7: reveals waypoints and items unreachable from the current position and spawnpoints without a nearest waypoint\n");
+ sprint(caller, " ^5saveall^7: saves all waypoints and links to file\n");
+ sprint(caller, " ^5relinkall^7: relinks all waypoints as if they were respawned\n");
+ sprint(caller, " ^5spawn crosshair^7: spawns a waypoint at crosshair's position\n");
+ sprint(caller, " ^7 in general useful to create special and hardwired links with ease from existing waypoints\n");
+ sprint(caller, " ^7 in particular it's the only way to create custom jumppad waypoints (spawn another waypoint to create destination))\n");
+ sprint(caller, " ^5spawn jump^7: spawns a jump waypoint (place it at least 60 qu before jump start, spawn another waypoint to create destination)\n");
+ sprint(caller, " ^5spawn crouch^7: spawns a crouch waypoint (it links only to very close waypoints)\n");
+ sprint(caller, " ^5spawn support^7: spawns a support waypoint (spawn another waypoint to create destination from which all incoming links are removed)\n");
+ sprint(caller, " ^7 useful to replace links to problematic jumppad/teleport waypoints\n");
+ sprint(caller, " ^5hardwire^7: marks the nearest waypoint as origin of a new hardwired link (spawn another waypoint over an existing one to create destination)\n");
+ sprint(caller, " ^5hardwire crosshair^7: marks the waypoint at crosshair instead of the nearest waypoint\n");
+ sprint(caller, " ^5lock^7: locks link display of the aimed waypoint (unlocks if no waypoint is found at crosshair's position)\n");
+ sprint(caller, " ^5symorigin get|set\n");
+ sprint(caller, " ^5symorigin get|set p1 p2 ... pX\n");
+ sprint(caller, " ^5symaxis get|set p1 p2\n");
+ sprint(caller, " ^7 where p1 p2 ... pX are positions (\"x y z\", z can be omitted) that you know are perfectly symmetrical"
+ " so you can determine origin/axis of symmetry of maps without ctf flags or where flags aren't perfectly symmetrical\n");
+ sprint(caller, " See 'wpeditor_menu' for a selectable list of various commands and useful settings to edit waypoints.\n");
return;
}
}
if (Physics_Valid(command) || command == "default")
{
- stuffcmd(caller, strcat("\nseta cl_physics ", command, "\nsendcvar cl_physics\n"));
+ stuffcmd(caller, strcat("\nseta cl_physics ", command, "\n"));
sprint(caller, strcat("^2Physics set successfully changed to ^3", command, "\n"));
return;
}
sprint(caller, sprintf("Invalid voice. Use one of: %s\n", allvoicesamples));
return;
}
+ if (IS_DEAD(caller))
+ {
+ // don't warn the caller when trying to taunt while dead, just don't play any sounds!
+ // we still allow them to see warnings if it's invalid, so a dead player can find out the sounds in peace
+ return;
+ }
string msg = "";
if (argc >= 3)
msg = substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2));
case "prespawn": break; // handled by engine in host_cmd.c
case "sentcvar": break; // handled by server in this file
case "spawn": break; // handled by engine in host_cmd.c
+ case "color": case "topcolor": case "bottomcolor": if(teamplay) return; else break; // handled by engine in host_cmd.c
case "c2s": Net_ClientCommand(this, command); return; // handled by net.qh
default:
restart_mapalreadyrestarted = false; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
// disable the warmup global for the server
+ if(warmup_stage)
+ localcmd("\nsv_hook_warmupend\n");
warmup_stage = 0; // once the game is restarted the game is in match stage
// reset the .ready status of all players (also spectators)
float default_weapon_alpha;
.float cvar_cl_handicap;
+.int cvar_cl_gunalign;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
.float cvar_cl_allow_uid2name;
.float cvar_cl_allow_uidtracking;
+.bool cvar_cl_allow_uidranking;
.string stored_netname;
string gamemode_name;
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-// WEAPONTODO: remove this
-//WepSet weaponsInMap;
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
.float cvar_cl_weaponimpulsemode;
.int selectweapon; // last selected weapon of the player
-.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+.float ballistics_density;
//const int FROZEN_NOT = 0;
const int FROZEN_NORMAL = 1;
BADCVAR("g_domination");
BADCVAR("g_domination_default_teams");
BADCVAR("g_duel");
+ BADCVAR("g_duel_not_dm_maps");
BADCVAR("g_freezetag");
BADCVAR("g_freezetag_teams");
BADCVAR("g_invasion_teams");
BADCVAR("g_race_qualifying_timelimit");
BADCVAR("g_race_qualifying_timelimit_override");
BADCVAR("g_runematch");
+ BADCVAR("g_shootfromeye");
BADCVAR("g_snafu");
BADCVAR("g_tdm");
+ BADCVAR("g_tdm_on_dm_maps");
BADCVAR("g_tdm_teams");
BADCVAR("g_vip");
BADCVAR("leadlimit");
BADCVAR("teamplay");
BADCVAR("timelimit");
BADCVAR("g_mapinfo_ignore_warnings");
+ BADCVAR("g_maplist_ignore_sizes");
+ BADCVAR("g_maplist_sizes_count_bots");
// long
BADCVAR("hostname");
BADCVAR("captureleadlimit_override");
BADCVAR("condump_stripcolors");
BADCVAR("gameversion");
+ BADCVAR("fs_gamedir");
BADCVAR("g_allow_oldvortexbeam");
BADCVAR("g_balance_kill_delay");
BADCVAR("g_buffs_pickup_anyway");
BADCVAR("g_jump_grunt");
BADCVAR("g_keyhunt_point_leadlimit");
BADCVAR("g_nexball_goalleadlimit");
+ BADCVAR("g_new_toys_autoreplace");
BADCVAR("g_new_toys_use_pickupsound");
BADCVAR("g_physics_predictall");
BADCVAR("g_piggyback");
BADCVAR("g_playerclip_collisions");
+ BADCVAR("g_spawn_alloweffects");
BADCVAR("g_tdm_point_leadlimit");
BADCVAR("g_tdm_point_limit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("g_ban_sync_uri");
BADCVAR("g_buffs");
BADCVAR("g_ca_teams_override");
+ BADCVAR("g_ctf_fullbrightflags");
BADCVAR("g_ctf_ignore_frags");
BADCVAR("g_ctf_leaderboard");
BADCVAR("g_domination_point_limit");
BADCVAR("g_physics_clientselect");
BADCVAR("g_pinata");
BADCVAR("g_powerups");
+ BADCVAR("g_player_brightness");
+ BADCVAR("g_rocket_flying");
+ BADCVAR("g_rocket_flying_disabledelays");
BADCVAR("g_spawnshieldtime");
BADCVAR("g_start_delay");
BADCVAR("g_superspectate");
BADCVAR("g_grappling_hook");
BADCVAR("g_jetpack");
+ // temporary for testing
+ // TODO remove before 0.8.3 release
+ BADCVAR("g_ca_weaponarena");
+ BADCVAR("g_freezetag_weaponarena");
+ BADCVAR("g_lms_weaponarena");
+
+ if(cvar_string("g_mod_balance") == "Testing")
+ {
+ // (temporary) while using the Testing balance, any weapon balance cvars are allowed to be changed
+ BADPREFIX("g_balance_");
+ }
+
#undef BADPRESUFFIX
#undef BADPREFIX
#undef BADCVAR
// physics/balance/config changes that count as mod
if(cvar_string("g_mod_physics") != cvar_defstring("g_mod_physics"))
modname = cvar_string("g_mod_physics");
- if(cvar_string("g_mod_balance") != cvar_defstring("g_mod_balance"))
+ if(cvar_string("g_mod_balance") != cvar_defstring("g_mod_balance") && cvar_string("g_mod_balance") != "Testing")
modname = cvar_string("g_mod_balance");
if(cvar_string("g_mod_config") != cvar_defstring("g_mod_config"))
modname = cvar_string("g_mod_config");
// open map size restriction file
string opensize_msg = strcat("opensize ", map);
float fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
+ int pcount = player_count;
+ if(!autocvar_g_maplist_sizes_count_bots)
+ pcount -= currentbots;
if(fh >= 0)
{
opensize_msg = strcat(opensize_msg, ": ok, ");
int mapmin = stoi(fgets(fh));
int mapmax = stoi(fgets(fh));
fclose(fh);
- if(player_count < mapmin)
+ if(pcount < mapmin)
{
LOG_TRACE(opensize_msg, "not enough");
return false;
}
- if(mapmax && player_count > mapmax)
+ if(mapmax && pcount > mapmax)
{
LOG_TRACE(opensize_msg, "too many");
return false;
return "Map switch will happen after scoreboard.";
}
-bool autocvar_sv_gameplayfix_multiplethinksperframe;
+bool autocvar_sv_gameplayfix_multiplethinksperframe = true;
void RunThink(entity this)
{
// don't let things stay in the past.
}
bool autocvar_sv_freezenonclients;
-bool autocvar_sv_gameplayfix_delayprojectiles;
+bool autocvar_sv_gameplayfix_delayprojectiles = false;
void Physics_Frame()
{
if(autocvar_sv_freezenonclients)
float i, n;
if(autocvar_g_ban_sync_uri == "")
- goto killme;
+ {
+ delete(this);
+ return;
+ }
if(autocvar_g_ban_sync_interval == 0) // < 0 is okay, it means "sync on level start only"
- goto killme;
+ {
+ delete(this);
+ return;
+ }
argc = tokenize_console(autocvar_g_ban_sync_trusted_servers);
if(argc == 0)
- goto killme;
+ {
+ delete(this);
+ return;
+ }
string s = argv(0); for(i = 1; i < argc; ++i) s = strcat(s, ";", argv(i));
strcpy(OnlineBanList_Servers, s);
uri_get(strcat(argv(i), "?", uri), URI_GET_IPBAN + i); // 1000 = "banlist" callback target
}
- if(autocvar_g_ban_sync_interval > 0)
- this.nextthink = time + max(60, autocvar_g_ban_sync_interval * 60);
- else
- goto killme;
- return;
+ if(autocvar_g_ban_sync_interval <= 0)
+ {
+ delete(this);
+ return;
+ }
-LABEL(killme)
- delete(this);
+ this.nextthink = time + max(60, autocvar_g_ban_sync_interval * 60);
}
const float BAN_MAX = 256;
REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
+REPLICATE(cvar_cl_allow_uidranking, bool, "cl_allow_uidranking");
+
REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
REPLICATE(cvar_cl_handicap, float, "cl_handicap");
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+
REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
{
string s = string_null;
+ if (f == 0)
+ LOG_INFO("Warning: requesting cvar values is deprecated. Client should send them automatically using REPLICATE.\n");
+
if (f > 0)
s = strcat1(argv(f));
return p.netname;
}
-float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
+float want_weapon(entity weaponinfo, float allguns)
{
- int i = weaponinfo.m_id;
int d = 0;
bool allow_mutatorblocked = false;
- if(!i)
+ if(!weaponinfo.m_id)
return 0;
bool mutator_returnvalue = MUTATOR_CALLHOOK(WantWeapon, weaponinfo, d, allguns, allow_mutatorblocked);
float t = weaponinfo.weaponstartoverride;
- //print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
+ //LOG_INFOF("want_weapon: %s - d: %d t: %d\n", weaponinfo.netname, d, t);
// bit order in t:
// 1: want or not
return t;
}
+/// Weapons the player normally starts with outside weapon arena.
+WepSet weapons_start()
+{
+ WepSet ret = '0 0 0';
+ FOREACH(Weapons, it != WEP_Null, {
+ int w = want_weapon(it, false);
+ if (w & 1)
+ ret |= it.m_wepset;
+ });
+ return ret;
+}
+
+WepSet weapons_all()
+{
+ WepSet ret = '0 0 0';
+ FOREACH(Weapons, it != WEP_Null, {
+ if (!(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)))
+ ret |= it.m_wepset;
+ });
+ return ret;
+}
+
+WepSet weapons_devall()
+{
+ WepSet ret = '0 0 0';
+ FOREACH(Weapons, it != WEP_Null,
+ {
+ ret |= it.m_wepset;
+ });
+ return ret;
+}
+
+WepSet weapons_most()
+{
+ WepSet ret = '0 0 0';
+ FOREACH(Weapons, it != WEP_Null, {
+ if ((it.spawnflags & WEP_FLAG_NORMAL) && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_SPECIALATTACK)))
+ ret |= it.m_wepset;
+ });
+ return ret;
+}
+
+void weaponarena_available_all_update(entity this)
+{
+ if (weaponsInMapAll)
+ {
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | (weaponsInMapAll & weapons_all());
+ }
+ else
+ {
+ // if no weapons are available on the map, just fall back to all weapons arena
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_all();
+ }
+}
+
+void weaponarena_available_devall_update(entity this)
+{
+ if (weaponsInMapAll)
+ {
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | weaponsInMapAll;
+ }
+ else
+ {
+ // if no weapons are available on the map, just fall back to devall weapons arena
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_devall();
+ }
+}
+
+void weaponarena_available_most_update(entity this)
+{
+ if (weaponsInMapAll)
+ {
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_start() | (weaponsInMapAll & weapons_most());
+ }
+ else
+ {
+ // if no weapons are available on the map, just fall back to most weapons arena
+ start_weapons = warmup_start_weapons = g_weaponarena_weapons = weapons_most();
+ }
+}
+
void readplayerstartcvars()
{
float i, t;
- string s;
// initialize starting values for players
start_weapons = '0 0 0';
g_weaponarena = 0;
g_weaponarena_weapons = '0 0 0';
- s = cvar_string("g_weaponarena");
+ string s = cvar_string("g_weaponarena");
MUTATOR_CALLHOOK(SetWeaponArena, s);
s = M_ARGV(0, string);
{
g_weaponarena = 1;
g_weaponarena_list = "All Weapons";
- FOREACH(Weapons, it != WEP_Null, {
- if(!(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)))
- g_weaponarena_weapons |= (it.m_wepset);
- });
+ g_weaponarena_weapons = weapons_all();
}
else if (s == "devall")
{
g_weaponarena = 1;
- g_weaponarena_list = "All Weapons"; // TODO: report as more than just all weapons?
- FOREACH(Weapons, it != WEP_Null,
- {
- g_weaponarena_weapons |= (it.m_wepset);
- });
+ g_weaponarena_list = "Dev All Weapons";
+ g_weaponarena_weapons = weapons_devall();
}
else if (s == "most")
{
g_weaponarena = 1;
g_weaponarena_list = "Most Weapons";
- FOREACH(Weapons, it != WEP_Null, {
- if ((it.spawnflags & WEP_FLAG_NORMAL) && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_SPECIALATTACK)))
- g_weaponarena_weapons |= (it.m_wepset);
- });
+ g_weaponarena_weapons = weapons_most();
+ }
+ else if (s == "all_available")
+ {
+ g_weaponarena = 1;
+ g_weaponarena_list = "All Available Weapons";
+
+ // this needs to run after weaponsInMapAll is initialized
+ InitializeEntity(NULL, weaponarena_available_all_update, INITPRIO_FINDTARGET);
+ }
+ else if (s == "devall_available")
+ {
+ g_weaponarena = 1;
+ g_weaponarena_list = "Dev All Available Weapons";
+
+ // this needs to run after weaponsInMapAll is initialized
+ InitializeEntity(NULL, weaponarena_available_devall_update, INITPRIO_FINDTARGET);
+ }
+ else if (s == "most_available")
+ {
+ g_weaponarena = 1;
+ g_weaponarena_list = "Most Available Weapons";
+
+ // this needs to run after weaponsInMapAll is initialized
+ InitializeEntity(NULL, weaponarena_available_most_update, INITPRIO_FINDTARGET);
}
else if (s == "none")
{
{
g_weapon_stay = 0; // incompatible
start_weapons = g_weaponarena_weapons;
- start_items |= IT_UNLIMITED_AMMO;
+ start_items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
}
else
{
if(!cvar("g_use_ammunition"))
start_items |= IT_UNLIMITED_AMMO;
- if(start_items & IT_UNLIMITED_WEAPON_AMMO)
+ if(start_items & IT_UNLIMITED_AMMO)
{
start_ammo_shells = 999;
start_ammo_nails = 999;
start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
random_start_weapons_count = cvar("g_random_start_weapons_count");
- SetResource(random_start_ammo, RES_SHELLS, cvar(
- "g_random_start_shells"));
- SetResource(random_start_ammo, RES_BULLETS, cvar(
- "g_random_start_bullets"));
- SetResource(random_start_ammo, RES_ROCKETS,
- cvar("g_random_start_rockets"));
- SetResource(random_start_ammo, RES_CELLS, cvar(
- "g_random_start_cells"));
- SetResource(random_start_ammo, RES_PLASMA, cvar(
- "g_random_start_plasma"));
+ SetResource(random_start_ammo, RES_SHELLS, cvar("g_random_start_shells"));
+ SetResource(random_start_ammo, RES_BULLETS, cvar("g_random_start_bullets"));
+ SetResource(random_start_ammo, RES_ROCKETS,cvar("g_random_start_rockets"));
+ SetResource(random_start_ammo, RES_CELLS, cvar("g_random_start_cells"));
+ SetResource(random_start_ammo, RES_PLASMA, cvar("g_random_start_plasma"));
}
- if (warmup_stage)
+ warmup_start_ammo_shells = start_ammo_shells;
+ warmup_start_ammo_nails = start_ammo_nails;
+ warmup_start_ammo_rockets = start_ammo_rockets;
+ warmup_start_ammo_cells = start_ammo_cells;
+ warmup_start_ammo_plasma = start_ammo_plasma;
+ warmup_start_ammo_fuel = start_ammo_fuel;
+ warmup_start_health = start_health;
+ warmup_start_armorvalue = start_armorvalue;
+ warmup_start_weapons = start_weapons;
+ warmup_start_weapons_default = start_weapons_default;
+ warmup_start_weapons_defaultmask = start_weapons_defaultmask;
+
+ if (!g_weaponarena)
{
- warmup_start_ammo_shells = start_ammo_shells;
- warmup_start_ammo_nails = start_ammo_nails;
- warmup_start_ammo_rockets = start_ammo_rockets;
- warmup_start_ammo_cells = start_ammo_cells;
- warmup_start_ammo_plasma = start_ammo_plasma;
- warmup_start_ammo_fuel = start_ammo_fuel;
- warmup_start_health = start_health;
- warmup_start_armorvalue = start_armorvalue;
- warmup_start_weapons = start_weapons;
- warmup_start_weapons_default = start_weapons_default;
- warmup_start_weapons_defaultmask = start_weapons_defaultmask;
-
- if (!g_weaponarena && !g_ca && !g_freezetag)
- {
- warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
- warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
- warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
- warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
- warmup_start_ammo_plasma = cvar("g_warmup_start_ammo_plasma");
- warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");
- warmup_start_health = cvar("g_warmup_start_health");
- warmup_start_armorvalue = cvar("g_warmup_start_armor");
- warmup_start_weapons = '0 0 0';
- warmup_start_weapons_default = '0 0 0';
- warmup_start_weapons_defaultmask = '0 0 0';
- FOREACH(Weapons, it != WEP_Null, {
- int w = want_weapon(it, g_warmup_allguns);
- WepSet s = (it.m_wepset);
- if(w & 1)
- warmup_start_weapons |= s;
- if(w & 2)
- warmup_start_weapons_default |= s;
- if(w & 4)
- warmup_start_weapons_defaultmask |= s;
- });
- }
+ warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
+ warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
+ warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
+ warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
+ warmup_start_ammo_plasma = cvar("g_warmup_start_ammo_plasma");
+ warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");
+ warmup_start_health = cvar("g_warmup_start_health");
+ warmup_start_armorvalue = cvar("g_warmup_start_armor");
+ warmup_start_weapons = '0 0 0';
+ warmup_start_weapons_default = '0 0 0';
+ warmup_start_weapons_defaultmask = '0 0 0';
+ FOREACH(Weapons, it != WEP_Null, {
+ int w = want_weapon(it, g_warmup_allguns);
+ WepSet s = it.m_wepset;
+ if(w & 1)
+ warmup_start_weapons |= s;
+ if(w & 2)
+ warmup_start_weapons_default |= s;
+ if(w & 4)
+ warmup_start_weapons_defaultmask |= s;
+ });
}
if (g_jetpack)
start_ammo_cells = max(0, start_ammo_cells);
start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_fuel = max(0, start_ammo_fuel);
- SetResource(random_start_ammo, RES_SHELLS, max(0,
- GetResource(random_start_ammo, RES_SHELLS)));
- SetResource(random_start_ammo, RES_BULLETS, max(0,
- GetResource(random_start_ammo, RES_BULLETS)));
- SetResource(random_start_ammo, RES_ROCKETS, max(0,
- GetResource(random_start_ammo, RES_ROCKETS)));
- SetResource(random_start_ammo, RES_CELLS, max(0,
- GetResource(random_start_ammo, RES_CELLS)));
- SetResource(random_start_ammo, RES_PLASMA, max(0,
- GetResource(random_start_ammo, RES_PLASMA)));
+ SetResource(random_start_ammo, RES_SHELLS,
+ max(0, GetResource(random_start_ammo, RES_SHELLS)));
+ SetResource(random_start_ammo, RES_BULLETS,
+ max(0, GetResource(random_start_ammo, RES_BULLETS)));
+ SetResource(random_start_ammo, RES_ROCKETS,
+ max(0, GetResource(random_start_ammo, RES_ROCKETS)));
+ SetResource(random_start_ammo, RES_CELLS,
+ max(0, GetResource(random_start_ammo, RES_CELLS)));
+ SetResource(random_start_ammo, RES_PLASMA,
+ max(0, GetResource(random_start_ammo, RES_PLASMA)));
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
float globhandle, i, n;
string f;
- if(substring(m, -9,5) == "_lod1")
+ if(substring(m, -9, 5) == "_lod1")
return;
- if(substring(m, -9,5) == "_lod2")
+ if(substring(m, -9, 5) == "_lod2")
return;
precache_model(m);
f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
return false; // no checks here
else if(this.classname == "grapplinghook")
RemoveHook(this);
- else if(this.classname == "spike")
- {
- W_Crylink_Dequeue(this);
- delete(this);
- }
else
delete(this);
return true;
MUTATOR_HOOKABLE(GetPressedKeys, EV_GetPressedKeys);
/** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
+// NOTE: requesting cvar values (get_cvars_f 0) is deprecated
#define EV_GetCvars(i, o) \
/**/ i(float, get_cvars_f) \
/**/ i(string, get_cvars_s) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
MUTATOR_HOOKABLE(LogDeath_AppendItemCodes, EV_LogDeath_AppendItemCodes);
+
+/** Allows disabling or enabling rocket jumping independently of balance, use the parameter to force a preferred setting */
+#define EV_AllowRocketJumping(i, o) \
+ /** allow_rocketjump */ i(bool, MUTATOR_ARGV_0_bool) \
+ /**/ o(bool, MUTATOR_ARGV_0_bool) \
+ /**/
+MUTATOR_HOOKABLE(AllowRocketJumping, EV_AllowRocketJumping);
if(sound_allowed(MSG_BROADCAST, attacker))
{
- if (save > 10)
+ if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal
sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
if (this.gametypefilter != "")
if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
{
- goto cleanup;
+ delete(this);
+ return;
}
if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
- goto cleanup;
+ delete(this);
+ return;
}
if (DoesQ3ARemoveThisEntity(this)) {
- goto cleanup;
+ delete(this);
+ return;
}
set_movetype(this, this.movetype);
#undef X
if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
- goto cleanup;
+ delete(this);
+ return;
}
- return;
-LABEL(cleanup)
- delete(this);
}
void WarpZone_PostInitialize_Callback()
{
if (andammo)
{
- if(this.items & IT_UNLIMITED_WEAPON_AMMO)
+ if(this.items & IT_UNLIMITED_AMMO)
{
f = 1;
}
return out;
}
-void weapon_defaultspawnfunc(entity this, Weapon e)
+void weapon_defaultspawnfunc(entity this, Weapon wpn)
{
- Weapon wpn = e;
- e = wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
+ wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
this.classname = wpn.m_canonical_spawnfunc;
if (!Item_IsLoot(this) && !this.m_isreplaced)
{
- if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (wpn.spawnflags & WEP_FLAG_MUTATORBLOCKED)
{
LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
startitem_failed = true;
return;
}
- string s = W_Apply_Weaponreplace(e.netname);
- MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
+ string s = W_Apply_Weaponreplace(wpn.netname);
+ MUTATOR_CALLHOOK(SetWeaponreplace, this, wpn, s);
s = M_ARGV(2, string);
if (s == "")
{
}
}
+ if(!Item_IsLoot(this))
+ weaponsInMapAll |= WepSet_FromWeapon(wpn);
+
if (!Item_IsDefinitionAllowed(wpn.m_pickup))
{
delete(this);
fireBullet_last_hit = NULL;
}
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag)
{
- vector end;
-
dir = normalize(dir + randomvec() * spread);
- end = start + dir * max_shot_distance;
+ vector end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
fireBullet_trace_callback_eff = tracer_effect;
- float solid_penetration_left = 1;
+ float solid_penetration_fraction = 1;
+ float damage_fraction = 1;
float total_damage = 0;
- float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
- if(lag < 0.001)
- lag = 0;
- bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
- if(autocvar_g_antilag == 0 || noantilag)
- lag = 0; // only do hitscan, but no antilag
+ float lag = ((do_antilag) ? antilag_getlag(this) : 0);
if(lag)
antilag_takeback_all(this, lag);
for (;;)
{
- // TODO also show effect while tracing
WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
is_weapclip = true;
if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
- Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
+ Damage_DamageInfo(start, damage * damage_fraction, 0, 0, max(1, force) * dir * damage_fraction, dtype, hit.species, this);
if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit) // Avoid self-damage (except after going through a warp); avoid hitting the same entity twice (engine bug).
{
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
bool gooddamage = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
+ Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
// calculate hits for ballistic weapons
if(gooddamage)
{
// do not exceed 100%
- float added_damage = min(damage - total_damage, damage * solid_penetration_left);
- total_damage += damage * solid_penetration_left;
+ float added_damage = min(damage - total_damage, damage * damage_fraction);
+ total_damage += damage * damage_fraction;
accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
}
}
else if(hitstore.ballistics_density < 0)
maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
else if(hitstore.ballistics_density == 0)
- maxdist = max_solid_penetration * solid_penetration_left;
+ maxdist = max_solid_penetration * solid_penetration_fraction;
else
- maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
+ maxdist = max_solid_penetration * solid_penetration_fraction / hitstore.ballistics_density;
if(maxdist <= autocvar_g_ballistics_mindistance)
break;
break;
float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
- // fraction_used_of_what_is_left = dist_taken / maxdist
- // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
- solid_penetration_left *= 1 - dist_taken / maxdist;
- solid_penetration_left = max(solid_penetration_left, 0);
+ float fraction_used_of_what_is_left = dist_taken / maxdist;
+ solid_penetration_fraction -= solid_penetration_fraction * fraction_used_of_what_is_left;
+ solid_penetration_fraction = max(solid_penetration_fraction, 0);
+ damage_fraction = pow(solid_penetration_fraction, autocvar_g_ballistics_solidpenetration_exponent);
// Only show effect when going through a player (invisible otherwise)
if (hit && (hit.solid != SOLID_BSP))
start = trace_endpos;
if(hit.solid == SOLID_BSP)
- Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
+ Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -damage_fraction, dtype, 0, this);
}
if(lag)
if(this)
this.dphitcontentsmask = oldsolid;
}
+
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
+{
+ fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, force, dtype, tracer_effect, true);
+}
entity fireBullet_trace_callback_eff;
entity fireBullet_last_hit;
void fireBullet_trace_callback(vector start, vector hit, vector end);
+void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag);
void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect);
Weapon wep = this.owner.(weaponentity).m_weapon;
if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors, this.owner.(weaponentity));
this.colormap = this.owner.colormap;
+ this.skin = w_ent.skin;
CSQCMODEL_AUTOUPDATE(this);
}
.float prevwarntime;
bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary, .entity weaponentity)
{
- if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
+ if ((actor.items & IT_UNLIMITED_AMMO)) return true;
bool ammo = false;
if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor, weaponentity);
else ammo = thiswep.wr_checkammo1(thiswep, actor, weaponentity);
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use, .entity weaponentity)
{
if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor, actor.(weaponentity), ammo_use)) return;
- if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
+ if ((actor.items & IT_UNLIMITED_AMMO) && !wep.reloading_ammo) return;
ammo_use = M_ARGV(2, float);
w_ent.clip_load = w_ent.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 (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_AMMO) || wpn.ammo_type == RES_NONE)
{
w_ent.clip_load = w_ent.reload_ammo_amount;
}
{
if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
{
- if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!(actor.items & IT_UNLIMITED_AMMO))
{
if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
{
}
}
}
-
if (this)
{
if (this.wframe == WFRAME_RELOAD) return;
g_powerups 0 // set to -1 or patch xonotic
g_spawnpoints_auto_move_out_of_solid 1
g_start_delay 3
-g_use_ammunition 0 "if set to 0 all weapons have unlimited ammunition"
-g_weapon_stay 1 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo"
+g_use_ammunition 0
+g_weapon_stay 1
teamplay_mode 2 // friendly fire and self damage
sv_vote_nospectators 1
timelimit_override 20
g_overkill 1
-g_use_ammunition 0
-
// hack - eventually, we should be able to choose overkill models in menu like for vanilla
sv_defaultcharacter 1
sv_defaultplayermodel "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"
g_spawn_near_teammate_ignore_spawnpoint 1
g_spawnshieldtime 0.5
g_respawn_delay_forced 2
-
-g_buffs_resistance_blockpercent 0.5
set g_vehicles_teleportable 0
set g_vehicles_crush_dmg 70
set g_vehicles_crush_force 50
+set g_vehicles_crush_minspeed 100
set g_vehicles_allow_bots 0
set g_vehicles_exit_attempts 25
set g_vehicles_thinkrate 0.1
--- /dev/null
+// open this quick menu with: quickmenu file "" wpeditor.txt
+"Spawn" "wpeditor spawn"
+"Remove" "wpeditor remove"
+"Save all" "wpeditor saveall"
+"Spawn at crosshair" "wpeditor spawn crosshair"
+"Spawn jump" "wpeditor spawn jump"
+"Spawn crouch" "wpeditor spawn crouch"
+"Spawn support" "wpeditor spawn support"
+"Hardwire/Unhw at crosshair" "wpeditor hardwire crosshair"
+"Hardwire/Unhardwire" "wpeditor hardwire"
+"Lock/Unlock" "wpeditor lock"
+"Relink all" "wpeditor relinkall"
+"Find unreachable" "wpeditor unreachable"
+"Show help in console" "cmd help wpeditor"
+"Settings"
+ "Waypoint editor" "toggle g_waypointeditor"
+ "On screen console messages" "toggle con_notify 4 0"
+ "Bot in map" "toggle bot_number"
+ "Bots can't fire" "toggle bot_nofire"
+ "Show bot's path to goal" "toggle bot_debug_goalstack"
+ "Show tracewalk path" "toggle bot_debug_tracewalk"
+ "No time limit" "timelimit 0"
+ "Cheats" "toggle sv_cheats"
+ "God mode on/off" "god"
+ "Fly mode on/off" "fly"
+"Settings"
\ No newline at end of file
// if you want to reset your client to defaults, it's probably a better idea to delete (parts of) config.cfg and restart
-// changes a cvar and reports it to the server (for the menu to notify the
-// server about changes)
+// changes a cvar and reports it to the server (for the client to notify the server about changes)
+// DEPRECATED, cvars can be set in the client code to be sent automatically (using REPLICATE)
alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\""
seta cl_firststart "" "how many times the client has been run"
v_gamma 1
viewsize 100
bgmvolume 1
-volume 0.5
// fullscreen 1024x768x32bit
vid_bitsperpixel 32
vid_fullscreen 1
seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time"
seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time"
+cl_maxfps_alwayssleep 0 // gives up some processing time to other applications each frame, default is 1 (not necessary since Xonotic caps FPS by default)
cl_rollangle 0 // amount of view tilt when strafing, default is 2.0
v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds
gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional"
seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard"
-seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage"
+seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: decrease pitch with more damage 3: increase pitch with more damage"
set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound"
seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
cl_movement_track_canjump 0
cl_stairsmoothspeed 200
+alias wpeditor_menu "quickmenu file \"\" wpeditor.txt"
+
alias g_waypointeditor_spawn "wpeditor spawn"
alias g_waypointeditor_remove "wpeditor remove"
alias g_waypointeditor_relinkall "wpeditor relinkall"
r_glsl_offsetmapping_reliefmapping 0
r_glsl_offsetmapping_scale 0.02
-scr_conalpha 1
-scr_conbrightness 0.2
scr_screenshot_jpeg 1
scr_screenshot_jpeg_quality 0.9
seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this"
seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occurred off-screen"
-seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged"
+seta cl_vehicles_alarm 0 "Play an alarm sound when the vehicle you are driving is heavily damaged"
seta cl_vehicles_hud_tactical 1
seta cl_vehicles_hudscale 0.5
seta cl_vehicles_notify_time 15
makesaved music_playlist_random0
cl_netfps 60 // should match or be a multiple of sys_ticrate
+_cl_rate 40000 // fast adsl
gl_texture_anisotropy 8
seta gl_texturecompression 0 // FIXME the description is wrong - when this is 0, e.g. gl_texturecompression_sky still takes effect
gl_texturecompression_q3bsplightmaps 0
gl_texturecompression_sky 1
-cl_maxfps 200
+cl_maxfps 250
seta menu_mouse_absolute 1 "use the OS mouse pointer motion for menu"
seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not affect in-game aiming)"
alias _gl_flashblend_update_11 "gl_flashblend 0"
alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_showsurfaces"
-set cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice."
+set cl_handicap 1 "multiplies damage received and divides damage dealt"
-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."
+seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such"
seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway."
scr_conalpha3factor 1
scr_conalphafactor 0.8
scr_conbrightness 0.35
-scr_conforcewhiledisconnected 1
scr_conscroll2_x 0.11
scr_conscroll2_y 0.2
scr_conscroll3_x 0
// uid2name
seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)"
seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)"
-// FIXME set to -1 before release, once we have a dialog for this!
+seta cl_allow_uidranking 1 "0 = disable, 1 = enable uid ranking (allows statistics like elo to rank you in leaderboards)"
// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
r_polygonoffset_submodel_offset 0
set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons"
set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end"
+alias sv_hook_warmupend
+
set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage"
set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)."
set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode"
set bot_prefix [BOT] "Prefix in front of the bot names"
set bot_suffix "" "Suffix behind the bot names"
+skill 8
set skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo"
set g_weapon_throwable 1 "if set to 1, weapons can be dropped"
set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default"
-set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
+set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammo"
set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn"
set g_pickup_respawntime_scaling_reciprocal 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*"
set g_pickup_respawntime_scaling_offset 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening"
set g_pickup_respawntime_scaling_linear 1 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly"
-set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
+set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\", \"most\", \"all_available\" or \"most_available\" (available only gives the weapon if the map normally has it as a pickup item)"
set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games"
set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid"
set g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"
set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints"
set g_maplist_ignore_sizes 0 "when 1, all maps are shown in the map list regardless of player count"
+set g_maplist_sizes_count_bots 1 "include the number of bots currently in the server when counting the number of players for size restrictions"
set g_items_mindist 4000 "starting distance for the fading of items"
set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible"
set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse"
-// ballistics use physical units, but qu based
-// Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2
-// Quake-Joule: 1 qJ = 1 qN * 1 qu
-// Quake-Pascal: 1 qPa = 1 qN / 1 qu^2
-
-set g_ballistics_mindistance 2 "enable ballistics starting from 2 qu"
-set g_ballistics_density_player 0.50 "players are 2x as easy to pass through as walls"
-set g_ballistics_density_corpse 0.10 "corpses are 10x as easy to pass through as walls"
-set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips"
+set g_ballistics_mindistance 2 "when shooting through walls thinner than this, treat them as this thick (useful because patches (curved surfaces) have no thickness)"
+set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls"
+set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls"
+set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips"
+set g_ballistics_solidpenetration_exponent 0.25 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)"
sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags"
set g_full_getstatus_responses 0 "this currently breaks qstat"
// sv_cullentities_trace is 1, so the client doesn't have to
sv_cullentities_trace 1
+// due to a bug in the engine, the default setting of this (16) spams the network with item updates
+sv_cullentities_trace_eyejitter 0
// less "lagging" of other players, but also less PL tolerant... let's try this
sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated
set sv_damagetext 2 "<= 0: disabled, >= 1: visible to spectators, >= 2: visible to attacker, >= 3: all players see everyone's damage"
set sv_showfps 5 "Show player's FPS counters in the scoreboard. This setting acts as a delay in seconds between updates"
+set autocvar_sv_doors_always_open 0 "If set to 1 don't close doors which after they were open"