Merge branch 'master' into martin-t/mg-solidpen
authorMartin Taibr <taibr.martin@gmail.com>
Thu, 29 Aug 2019 23:48:17 +0000 (01:48 +0200)
committerMartin Taibr <taibr.martin@gmail.com>
Thu, 29 Aug 2019 23:48:17 +0000 (01:48 +0200)
261 files changed:
.gitlab-ci.yml
.tx/merge-base
_hud_common.cfg
bal-wep-mario.cfg
bal-wep-nexuiz25.cfg
bal-wep-overkill-nerfed.cfg
bal-wep-samual.cfg
bal-wep-xdf.cfg
bal-wep-xonotic.cfg
bal-wep-xpm.cfg
balance-overkill.cfg
binds-xonotic.cfg
commands.cfg
common.fr.po
common.nl.po
common.pt_BR.po
common.ro.po
common.zh_CN.po
common.zh_TW.po
crosshairs.cfg
gamemodes-server.cfg
languages.txt
mutators.cfg
physicsOverkill.cfg
qcsrc/client/autocvars.qh
qcsrc/client/commands/cl_cmd.qc
qcsrc/client/defs.qh
qcsrc/client/hud/panel/modicons.qc
qcsrc/client/hud/panel/modicons.qh
qcsrc/client/hud/panel/scoreboard.qc
qcsrc/client/hud/panel/weapons.qc
qcsrc/client/main.qc
qcsrc/client/main.qh
qcsrc/client/view.qc
qcsrc/client/view.qh
qcsrc/common/constants.qh
qcsrc/common/csqcmodel_settings.qh
qcsrc/common/deathtypes/all.qh
qcsrc/common/effects/qc/casings.qc
qcsrc/common/effects/qc/damageeffects.qc
qcsrc/common/gamemodes/gamemode/assault/sv_assault.qc
qcsrc/common/gamemodes/gamemode/clanarena/sv_clanarena.qc
qcsrc/common/gamemodes/gamemode/clanarena/sv_clanarena.qh
qcsrc/common/gamemodes/gamemode/ctf/_mod.inc
qcsrc/common/gamemodes/gamemode/ctf/_mod.qh
qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc
qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qh
qcsrc/common/gamemodes/gamemode/domination/_mod.inc
qcsrc/common/gamemodes/gamemode/domination/_mod.qh
qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qh
qcsrc/common/gamemodes/gamemode/keepaway/_mod.inc
qcsrc/common/gamemodes/gamemode/keepaway/_mod.qh
qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keyhunt/_mod.inc
qcsrc/common/gamemodes/gamemode/keyhunt/_mod.qh
qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc
qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qh
qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc
qcsrc/common/gamemodes/gamemode/lms/sv_lms.qh
qcsrc/common/gamemodes/gamemode/nexball/_mod.inc
qcsrc/common/gamemodes/gamemode/nexball/_mod.qh
qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/nexball.qc [deleted file]
qcsrc/common/gamemodes/gamemode/nexball/nexball.qh [deleted file]
qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qh [new file with mode: 0644]
qcsrc/common/gamemodes/gamemode/nexball/weapon.qh
qcsrc/common/gamemodes/gamemode/onslaught/sv_onslaught.qc
qcsrc/common/items/all.qh
qcsrc/common/mapobjects/misc/corner.qc
qcsrc/common/mapobjects/misc/dynlight.qc
qcsrc/common/mapobjects/misc/teleport_dest.qc
qcsrc/common/mapobjects/target/music.qc
qcsrc/common/mapobjects/teleporters.qc
qcsrc/common/mapobjects/trigger/counter.qc
qcsrc/common/mapobjects/trigger/heal.qc
qcsrc/common/mapobjects/trigger/jumppads.qc
qcsrc/common/mapobjects/trigger/magicear.qc
qcsrc/common/mapobjects/trigger/swamp.qc
qcsrc/common/mapobjects/trigger/swamp.qh
qcsrc/common/minigames/cl_minigames_hud.qc
qcsrc/common/minigames/minigame/bd.qc
qcsrc/common/minigames/minigame/c4.qc
qcsrc/common/minigames/minigame/nmm.qc
qcsrc/common/minigames/minigame/pong.qc
qcsrc/common/minigames/minigame/pp.qc
qcsrc/common/minigames/minigame/ps.qc
qcsrc/common/minigames/minigame/ttt.qc
qcsrc/common/models/model.qh
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/mage.qh
qcsrc/common/monsters/monster/spider.qh
qcsrc/common/monsters/monster/wyvern.qh
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/monsters/sv_spawner.qc
qcsrc/common/mutators/base.qh
qcsrc/common/mutators/mutator/buffs/buffs.qh
qcsrc/common/mutators/mutator/buffs/cl_buffs.qh
qcsrc/common/mutators/mutator/buffs/sv_buffs.qc
qcsrc/common/mutators/mutator/dodging/_mod.inc
qcsrc/common/mutators/mutator/dodging/_mod.qh
qcsrc/common/mutators/mutator/dodging/cl_dodging.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/dodging/cl_dodging.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/dodging/sv_dodging.qc
qcsrc/common/mutators/mutator/instagib/sv_instagib.qc
qcsrc/common/mutators/mutator/itemstime/itemstime.qc
qcsrc/common/mutators/mutator/multijump/multijump.qc
qcsrc/common/mutators/mutator/nades/nades.qc
qcsrc/common/mutators/mutator/nades/nades.qh
qcsrc/common/mutators/mutator/new_toys/sv_new_toys.qc
qcsrc/common/mutators/mutator/overkill/okhmg.qh
qcsrc/common/mutators/mutator/overkill/okmachinegun.qh
qcsrc/common/mutators/mutator/overkill/oknex.qh
qcsrc/common/mutators/mutator/overkill/okrpc.qh
qcsrc/common/mutators/mutator/overkill/okshotgun.qh
qcsrc/common/mutators/mutator/overkill/sv_overkill.qc
qcsrc/common/mutators/mutator/overkill/sv_overkill.qh
qcsrc/common/mutators/mutator/spawn_near_teammate/_mod.inc
qcsrc/common/mutators/mutator/spawn_near_teammate/_mod.qh
qcsrc/common/mutators/mutator/spawn_near_teammate/cl_spawn_near_teammate.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/spawn_near_teammate/cl_spawn_near_teammate.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/vampire/sv_vampire.qc
qcsrc/common/mutators/mutator/waypoints/waypointsprites.qc
qcsrc/common/mutators/mutator/waypoints/waypointsprites.qh
qcsrc/common/notifications/all.inc
qcsrc/common/notifications/all.qc
qcsrc/common/notifications/all.qh
qcsrc/common/physics/movetypes/movetypes.qc
qcsrc/common/playerstats.qc
qcsrc/common/sounds/all.inc
qcsrc/common/sounds/sound.qh
qcsrc/common/state.qc
qcsrc/common/stats.qh
qcsrc/common/t_items.qc
qcsrc/common/turrets/checkpoint.qc
qcsrc/common/turrets/cl_turrets.qc
qcsrc/common/turrets/sv_turrets.qc
qcsrc/common/turrets/sv_turrets.qh
qcsrc/common/turrets/turret/ewheel_weapon.qh
qcsrc/common/turrets/turret/flac_weapon.qh
qcsrc/common/turrets/turret/hellion_weapon.qh
qcsrc/common/turrets/turret/hk_weapon.qh
qcsrc/common/turrets/turret/machinegun_weapon.qh
qcsrc/common/turrets/turret/mlrs_weapon.qh
qcsrc/common/turrets/turret/phaser_weapon.qc
qcsrc/common/turrets/turret/phaser_weapon.qh
qcsrc/common/turrets/turret/plasma_dual.qh
qcsrc/common/turrets/turret/plasma_weapon.qh
qcsrc/common/turrets/turret/tesla_weapon.qh
qcsrc/common/turrets/turret/walker_weapon.qh
qcsrc/common/turrets/util.qc
qcsrc/common/util.qc
qcsrc/common/vehicles/sv_vehicles.qc
qcsrc/common/vehicles/sv_vehicles.qh
qcsrc/common/vehicles/vehicle/racer_weapon.qh
qcsrc/common/vehicles/vehicle/raptor_weapons.qh
qcsrc/common/vehicles/vehicle/spiderbot_weapons.qc
qcsrc/common/weapons/all.qh
qcsrc/common/weapons/config.qc
qcsrc/common/weapons/weapon.qh
qcsrc/common/weapons/weapon/blaster.qc
qcsrc/common/weapons/weapon/blaster.qh
qcsrc/common/weapons/weapon/hook.qh
qcsrc/common/weapons/weapon/machinegun.qc
qcsrc/common/weapons/weapon/machinegun.qh
qcsrc/common/weapons/weapon/mortar.qh
qcsrc/common/weapons/weapon/porto.qc
qcsrc/common/weapons/weapon/porto.qh
qcsrc/common/weapons/weapon/shockwave.qh
qcsrc/common/weapons/weapon/tuba.qc
qcsrc/common/weapons/weapon/tuba.qh
qcsrc/common/weapons/weapon/vaporizer.qh
qcsrc/common/weapons/weapon/vortex.qc
qcsrc/common/weapons/weapon/vortex.qh
qcsrc/common/wepent.qc
qcsrc/common/wepent.qh
qcsrc/lib/counting.qh
qcsrc/lib/csqcmodel/cl_model.qc
qcsrc/lib/csqcmodel/cl_model.qh
qcsrc/lib/csqcmodel/sv_model.qc
qcsrc/lib/csqcmodel/sv_model.qh
qcsrc/lib/registry.qh
qcsrc/lib/replicate.qh
qcsrc/lib/spawnfunc.qh
qcsrc/lib/warpzone/client.qc
qcsrc/lib/warpzone/common.qc
qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc
qcsrc/menu/xonotic/dialog_multiplayer_media_screenshot.qc
qcsrc/menu/xonotic/dialog_multiplayer_profile.qc
qcsrc/menu/xonotic/dialog_settings_game_view.qc
qcsrc/menu/xonotic/dialog_settings_game_weapons.qc
qcsrc/menu/xonotic/dialog_settings_user.qc
qcsrc/menu/xonotic/keybinder.qc
qcsrc/menu/xonotic/statslist.qc
qcsrc/server/autocvars.qh
qcsrc/server/bot/api.qh
qcsrc/server/bot/default/bot.qc
qcsrc/server/bot/default/havocbot/havocbot.qc
qcsrc/server/bot/default/havocbot/havocbot.qh
qcsrc/server/bot/default/havocbot/roles.qc
qcsrc/server/bot/default/havocbot/roles.qh
qcsrc/server/bot/default/navigation.qc
qcsrc/server/bot/default/navigation.qh
qcsrc/server/bot/default/waypoints.qc
qcsrc/server/bot/default/waypoints.qh
qcsrc/server/bot/null/bot_null.qc
qcsrc/server/cheats.qc
qcsrc/server/client.qc
qcsrc/server/client.qh
qcsrc/server/command/cmd.qc
qcsrc/server/command/sv_cmd.qc
qcsrc/server/command/sv_cmd.qh
qcsrc/server/command/vote.qc
qcsrc/server/compat/quake3.qc
qcsrc/server/constants.qh
qcsrc/server/defs.qh
qcsrc/server/g_damage.qc
qcsrc/server/g_damage.qh
qcsrc/server/g_hook.qc
qcsrc/server/g_hook.qh
qcsrc/server/g_world.qc
qcsrc/server/impulse.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/mutators/events.qh
qcsrc/server/player.qc
qcsrc/server/race.qc
qcsrc/server/race.qh
qcsrc/server/spawnpoints.qc
qcsrc/server/steerlib.qc
qcsrc/server/sv_main.qc
qcsrc/server/sv_main.qh
qcsrc/server/teamplay.qc
qcsrc/server/weapons/spawning.qc
qcsrc/server/weapons/tracing.qc
qcsrc/server/weapons/weaponsystem.qc
ruleset-XDF.cfg
ruleset-XPM.cfg
ruleset-overkill.cfg
textures/erebusfullbright.tga
textures/erebusfullbright_gloss.tga
textures/erebusfullbright_reflect.tga
textures/erebusfullbright_shirt.tga
textures/nyxfullbright.tga
textures/nyxfullbright_gloss.tga
textures/nyxfullbright_glow.tga
textures/nyxfullbright_reflect.tga
textures/nyxfullbright_shirt.tga
vehicles.cfg
wpeditor.txt [new file with mode: 0644]
xonotic-client.cfg
xonotic-common.cfg
xonotic-server.cfg

index 81af161..0940137 100644 (file)
@@ -29,7 +29,7 @@ test_sv_game:
     - 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=6e591fe90a6b90e62fdfd531636dd6eb
+    - EXPECT=0a8b491cd50a1e77d930b048c98da88f
     - HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
       | tee /dev/stderr
       | grep '^:'
index 0cd1321..27d0db5 100644 (file)
@@ -1 +1 @@
-Sun Jun 30 07:25:26 CEST 2019
+Tue Jul 30 07:24:47 CEST 2019
index 9c29d18..c860be9 100644 (file)
@@ -117,7 +117,7 @@ seta hud_panel_scoreboard_minwidth 0.6 "minimum width of the scoreboard"
 
 seta hud_panel_scoreboard_accuracy_showdelay 2 "how long to delay displaying accuracy below the scoreboard if it's too far down"
 seta hud_panel_scoreboard_accuracy_showdelay_minpos 0.75 "delay displaying the accuracy panel only if its position is lower than this percentage of the screen height from the top"
-seta hud_panel_scoreboard_team_size_position 0 "where to show the team size (0 = do not show, 1 = left of scoreboard, 2 = right of scoreboard, and move team scores to the right)"
+seta hud_panel_scoreboard_team_size_position 0 "where to show the team size (0 = do not show, 1 = left of scoreboard, 2 = right of scoreboard), will move team scores to the other side if necessary"
 
 // hud panel aliases
 alias quickmenu "cl_cmd hud quickmenu ${* ?}"
index 45a7534..56eaa61 100644 (file)
@@ -2,9 +2,9 @@
 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 12.5
-set g_balance_blaster_primary_force 300
-set g_balance_blaster_primary_force_zscale 1.25
+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
@@ -16,8 +16,8 @@ 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 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
@@ -43,6 +43,8 @@ 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
@@ -56,8 +58,6 @@ 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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
 set g_balance_shotgun_switchdelay_drop 0.2
 set g_balance_shotgun_switchdelay_raise 0.2
 set g_balance_shotgun_weaponreplace ""
@@ -65,13 +65,13 @@ set g_balance_shotgun_weaponstart 1
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #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_speed 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
@@ -260,8 +260,8 @@ 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 10
-set g_balance_crylink_secondary_edgedamage 5
+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
@@ -278,7 +278,7 @@ set g_balance_crylink_secondary_other_lifetime 2
 set g_balance_crylink_secondary_radius 100
 set g_balance_crylink_secondary_refire 0.65
 set g_balance_crylink_secondary_shots 5
-set g_balance_crylink_secondary_speed 7000
+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
@@ -290,6 +290,7 @@ 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
@@ -447,7 +448,8 @@ 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 400
+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
@@ -678,7 +680,7 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #19: Shockwave (MUTATOR WEAPON)
+// {{{ #19: Shockwave
 set g_balance_shockwave_blast_animtime 0.3
 set g_balance_shockwave_blast_damage 40
 set g_balance_shockwave_blast_distance 1000
@@ -745,12 +747,7 @@ 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_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_beam_heat 0
-set g_balance_arc_burst_heat 5
 set g_balance_arc_beam_maxangle 10
 set g_balance_arc_beam_nonplayerdamage 80
 set g_balance_arc_beam_range 1500
@@ -773,6 +770,11 @@ 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 ""
@@ -780,7 +782,7 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Overkill Heavy Machine Gun
+// {{{ #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
@@ -797,6 +799,7 @@ 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_zscale 1
 set g_balance_okhmg_secondary_lifetime 5
 set g_balance_okhmg_secondary_radius 70
 set g_balance_okhmg_secondary_refire 0.7
@@ -811,74 +814,7 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
-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 300
-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
-// }}}
-// {{{ Overkill Shotgun
-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 300
-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
-// }}}
-// {{{ Overkill Machine Gun
+// {{{ #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
@@ -894,6 +830,7 @@ 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_zscale 1
 set g_balance_okmachinegun_secondary_lifetime 5
 set g_balance_okmachinegun_secondary_radius 70
 set g_balance_okmachinegun_secondary_refire 0.7
@@ -908,7 +845,7 @@ set g_balance_okmachinegun_weaponstart 0
 set g_balance_okmachinegun_weaponstartoverride -1
 set g_balance_okmachinegun_weaponthrowable 1
 // }}}
-// {{{ Overkill Nex
+// {{{ #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
@@ -943,13 +880,14 @@ 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_force 300
-set g_balance_oknex_secondary_refire 0.7
-set g_balance_oknex_secondary_refire_type 1
 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_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
@@ -960,3 +898,72 @@ 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 300
+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 300
+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
+// }}}
index b1a8300..f496299 100644 (file)
@@ -43,6 +43,8 @@ set g_balance_shotgun_primary_spread 0.07
 set g_balance_shotgun_reload_ammo 0
 set g_balance_shotgun_reload_time 2
 set g_balance_shotgun_secondary 2
+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 80
 set g_balance_shotgun_secondary_force 200
@@ -56,8 +58,6 @@ 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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
 set g_balance_shotgun_switchdelay_drop 0.15
 set g_balance_shotgun_switchdelay_raise 0.15
 set g_balance_shotgun_weaponreplace ""
@@ -65,13 +65,13 @@ set g_balance_shotgun_weaponstart 1
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #3: MachineGun
 set g_balance_machinegun_burst 0
 set g_balance_machinegun_burst_ammo 3
 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_speed 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
@@ -290,6 +290,7 @@ 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
@@ -345,7 +346,7 @@ set g_balance_hagar_primary_lifetime 30
 set g_balance_hagar_primary_radius 65
 set g_balance_hagar_primary_refire 0.15
 set g_balance_hagar_primary_speed 3000
-set g_balance_hagar_primary_spread 0.010
+set g_balance_hagar_primary_spread 0.01
 set g_balance_hagar_reload_ammo 0
 set g_balance_hagar_reload_time 2
 set g_balance_hagar_secondary 1
@@ -448,6 +449,7 @@ 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
 set g_balance_vaporizer_secondary_lifetime 5
 set g_balance_vaporizer_secondary_radius 70
 set g_balance_vaporizer_secondary_refire 0.7
@@ -678,7 +680,7 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #19: Shockwave (MUTATOR WEAPON)
+// {{{ #19: Shockwave
 set g_balance_shockwave_blast_animtime 0.3
 set g_balance_shockwave_blast_damage 20
 set g_balance_shockwave_blast_distance 1000
@@ -745,12 +747,7 @@ set g_balance_arc_beam_healing_amax 100
 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_cooldown 2.5
-set g_balance_arc_cooldown_release 1
-set g_balance_arc_overheat_max 5
-set g_balance_arc_overheat_min 3
 set g_balance_arc_beam_heat 1
-set g_balance_arc_burst_heat 3
 set g_balance_arc_beam_maxangle 10
 set g_balance_arc_beam_nonplayerdamage 80
 set g_balance_arc_beam_range 1000
@@ -773,6 +770,11 @@ set g_balance_arc_burst_ammo 15
 set g_balance_arc_burst_damage 150
 set g_balance_arc_burst_healing_aps 100
 set g_balance_arc_burst_healing_hps 100
+set g_balance_arc_burst_heat 3
+set g_balance_arc_cooldown 2.5
+set g_balance_arc_cooldown_release 1
+set g_balance_arc_overheat_max 5
+set g_balance_arc_overheat_min 3
 set g_balance_arc_switchdelay_drop 0.3
 set g_balance_arc_switchdelay_raise 0.3
 set g_balance_arc_weaponreplace ""
@@ -780,7 +782,7 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Overkill Heavy Machine Gun
+// {{{ #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
@@ -797,6 +799,7 @@ 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_zscale 1
 set g_balance_okhmg_secondary_lifetime 5
 set g_balance_okhmg_secondary_radius 70
 set g_balance_okhmg_secondary_refire 0.7
@@ -811,7 +814,91 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
+// {{{ #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 63
+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 300
+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 300
+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
@@ -833,6 +920,7 @@ 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_zscale 1
 set g_balance_okrpc_secondary_lifetime 5
 set g_balance_okrpc_secondary_radius 70
 set g_balance_okrpc_secondary_refire 0.7
@@ -847,3 +935,35 @@ 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 300
+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
+// }}}
index e4fb022..c5300f4 100644 (file)
@@ -18,6 +18,7 @@ set g_balance_okshotgun_secondary_damage 20
 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_force_zscale 1
 set g_balance_okshotgun_secondary_lifetime 5
 set g_balance_okshotgun_secondary_radius 60
 set g_balance_okshotgun_secondary_refire 0.7
@@ -48,6 +49,7 @@ set g_balance_okmachinegun_secondary_damage 20
 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_force_zscale 1
 set g_balance_okmachinegun_secondary_lifetime 5
 set g_balance_okmachinegun_secondary_radius 60
 set g_balance_okmachinegun_secondary_refire 0.7
@@ -98,6 +100,7 @@ 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_force 0
+set g_balance_oknex_secondary_force_zscale 1
 set g_balance_oknex_secondary_refire 0
 set g_balance_oknex_secondary_refire_type 0
 set g_balance_oknex_secondary_delay 0
index 1816f3f..1b8a388 100644 (file)
@@ -4,6 +4,7 @@ set g_balance_blaster_primary_damage 25
 set g_balance_blaster_primary_delay 0
 set g_balance_blaster_primary_edgedamage 12.5
 set g_balance_blaster_primary_force 300
+set g_balance_blaster_primary_force_zscale 1
 set g_balance_blaster_primary_lifetime 5
 set g_balance_blaster_primary_radius 70
 set g_balance_blaster_primary_refire 0.7
@@ -16,6 +17,7 @@ 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
 set g_balance_blaster_secondary_lifetime 5
 set g_balance_blaster_secondary_radius 70
 set g_balance_blaster_secondary_refire 0.7
@@ -29,64 +31,47 @@ set g_balance_blaster_weaponstart 1
 set g_balance_blaster_weaponstartoverride -1
 set g_balance_blaster_weaponthrowable 0
 // }}}
-// {{{ #2: Shockwave
-set g_balance_shockwave_blast_animtime 0.3
-set g_balance_shockwave_blast_damage 20
-set g_balance_shockwave_blast_distance 1000
-set g_balance_shockwave_blast_edgedamage 0
-set g_balance_shockwave_blast_force 200
-set g_balance_shockwave_blast_force_forwardbias 50
-set g_balance_shockwave_blast_force_zscale 2
-set g_balance_shockwave_blast_jump_damage 20
-set g_balance_shockwave_blast_jump_edgedamage 0
-set g_balance_shockwave_blast_jump_force 300
-set g_balance_shockwave_blast_jump_force_velocitybias 0
-set g_balance_shockwave_blast_jump_force_zscale 1.25
-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 0.5
-set g_balance_shockwave_blast_multiplier_distance 0.5
-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 1
-set g_balance_shockwave_weaponstartoverride -1
-set g_balance_shockwave_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 14
+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 80
+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 0
+set g_balance_shotgun_weaponstartoverride -1
+set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #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_speed 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
@@ -243,58 +228,7 @@ set g_balance_electro_weaponstart 0
 set g_balance_electro_weaponstartoverride -1
 set g_balance_electro_weaponthrowable 1
 // }}}
-// {{{ #7: Arc
-set g_balance_arc_beam_ammo 0
-set g_balance_arc_beam_animtime 0.2
-set g_balance_arc_beam_botaimlifetime 0
-set g_balance_arc_beam_botaimspeed 0
-set g_balance_arc_beam_damage 150
-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 2000
-set g_balance_arc_beam_healing_amax 200
-set g_balance_arc_beam_healing_aps 50
-set g_balance_arc_beam_healing_hmax 200
-set g_balance_arc_beam_healing_hps 50
-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 0.5
-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 100
-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 2200
-set g_balance_arc_bolt_spread 0.03
-set g_balance_arc_burst_ammo 0
-set g_balance_arc_burst_damage 500
-set g_balance_arc_burst_healing_aps 100
-set g_balance_arc_burst_healing_hps 100
-set g_balance_arc_cooldown 2.5
-set g_balance_arc_cooldown_release 1
-set g_balance_arc_overheat_max 5
-set g_balance_arc_overheat_min 3
-set g_balance_arc_beam_heat 1
-set g_balance_arc_burst_heat 5
-set g_balance_arc_switchdelay_drop 0.3
-set g_balance_arc_switchdelay_raise 0.3
-set g_balance_arc_weaponreplace ""
-set g_balance_arc_weaponstart 0
-set g_balance_arc_weaponstartoverride -1
-set g_balance_arc_weaponthrowable 1
-// }}}
-// {{{ #8: Crylink
+// {{{ #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
@@ -354,8 +288,9 @@ set g_balance_crylink_weaponstart 0
 set g_balance_crylink_weaponstartoverride -1
 set g_balance_crylink_weaponthrowable 1
 // }}}
-// {{{ #9: Vortex
+// {{{ #8: Vortex
 set g_balance_vortex_charge 1
+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
@@ -400,7 +335,7 @@ set g_balance_vortex_weaponstart 0
 set g_balance_vortex_weaponstartoverride -1
 set g_balance_vortex_weaponthrowable 1
 // }}}
-// {{{ #10: Hagar
+// {{{ #9: Hagar
 set g_balance_hagar_primary_ammo 1
 set g_balance_hagar_primary_damage 25
 set g_balance_hagar_primary_damageforcescale 0
@@ -444,7 +379,7 @@ set g_balance_hagar_weaponstart 0
 set g_balance_hagar_weaponstartoverride -1
 set g_balance_hagar_weaponthrowable 1
 // }}}
-// {{{ #11: Devastator
+// {{{ #10: Devastator
 set g_balance_devastator_ammo 4
 set g_balance_devastator_animtime 0.4
 set g_balance_devastator_damage 70
@@ -483,7 +418,7 @@ set g_balance_devastator_weaponstart 0
 set g_balance_devastator_weaponstartoverride -1
 set g_balance_devastator_weaponthrowable 1
 // }}}
-// {{{ #12: Port-O-Launch
+// {{{ #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
@@ -500,7 +435,7 @@ set g_balance_porto_weaponstart 0
 set g_balance_porto_weaponstartoverride -1
 set g_balance_porto_weaponthrowable 1
 // }}}
-// {{{ #13: Vaporizer
+// {{{ #12: Vaporizer
 set g_balance_vaporizer_primary_ammo 10
 set g_balance_vaporizer_primary_animtime 0.3
 set g_balance_vaporizer_primary_damage 150
@@ -514,6 +449,7 @@ 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
 set g_balance_vaporizer_secondary_lifetime 5
 set g_balance_vaporizer_secondary_radius 70
 set g_balance_vaporizer_secondary_refire 0.7
@@ -527,7 +463,7 @@ set g_balance_vaporizer_weaponstart 0
 set g_balance_vaporizer_weaponstartoverride -1
 set g_balance_vaporizer_weaponthrowable 0
 // }}}
-// {{{ #14: Grappling Hook
+// {{{ #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
@@ -554,7 +490,7 @@ set g_balance_hook_weaponstart 0
 set g_balance_hook_weaponstartoverride -1
 set g_balance_hook_weaponthrowable 1
 // }}}
-// {{{ #15: Heavy Laser Assault Cannon (MUTATOR WEAPON)
+// {{{ #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
@@ -590,7 +526,7 @@ set g_balance_hlac_weaponstart 0
 set g_balance_hlac_weaponstartoverride -1
 set g_balance_hlac_weaponthrowable 1
 // }}}
-// {{{ #16: @!#%'n Tuba
+// {{{ #15: @!#%'n Tuba
 set g_balance_tuba_animtime 0.05
 set g_balance_tuba_attenuation 0.5
 set g_balance_tuba_damage 5
@@ -608,7 +544,7 @@ set g_balance_tuba_weaponstart 0
 set g_balance_tuba_weaponstartoverride -1
 set g_balance_tuba_weaponthrowable 1
 // }}}
-// {{{ #17: Rifle (MUTATOR WEAPON)
+// {{{ #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
@@ -643,7 +579,7 @@ set g_balance_rifle_weaponstart 0
 set g_balance_rifle_weaponstartoverride -1
 set g_balance_rifle_weaponthrowable 1
 // }}}
-// {{{ #18: Fireball
+// {{{ #17: Fireball
 set g_balance_fireball_primary_animtime 0.2
 set g_balance_fireball_primary_bfgdamage 100
 set g_balance_fireball_primary_bfgforce 0
@@ -684,7 +620,7 @@ set g_balance_fireball_weaponstart 0
 set g_balance_fireball_weaponstartoverride -1
 set g_balance_fireball_weaponthrowable 0
 // }}}
-// {{{ #19: T.A.G. Seeker (MUTATOR WEAPON)
+// {{{ #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
@@ -744,41 +680,109 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #20: Shotgun (MUTATOR WEAPON)
-set g_balance_shotgun_primary_ammo 1
-set g_balance_shotgun_primary_animtime 0.2
-set g_balance_shotgun_primary_bullets 14
-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_animtime 1.15
-set g_balance_shotgun_secondary_damage 80
-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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
-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 0
-set g_balance_shotgun_weaponstartoverride -1
-set g_balance_shotgun_weaponthrowable 1
+// {{{ #19: Shockwave
+set g_balance_shockwave_blast_animtime 0.3
+set g_balance_shockwave_blast_damage 20
+set g_balance_shockwave_blast_distance 1000
+set g_balance_shockwave_blast_edgedamage 0
+set g_balance_shockwave_blast_force 200
+set g_balance_shockwave_blast_force_forwardbias 50
+set g_balance_shockwave_blast_force_zscale 2
+set g_balance_shockwave_blast_jump_damage 20
+set g_balance_shockwave_blast_jump_edgedamage 0
+set g_balance_shockwave_blast_jump_force 300
+set g_balance_shockwave_blast_jump_force_velocitybias 0
+set g_balance_shockwave_blast_jump_force_zscale 1.25
+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 0.5
+set g_balance_shockwave_blast_multiplier_distance 0.5
+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 1
+set g_balance_shockwave_weaponstartoverride -1
+set g_balance_shockwave_weaponthrowable 0
+// }}}
+// {{{ #20: Arc
+set g_balance_arc_beam_ammo 0
+set g_balance_arc_beam_animtime 0.2
+set g_balance_arc_beam_botaimlifetime 0
+set g_balance_arc_beam_botaimspeed 0
+set g_balance_arc_beam_damage 150
+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 2000
+set g_balance_arc_beam_healing_amax 200
+set g_balance_arc_beam_healing_aps 50
+set g_balance_arc_beam_healing_hmax 200
+set g_balance_arc_beam_healing_hps 50
+set g_balance_arc_beam_heat 1
+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 0.5
+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 100
+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 2200
+set g_balance_arc_bolt_spread 0.03
+set g_balance_arc_burst_ammo 0
+set g_balance_arc_burst_damage 500
+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 1
+set g_balance_arc_overheat_max 5
+set g_balance_arc_overheat_min 3
+set g_balance_arc_switchdelay_drop 0.3
+set g_balance_arc_switchdelay_raise 0.3
+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
+// {{{ #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
@@ -795,6 +799,7 @@ 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_zscale 1
 set g_balance_okhmg_secondary_lifetime 5
 set g_balance_okhmg_secondary_radius 70
 set g_balance_okhmg_secondary_refire 0.7
@@ -809,7 +814,91 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
+// {{{ #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_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+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_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 0
+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 1
+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 6
+set g_balance_oknex_primary_animtime 0.4
+set g_balance_oknex_primary_damage 80
+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_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_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_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_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_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
@@ -831,6 +920,7 @@ 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_zscale 1
 set g_balance_okrpc_secondary_lifetime 5
 set g_balance_okrpc_secondary_radius 70
 set g_balance_okrpc_secondary_refire 0.7
@@ -845,3 +935,35 @@ 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 1
+set g_balance_okshotgun_primary_animtime 0.2
+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_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_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 0
+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
+// }}}
index 13bdc52..15bc650 100644 (file)
@@ -3,8 +3,8 @@ 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 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
@@ -16,8 +16,8 @@ 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 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
@@ -43,6 +43,8 @@ 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
@@ -56,8 +58,6 @@ 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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
 set g_balance_shotgun_switchdelay_drop 0
 set g_balance_shotgun_switchdelay_raise 0
 set g_balance_shotgun_weaponreplace ""
@@ -65,13 +65,13 @@ set g_balance_shotgun_weaponstart 1
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #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_speed 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
@@ -290,6 +290,7 @@ 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
@@ -447,7 +448,8 @@ 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 400
+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
@@ -678,7 +680,7 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #19: Shockwave (MUTATOR WEAPON)
+// {{{ #19: Shockwave
 set g_balance_shockwave_blast_animtime 0.3
 set g_balance_shockwave_blast_damage 40
 set g_balance_shockwave_blast_distance 1000
@@ -745,12 +747,7 @@ 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_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_beam_heat 0
-set g_balance_arc_burst_heat 5
 set g_balance_arc_beam_maxangle 10
 set g_balance_arc_beam_nonplayerdamage 80
 set g_balance_arc_beam_range 1000
@@ -773,6 +770,11 @@ 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
 set g_balance_arc_switchdelay_raise 0
 set g_balance_arc_weaponreplace ""
@@ -780,7 +782,7 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Overkill Heavy Machine Gun
+// {{{ #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
@@ -797,6 +799,7 @@ 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_zscale 1
 set g_balance_okhmg_secondary_lifetime 5
 set g_balance_okhmg_secondary_radius 70
 set g_balance_okhmg_secondary_refire 0.7
@@ -811,7 +814,91 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
+// {{{ #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_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+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_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 0
+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 1
+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 6
+set g_balance_oknex_primary_animtime 0.4
+set g_balance_oknex_primary_damage 80
+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_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_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_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_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_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
@@ -833,6 +920,7 @@ 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_zscale 1
 set g_balance_okrpc_secondary_lifetime 5
 set g_balance_okrpc_secondary_radius 70
 set g_balance_okrpc_secondary_refire 0.7
@@ -847,3 +935,35 @@ 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 1
+set g_balance_okshotgun_primary_animtime 0.2
+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_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_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 0
+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
+// }}}
index c5c40d9..f789d78 100644 (file)
@@ -3,8 +3,8 @@ 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 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
@@ -16,8 +16,8 @@ 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 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
@@ -43,6 +43,8 @@ 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
@@ -56,8 +58,6 @@ 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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
 set g_balance_shotgun_switchdelay_drop 0.2
 set g_balance_shotgun_switchdelay_raise 0.2
 set g_balance_shotgun_weaponreplace ""
@@ -65,13 +65,13 @@ set g_balance_shotgun_weaponstart 1
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #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_speed 0
+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
@@ -290,6 +290,7 @@ set g_balance_crylink_weaponthrowable 1
 // }}}
 // {{{ #8: Vortex
 set g_balance_vortex_charge 1
+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
@@ -447,7 +448,8 @@ 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 400
+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
@@ -678,7 +680,7 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #19: Shockwave (MUTATOR WEAPON)
+// {{{ #19: Shockwave
 set g_balance_shockwave_blast_animtime 0.3
 set g_balance_shockwave_blast_damage 40
 set g_balance_shockwave_blast_distance 1000
@@ -745,12 +747,7 @@ 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_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_beam_heat 0
-set g_balance_arc_burst_heat 5
 set g_balance_arc_beam_maxangle 10
 set g_balance_arc_beam_nonplayerdamage 80
 set g_balance_arc_beam_range 1500
@@ -773,6 +770,11 @@ 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 ""
@@ -780,12 +782,12 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Overkill Heavy Machine Gun
+// {{{ #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 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
@@ -796,7 +798,8 @@ 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 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_okhmg_secondary_refire 0.7
@@ -811,79 +814,12 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
-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 300
-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
-// }}}
-// {{{ Overkill Shotgun
-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 300
-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
-// }}}
-// {{{ Overkill Machine Gun
+// {{{ #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 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
@@ -893,7 +829,8 @@ 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 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_okmachinegun_secondary_refire 0.7
@@ -908,7 +845,7 @@ set g_balance_okmachinegun_weaponstart 0
 set g_balance_okmachinegun_weaponstartoverride -1
 set g_balance_okmachinegun_weaponthrowable 1
 // }}}
-// {{{ Overkill Nex
+// {{{ #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
@@ -943,13 +880,14 @@ 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_force 300
-set g_balance_oknex_secondary_refire 0.7
-set g_balance_oknex_secondary_refire_type 1
 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
@@ -960,3 +898,72 @@ 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
+// }}}
index a5438d1..4f947ea 100644 (file)
@@ -3,8 +3,8 @@ 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 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
@@ -16,8 +16,8 @@ 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 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
@@ -43,6 +43,8 @@ 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
@@ -56,8 +58,6 @@ 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_secondary_alt_animtime 0.2
-set g_balance_shotgun_secondary_alt_refire 1.2
 set g_balance_shotgun_switchdelay_drop 0.2
 set g_balance_shotgun_switchdelay_raise 0.2
 set g_balance_shotgun_weaponreplace ""
@@ -65,13 +65,13 @@ set g_balance_shotgun_weaponstart 1
 set g_balance_shotgun_weaponstartoverride -1
 set g_balance_shotgun_weaponthrowable 1
 // }}}
-// {{{ #3: Machine Gun
+// {{{ #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_speed 0
+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
@@ -290,6 +290,7 @@ set g_balance_crylink_weaponthrowable 1
 // }}}
 // {{{ #8: Vortex
 set g_balance_vortex_charge 1
+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
@@ -447,7 +448,8 @@ 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 400
+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
@@ -678,7 +680,7 @@ set g_balance_seeker_weaponstart 0
 set g_balance_seeker_weaponstartoverride -1
 set g_balance_seeker_weaponthrowable 1
 // }}}
-// {{{ #19: Shockwave (MUTATOR WEAPON)
+// {{{ #19: Shockwave
 set g_balance_shockwave_blast_animtime 0.3
 set g_balance_shockwave_blast_damage 40
 set g_balance_shockwave_blast_distance 1000
@@ -745,12 +747,7 @@ 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_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_beam_heat 0
-set g_balance_arc_burst_heat 5
 set g_balance_arc_beam_maxangle 10
 set g_balance_arc_beam_nonplayerdamage 80
 set g_balance_arc_beam_range 1000
@@ -773,6 +770,11 @@ 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 ""
@@ -780,7 +782,7 @@ set g_balance_arc_weaponstart 0
 set g_balance_arc_weaponstartoverride -1
 set g_balance_arc_weaponthrowable 1
 // }}}
-// {{{ #21: Overkill Heavy Machine Gun
+// {{{ #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
@@ -797,6 +799,7 @@ 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_zscale 1
 set g_balance_okhmg_secondary_lifetime 5
 set g_balance_okhmg_secondary_radius 70
 set g_balance_okhmg_secondary_refire 0.7
@@ -811,7 +814,91 @@ set g_balance_okhmg_weaponstart 0
 set g_balance_okhmg_weaponstartoverride 0
 set g_balance_okhmg_weaponthrowable 0
 // }}}
-// {{{ #22: Overkill Rocket Propelled Chainsaw
+// {{{ #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_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+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_secondary_animtime 0.2
+set g_balance_okmachinegun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okmachinegun_secondary_lifetime 5
+set g_balance_okmachinegun_secondary_radius 60
+set g_balance_okmachinegun_secondary_refire 0.7
+set g_balance_okmachinegun_secondary_refire_type 0
+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 1
+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 6
+set g_balance_oknex_primary_animtime 0.4
+set g_balance_oknex_primary_damage 80
+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_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_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_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_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_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
@@ -833,6 +920,7 @@ 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_zscale 1
 set g_balance_okrpc_secondary_lifetime 5
 set g_balance_okrpc_secondary_radius 70
 set g_balance_okrpc_secondary_refire 0.7
@@ -847,3 +935,35 @@ 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 1
+set g_balance_okshotgun_primary_animtime 0.2
+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_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_reload_time 2
+set g_balance_okshotgun_secondary_animtime 0.2
+set g_balance_okshotgun_secondary_damage 20
+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_force_zscale 1
+set g_balance_okshotgun_secondary_lifetime 5
+set g_balance_okshotgun_secondary_radius 60
+set g_balance_okshotgun_secondary_refire 0.7
+set g_balance_okshotgun_secondary_refire_type 0
+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
+// }}}
index 18d862d..0e929ee 100644 (file)
@@ -25,7 +25,7 @@ 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_armor 100
 set g_lms_start_ammo_shells 60
 set g_lms_start_ammo_nails 320
 set g_lms_start_ammo_rockets 160
@@ -131,7 +131,7 @@ set g_balance_pause_armor_rot 5
 set g_balance_pause_armor_rot_spawn 5
 set g_balance_armor_regenstable 100
 set g_balance_armor_rotstable 0
-set g_balance_armor_limit 200
+set g_balance_armor_limit 100
 set g_balance_armor_blockpercent 0.6
 set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
 set g_balance_fuel_regenlinear 0
index 611f5da..3bdf790 100644 (file)
@@ -65,7 +65,6 @@ bind F10 menu_showquitdialog
 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"
@@ -157,4 +156,4 @@ seta "userbind31_press" ""; seta "userbind31_release" ""; seta "userbind31_descr
 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"
index 798104a..d5da481 100644 (file)
@@ -134,7 +134,7 @@ alias debugmodel           "qc_cmd_cl     debugmodel           ${* ?}" // Spawn
 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"
@@ -146,9 +146,6 @@ alias radar "qc_cmd_cl hud radar ${* ?}"
 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
index 553183f..065db41 100644 (file)
@@ -18,7 +18,7 @@ msgstr ""
 "Project-Id-Version: Xonotic\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-06-19 07:16+0000\n"
+"PO-Revision-Date: 2019-07-14 15:44+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"
@@ -1572,7 +1572,7 @@ msgstr "Partie perdue !"
 
 #: qcsrc/common/minigames/minigame/bd.qc:1095
 msgid "Well done! Click 'Next Level' to continue"
-msgstr "Bien joué ! Cliquez sur « Niveau suivant » pour continuer !"
+msgstr "Bien joué ! Cliquez sur « Niveau suivant » pour continuer"
 
 #: qcsrc/common/minigames/minigame/bd.qc:1162
 msgid "Better luck next time!"
@@ -4456,7 +4456,7 @@ msgstr "%s^K1 a fait un TRIPLE SCORE ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:450
 msgid "TRIPLE FRAG! "
-msgstr "TRIPLE FRAG !"
+msgstr "TRIPLE FRAG ! "
 
 #: qcsrc/common/notifications/all.qh:451
 #, c-format
@@ -4470,7 +4470,7 @@ msgstr "%s^K1 est ENRAGÉ ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:451
 msgid "RAGE! "
-msgstr "RAGE !"
+msgstr "RAGE ! "
 
 #: qcsrc/common/notifications/all.qh:452
 #, c-format
@@ -4484,7 +4484,7 @@ msgstr "%s^K1 a commencé un MASSACRE ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:452
 msgid "MASSACRE! "
-msgstr "MASSACRE !"
+msgstr "MASSACRE ! "
 
 #: qcsrc/common/notifications/all.qh:453
 #, c-format
@@ -4498,7 +4498,7 @@ msgstr "%s^K1 a marqué QUINZE POINTS D'AFFILÉE ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:453
 msgid "MAYHEM! "
-msgstr "GRABUGE !"
+msgstr "GRABUGE ! "
 
 #: qcsrc/common/notifications/all.qh:454
 #, c-format
@@ -4512,7 +4512,7 @@ msgstr "%s^K1 a marqué VINGT POINTS D'AFFILÉE ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:454
 msgid "BERSERKER! "
-msgstr "FOU FURIEUX !"
+msgstr "FOU FURIEUX ! "
 
 #: qcsrc/common/notifications/all.qh:455
 #, c-format
@@ -4526,7 +4526,7 @@ msgstr "%s^K1 a marqué VINGT-CINQ POINTS D'AFFILÉE ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:455
 msgid "CARNAGE! "
-msgstr "CARNAGE !"
+msgstr "CARNAGE ! "
 
 #: qcsrc/common/notifications/all.qh:456
 #, c-format
@@ -4540,7 +4540,7 @@ msgstr "%s^K1 est en mode ARMAGEDDON ! %s^BG"
 
 #: qcsrc/common/notifications/all.qh:456
 msgid "ARMAGEDDON! "
-msgstr "ARMAGEDDON !"
+msgstr "ARMAGEDDON ! "
 
 #: qcsrc/common/notifications/all.qh:463
 #, c-format
@@ -4578,15 +4578,15 @@ msgstr "%d points d'affilée ! "
 #: qcsrc/common/notifications/all.qh:507
 #, c-format
 msgid "%d frag spree! "
-msgstr "%d frags d'affilée !"
+msgstr "%d frags d'affilée ! "
 
 #: qcsrc/common/notifications/all.qh:520
 msgid "First blood! "
-msgstr "Premier sang !"
+msgstr "Premier sang ! "
 
 #: qcsrc/common/notifications/all.qh:520
 msgid "First score! "
-msgstr "Premier point !"
+msgstr "Premier point ! "
 
 #: qcsrc/common/notifications/all.qh:524
 msgid "First casualty! "
@@ -4594,7 +4594,7 @@ msgstr "Première victime ! "
 
 #: qcsrc/common/notifications/all.qh:524
 msgid "First victim! "
-msgstr "Première victime !"
+msgstr "Première victime ! "
 
 #: qcsrc/common/notifications/all.qh:565
 #, c-format
index 0f546e3..7fbebd7 100644 (file)
@@ -3,8 +3,9 @@
 # This file is distributed under the same license as the PACKAGE package.
 #
 # Translators:
+# 62197a8afd75a0a64478212fcb55f596, 2017
 # Contijn Buijs <contijn.buijs@gmail.com>, 2017
-# Joeke de Graaf <mappack@null.net>, 2017
+# 62197a8afd75a0a64478212fcb55f596, 2017
 # Jonathan van der Steege <jonakeys@hotmail.com>, 2016
 # Jonathan van der Steege <jonakeys@hotmail.com>, 2016
 msgid ""
index 8316d11..098a049 100644 (file)
@@ -14,7 +14,7 @@ msgstr ""
 "Project-Id-Version: Xonotic\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-06-29 18:20+0000\n"
+"PO-Revision-Date: 2019-07-07 02:23+0000\n"
 "Last-Translator: Jean Trindade Pereira <jean_trindade2@hotmail.com>\n"
 "Language-Team: Portuguese (Brazil) (http://www.transifex.com/team-xonotic/"
 "xonotic/language/pt_BR/)\n"
@@ -1528,11 +1528,11 @@ msgstr "Convidar"
 
 #: qcsrc/common/minigames/cl_minigames_hud.qc:390
 msgid "Current Game"
-msgstr "Jogo Atual"
+msgstr "Jogo atual"
 
 #: qcsrc/common/minigames/cl_minigames_hud.qc:415
 msgid "Exit Menu"
-msgstr "Sair do Menu"
+msgstr "Sair do menu"
 
 #: qcsrc/common/minigames/cl_minigames_hud.qc:427
 #: qcsrc/menu/xonotic/dialog_multiplayer.qc:16
@@ -1553,7 +1553,7 @@ msgstr "Mensagem de minijogo"
 
 #: qcsrc/common/minigames/minigame/bd.qc:2
 msgid "Bulldozer"
-msgstr ""
+msgstr "Buldôzer"
 
 #: qcsrc/common/minigames/minigame/bd.qc:1092
 #: qcsrc/common/minigames/minigame/ps.qc:421
@@ -1606,7 +1606,7 @@ msgstr "Salvar"
 
 #: qcsrc/common/minigames/minigame/c4.qc:2
 msgid "Connect Four"
-msgstr ""
+msgstr "Lig 4"
 
 #: qcsrc/common/minigames/minigame/c4.qc:311
 #: qcsrc/common/minigames/minigame/c4.qc:317
@@ -1654,7 +1654,7 @@ msgstr "Clique no tabuleiro de jogo para posicionar sua peça"
 
 #: qcsrc/common/minigames/minigame/nmm.qc:7
 msgid "Nine Men's Morris"
-msgstr ""
+msgstr "Trilha"
 
 #: qcsrc/common/minigames/minigame/nmm.qc:615
 msgid ""
@@ -1685,11 +1685,11 @@ msgstr "IA"
 #: qcsrc/common/minigames/minigame/pong.qc:606
 msgid "Press ^1Start Match^7 to start the match with the current players"
 msgstr ""
-"Aperte ^1Iniciar Partida^7 para iniciar a partida com os jogadores atuais"
+"Aperte ^1Iniciar partida^7 para iniciar a partida com os jogadores atuais"
 
 #: qcsrc/common/minigames/minigame/pong.qc:674
 msgid "Start Match"
-msgstr "Iniciar Partida"
+msgstr "Iniciar partida"
 
 #: qcsrc/common/minigames/minigame/pong.qc:675
 msgid "Add AI player"
@@ -1701,7 +1701,7 @@ msgstr "Remover bot"
 
 #: qcsrc/common/minigames/minigame/pp.qc:2
 msgid "Push-Pull"
-msgstr ""
+msgstr "Empurrar e Puxar"
 
 #: qcsrc/common/minigames/minigame/pp.qc:443
 #: qcsrc/common/minigames/minigame/ttt.qc:324
@@ -1728,11 +1728,11 @@ msgstr "Próxima partida"
 
 #: qcsrc/common/minigames/minigame/ps.qc:2
 msgid "Peg Solitaire"
-msgstr ""
+msgstr "Resta Um"
 
 #: qcsrc/common/minigames/minigame/ps.qc:414
 msgid "All pieces cleared!"
-msgstr ""
+msgstr "Todas as peças removidas!"
 
 #: qcsrc/common/minigames/minigame/ps.qc:416
 msgid "Remaining pieces:"
@@ -1757,11 +1757,11 @@ msgstr "Faça uma peça saltar sobre outra para capturá-la"
 
 #: qcsrc/common/minigames/minigame/ttt.qc:2
 msgid "Tic Tac Toe"
-msgstr ""
+msgstr "Jogo-da-velha"
 
 #: qcsrc/common/minigames/minigame/ttt.qc:665
 msgid "Single Player"
-msgstr "Um Jogador"
+msgstr "Um jogador"
 
 #: qcsrc/common/monsters/monster/mage.qh:17
 #: qcsrc/menu/xonotic/dialog_monstertools.qc:18
@@ -1770,7 +1770,7 @@ msgstr "Mago"
 
 #: qcsrc/common/monsters/monster/mage.qh:29
 msgid "Mage spike"
-msgstr "Prego de mago"
+msgstr "Espinho de mago"
 
 #: qcsrc/common/monsters/monster/shambler.qh:17
 #: qcsrc/menu/xonotic/dialog_monstertools.qc:17
@@ -1978,7 +1978,7 @@ msgstr "Escopeta Suprema"
 
 #: qcsrc/common/mutators/mutator/waypoints/all.inc:3
 msgid "Waypoint"
-msgstr "Ponto de passagem"
+msgstr "Ponto de interesse"
 
 #: qcsrc/common/mutators/mutator/waypoints/all.inc:4
 msgid "Help me!"
@@ -4924,7 +4924,7 @@ msgstr "TIL"
 
 #: qcsrc/common/util.qc:1488
 msgid "BACKQUOTE"
-msgstr ""
+msgstr "APÓSTROFO"
 
 #: qcsrc/common/util.qc:1489
 msgid "QUOTE"
@@ -4932,7 +4932,7 @@ msgstr "ASPAS"
 
 #: qcsrc/common/util.qc:1490
 msgid "APOSTROPHE"
-msgstr "APÓSTROFO"
+msgstr "~"
 
 #: qcsrc/common/util.qc:1491
 msgid "BACKSLASH"
@@ -6994,11 +6994,11 @@ msgid ""
 "to find some or if he fails to do so, face death. The secondary fire mode "
 "does not inflict any damage but is good for doing trickjumps."
 msgstr ""
-"Os jogadores terão uma arma, a qual pode instantaneamente matar o oponente "
-"com um único disparo. Se o jogador ficar sem munição, ele terá 10 segundos "
-"para encontrar alguma e se não conseguir fazer isso, irá morrer. O modo de "
-"disparo secundário não causa nenhum dano, mas é útil para executar truques "
-"de movimento."
+"Os jogadores terão uma arma que pode instantaneamente matar o oponente com "
+"um único disparo. Se o jogador ficar sem munição, ele terá 10 segundos para "
+"encontrar alguma e, se não conseguir fazer isso, morrerá. O modo de disparo "
+"secundário não causa nenhum dano, mas é útil para executar truques de "
+"movimento."
 
 #: qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc:284
 msgid ""
@@ -7007,8 +7007,8 @@ msgid ""
 "switch to another weapon."
 msgstr ""
 "Sem itens Xonotic - em vez de pegar itens espalhados pelo mapa, todo mundo "
-"joga com a mesma arma. Depois de um certo tempo, uma contagem regressiva irá "
-"iniciar, e depois disso todos irão trocar para uma outra arma."
+"joga com a mesma arma. Após um certo tempo, inciará uma contagem regressiva "
+"e, depois disso, todos trocarão para outra arma."
 
 #: qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc:288
 msgid "with blaster"
@@ -7040,7 +7040,7 @@ msgstr "Cheio"
 
 #: qcsrc/menu/xonotic/dialog_multiplayer_join.qc:48
 msgid "Show full servers that have no slots available"
-msgstr "Exibir servidores cheios que não contêm vagas disponíveis"
+msgstr "Exibir servidores cheios que não têm vagas disponíveis"
 
 #: qcsrc/menu/xonotic/dialog_multiplayer_join.qc:52
 msgid "Pause"
@@ -8291,19 +8291,19 @@ msgstr ""
 
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:64
 msgid "Waypoints"
-msgstr "Caminhos"
+msgstr "Pontos de interesse"
 
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:66
 msgid "Display waypoint markers for objectives on the map"
-msgstr "Mostra os marcadores de caminhos para objetivos no mapa"
+msgstr "Exibe os marcadores de ponto de interesse para objetivos no mapa"
 
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:67
 msgid "Show various gametype specific waypoints"
-msgstr "Mostra diversos caminhos específicos de modos de jogo"
+msgstr "Exibe diversos pontos de interesse específicos de modos de jogo"
 
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:73
 msgid "Control transparency of the waypoints"
-msgstr "Transparência dos caminhos"
+msgstr "Transparência dos pontos de interesse"
 
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:77
 #: qcsrc/menu/xonotic/dialog_settings_game_hud.qc:130
index 3668725..3de3a22 100644 (file)
@@ -6,6 +6,7 @@
 # Adrian-Ciprian Tînjală <adrian.tinjala@gmail.com>, 2015-2016
 # busterdbk <busterdbk@gmail.com>, 2013
 # busterdbk <busterdbk@gmail.com>, 2013
+# Cuzenco Andrei Robert <cuzencoandreirobert2008@gmail.com>, 2019
 # MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>, 2011
 # Sorin Botirla <sorin.botirla@gmail.com>, 2015
 # Tudor Ionel <tropiko.matrox@gmail.com>, 2015
@@ -14,8 +15,8 @@ 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: 2019-07-02 21:28+0000\n"
+"Last-Translator: Cuzenco Andrei Robert <cuzencoandreirobert2008@gmail.com>\n"
 "Language-Team: Romanian (http://www.transifex.com/team-xonotic/xonotic/"
 "language/ro/)\n"
 "Language: ro\n"
@@ -29,16 +30,19 @@ msgstr ""
 #, c-format
 msgid "^2Successfully exported to %s! (Note: It's saved in data/data/)"
 msgstr ""
+"^2Exportat cu succes către %s! (Notă: Fisierul este salvat in data/data)"
 
 #: qcsrc/client/hud/hud_config.qc:247
 #, c-format
 msgid "^1Couldn't write to %s"
-msgstr ""
+msgstr "^1Nu s-a putut scrie către %s"
 
 #: qcsrc/client/hud/panel/centerprint.qc:140
 #, c-format
 msgid "^3Countdown message at time %s, seconds left: ^COUNT"
 msgstr ""
+"^3Mesajul cu numărătoare inversă este la %s, mai sunt doar ^COUNT secunde "
+"ramase."
 
 #: qcsrc/client/hud/panel/centerprint.qc:142
 #, c-format
@@ -46,15 +50,17 @@ msgid ""
 "^1Multiline message at time %s that\n"
 "^1lasts longer than normal"
 msgstr ""
+"^1Mesaj pe mai multe linii la %s care\n"
+"^1durează mai mult decât de obicei"
 
 #: qcsrc/client/hud/panel/centerprint.qc:144
 #, c-format
 msgid "Message at time %s"
-msgstr ""
+msgstr "Mesaj la %s"
 
 #: qcsrc/client/hud/panel/centerprint.qc:149
 msgid "Generic message"
-msgstr ""
+msgstr "Mesaj generic"
 
 #: qcsrc/client/hud/panel/chat.qc:84
 msgid "^3Player^7: This is the chat area."
@@ -82,7 +88,7 @@ msgstr "^1Apasă ^3%s^1 pentru a deveni spectator"
 #: qcsrc/client/hud/panel/infomessages.qc:102
 #: qcsrc/menu/xonotic/keybinder.qc:47
 msgid "primary fire"
-msgstr ""
+msgstr "Mod principal de tragere"
 
 #: qcsrc/client/hud/panel/infomessages.qc:104
 #, c-format
@@ -92,12 +98,12 @@ msgstr "^1Apasă ^3%s^1 sau ^3%s^1 pentru jucătorul următor sau precedent"
 #: qcsrc/client/hud/panel/infomessages.qc:104
 #: qcsrc/client/hud/panel/infomessages.qc:108
 msgid "next weapon"
-msgstr ""
+msgstr "Următoarea armă"
 
 #: qcsrc/client/hud/panel/infomessages.qc:104
 #: qcsrc/client/hud/panel/infomessages.qc:108
 msgid "previous weapon"
-msgstr ""
+msgstr "Anterioara armă"
 
 #: qcsrc/client/hud/panel/infomessages.qc:108
 #, c-format
@@ -108,16 +114,17 @@ msgstr "^1Folosiți ^3%s^1 sau ^3%s^1 pentru a schimba viteza"
 #, c-format
 msgid "^1Press ^3%s^1 to observe, ^3%s^1 to change camera mode"
 msgstr ""
+"^1Apasă ^3%s^1 pentru a observa, ^3%s^1 pentru a schimba in modul camera"
 
 #: qcsrc/client/hud/panel/infomessages.qc:110
 #: qcsrc/common/vehicles/cl_vehicles.qc:190
 msgid "drop weapon"
-msgstr ""
+msgstr "Aruncă arma"
 
 #: qcsrc/client/hud/panel/infomessages.qc:110
 #: qcsrc/menu/xonotic/keybinder.qc:48
 msgid "secondary fire"
-msgstr ""
+msgstr "Mod secundar de tragere"
 
 #: qcsrc/client/hud/panel/infomessages.qc:113
 #, c-format
@@ -127,7 +134,7 @@ msgstr "^1Apasă ^3%s^1 pentru informații despre modul de joc"
 #: qcsrc/client/hud/panel/infomessages.qc:113
 #: qcsrc/menu/xonotic/keybinder.qc:105
 msgid "server info"
-msgstr ""
+msgstr "Informații despre server"
 
 #: qcsrc/client/hud/panel/infomessages.qc:126
 msgid "^1Match has already begun"
@@ -146,7 +153,7 @@ msgstr "^1Apasă ^3%s^1 pentru a te alătura jocului"
 #: qcsrc/client/hud/panel/infomessages.qc:130
 #: qcsrc/client/hud/panel/infomessages.qc:133
 msgid "jump"
-msgstr ""
+msgstr "Sari"
 
 #: qcsrc/client/hud/panel/infomessages.qc:141
 #, c-format
@@ -167,7 +174,7 @@ msgstr "%sApasă ^3%s%s pentru a înceta încălzirea"
 #: qcsrc/client/hud/panel/infomessages.qc:177
 #: qcsrc/menu/xonotic/keybinder.qc:101
 msgid "ready"
-msgstr ""
+msgstr "Pregătit"
 
 #: qcsrc/client/hud/panel/infomessages.qc:164
 #, c-format
@@ -201,15 +208,15 @@ msgstr "Apasă ^3%s%s pentru a ajusta"
 #: qcsrc/client/hud/panel/infomessages.qc:201
 #: qcsrc/menu/xonotic/keybinder.qc:117
 msgid "team menu"
-msgstr ""
+msgstr "Meniul echipei"
 
 #: qcsrc/client/hud/panel/infomessages.qc:211
 msgid "^1Spectating this player:"
-msgstr ""
+msgstr "^1Urmărește acest jucător:"
 
 #: qcsrc/client/hud/panel/infomessages.qc:211
 msgid "^1Spectating you:"
-msgstr ""
+msgstr "^1Te urmărește pe tine:"
 
 #: qcsrc/client/hud/panel/infomessages.qc:227
 msgid "^7Press ^3ESC ^7to show HUD options."
@@ -259,7 +266,7 @@ msgstr "Continuă..."
 #: qcsrc/client/hud/panel/quickmenu.qc:781
 #: qcsrc/client/hud/panel/quickmenu.qc:788
 msgid "Chat"
-msgstr ""
+msgstr "Convorbire"
 
 #: qcsrc/client/hud/panel/quickmenu.qc:782
 msgid "QMCMD^Send public message to"
index e7d502a..5ba567a 100644 (file)
@@ -18,8 +18,8 @@ msgstr ""
 "Project-Id-Version: Xonotic\n"
 "Report-Msgid-Bugs-To: \n"
 "POT-Creation-Date: 2019-05-19 07:23+0200\n"
-"PO-Revision-Date: 2019-06-14 06:43+0000\n"
-"Last-Translator: Liang Liu <dxkliu@126.com>\n"
+"PO-Revision-Date: 2019-07-30 05:15+0000\n"
+"Last-Translator: 杜茂森 <dumaosen_main01@outlook.com>\n"
 "Language-Team: Chinese (China) (http://www.transifex.com/team-xonotic/"
 "xonotic/language/zh_CN/)\n"
 "Language: zh_CN\n"
@@ -394,11 +394,11 @@ msgstr "QMCMD^掉落武器, icon"
 
 #: qcsrc/client/hud/panel/quickmenu.qc:806
 msgid "QMCMD^dropped weapon %w^7 (l:%l^7)"
-msgstr ""
+msgstr "QMCMD^掉落武器 %w^7 (l:%l^7)"
 
 #: qcsrc/client/hud/panel/quickmenu.qc:807
 msgid "QMCMD^drop flag/key, icon"
-msgstr ""
+msgstr "QMCMD^掉落旗帜/钥匙, icon"
 
 #: qcsrc/client/hud/panel/quickmenu.qc:807
 msgid "QMCMD^dropped flag/key %w^7 (l:%l^7)"
index 3073c64..65d3ec6 100644 (file)
@@ -4,9 +4,10 @@
 #
 # Translators:
 # Arm Coon <armcoon@gmail.com>, 2016-2017
-# Jeff Huang <s8321414@gmail.com>, 2015
+# 黃柏諺 <s8321414@gmail.com>, 2015
 # msn1018927464 <msn1018927464@hotmail.com>, 2015
 # msn1018927464 <msn1018927464@hotmail.com>, 2015
+# 黃柏諺 <s8321414@gmail.com>, 2015
 msgid ""
 msgstr ""
 "Project-Id-Version: Xonotic\n"
index 8e7bc9b..82758fa 100644 (file)
@@ -48,6 +48,10 @@ seta crosshair_per_weapon 1  "when 1, each gun will display a different crosshair
 // 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
index 57c9f7b..d38cee8 100644 (file)
@@ -226,6 +226,7 @@ set g_ca_round_timelimit 180 "round time limit in seconds"
 seta 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"
 
 
 // ==================
@@ -253,7 +254,7 @@ set g_ctf_stalemate 1 "show the enemy flagcarrier location after both teams have
 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"
@@ -370,6 +371,7 @@ set g_freezetag_frozen_maxtime 60 "frozen players will be automatically unfrozen
 seta 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"
 
 
 // ==========
@@ -433,6 +435,7 @@ set g_lms_extra_lives 0
 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"
 
 
 // =========
index d0b6860..0c5c485 100644 (file)
@@ -11,8 +11,8 @@ hu    "Hungarian" "Magyar" 48%
 nl    "Dutch" "Nederlands" 63%
 pl    "Polish" "Polski" 72%
 pt    "Portuguese" "Português" 86%
-pt_BR "Portuguese (Brazil)" "Português (Brasil)" 99%
-ro    "Romanian" "Romana" 74%
+pt_BR "Portuguese (Brazil)" "Português (Brasil)" 100%
+ro    "Romanian" "Romana" 75%
 fi    "Finnish" "Suomi" 30%
 el    "Greek" "Ελληνική" 47%
 be    "Belarusian" "Беларуская" 55%
index 7e1c035..2c0bfae 100644 (file)
@@ -54,14 +54,14 @@ set g_instagib_friendlypush 1 "allow pushing teammates with the vaporizer primar
 // ==========
 //  overkill
 // ==========
-set g_overkill 0 "internal cvar, to enable overkill, use  `exec ruleset-overkill.cfg`"
+set g_overkill 0 "internal cvar, to enable overkill, use `exec ruleset-overkill.cfg`"
 set g_overkill_weapons 0 "Whether to enable overkill weapons outside of overkill ruleset."
 
-set g_overkill_powerups_replace 1
-set g_overkill_itemwaypoints 1
+set g_overkill_powerups_replace 1 "replace strength and shield with HMG and RPC"
+set g_overkill_itemwaypoints 1 "show waypoints with timer before health and armor spawns"
 set g_overkill_filter_healthmega 0
-set g_overkill_filter_armormedium 0
-set g_overkill_filter_armorbig 0
+set g_overkill_filter_armormedium 1
+set g_overkill_filter_armorbig 1
 set g_overkill_filter_armormega 0
 
 
@@ -69,6 +69,8 @@ set g_overkill_filter_armormega 0
 //  vampire
 // =========
 set g_vampire 0 "set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health"
+set g_vampire_factor 1.0 "Multiply damage done by this factor before adding it to the player's health"
+set g_vampire_use_total_damage 0 "If 1 then add combined damage (health + armor) to attackers health. If 0 add only health damage."
 
 
 // ========
index a6f36a7..67d02a7 100644 (file)
@@ -1,7 +1,7 @@
 g_mod_physics Overkill
 
 sv_gravity 800
-sv_maxspeed 400
+sv_maxspeed 360
 sv_maxairspeed 360
 
 sv_stopspeed 100
@@ -40,7 +40,7 @@ sv_aircontrol_penalty 180
 sv_aircontrol_power 2
 sv_aircontrol_backwards 0
 sv_aircontrol_sidewards 0
-sv_airspeedlimit_nonqw 900
+sv_airspeedlimit_nonqw 800
 sv_warsowbunny_turnaccel 0
 sv_warsowbunny_accel 0.1593
 sv_warsowbunny_topspeed 925
index 9300293..a151c0c 100644 (file)
@@ -25,7 +25,6 @@ float autocvar_cl_announcer_antispam = 2;
 float autocvar_cl_announcer_maptime = 3;
 bool autocvar_cl_autodemo_delete;
 bool autocvar_cl_autodemo_delete_keeprecords;
-bool autocvar_cl_casings;
 float autocvar_cl_casings_bronze_time;
 int autocvar_cl_casings_maxcount = 100;
 float autocvar_cl_casings_shell_time;
@@ -151,6 +150,8 @@ bool autocvar_crosshair_ring_reload;
 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;
@@ -268,7 +269,6 @@ bool autocvar_hud_panel_infomessages_flip;
 float autocvar_hud_panel_mapvote_highlight_border = 1;
 bool autocvar_hud_panel_modicons;
 int autocvar_hud_panel_modicons_ca_layout;
-int autocvar_hud_panel_modicons_dom_layout;
 int autocvar_hud_panel_modicons_freezetag_layout;
 bool autocvar_hud_panel_notify;
 float autocvar_hud_panel_notify_fadetime;
index 5670964..f0c1e78 100644 (file)
@@ -434,7 +434,7 @@ void LocalCommand_sendcvar(int request, int argc)
                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;
                }
        }
@@ -477,7 +477,7 @@ CLIENT_COMMAND(handlevote, "System to handle selecting a vote or option") { Loca
 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()
 {
index 1fa2fd4..7d111f1 100644 (file)
@@ -109,6 +109,71 @@ int w_deathtype;
 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;
+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_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");
+/*
+// this is also a STAT
+// pointless sending this cvars since server can't change gun alignment during the match
+int cvar_cl_gunalign;
+REPLICATE(cvar_cl_gunalign, int, "cl_gunalign");
+
+// 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;
index 306bb6f..18ec37d 100644 (file)
@@ -9,8 +9,6 @@
 
 // Mod icons (#10)
 
-bool mod_active; // is there any active mod icon?
-
 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
 {
        TC(int, layout); TC(int, i);
@@ -84,405 +82,6 @@ void HUD_Mod_CA(vector myPos, vector mySize)
        }
 }
 
-// CTF HUD modicon section
-int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
-int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
-float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
-
-void HUD_Mod_CTF_Reset()
-{
-       redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
-       redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
-       redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
-}
-
-int autocvar__teams_available;
-void HUD_Mod_CTF(vector pos, vector mySize)
-{
-       vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
-       vector flag_size;
-       float f; // every function should have that
-
-       int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
-       float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
-       bool ctf_oneflag; // one-flag CTF mode enabled/disabled
-       bool ctf_stalemate; // currently in stalemate
-       int stat_items = STAT(CTF_FLAGSTATUS);
-       float fs, fs2, fs3, size1, size2;
-       vector e1, e2;
-
-       int nteams = autocvar__teams_available;
-
-       redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
-       blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
-       yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
-       pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
-       neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
-
-       ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
-
-       ctf_stalemate = (stat_items & CTF_STALEMATE);
-
-       mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
-
-       if (autocvar__hud_configure) {
-               redflag = 1;
-               blueflag = 2;
-               if (nteams & BIT(2))
-                       yellowflag = 2;
-               if (nteams & BIT(3))
-                       pinkflag = 3;
-               ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
-       }
-
-       // when status CHANGES, set old status into prevstatus and current status into status
-       #define X(team) MACRO_BEGIN \
-               if (team##flag != team##flag_prevframe) { \
-                       team##flag_statuschange_time = time; \
-                       team##flag_prevstatus = team##flag_prevframe; \
-                       team##flag_prevframe = team##flag; \
-               } \
-               team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
-       MACRO_END
-       X(red);
-       X(blue);
-       X(yellow);
-       X(pink);
-       X(neutral);
-       #undef X
-
-       const float BLINK_FACTOR = 0.15;
-       const float BLINK_BASE = 0.85;
-       // note:
-       //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
-       // thus
-       //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
-       // ensure RMS == 1
-       const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
-
-       #define X(team, cond) \
-       string team##_icon = string_null, team##_icon_prevstatus = string_null; \
-       int team##_alpha, team##_alpha_prevstatus; \
-       team##_alpha = team##_alpha_prevstatus = 1; \
-       MACRO_BEGIN \
-               switch (team##flag) { \
-                       case 1: team##_icon = "flag_" #team "_taken"; break; \
-                       case 2: team##_icon = "flag_" #team "_lost"; break; \
-                       case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
-                       default: \
-                               if ((stat_items & CTF_SHIELDED) && (cond)) { \
-                                       team##_icon = "flag_" #team "_shielded"; \
-                               } else { \
-                                       team##_icon = string_null; \
-                               } \
-                               break; \
-               } \
-               switch (team##flag_prevstatus) { \
-                       case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
-                       case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
-                       case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
-                       default: \
-                               if (team##flag == 3) { \
-                                       team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
-                               } else if((stat_items & CTF_SHIELDED) && (cond)) { \
-                                       team##_icon_prevstatus = "flag_" #team "_shielded"; \
-                               } else { \
-                                       team##_icon_prevstatus = string_null; \
-                               } \
-                               break; \
-               } \
-       MACRO_END
-       X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
-       X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
-       X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
-       X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
-       X(neutral, ctf_oneflag);
-       #undef X
-
-       int tcount = 2;
-       if(nteams & BIT(2))
-               tcount = 3;
-       if(nteams & BIT(3))
-               tcount = 4;
-
-       if (ctf_oneflag) {
-               // hacky, but these aren't needed
-               red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
-               fs = fs2 = fs3 = 1;
-       } else switch (tcount) {
-               default:
-               case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
-               case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
-               case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
-       }
-
-       if (mySize_x > mySize_y) {
-               size1 = mySize_x;
-               size2 = mySize_y;
-               e1 = eX;
-               e2 = eY;
-       } else {
-               size1 = mySize_y;
-               size2 = mySize_x;
-               e1 = eY;
-               e2 = eX;
-       }
-
-       switch (myteam) {
-               default:
-               case NUM_TEAM_1: {
-                       redflag_pos = pos;
-                       blueflag_pos = pos + eX * fs2 * size1;
-                       yellowflag_pos = pos - eX * fs2 * size1;
-                       pinkflag_pos = pos + eX * fs3 * size1;
-                       break;
-               }
-               case NUM_TEAM_2: {
-                       redflag_pos = pos + eX * fs2 * size1;
-                       blueflag_pos = pos;
-                       yellowflag_pos = pos - eX * fs2 * size1;
-                       pinkflag_pos = pos + eX * fs3 * size1;
-                       break;
-               }
-               case NUM_TEAM_3: {
-                       redflag_pos = pos + eX * fs3 * size1;
-                       blueflag_pos = pos - eX * fs2 * size1;
-                       yellowflag_pos = pos;
-                       pinkflag_pos = pos + eX * fs2 * size1;
-                       break;
-               }
-               case NUM_TEAM_4: {
-                       redflag_pos = pos - eX * fs2 * size1;
-                       blueflag_pos = pos + eX * fs3 * size1;
-                       yellowflag_pos = pos + eX * fs2 * size1;
-                       pinkflag_pos = pos;
-                       break;
-               }
-       }
-       neutralflag_pos = pos;
-       flag_size = e1 * fs * size1 + e2 * size2;
-
-       #define X(team) MACRO_BEGIN \
-               f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
-               if (team##_icon && ctf_stalemate) \
-                       drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
-               if (team##_icon_prevstatus && f < 1) \
-                       drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
-               if (team##_icon) \
-                       drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
-       MACRO_END
-       X(red);
-       X(blue);
-       X(yellow);
-       X(pink);
-       X(neutral);
-       #undef X
-}
-
-// Keyhunt HUD modicon section
-vector KH_SLOTS[4];
-
-void HUD_Mod_KH(vector pos, vector mySize)
-{
-       mod_active = 1; // keyhunt should never hide the mod icons panel
-
-       // Read current state
-       int state = STAT(KH_KEYS);
-       if(!state) return;
-
-       int i, key_state;
-       int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
-       all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
-
-       for(i = 0; i < 4; ++i)
-       {
-               key_state = (bitshift(state, i * -5) & 31) - 1;
-
-               if(key_state == -1)
-                       continue;
-
-               if(key_state == 30)
-               {
-                       ++carrying_keys;
-                       key_state = myteam;
-               }
-
-               switch(key_state)
-               {
-                       case NUM_TEAM_1: ++team1_keys; break;
-                       case NUM_TEAM_2: ++team2_keys; break;
-                       case NUM_TEAM_3: ++team3_keys; break;
-                       case NUM_TEAM_4: ++team4_keys; break;
-                       case 29: ++dropped_keys; break;
-               }
-
-               ++all_keys;
-       }
-
-       // Calculate slot measurements
-       vector slot_size;
-       if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
-       {
-               // Quadratic arrangement
-               slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
-               KH_SLOTS[0] = pos;
-               KH_SLOTS[1] = pos + eX * slot_size.x;
-               KH_SLOTS[2] = pos + eY * slot_size.y;
-               KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
-       }
-       else
-       {
-               if(mySize.x > mySize.y)
-               {
-                       // Horizontal arrangement
-                       slot_size = vec2(mySize.x / all_keys, mySize.y);
-                       for(i = 0; i < all_keys; ++i)
-                               KH_SLOTS[i] = pos + eX * slot_size.x * i;
-               }
-               else
-               {
-                       // Vertical arrangement
-                       slot_size = vec2(mySize.x, mySize.y / all_keys);
-                       for(i = 0; i < all_keys; ++i)
-                               KH_SLOTS[i] = pos + eY * slot_size.y * i;
-               }
-       }
-
-       // Make icons blink in case of RUN HERE
-
-       float alpha = 1;
-       if(carrying_keys)
-       {
-               float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
-               switch(myteam)
-               {
-                       case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
-                       case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
-                       case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
-                       case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
-               }
-       }
-
-       // Draw icons
-
-       i = 0;
-
-       while(team1_keys--)
-               if(myteam == NUM_TEAM_1 && carrying_keys)
-               {
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-                       --carrying_keys;
-               }
-               else
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
-       while(team2_keys--)
-               if(myteam == NUM_TEAM_2 && carrying_keys)
-               {
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-                       --carrying_keys;
-               }
-               else
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
-       while(team3_keys--)
-               if(myteam == NUM_TEAM_3 && carrying_keys)
-               {
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-                       --carrying_keys;
-               }
-               else
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
-       while(team4_keys--)
-               if(myteam == NUM_TEAM_4 && carrying_keys)
-               {
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-                       --carrying_keys;
-               }
-               else
-                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-
-       while(dropped_keys--)
-               drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
-}
-
-// Keepaway HUD mod icon
-int kaball_prevstatus; // last remembered status
-float kaball_statuschange_time; // time when the status changed
-
-// we don't need to reset for keepaway since it immediately
-// autocorrects prevstatus as to if the player has the ball or not
-
-void HUD_Mod_Keepaway(vector pos, vector mySize)
-{
-       mod_active = 1; // keepaway should always show the mod HUD
-
-       float BLINK_FACTOR = 0.15;
-       float BLINK_BASE = 0.85;
-       float BLINK_FREQ = 5;
-       float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
-
-       int stat_items = STAT(ITEMS);
-       int kaball = (stat_items/IT_KEY1) & 1;
-
-       if(kaball != kaball_prevstatus)
-       {
-               kaball_statuschange_time = time;
-               kaball_prevstatus = kaball;
-       }
-
-       vector kaball_pos, kaball_size;
-
-       if(mySize.x > mySize.y) {
-               kaball_pos = pos + eX * 0.25 * mySize.x;
-               kaball_size = vec2(0.5 * mySize.x, mySize.y);
-       } else {
-               kaball_pos = pos + eY * 0.25 * mySize.y;
-               kaball_size = vec2(mySize.x, 0.5 * mySize.y);
-       }
-
-       float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
-       float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
-
-       if(kaball_prevstatus && f < 1)
-               drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
-
-       if(kaball)
-               drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
-}
-
-
-// Nexball HUD mod icon
-void HUD_Mod_NexBall(vector pos, vector mySize)
-{
-       float nb_pb_starttime, dt, p;
-       int stat_items;
-
-       stat_items = STAT(ITEMS);
-       nb_pb_starttime = STAT(NB_METERSTART);
-
-       if (stat_items & IT_KEY1)
-               mod_active = 1;
-       else
-               mod_active = 0;
-
-       //Manage the progress bar if any
-       if (nb_pb_starttime > 0)
-       {
-               dt = (time - nb_pb_starttime) % nb_pb_period;
-               // one period of positive triangle
-               p = 2 * dt / nb_pb_period;
-               if (p > 1)
-                       p = 2 - p;
-
-               HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-       }
-
-       if (stat_items & IT_KEY1)
-               drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-}
-
 // Race/CTS HUD mod icons
 float crecordtime_prev; // last remembered crecordtime
 float crecordtime_change_time; // time when crecordtime last changed
@@ -629,87 +228,6 @@ void HUD_Mod_Race(vector pos, vector mySize)
        }
 }
 
-void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
-{
-       TC(int, layout); TC(int, i);
-       float stat = -1;
-       string pic = "";
-       vector color = '0 0 0';
-       switch(i)
-       {
-               case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
-               case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
-               case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
-               default:
-               case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
-       }
-       float pps_ratio = 0;
-       if(STAT(DOM_TOTAL_PPS))
-               pps_ratio = stat / STAT(DOM_TOTAL_PPS);
-
-       if(mySize.x/mySize.y > aspect_ratio)
-       {
-               i = aspect_ratio * mySize.y;
-               myPos.x = myPos.x + (mySize.x - i) / 2;
-               mySize.x = i;
-       }
-       else
-       {
-               i = 1/aspect_ratio * mySize.x;
-               myPos.y = myPos.y + (mySize.y - i) / 2;
-               mySize.y = i;
-       }
-
-       if (layout) // show text too
-       {
-               //draw the text
-               color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
-               if (layout == 2) // average pps
-                       drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
-               else // percentage of average pps
-                       drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
-       }
-
-       //draw the icon
-       drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-       if (stat > 0)
-       {
-               drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
-               drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-               drawresetcliparea();
-       }
-}
-
-void HUD_Mod_Dom(vector myPos, vector mySize)
-{
-       mod_active = 1; // required in each mod function that always shows something
-
-       int layout = autocvar_hud_panel_modicons_dom_layout;
-       int rows, columns;
-       float aspect_ratio;
-       aspect_ratio = (layout) ? 3 : 1;
-       rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
-       columns = ceil(team_count/rows);
-
-       int i;
-       float row = 0, column = 0;
-       vector pos, itemSize;
-       itemSize = vec2(mySize.x / columns, mySize.y / rows);
-       for(i=0; i<team_count; ++i)
-       {
-               pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
-
-               DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
-
-               ++row;
-               if(row >= rows)
-               {
-                       row = 0;
-                       ++column;
-               }
-       }
-}
-
 void HUD_ModIcons_SetFunc()
 {
        HUD_ModIcons_GameType = gametype.m_modicons;
index 6db88c6..c90c099 100644 (file)
@@ -1,2 +1,4 @@
 #pragma once
 #include "../panel.qh"
+
+bool mod_active; // is there any active mod icon?
index 93162f6..e11a134 100644 (file)
@@ -1167,7 +1167,7 @@ vector Scoreboard_AccuracyStats_Draw(vector pos, vector rgb, vector bg_size)
                }
                if (weapon_stats < 0 && !((weapons_stat & set) || (weapons_inmap & set)))
                {
-                       if (((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)))
+                       if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK))
                                ++nHidden;
                        else
                                ++disownedcnt;
index 3f67787..ac32e23 100644 (file)
@@ -30,7 +30,7 @@ int weaponorder_cmp(int i, int j, entity pass)
        int nHidden = 0; \
        FOREACH(Weapons, it != WEP_Null, { \
                if (weapons_stat & WepSet_FromWeapon(it)) continue; \
-               if ((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) nHidden += 1; \
+               if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
        }); \
        vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
        columns = table_size.x; \
@@ -123,7 +123,7 @@ void HUD_Weapons()
                {
                        int j = 0;
                        FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
-                               if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+                               if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
                                {
                                        if(!panel_switchweapon || j < 4)
                                                panel_switchweapon = it;
@@ -418,8 +418,11 @@ void HUD_Weapons()
                }
                else
                {
-                       if (((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) && !(weapons_stat & WepSet_FromWeapon(it)))
+                       if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
+                               && !(weapons_stat & WepSet_FromWeapon(it)))
+                       {
                                continue;
+                       }
                }
 
                // figure out the drawing position of weapon
index 04cafeb..b61f425 100644 (file)
@@ -143,6 +143,8 @@ void CSQC_Init()
        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");
 
@@ -230,6 +232,8 @@ void Shutdown()
 
        deactivate_minigame();
        HUD_MinigameMenu_Close(NULL, NULL, NULL);
+
+       ReplicateVars(true); // destroy
 }
 
 .float has_team;
index f0f8f1d..87951ff 100644 (file)
@@ -45,20 +45,24 @@ entity teamslots[17];    // 17 teams (including "spectator team")
 .bool ready;
 .bool eliminated;
 
-.void(entity) draw;
 IntrusiveList g_drawables;
-STATIC_INIT(g_drawables) { g_drawables = IL_NEW(); }
-.void(entity) draw2d;
 IntrusiveList g_drawables_2d;
-STATIC_INIT(g_drawables_2d) { g_drawables_2d = IL_NEW(); }
+IntrusiveList g_radarlinks;
+IntrusiveList g_radaricons;
+STATIC_INIT(main)
+{
+       g_drawables = IL_NEW();
+       g_drawables_2d = IL_NEW();
+       g_radarlinks = IL_NEW();
+       g_radaricons = IL_NEW();
+}
+
+.void(entity) draw;
+.void(entity) draw2d;
 .void(entity) entremove;
 float drawframetime;
 vector view_origin, view_forward, view_right, view_up;
 
-IntrusiveList g_radarlinks;
-STATIC_INIT(g_radarlinks) { g_radarlinks = IL_NEW(); }
-IntrusiveList g_radaricons;
-STATIC_INIT(g_radaricons) { g_radaricons = IL_NEW(); }
 
 bool button_zoom;
 bool spectatorbutton_zoom;
index 322abb8..b1593cf 100644 (file)
@@ -291,6 +291,7 @@ void viewmodel_draw(entity this)
                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;
@@ -304,6 +305,7 @@ void viewmodel_draw(entity this)
        {
                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;
@@ -392,86 +394,6 @@ STATIC_INIT(fpscounter_init)
        showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
 }
 
-STATIC_INIT(Porto)
-{
-       entity e = new_pure(porto);
-       e.draw = Porto_Draw;
-       IL_PUSH(g_drawables, e);
-       e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
-}
-
-const int polyline_length = 16;
-.vector polyline[polyline_length];
-void Porto_Draw(entity this)
-{
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
-               entity wepent = viewmodels[slot];
-
-               if (wepent.activeweapon != WEP_PORTO) continue;
-               if (spectatee_status) continue;
-               if (WEP_CVAR(porto, secondary)) continue;
-               if (intermission == 1) continue;
-               if (intermission == 2) continue;
-               if (STAT(HEALTH) <= 0) continue;
-
-               vector pos = view_origin;
-               vector dir = view_forward;
-               makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
-               pos += v_right * -wepent.movedir.y
-                       +  v_up * wepent.movedir.z;
-
-               if (wepent.angles_held_status)
-               {
-                       makevectors(wepent.angles_held);
-                       dir = v_forward;
-               }
-
-               wepent.polyline[0] = pos;
-
-               int portal_number = 0, portal1_idx = 1, portal_max = 2;
-               int n = 1 + 2;  // 2 lines == 3 points
-               for (int idx = 0; idx < n && idx < polyline_length - 1; )
-               {
-                       traceline(pos, pos + 65536 * dir, true, this);
-                       dir = reflect(dir, trace_plane_normal);
-                       pos = trace_endpos;
-                       wepent.polyline[++idx] = pos;
-                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
-                       {
-                               n += 1;
-                               continue;
-                       }
-                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       {
-                               n = max(2, idx);
-                               break;
-                       }
-                       // check size
-                       {
-                               vector ang = vectoangles2(trace_plane_normal, dir);
-                               ang.x = -ang.x;
-                               makevectors(ang);
-                               if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
-                               {
-                                       n = max(2, idx);
-                                       break;
-                               }
-                       }
-                       portal_number += 1;
-                       if (portal_number >= portal_max) break;
-                       if (portal_number == 1) portal1_idx = idx;
-               }
-               for (int idx = 0; idx < n - 1; ++idx)
-               {
-                       vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
-                       if (idx == 0) p -= view_up * 16;  // line from player
-                       vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
-                       Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
-               }
-       }
-}
-
 float drawtime;
 float avgspeed;
 vector GetCurrentFov(float fov)
@@ -679,6 +601,9 @@ float EnemyHitCheck()
 
 float TrueAimCheck(entity wepent)
 {
+       if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
+               return SHOTTYPE_HITWORLD;
+
        float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
        vector vecs, trueaimpoint, w_shotorg;
        vector mi, ma, dv;
@@ -692,12 +617,6 @@ float TrueAimCheck(entity wepent)
 
        switch(wepent.activeweapon) // WEAPONTODO
        {
-               case WEP_TUBA: // no aim
-               case WEP_PORTO: // shoots from eye
-               case WEP_NEXBALL: // shoots from eye
-               case WEP_HOOK: // no trueaim
-               case WEP_MORTAR: // toss curve
-                       return SHOTTYPE_HITWORLD;
                case WEP_VORTEX:
                case WEP_OVERKILL_NEX:
                case WEP_VAPORIZER:
@@ -1055,6 +974,20 @@ void HUD_Crosshair(entity this)
                // 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);
+                               if(trace_ent == csqcplayer)
+                                       csqcplayer.alpha = crosshair_chase_playeralpha;
+                               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;
@@ -1645,6 +1578,10 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        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
index 12fd6eb..f3c1f41 100644 (file)
@@ -6,8 +6,6 @@ vector crosshair_getcolor(entity this, float health_stat);
 
 void calc_followmodel_ofs(entity view);
 
-void Porto_Draw(entity this);
-
 void CSQC_Demo_Camera();
 
 void TrueAim_Init();
index 15c1366..a7e7da5 100644 (file)
@@ -50,6 +50,8 @@ const int SERVERFLAG_PLAYERSTATS = 4;
 // 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
index 7c5a218..96836a3 100644 (file)
 # 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
@@ -31,7 +36,7 @@
        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) \
index beb8e3e..2169c8b 100644 (file)
@@ -26,9 +26,8 @@ const int HITTYPE_SECONDARY = BITS(1) << 8;
 const int HITTYPE_SPLASH = BITS(1) << 9;
 const int HITTYPE_BOUNCE = BITS(1) << 10;
 const int HITTYPE_ARMORPIERCE = BITS(1) << 11;
-// unused yet
-const int HITTYPE_RESERVED = BITS(1) << 12;
-const int DEATH_HITTYPEMASK = HITTYPE_SECONDARY | HITTYPE_SPLASH | HITTYPE_BOUNCE | HITTYPE_ARMORPIERCE | HITTYPE_RESERVED;
+const int HITTYPE_SOUND = BITS(1) << 12;
+const int DEATH_HITTYPEMASK = HITTYPE_SECONDARY | HITTYPE_SPLASH | HITTYPE_BOUNCE | HITTYPE_ARMORPIERCE | HITTYPE_SOUND;
 // normal deaths begin
 const int DT_FIRST = BIT(13);
 
index d225b33..589e343 100644 (file)
@@ -9,9 +9,19 @@
 
 REGISTER_NET_TEMP(casings)
 
+#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))
+               return;
+
     entity wep = casingowner.(weaponentity);
     vector org = casingowner.origin + casingowner.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
 
@@ -129,8 +139,6 @@ NET_HANDLE(casings, bool isNew)
     ang_z = ReadByte() * 360 / 256;
     return = true;
 
-    if (!autocvar_cl_casings) return;
-
     Casing casing = RubbleNew("casing");
     casing.silent = (_state & 0x80);
     casing.state = (_state & 0x7F);
index fe509e3..17f4813 100644 (file)
@@ -174,7 +174,6 @@ void DamageEffect(entity this, vector hitorg, float thedamage, int type, int spe
 
 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
 {
-       const float ATTEN_LOW = 0.2;
        float thedamage, rad, edge, thisdmg;
        bool hitplayer = false;
        int species, forcemul;
@@ -393,7 +392,7 @@ NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
                w_random = prandom();
 
                traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
-               if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
+               if(trace_fraction < 1 && !(hitwep.spawnflags & WEP_TYPE_HITSCAN))
                        w_backoff = trace_plane_normal;
                else
                        w_backoff = -1 * normalize(force);
index 835073d..9a9a654 100644 (file)
@@ -1,5 +1,7 @@
 #include "sv_assault.qh"
 
+#include <common/mapobjects/func/breakable.qh>
+
 .entity sprite;
 #define AS_ROUND_DELAY 5
 
@@ -347,7 +349,6 @@ bool destructible_heal(entity targ, entity inflictor, float amount, float limit)
        return true;
 }
 
-spawnfunc(func_breakable);
 spawnfunc(func_assault_destructible)
 {
        if (!g_assault) { delete(this); return; }
index 4105f7c..4721cb3 100644 (file)
@@ -483,11 +483,6 @@ MUTATOR_HOOKFUNCTION(ca, ClientCommand_Spectate)
        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
@@ -502,6 +497,14 @@ MUTATOR_HOOKFUNCTION(ca, GetPlayerStatus)
 
 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)
+{
+       string cmd_name = M_ARGV(0, string);
+       if (cmd_name == "shuffleteams")
+               shuffleteams_on_reset_map = !allowed_to_spawn;
+       return false;
 }
index c4755fe..f6420b8 100644 (file)
@@ -3,6 +3,7 @@
 #include <common/mutators/base.qh>
 #include <server/round_handler.qh>
 #include <server/miscfunctions.qh>
+#include <server/command/sv_cmd.qh>
 
 int autocvar_g_ca_point_limit;
 int autocvar_g_ca_point_leadlimit;
@@ -11,6 +12,7 @@ bool autocvar_g_ca_team_spawns;
 //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;
index 7bc5a96..c6d756f 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/ctf/cl_ctf.qc>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/ctf/sv_ctf.qc>
 #endif
index e7fcea7..9a1d181 100644 (file)
@@ -1,5 +1,8 @@
 // generated file; do not modify
 #include <common/gamemodes/gamemode/ctf/ctf.qh>
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/ctf/cl_ctf.qh>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #endif
diff --git a/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc b/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qc
new file mode 100644 (file)
index 0000000..c82e0bc
--- /dev/null
@@ -0,0 +1,198 @@
+#include "cl_ctf.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// CTF HUD modicon section
+int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
+int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
+float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
+
+void HUD_Mod_CTF_Reset()
+{
+    redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
+    redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
+    redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
+}
+
+int autocvar__teams_available;
+void HUD_Mod_CTF(vector pos, vector mySize)
+{
+    vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
+    vector flag_size;
+    float f; // every function should have that
+
+    int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
+    float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
+    bool ctf_oneflag; // one-flag CTF mode enabled/disabled
+    bool ctf_stalemate; // currently in stalemate
+    int stat_items = STAT(CTF_FLAGSTATUS);
+    float fs, fs2, fs3, size1, size2;
+    vector e1, e2;
+
+    int nteams = autocvar__teams_available;
+
+    redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
+    blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
+    yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
+    pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
+    neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
+
+    ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
+
+    ctf_stalemate = (stat_items & CTF_STALEMATE);
+
+    mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
+
+    if (autocvar__hud_configure) {
+        redflag = 1;
+        blueflag = 2;
+        if (nteams & BIT(2))
+            yellowflag = 2;
+        if (nteams & BIT(3))
+            pinkflag = 3;
+        ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
+    }
+
+    // when status CHANGES, set old status into prevstatus and current status into status
+    #define X(team) MACRO_BEGIN \
+        if (team##flag != team##flag_prevframe) { \
+            team##flag_statuschange_time = time; \
+            team##flag_prevstatus = team##flag_prevframe; \
+            team##flag_prevframe = team##flag; \
+        } \
+        team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
+    MACRO_END
+    X(red);
+    X(blue);
+    X(yellow);
+    X(pink);
+    X(neutral);
+    #undef X
+
+    const float BLINK_FACTOR = 0.15;
+    const float BLINK_BASE = 0.85;
+    // note:
+    //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
+    // thus
+    //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
+    // ensure RMS == 1
+    const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
+
+    #define X(team, cond) \
+    string team##_icon = string_null, team##_icon_prevstatus = string_null; \
+    int team##_alpha, team##_alpha_prevstatus; \
+    team##_alpha = team##_alpha_prevstatus = 1; \
+    MACRO_BEGIN \
+        switch (team##flag) { \
+            case 1: team##_icon = "flag_" #team "_taken"; break; \
+            case 2: team##_icon = "flag_" #team "_lost"; break; \
+            case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
+            default: \
+                if ((stat_items & CTF_SHIELDED) && (cond)) { \
+                    team##_icon = "flag_" #team "_shielded"; \
+                } else { \
+                    team##_icon = string_null; \
+                } \
+                break; \
+        } \
+        switch (team##flag_prevstatus) { \
+            case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
+            case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
+            case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
+            default: \
+                if (team##flag == 3) { \
+                    team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
+                } else if((stat_items & CTF_SHIELDED) && (cond)) { \
+                    team##_icon_prevstatus = "flag_" #team "_shielded"; \
+                } else { \
+                    team##_icon_prevstatus = string_null; \
+                } \
+                break; \
+        } \
+    MACRO_END
+    X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
+    X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
+    X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
+    X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
+    X(neutral, ctf_oneflag);
+    #undef X
+
+    int tcount = 2;
+    if(nteams & BIT(2))
+        tcount = 3;
+    if(nteams & BIT(3))
+        tcount = 4;
+
+    if (ctf_oneflag) {
+        // hacky, but these aren't needed
+        red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
+        fs = fs2 = fs3 = 1;
+    } else switch (tcount) {
+        default:
+        case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
+        case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
+        case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
+    }
+
+    if (mySize_x > mySize_y) {
+        size1 = mySize_x;
+        size2 = mySize_y;
+        e1 = eX;
+        e2 = eY;
+    } else {
+        size1 = mySize_y;
+        size2 = mySize_x;
+        e1 = eY;
+        e2 = eX;
+    }
+
+    switch (myteam) {
+        default:
+        case NUM_TEAM_1: {
+            redflag_pos = pos;
+            blueflag_pos = pos + eX * fs2 * size1;
+            yellowflag_pos = pos - eX * fs2 * size1;
+            pinkflag_pos = pos + eX * fs3 * size1;
+            break;
+        }
+        case NUM_TEAM_2: {
+            redflag_pos = pos + eX * fs2 * size1;
+            blueflag_pos = pos;
+            yellowflag_pos = pos - eX * fs2 * size1;
+            pinkflag_pos = pos + eX * fs3 * size1;
+            break;
+        }
+        case NUM_TEAM_3: {
+            redflag_pos = pos + eX * fs3 * size1;
+            blueflag_pos = pos - eX * fs2 * size1;
+            yellowflag_pos = pos;
+            pinkflag_pos = pos + eX * fs2 * size1;
+            break;
+        }
+        case NUM_TEAM_4: {
+            redflag_pos = pos - eX * fs2 * size1;
+            blueflag_pos = pos + eX * fs3 * size1;
+            yellowflag_pos = pos + eX * fs2 * size1;
+            pinkflag_pos = pos;
+            break;
+        }
+    }
+    neutralflag_pos = pos;
+    flag_size = e1 * fs * size1 + e2 * size2;
+
+    #define X(team) MACRO_BEGIN \
+        f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
+        if (team##_icon && ctf_stalemate) \
+            drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
+        if (team##_icon_prevstatus && f < 1) \
+            drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
+        if (team##_icon) \
+            drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
+    MACRO_END
+    X(red);
+    X(blue);
+    X(yellow);
+    X(pink);
+    X(neutral);
+    #undef X
+}
diff --git a/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh b/qcsrc/common/gamemodes/gamemode/ctf/cl_ctf.qh
new file mode 100644 (file)
index 0000000..1cf4bcf
--- /dev/null
@@ -0,0 +1,6 @@
+#pragma once
+
+#include "ctf.qh"
+
+void HUD_Mod_CTF_Reset();
+void HUD_Mod_CTF(vector pos, vector mySize);
index 2484240..939c70e 100644 (file)
@@ -2593,6 +2593,13 @@ MUTATOR_HOOKFUNCTION(ctf, DropSpecialItems)
                ctf_Handle_Throw(frag_target, NULL, DROP_THROW);
 }
 
+MUTATOR_HOOKFUNCTION(ctf, LogDeath_AppendItemCodes)
+{
+       entity player = M_ARGV(0, entity);
+       if(player.flagcarried)
+               M_ARGV(1, string) = strcat(M_ARGV(1, string), "F"); // item codes
+}
+
 
 // ==========
 // Spawnfuncs
index 679dd85..b1518bd 100644 (file)
@@ -28,7 +28,8 @@ CLASS(Flag, Pickup)
     ATTRIB(Flag, m_mins, vector, (PL_MIN_CONST + '0 0 -13') * 1.4); // scaling be damned
     ATTRIB(Flag, m_maxs, vector, (PL_MAX_CONST + '0 0 -13') * 1.4);
 ENDCLASS(Flag)
-Flag CTF_FLAG; STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); }
+Flag CTF_FLAG;
+STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); }
 void ctf_FlagTouch(entity this, entity toucher) { ITEM_HANDLE(Pickup, CTF_FLAG, this, toucher); }
 
 // flag constants // for most of these, there is just one question to be asked: WHYYYYY?
index ff9bc11..ccaa150 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/domination/cl_domination.qc>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/domination/sv_domination.qc>
 #endif
index 0c5e841..b48a0a9 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/domination/cl_domination.qh>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/domination/sv_domination.qh>
 #endif
diff --git a/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc b/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qc
new file mode 100644 (file)
index 0000000..418a843
--- /dev/null
@@ -0,0 +1,86 @@
+#include "cl_domination.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+int autocvar_hud_panel_modicons_dom_layout;
+
+void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
+{
+       TC(int, layout); TC(int, i);
+       float stat = -1;
+       string pic = "";
+       vector color = '0 0 0';
+       switch(i)
+       {
+               case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
+               case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
+               case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
+               default:
+               case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
+       }
+       float pps_ratio = 0;
+       if(STAT(DOM_TOTAL_PPS))
+               pps_ratio = stat / STAT(DOM_TOTAL_PPS);
+
+       if(mySize.x/mySize.y > aspect_ratio)
+       {
+               i = aspect_ratio * mySize.y;
+               myPos.x = myPos.x + (mySize.x - i) / 2;
+               mySize.x = i;
+       }
+       else
+       {
+               i = 1/aspect_ratio * mySize.x;
+               myPos.y = myPos.y + (mySize.y - i) / 2;
+               mySize.y = i;
+       }
+
+       if (layout) // show text too
+       {
+               //draw the text
+               color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
+               if (layout == 2) // average pps
+                       drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
+               else // percentage of average pps
+                       drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
+       }
+
+       //draw the icon
+       drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+       if (stat > 0)
+       {
+               drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
+               drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               drawresetcliparea();
+       }
+}
+
+void HUD_Mod_Dom(vector myPos, vector mySize)
+{
+       mod_active = 1; // required in each mod function that always shows something
+
+       int layout = autocvar_hud_panel_modicons_dom_layout;
+       int rows, columns;
+       float aspect_ratio;
+       aspect_ratio = (layout) ? 3 : 1;
+       rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
+       columns = ceil(team_count/rows);
+
+       int i;
+       float row = 0, column = 0;
+       vector pos, itemSize;
+       itemSize = vec2(mySize.x / columns, mySize.y / rows);
+       for(i=0; i<team_count; ++i)
+       {
+               pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
+
+               DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
+
+               ++row;
+               if(row >= rows)
+               {
+                       row = 0;
+                       ++column;
+               }
+       }
+}
diff --git a/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh b/qcsrc/common/gamemodes/gamemode/domination/cl_domination.qh
new file mode 100644 (file)
index 0000000..11ab3da
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_Dom(vector myPos, vector mySize);
index c42c744..b1feaa9 100644 (file)
@@ -361,7 +361,9 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies)
                if (STAT(FROZEN, frag_target) == FROZEN_NORMAL)
                        Unfreeze(frag_target, true);
                freezetag_count_alive_players();
-               return true; // let the player die so that he can respawn whenever he wants
+               frag_target.respawn_time = time;
+               frag_target.respawn_flags |= RESPAWN_FORCE;
+               return true;
        }
 
        // Cases DEATH_TEAMCHANGE and DEATH_AUTOTEAMCHANGE are needed to fix a bug whe
@@ -585,9 +587,8 @@ MUTATOR_HOOKFUNCTION(ft, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
 
 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)
@@ -608,6 +609,14 @@ MUTATOR_HOOKFUNCTION(ft, FragCenterMessage)
        return true;
 }
 
+MUTATOR_HOOKFUNCTION(ft, SV_ParseServerCommand)
+{
+       string cmd_name = M_ARGV(0, string);
+       if (cmd_name == "shuffleteams")
+               shuffleteams_on_reset_map = !(round_handler_IsActive() && !round_handler_IsRoundStarted());
+       return false;
+}
+
 void freezetag_Initialize()
 {
        freezetag_teams = autocvar_g_freezetag_teams_override;
index d637ae4..3eb7530 100644 (file)
@@ -1,9 +1,13 @@
 #pragma once
 
 #include <common/mutators/base.qh>
+#include <server/command/sv_cmd.qh>
+
 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)
index 420f7af..2ce6f44 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/keepaway/cl_keepaway.qc>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/keepaway/sv_keepaway.qc>
 #endif
index 145ca49..8536675 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/keepaway/cl_keepaway.qh>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/keepaway/sv_keepaway.qh>
 #endif
diff --git a/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc b/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qc
new file mode 100644 (file)
index 0000000..b2d0874
--- /dev/null
@@ -0,0 +1,48 @@
+#include "cl_keepaway.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Keepaway HUD mod icon
+int kaball_prevstatus; // last remembered status
+float kaball_statuschange_time; // time when the status changed
+
+// we don't need to reset for keepaway since it immediately
+// autocorrects prevstatus as to if the player has the ball or not
+
+void HUD_Mod_Keepaway(vector pos, vector mySize)
+{
+       mod_active = 1; // keepaway should always show the mod HUD
+
+       float BLINK_FACTOR = 0.15;
+       float BLINK_BASE = 0.85;
+       float BLINK_FREQ = 5;
+       float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
+
+       int stat_items = STAT(ITEMS);
+       int kaball = (stat_items/IT_KEY1) & 1;
+
+       if(kaball != kaball_prevstatus)
+       {
+               kaball_statuschange_time = time;
+               kaball_prevstatus = kaball;
+       }
+
+       vector kaball_pos, kaball_size;
+
+       if(mySize.x > mySize.y) {
+               kaball_pos = pos + eX * 0.25 * mySize.x;
+               kaball_size = vec2(0.5 * mySize.x, mySize.y);
+       } else {
+               kaball_pos = pos + eY * 0.25 * mySize.y;
+               kaball_size = vec2(mySize.x, 0.5 * mySize.y);
+       }
+
+       float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
+       float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
+
+       if(kaball_prevstatus && f < 1)
+               drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
+
+       if(kaball)
+               drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
+}
diff --git a/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh b/qcsrc/common/gamemodes/gamemode/keepaway/cl_keepaway.qh
new file mode 100644 (file)
index 0000000..7bcc289
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_Keepaway(vector pos, vector mySize);
index 4f44840..1480249 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc>
 #endif
index e4143fc..defda74 100644 (file)
@@ -1,4 +1,7 @@
 // generated file; do not modify
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh>
+#endif
 #ifdef SVQC
     #include <common/gamemodes/gamemode/keyhunt/sv_keyhunt.qh>
 #endif
diff --git a/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc b/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qc
new file mode 100644 (file)
index 0000000..e95275e
--- /dev/null
@@ -0,0 +1,131 @@
+#include "cl_keyhunt.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Keyhunt HUD modicon section
+vector KH_SLOTS[4];
+
+void HUD_Mod_KH(vector pos, vector mySize)
+{
+       mod_active = 1; // keyhunt should never hide the mod icons panel
+
+       // Read current state
+       int state = STAT(KH_KEYS);
+       if(!state) return;
+
+       int i, key_state;
+       int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
+       all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
+
+       for(i = 0; i < 4; ++i)
+       {
+               key_state = (bitshift(state, i * -5) & 31) - 1;
+
+               if(key_state == -1)
+                       continue;
+
+               if(key_state == 30)
+               {
+                       ++carrying_keys;
+                       key_state = myteam;
+               }
+
+               switch(key_state)
+               {
+                       case NUM_TEAM_1: ++team1_keys; break;
+                       case NUM_TEAM_2: ++team2_keys; break;
+                       case NUM_TEAM_3: ++team3_keys; break;
+                       case NUM_TEAM_4: ++team4_keys; break;
+                       case 29: ++dropped_keys; break;
+               }
+
+               ++all_keys;
+       }
+
+       // Calculate slot measurements
+       vector slot_size;
+       if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
+       {
+               // Quadratic arrangement
+               slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
+               KH_SLOTS[0] = pos;
+               KH_SLOTS[1] = pos + eX * slot_size.x;
+               KH_SLOTS[2] = pos + eY * slot_size.y;
+               KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
+       }
+       else
+       {
+               if(mySize.x > mySize.y)
+               {
+                       // Horizontal arrangement
+                       slot_size = vec2(mySize.x / all_keys, mySize.y);
+                       for(i = 0; i < all_keys; ++i)
+                               KH_SLOTS[i] = pos + eX * slot_size.x * i;
+               }
+               else
+               {
+                       // Vertical arrangement
+                       slot_size = vec2(mySize.x, mySize.y / all_keys);
+                       for(i = 0; i < all_keys; ++i)
+                               KH_SLOTS[i] = pos + eY * slot_size.y * i;
+               }
+       }
+
+       // Make icons blink in case of RUN HERE
+
+       float alpha = 1;
+       if(carrying_keys)
+       {
+               float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
+               switch(myteam)
+               {
+                       case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
+                       case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
+                       case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
+                       case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
+               }
+       }
+
+       // Draw icons
+
+       i = 0;
+
+       while(team1_keys--)
+               if(myteam == NUM_TEAM_1 && carrying_keys)
+               {
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+                       --carrying_keys;
+               }
+               else
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+       while(team2_keys--)
+               if(myteam == NUM_TEAM_2 && carrying_keys)
+               {
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+                       --carrying_keys;
+               }
+               else
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+       while(team3_keys--)
+               if(myteam == NUM_TEAM_3 && carrying_keys)
+               {
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+                       --carrying_keys;
+               }
+               else
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+       while(team4_keys--)
+               if(myteam == NUM_TEAM_4 && carrying_keys)
+               {
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+                       --carrying_keys;
+               }
+               else
+                       drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+
+       while(dropped_keys--)
+               drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
+}
diff --git a/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh b/qcsrc/common/gamemodes/gamemode/keyhunt/cl_keyhunt.qh
new file mode 100644 (file)
index 0000000..8d650f1
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_KH(vector pos, vector mySize);
index d33696a..21d9208 100644 (file)
@@ -23,6 +23,7 @@ float autocvar_g_balance_keyhunt_throwvelocity;
 int autocvar_g_keyhunt_teams_override;
 
 // #define KH_PLAYER_USE_ATTACHMENT
+// TODO? no model exists for this
 // #define KH_PLAYER_USE_CARRIEDMODEL
 
 #ifdef KH_PLAYER_USE_ATTACHMENT
@@ -61,8 +62,6 @@ int kh_Team_ByID(int t)
        return 0;
 }
 
-//entity kh_worldkeylist;
-.entity kh_worldkeynext;
 entity kh_controller;
 //bool kh_tracking_enabled;
 int kh_teams;
@@ -1293,6 +1292,13 @@ MUTATOR_HOOKFUNCTION(kh, HavocBot_ChooseRole)
        return true;
 }
 
+MUTATOR_HOOKFUNCTION(kh, LogDeath_AppendItemCodes)
+{
+       entity player = M_ARGV(0, entity);
+       if(player.kh_next)
+               M_ARGV(1, string) = strcat(M_ARGV(1, string), "K"); // item codes
+}
+
 MUTATOR_HOOKFUNCTION(kh, DropSpecialItems)
 {
        entity frag_target = M_ARGV(0, entity);
index 345a3d1..66321c3 100644 (file)
@@ -21,6 +21,9 @@ REGISTER_MUTATOR(kh, false)
        return 0;
 }
 
+entity kh_worldkeylist;
+.entity kh_worldkeynext;
+
 #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
 
 // ALL OF THESE should be removed in the future, as other code should not have to care
index 6d420c7..bd6401d 100644 (file)
@@ -429,9 +429,10 @@ MUTATOR_HOOKFUNCTION(lms, CheckRules_World)
        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)
index 256620a..996d371 100644 (file)
@@ -2,8 +2,12 @@
 
 #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)
index 7872767..b229dcd 100644 (file)
@@ -1,5 +1,10 @@
 // generated file; do not modify
-#include <common/gamemodes/gamemode/nexball/nexball.qc>
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/nexball/cl_nexball.qc>
+#endif
+#ifdef SVQC
+    #include <common/gamemodes/gamemode/nexball/sv_nexball.qc>
+#endif
 #include <common/gamemodes/gamemode/nexball/weapon.qc>
 #ifdef SVQC
     #include <common/gamemodes/gamemode/nexball/sv_weapon.qc>
index a1cf544..0a3d1e2 100644 (file)
@@ -1,5 +1,10 @@
 // generated file; do not modify
-#include <common/gamemodes/gamemode/nexball/nexball.qh>
+#ifdef CSQC
+    #include <common/gamemodes/gamemode/nexball/cl_nexball.qh>
+#endif
+#ifdef SVQC
+    #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
+#endif
 #include <common/gamemodes/gamemode/nexball/weapon.qh>
 #ifdef SVQC
     #include <common/gamemodes/gamemode/nexball/sv_weapon.qh>
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qc
new file mode 100644 (file)
index 0000000..5a6b42d
--- /dev/null
@@ -0,0 +1,44 @@
+#include "cl_nexball.qh"
+
+#include <client/hud/panel/modicons.qh>
+
+// Nexball HUD mod icon
+void HUD_Mod_NexBall(vector pos, vector mySize)
+{
+       float nb_pb_starttime, dt, p;
+       int stat_items;
+
+       stat_items = STAT(ITEMS);
+       nb_pb_starttime = STAT(NB_METERSTART);
+
+       if (stat_items & IT_KEY1)
+               mod_active = 1;
+       else
+               mod_active = 0;
+
+       //Manage the progress bar if any
+       if (nb_pb_starttime > 0)
+       {
+               dt = (time - nb_pb_starttime) % nb_pb_period;
+               // one period of positive triangle
+               p = 2 * dt / nb_pb_period;
+               if (p > 1)
+                       p = 2 - p;
+
+               HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+       }
+
+       if (stat_items & IT_KEY1)
+               drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+}
+
+int autocvar_cl_eventchase_nexball = 1;
+
+REGISTER_MUTATOR(cl_nb, true);
+
+MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
+{
+       if(autocvar_cl_eventchase_nexball && ISGAMETYPE(NEXBALL) && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
+               return true;
+       return false;
+}
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh b/qcsrc/common/gamemodes/gamemode/nexball/cl_nexball.qh
new file mode 100644 (file)
index 0000000..d0b3731
--- /dev/null
@@ -0,0 +1,3 @@
+#pragma once
+
+void HUD_Mod_NexBall(vector pos, vector mySize);
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qc
deleted file mode 100644 (file)
index c841079..0000000
+++ /dev/null
@@ -1,984 +0,0 @@
-#include "nexball.qh"
-
-#ifdef CSQC
-int autocvar_cl_eventchase_nexball = 1;
-
-REGISTER_MUTATOR(cl_nb, true);
-
-MUTATOR_HOOKFUNCTION(cl_nb, WantEventchase)
-{
-       if(autocvar_cl_eventchase_nexball && ISGAMETYPE(NEXBALL) && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
-               return true;
-       return false;
-}
-#endif
-#ifdef SVQC
-.entity ballcarried;
-
-int autocvar_g_nexball_goalleadlimit;
-#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
-
-bool autocvar_g_nexball_basketball_jumppad = true;
-float autocvar_g_nexball_basketball_bouncefactor;
-float autocvar_g_nexball_basketball_bouncestop;
-float autocvar_g_nexball_basketball_carrier_highspeed;
-bool autocvar_g_nexball_basketball_meter;
-float autocvar_g_nexball_basketball_meter_maxpower;
-float autocvar_g_nexball_basketball_meter_minpower;
-float autocvar_g_nexball_delay_collect;
-float autocvar_g_nexball_delay_goal;
-float autocvar_g_nexball_delay_start;
-bool autocvar_g_nexball_football_jumppad = true;
-float autocvar_g_nexball_football_bouncefactor;
-float autocvar_g_nexball_football_bouncestop;
-bool autocvar_g_nexball_radar_showallplayers;
-bool autocvar_g_nexball_sound_bounce;
-int autocvar_g_nexball_trail_color;
-bool autocvar_g_nexball_playerclip_collisions = true;
-
-float autocvar_g_nexball_safepass_turnrate;
-float autocvar_g_nexball_safepass_maxdist;
-float autocvar_g_nexball_safepass_holdtime;
-float autocvar_g_nexball_viewmodel_scale;
-float autocvar_g_nexball_tackling;
-vector autocvar_g_nexball_viewmodel_offset;
-
-float autocvar_g_balance_nexball_primary_animtime;
-float autocvar_g_balance_nexball_primary_refire;
-float autocvar_g_balance_nexball_primary_speed;
-float autocvar_g_balance_nexball_secondary_animtime;
-float autocvar_g_balance_nexball_secondary_force;
-float autocvar_g_balance_nexball_secondary_lifetime;
-float autocvar_g_balance_nexball_secondary_refire;
-float autocvar_g_balance_nexball_secondary_speed;
-
-void basketball_touch(entity this, entity toucher);
-void football_touch(entity this, entity toucher);
-void ResetBall(entity this);
-const int NBM_NONE = 0;
-const int NBM_FOOTBALL = 2;
-const int NBM_BASKETBALL = 4;
-float nexball_mode;
-
-float OtherTeam(float t)  //works only if there are two teams on the map!
-{
-       entity e;
-       e = find(NULL, classname, "nexball_team");
-       if(e.team == t)
-               e = find(e, classname, "nexball_team");
-       return e.team;
-}
-
-const int ST_NEXBALL_GOALS = 1;
-void nb_ScoreRules(int teams)
-{
-    GameRules_scoring(teams, 0, 0, {
-        field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
-        field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
-        field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
-    });
-}
-
-void LogNB(string mode, entity actor)
-{
-       string s;
-       if(!autocvar_sv_eventlog)
-               return;
-       s = strcat(":nexball:", mode);
-       if(actor != NULL)
-               s = strcat(s, ":", ftos(actor.playerid));
-       GameLogEcho(s);
-}
-
-void ball_restart(entity this)
-{
-       if(this.owner)
-               DropBall(this, this.owner.origin, '0 0 0');
-       ResetBall(this);
-}
-
-void nexball_setstatus(entity this)
-{
-       this.items &= ~IT_KEY1;
-       if(this.ballcarried)
-       {
-               if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
-               {
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
-                       entity e = this.ballcarried;
-                       DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
-                       ResetBall(e);
-               }
-               else
-                       this.items |= IT_KEY1;
-       }
-}
-
-void relocate_nexball(entity this)
-{
-       tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
-       if(trace_startsolid)
-       {
-               vector o = this.origin;
-               if (!move_out_of_solid(this)) {
-                       objerror(this, "could not get out of solid at all!");
-        }
-        LOG_INFOF(
-            "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
-            this.classname,
-            vtos(o - '0 0 1'),
-            vtos(this.origin - o)
-        );
-               this.origin = o;
-       }
-}
-
-void DropOwner(entity this)
-{
-       entity ownr;
-       ownr = this.owner;
-       DropBall(this, ownr.origin, ownr.velocity);
-       makevectors(ownr.v_angle.y * '0 1 0');
-       ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
-       UNSET_ONGROUND(ownr);
-}
-
-void GiveBall(entity plyr, entity ball)
-{
-       .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
-       entity ownr = ball.owner;
-       if(ownr)
-       {
-               ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
-               ownr.ballcarried = NULL;
-               GameRules_scoring_vip(ownr, false);
-               if(STAT(NB_METERSTART, ownr))
-               {
-                       STAT(NB_METERSTART, ownr) = 0;
-                       ownr.(weaponentity).state = WS_READY;
-               }
-               WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
-       }
-       else
-       {
-               WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
-       }
-
-       //setattachment(ball, plyr, "");
-       setorigin(ball, plyr.origin + plyr.view_ofs);
-
-       if(ball.team != plyr.team)
-               ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
-
-       ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
-       ball.weaponentity_fld = weaponentity;
-       ball.team = plyr.team;
-       plyr.ballcarried = ball;
-       GameRules_scoring_vip(plyr, true);
-       ball.nb_dropper = plyr;
-
-       plyr.effects |= autocvar_g_nexball_basketball_effects_default;
-       ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
-
-       ball.velocity = '0 0 0';
-       set_movetype(ball, MOVETYPE_NONE);
-       settouch(ball, func_null);
-       ball.effects |= EF_NOSHADOW;
-       ball.scale = 1; // scale down.
-
-       WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
-       WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-
-       if(autocvar_g_nexball_basketball_delay_hold)
-       {
-               setthink(ball, DropOwner);
-               ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
-       }
-
-       STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
-       plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
-       STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
-       Weapon w = WEP_NEXBALL;
-       w.wr_resetplayer(w, plyr);
-       plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
-       W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
-}
-
-void DropBall(entity ball, vector org, vector vel)
-{
-       ball.effects |= autocvar_g_nexball_basketball_effects_default;
-       ball.effects &= ~EF_NOSHADOW;
-       ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
-
-       setattachment(ball, NULL, "");
-       setorigin(ball, org);
-       set_movetype(ball, MOVETYPE_BOUNCE);
-       UNSET_ONGROUND(ball);
-       ball.scale = ball_scale;
-       ball.velocity = vel;
-       ball.nb_droptime = time;
-       settouch(ball, basketball_touch);
-       setthink(ball, ResetBall);
-       ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
-
-       if(STAT(NB_METERSTART, ball.owner))
-       {
-               STAT(NB_METERSTART, ball.owner) = 0;
-               .entity weaponentity = ball.weaponentity_fld;
-               ball.owner.(weaponentity).state = WS_READY;
-       }
-
-       WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
-       WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
-       WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
-
-       entity e = ball.owner; ball.owner = NULL;
-       e.ballcarried = NULL;
-       GameRules_scoring_vip(e, false);
-}
-
-void InitBall(entity this)
-{
-       if(game_stopped) return;
-       UNSET_ONGROUND(this);
-       set_movetype(this, MOVETYPE_BOUNCE);
-       if(this.classname == "nexball_basketball")
-               settouch(this, basketball_touch);
-       else if(this.classname == "nexball_football")
-               settouch(this, football_touch);
-       this.cnt = 0;
-       setthink(this, ResetBall);
-       this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
-       this.teamtime = 0;
-       this.pusher = NULL;
-       this.team = false;
-       _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
-       WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
-       LogNB("init", NULL);
-}
-
-void ResetBall(entity this)
-{
-       if(this.cnt < 2)        // step 1
-       {
-               if(time == this.teamtime)
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
-
-               settouch(this, func_null);
-               set_movetype(this, MOVETYPE_NOCLIP);
-               this.velocity = '0 0 0'; // just in case?
-               if(!this.cnt)
-                       LogNB("resetidle", NULL);
-               this.cnt = 2;
-               this.nextthink = time;
-       }
-       else if(this.cnt < 4)     // step 2 and 3
-       {
-//             dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
-               this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
-               this.nextthink = time + 0.5;
-               this.cnt += 1;
-       }
-       else     // step 4
-       {
-//             dprint("Step 4: time: ", ftos(time), "\n");
-               if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
-                       LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
-                                  vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
-               this.velocity = '0 0 0';
-               setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
-               set_movetype(this, MOVETYPE_NONE);
-               setthink(this, InitBall);
-               this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
-       }
-}
-
-void football_touch(entity this, entity toucher)
-{
-       if(toucher.solid == SOLID_BSP)
-       {
-               if(time > this.lastground + 0.1)
-               {
-                       _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
-                       this.lastground = time;
-               }
-               if(this.velocity && !this.cnt)
-                       this.nextthink = time + autocvar_g_nexball_delay_idle;
-               return;
-       }
-       if (!IS_PLAYER(toucher) && !IS_VEHICLE(toucher))
-               return;
-       if(GetResource(toucher, RES_HEALTH) < 1)
-               return;
-       if(!this.cnt)
-               this.nextthink = time + autocvar_g_nexball_delay_idle;
-
-       this.pusher = toucher;
-       this.team = toucher.team;
-
-       if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
-       {
-               if(toucher.velocity)
-                       this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
-       }
-       else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
-       {
-               makevectors(toucher.v_angle);
-               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
-       }
-       else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
-       {
-               makevectors(toucher.v_angle.y * '0 1 0');
-               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
-       }
-       else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
-       {
-               makevectors(toucher.v_angle);
-               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
-       }
-       this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
-}
-
-void basketball_touch(entity this, entity toucher)
-{
-       if(toucher.ballcarried)
-       {
-               football_touch(this, toucher);
-               return;
-       }
-       if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
-       {
-               if(GetResource(toucher, RES_HEALTH) < 1)
-                       return;
-               LogNB("caught", toucher);
-               GiveBall(toucher, this);
-       }
-       else if(toucher.solid == SOLID_BSP)
-       {
-               _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
-               if(this.velocity && !this.cnt)
-                       this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
-       }
-}
-
-void GoalTouch(entity this, entity toucher)
-{
-       entity ball;
-       float isclient, pscore, otherteam;
-       string pname;
-
-       if(game_stopped) return;
-       if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
-               ball = toucher.ballcarried;
-       else
-               ball = toucher;
-       if(ball.classname != "nexball_basketball")
-               if(ball.classname != "nexball_football")
-                       return;
-       if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
-               return;
-       EXACTTRIGGER_TOUCH(this, toucher);
-
-
-       if(NumTeams(nb_teams) == 2)
-               otherteam = OtherTeam(ball.team);
-       else
-               otherteam = 0;
-
-       if((isclient = IS_CLIENT(ball.pusher)))
-               pname = ball.pusher.netname;
-       else
-               pname = "Someone (?)";
-
-       if(ball.team == this.team)               //owngoal (regular goals)
-       {
-               LogNB("owngoal", ball.pusher);
-               bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
-               pscore = -1;
-       }
-       else if(this.team == GOAL_FAULT)
-       {
-               LogNB("fault", ball.pusher);
-               if(NumTeams(nb_teams) == 2)
-                       bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
-               else
-                       bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
-               pscore = -1;
-       }
-       else if(this.team == GOAL_OUT)
-       {
-               LogNB("out", ball.pusher);
-               if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
-                       bprint(pname, "^7 went out of bounds.\n");
-               else
-                       bprint("The ball was returned.\n");
-               pscore = 0;
-       }
-       else                                                       //score
-       {
-               LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
-               bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
-               pscore = 1;
-       }
-
-       _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
-
-       if(ball.team && pscore)
-       {
-               if(NumTeams(nb_teams) == 2 && pscore < 0)
-                       TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
-               else
-                       TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
-       }
-       if(isclient)
-       {
-               if(pscore > 0)
-                       GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
-               else if(pscore < 0)
-                       GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
-       }
-
-       if(ball.owner)  // Happens on spawnflag GOAL_TOUCHPLAYER
-               DropBall(ball, ball.owner.origin, ball.owner.velocity);
-
-       WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
-
-       ball.cnt = 1;
-       setthink(ball, ResetBall);
-       if(ball.classname == "nexball_basketball")
-               settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
-       ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
-}
-
-//=======================//
-//        team ents       //
-//=======================//
-spawnfunc(nexball_team)
-{
-       if(!g_nexball)
-       {
-               delete(this);
-               return;
-       }
-       this.team = this.cnt + 1;
-}
-
-void nb_spawnteam(string teamname, float teamcolor)
-{
-       LOG_TRACE("^2spawned team ", teamname);
-       entity e = new(nexball_team);
-       e.netname = teamname;
-       e.cnt = teamcolor;
-       e.team = e.cnt + 1;
-       //nb_teams += 1;
-}
-
-void nb_spawnteams()
-{
-       bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
-       entity e;
-       for(e = NULL; (e = find(e, classname, "nexball_goal"));)
-       {
-               switch(e.team)
-               {
-               case NUM_TEAM_1:
-                       if(!t_red)
-                       {
-                               nb_spawnteam("Red", e.team-1)   ;
-                               nb_teams |= BIT(0);
-                               t_red = true;
-                       }
-                       break;
-               case NUM_TEAM_2:
-                       if(!t_blue)
-                       {
-                               nb_spawnteam("Blue", e.team-1)  ;
-                               t_blue = true;
-                               nb_teams |= BIT(1);
-                       }
-                       break;
-               case NUM_TEAM_3:
-                       if(!t_yellow)
-                       {
-                               nb_spawnteam("Yellow", e.team-1);
-                               t_yellow = true;
-                               nb_teams |= BIT(2);
-                       }
-                       break;
-               case NUM_TEAM_4:
-                       if(!t_pink)
-                       {
-                               nb_spawnteam("Pink", e.team-1)  ;
-                               t_pink = true;
-                               nb_teams |= BIT(3);
-                       }
-                       break;
-               }
-       }
-}
-
-void nb_delayedinit(entity this)
-{
-       if(find(NULL, classname, "nexball_team") == NULL)
-               nb_spawnteams();
-       nb_ScoreRules(nb_teams);
-}
-
-
-//=======================//
-//       spawnfuncs       //
-//=======================//
-
-void SpawnBall(entity this)
-{
-       if(!g_nexball) { delete(this); return; }
-
-//     balls += 4; // using the remaining bits to count balls will leave more than the max edict count, so it's fine
-
-       if(this.model == "")
-       {
-               this.model = "models/nexball/ball.md3";
-               this.scale = 1.3;
-       }
-
-       precache_model(this.model);
-       _setmodel(this, this.model);
-       setsize(this, BALL_MINS, BALL_MAXS);
-       ball_scale = this.scale;
-
-       relocate_nexball(this);
-       this.spawnorigin = this.origin;
-
-       this.effects = this.effects | EF_LOWPRECISION;
-
-       if(cvar(strcat("g_", this.classname, "_trail")))  //nexball_basketball :p
-       {
-               this.glow_color = autocvar_g_nexball_trail_color;
-               this.glow_trail = true;
-       }
-
-       set_movetype(this, MOVETYPE_FLY);
-
-       if(autocvar_g_nexball_playerclip_collisions)
-               this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP;
-
-       if(!autocvar_g_nexball_sound_bounce)
-               this.noise = "";
-       else if(this.noise == "")
-               this.noise = strzone(SND(NB_BOUNCE));
-       //bounce sound placeholder (FIXME)
-       if(this.noise1 == "")
-               this.noise1 = strzone(SND(NB_DROP));
-       //ball drop sound placeholder (FIXME)
-       if(this.noise2 == "")
-               this.noise2 = strzone(SND(NB_STEAL));
-       //stealing sound placeholder (FIXME)
-       if(this.noise) precache_sound(this.noise);
-       precache_sound(this.noise1);
-       precache_sound(this.noise2);
-
-       WaypointSprite_AttachCarrier(WP_NbBall, this, RADARICON_FLAGCARRIER); // the ball's team is not set yet, no rule update needed
-
-       this.reset = ball_restart;
-       setthink(this, InitBall);
-       this.nextthink = game_starttime + autocvar_g_nexball_delay_start;
-}
-
-spawnfunc(nexball_basketball)
-{
-       nexball_mode |= NBM_BASKETBALL;
-       this.classname = "nexball_basketball";
-       if (!(balls & BALL_BASKET))
-       {
-               /*
-               CVTOV(g_nexball_basketball_effects_default);
-               CVTOV(g_nexball_basketball_delay_hold);
-               CVTOV(g_nexball_basketball_delay_hold_forteam);
-               CVTOV(g_nexball_basketball_teamsteal);
-               */
-               autocvar_g_nexball_basketball_effects_default = autocvar_g_nexball_basketball_effects_default & BALL_EFFECTMASK;
-       }
-       if(!this.effects)
-               this.effects = autocvar_g_nexball_basketball_effects_default;
-       this.solid = SOLID_TRIGGER;
-       this.pushable = autocvar_g_nexball_basketball_jumppad;
-       balls |= BALL_BASKET;
-       this.bouncefactor = autocvar_g_nexball_basketball_bouncefactor;
-       this.bouncestop = autocvar_g_nexball_basketball_bouncestop;
-       SpawnBall(this);
-}
-
-spawnfunc(nexball_football)
-{
-       nexball_mode |= NBM_FOOTBALL;
-       this.classname = "nexball_football";
-       this.solid = SOLID_TRIGGER;
-       balls |= BALL_FOOT;
-       this.pushable = autocvar_g_nexball_football_jumppad;
-       this.bouncefactor = autocvar_g_nexball_football_bouncefactor;
-       this.bouncestop = autocvar_g_nexball_football_bouncestop;
-       SpawnBall(this);
-}
-
-bool nb_Goal_Customize(entity this, entity client)
-{
-       entity e = WaypointSprite_getviewentity(client);
-       entity wp_owner = this.owner;
-       if(SAME_TEAM(e, wp_owner)) { return false; }
-
-       return true;
-}
-
-void SpawnGoal(entity this)
-{
-       if(!g_nexball) { delete(this); return; }
-
-       EXACTTRIGGER_INIT;
-
-       if(this.team != GOAL_OUT && Team_IsValidTeam(this.team))
-       {
-               entity wp = WaypointSprite_SpawnFixed(WP_NbGoal, (this.absmin + this.absmax) * 0.5, this, sprite, RADARICON_NONE);
-               wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0.5 0');
-               setcefc(this.sprite, nb_Goal_Customize);
-       }
-
-       this.classname = "nexball_goal";
-       if(this.noise == "")
-               this.noise = "ctf/respawn.wav";
-       precache_sound(this.noise);
-       settouch(this, GoalTouch);
-}
-
-spawnfunc(nexball_redgoal)
-{
-       this.team = NUM_TEAM_1;
-       SpawnGoal(this);
-}
-spawnfunc(nexball_bluegoal)
-{
-       this.team = NUM_TEAM_2;
-       SpawnGoal(this);
-}
-spawnfunc(nexball_yellowgoal)
-{
-       this.team = NUM_TEAM_3;
-       SpawnGoal(this);
-}
-spawnfunc(nexball_pinkgoal)
-{
-       this.team = NUM_TEAM_4;
-       SpawnGoal(this);
-}
-
-spawnfunc(nexball_fault)
-{
-       this.team = GOAL_FAULT;
-       if(this.noise == "")
-               this.noise = strzone(SND(TYPEHIT));
-       SpawnGoal(this);
-}
-
-spawnfunc(nexball_out)
-{
-       this.team = GOAL_OUT;
-       if(this.noise == "")
-               this.noise = strzone(SND(TYPEHIT));
-       SpawnGoal(this);
-}
-
-//
-//Spawnfuncs preserved for compatibility
-//
-
-spawnfunc(ball)
-{
-       spawnfunc_nexball_football(this);
-}
-spawnfunc(ball_football)
-{
-       spawnfunc_nexball_football(this);
-}
-spawnfunc(ball_basketball)
-{
-       spawnfunc_nexball_basketball(this);
-}
-// The "red goal" is defended by blue team. A ball in there counts as a point for red.
-spawnfunc(ball_redgoal)
-{
-       spawnfunc_nexball_bluegoal(this);       // I blame Revenant
-}
-spawnfunc(ball_bluegoal)
-{
-       spawnfunc_nexball_redgoal(this);        // but he didn't mean to cause trouble :p
-}
-spawnfunc(ball_fault)
-{
-       spawnfunc_nexball_fault(this);
-}
-spawnfunc(ball_bound)
-{
-       spawnfunc_nexball_out(this);
-}
-
-bool ball_customize(entity this, entity client)
-{
-       if(!this.owner)
-       {
-               this.effects &= ~EF_FLAME;
-               this.scale = 1;
-               setcefc(this, func_null);
-               return true;
-       }
-
-       if(client == this.owner)
-       {
-               this.scale = autocvar_g_nexball_viewmodel_scale;
-               if(this.enemy)
-                       this.effects |= EF_FLAME;
-               else
-                       this.effects &= ~EF_FLAME;
-       }
-       else
-       {
-               this.effects &= ~EF_FLAME;
-               this.scale = 1;
-       }
-
-       return true;
-}
-
-void nb_DropBall(entity player)
-{
-       if(player.ballcarried && g_nexball)
-               DropBall(player.ballcarried, player.origin, player.velocity);
-}
-
-MUTATOR_HOOKFUNCTION(nb, ClientDisconnect)
-{
-       entity player = M_ARGV(0, entity);
-
-       nb_DropBall(player);
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerDies)
-{
-       entity frag_target = M_ARGV(2, entity);
-
-       nb_DropBall(frag_target);
-}
-
-MUTATOR_HOOKFUNCTION(nb, MakePlayerObserver)
-{
-       entity player = M_ARGV(0, entity);
-
-       nb_DropBall(player);
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerPreThink)
-{
-       entity player = M_ARGV(0, entity);
-
-       makevectors(player.v_angle);
-       if(nexball_mode & NBM_BASKETBALL)
-       {
-               if(player.ballcarried)
-               {
-                       // 'view ball'
-                       player.ballcarried.velocity = player.velocity;
-                       setcefc(player.ballcarried, ball_customize);
-
-                       vector org = player.origin + player.view_ofs +
-                                         v_forward * autocvar_g_nexball_viewmodel_offset.x +
-                                         v_right * autocvar_g_nexball_viewmodel_offset.y +
-                                         v_up * autocvar_g_nexball_viewmodel_offset.z;
-                       setorigin(player.ballcarried, org);
-
-                       // 'safe passing'
-                       if(autocvar_g_nexball_safepass_maxdist)
-                       {
-                               if(player.ballcarried.wait < time && player.ballcarried.enemy)
-                               {
-                                       //centerprint(player, sprintf("Lost lock on %s", player.ballcarried.enemy.netname));
-                                       player.ballcarried.enemy = NULL;
-                               }
-
-
-                               //tracebox(player.origin + player.view_ofs, '-2 -2 -2', '2 2 2', player.origin + player.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
-                               crosshair_trace(player);
-                               if( trace_ent &&
-                                       IS_CLIENT(trace_ent) &&
-                                       !IS_DEAD(trace_ent) &&
-                                       trace_ent.team == player.team &&
-                                       vdist(trace_ent.origin - player.origin, <=, autocvar_g_nexball_safepass_maxdist) )
-                               {
-
-                                       //if(player.ballcarried.enemy != trace_ent)
-                                       //      centerprint(player, sprintf("Locked to %s", trace_ent.netname));
-                                       player.ballcarried.enemy = trace_ent;
-                                       player.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
-
-
-                               }
-                       }
-               }
-               else
-               {
-                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                       {
-                               .entity weaponentity = weaponentities[slot];
-
-                               if(STAT(WEAPONS, player.(weaponentity)))
-                               {
-                                       STAT(WEAPONS, player) = STAT(WEAPONS, player.(weaponentity));
-                                       Weapon w = WEP_NEXBALL;
-                                       w.wr_resetplayer(w, player);
-                                       player.(weaponentity).m_switchweapon = player.m_switchweapon;
-                                       W_SwitchWeapon(player, player.(weaponentity).m_switchweapon, weaponentity);
-
-                                       STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
-                               }
-                       }
-               }
-
-       }
-
-       nexball_setstatus(player);
-}
-
-MUTATOR_HOOKFUNCTION(nb, SpectateCopy)
-{
-       entity spectatee = M_ARGV(0, entity);
-       entity client = M_ARGV(1, entity);
-
-       STAT(NB_METERSTART, client) = STAT(NB_METERSTART, spectatee);
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerSpawn)
-{
-       entity player = M_ARGV(0, entity);
-
-       STAT(NB_METERSTART, player) = 0;
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
-               .entity weaponentity = weaponentities[slot];
-               STAT(WEAPONS, player.(weaponentity)) = '0 0 0';
-       }
-
-       if (nexball_mode & NBM_BASKETBALL)
-               STAT(WEAPONS, player) |= WEPSET(NEXBALL);
-       else
-               STAT(WEAPONS, player) = '0 0 0';
-
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, PlayerPhysics_UpdateStats)
-{
-       entity player = M_ARGV(0, entity);
-       // these automatically reset, no need to worry
-
-       if(player.ballcarried)
-               STAT(MOVEVARS_HIGHSPEED, player) *= autocvar_g_nexball_basketball_carrier_highspeed;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ForbidThrowCurrentWeapon)
-{
-       //entity player = M_ARGV(0, entity);
-       entity wepent = M_ARGV(1, entity);
-
-       return wepent.m_weapon == WEP_NEXBALL;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ForbidDropCurrentWeapon)
-{
-       //entity player = M_ARGV(0, entity);
-       int wep = M_ARGV(1, int);
-
-       return wep == WEP_MORTAR.m_id; // TODO: what is this for?
-}
-
-MUTATOR_HOOKFUNCTION(nb, FilterItem)
-{
-       entity item = M_ARGV(0, entity);
-
-       if(Item_IsLoot(item))
-       if(item.weapon == WEP_NEXBALL.m_id)
-               return true;
-
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, ItemTouch)
-{
-       entity item = M_ARGV(0, entity);
-       entity toucher = M_ARGV(1, entity);
-
-       if(item.weapon && toucher.ballcarried)
-               return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
-
-       return MUT_ITEMTOUCH_CONTINUE;
-}
-
-MUTATOR_HOOKFUNCTION(nb, TeamBalance_CheckAllowedTeams)
-{
-       M_ARGV(1, string) = "nexball_team";
-       return true;
-}
-
-MUTATOR_HOOKFUNCTION(nb, WantWeapon)
-{
-       M_ARGV(1, float) = 0; // weapon is set a few lines later, apparently
-       return true;
-}
-
-MUTATOR_HOOKFUNCTION(nb, DropSpecialItems)
-{
-       entity frag_target = M_ARGV(0, entity);
-
-       if(frag_target.ballcarried)
-               DropBall(frag_target.ballcarried, frag_target.origin, frag_target.velocity);
-
-       return false;
-}
-
-MUTATOR_HOOKFUNCTION(nb, SendWaypoint)
-{
-       M_ARGV(2, int) &= ~0x80;
-}
-
-REGISTER_MUTATOR(nb, g_nexball)
-{
-    MUTATOR_STATIC();
-       MUTATOR_ONADD
-       {
-               g_nexball_meter_period = autocvar_g_nexball_meter_period;
-               if(g_nexball_meter_period <= 0)
-                       g_nexball_meter_period = 2; // avoid division by zero etc. due to silly users
-               g_nexball_meter_period = rint(g_nexball_meter_period * 32) / 32; //Round to 1/32ths to send as a byte multiplied by 32
-
-               // General settings
-               /*
-               CVTOV(g_nexball_football_boost_forward);   //100
-               CVTOV(g_nexball_football_boost_up);             //200
-               CVTOV(g_nexball_delay_idle);                       //10
-               CVTOV(g_nexball_football_physics);               //0
-               */
-               radar_showennemies = autocvar_g_nexball_radar_showallplayers;
-
-               InitializeEntity(NULL, nb_delayedinit, INITPRIO_GAMETYPE);
-               WEP_NEXBALL.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
-
-               GameRules_teams(true);
-               GameRules_limit_score(autocvar_g_nexball_goallimit);
-               GameRules_limit_lead(autocvar_g_nexball_goalleadlimit);
-       }
-
-       MUTATOR_ONROLLBACK_OR_REMOVE
-       {
-               WEP_NEXBALL.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
-       }
-       return 0;
-}
-
-#endif
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/nexball.qh b/qcsrc/common/gamemodes/gamemode/nexball/nexball.qh
deleted file mode 100644 (file)
index 53797d2..0000000
+++ /dev/null
@@ -1,36 +0,0 @@
-#pragma once
-
-#ifdef SVQC
-//EF_BRIGHTFIELD|EF_BRIGHTLIGHT|EF_DIMLIGHT|EF_BLUE|EF_RED|EF_FLAME
-const float BALL_EFFECTMASK = 1229;
-const vector BALL_MINS = '-16 -16 -16'; // The model is 24*24*24
-const vector BALL_MAXS = '16 16 16';
-const vector BALL_ATTACHORG = '3 0 16';
-const float BALL_FOOT = 1;
-const float BALL_BASKET = 2;
-//spawnflags
-const float GOAL_TOUCHPLAYER = 1;
-//goal types
-const float GOAL_FAULT = -1;
-const float GOAL_OUT = -2;
-
-void DropBall(entity ball, vector org, vector vel);
-float autocvar_g_nexball_football_boost_forward;
-float autocvar_g_nexball_football_boost_up;
-float autocvar_g_nexball_football_physics;
-float autocvar_g_nexball_delay_idle;
-float autocvar_g_nexball_basketball_delay_hold;
-float autocvar_g_nexball_basketball_delay_hold_forteam;
-float autocvar_g_nexball_basketball_effects_default;
-float autocvar_g_nexball_basketball_teamsteal;
-float autocvar_g_nexball_meter_period;
-
-float balls;
-float ball_scale;
-float nb_teams;
-
-.entity nb_dropper;
-.float nb_droptime;
-
-.float teamtime;
-#endif
diff --git a/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc b/qcsrc/common/gamemodes/gamemode/nexball/sv_nexball.qc
new file mode 100644 (file)
index 0000000..38b7a7f
--- /dev/null
@@ -0,0 +1,969 @@
+#include "sv_nexball.qh"
+
+.entity ballcarried;
+
+int autocvar_g_nexball_goalleadlimit;
+#define autocvar_g_nexball_goallimit cvar("g_nexball_goallimit")
+
+bool autocvar_g_nexball_basketball_jumppad = true;
+float autocvar_g_nexball_basketball_bouncefactor;
+float autocvar_g_nexball_basketball_bouncestop;
+float autocvar_g_nexball_basketball_carrier_highspeed;
+bool autocvar_g_nexball_basketball_meter;
+float autocvar_g_nexball_basketball_meter_maxpower;
+float autocvar_g_nexball_basketball_meter_minpower;
+float autocvar_g_nexball_delay_collect;
+float autocvar_g_nexball_delay_goal;
+float autocvar_g_nexball_delay_start;
+bool autocvar_g_nexball_football_jumppad = true;
+float autocvar_g_nexball_football_bouncefactor;
+float autocvar_g_nexball_football_bouncestop;
+bool autocvar_g_nexball_radar_showallplayers;
+bool autocvar_g_nexball_sound_bounce;
+int autocvar_g_nexball_trail_color;
+bool autocvar_g_nexball_playerclip_collisions = true;
+
+float autocvar_g_nexball_safepass_turnrate;
+float autocvar_g_nexball_safepass_maxdist;
+float autocvar_g_nexball_safepass_holdtime;
+float autocvar_g_nexball_viewmodel_scale;
+float autocvar_g_nexball_tackling;
+vector autocvar_g_nexball_viewmodel_offset;
+
+float autocvar_g_balance_nexball_primary_animtime;
+float autocvar_g_balance_nexball_primary_refire;
+float autocvar_g_balance_nexball_primary_speed;
+float autocvar_g_balance_nexball_secondary_animtime;
+float autocvar_g_balance_nexball_secondary_force;
+float autocvar_g_balance_nexball_secondary_lifetime;
+float autocvar_g_balance_nexball_secondary_refire;
+float autocvar_g_balance_nexball_secondary_speed;
+
+void basketball_touch(entity this, entity toucher);
+void football_touch(entity this, entity toucher);
+void ResetBall(entity this);
+const int NBM_NONE = 0;
+const int NBM_FOOTBALL = 2;
+const int NBM_BASKETBALL = 4;
+float nexball_mode;
+
+float OtherTeam(float t)  //works only if there are two teams on the map!
+{
+       entity e;
+       e = find(NULL, classname, "nexball_team");
+       if(e.team == t)
+               e = find(e, classname, "nexball_team");
+       return e.team;
+}
+
+const int ST_NEXBALL_GOALS = 1;
+void nb_ScoreRules(int teams)
+{
+    GameRules_scoring(teams, 0, 0, {
+        field_team(ST_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+        field(SP_NEXBALL_GOALS, "goals", SFL_SORT_PRIO_PRIMARY);
+        field(SP_NEXBALL_FAULTS, "faults", SFL_SORT_PRIO_SECONDARY | SFL_LOWER_IS_BETTER);
+    });
+}
+
+void LogNB(string mode, entity actor)
+{
+       string s;
+       if(!autocvar_sv_eventlog)
+               return;
+       s = strcat(":nexball:", mode);
+       if(actor != NULL)
+               s = strcat(s, ":", ftos(actor.playerid));
+       GameLogEcho(s);
+}
+
+void ball_restart(entity this)
+{
+       if(this.owner)
+               DropBall(this, this.owner.origin, '0 0 0');
+       ResetBall(this);
+}
+
+void nexball_setstatus(entity this)
+{
+       this.items &= ~IT_KEY1;
+       if(this.ballcarried)
+       {
+               if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
+               {
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
+                       entity e = this.ballcarried;
+                       DropBall(this.ballcarried, this.ballcarried.owner.origin, '0 0 0');
+                       ResetBall(e);
+               }
+               else
+                       this.items |= IT_KEY1;
+       }
+}
+
+void relocate_nexball(entity this)
+{
+       tracebox(this.origin, BALL_MINS, BALL_MAXS, this.origin, true, this);
+       if(trace_startsolid)
+       {
+               vector o = this.origin;
+               if (!move_out_of_solid(this)) {
+                       objerror(this, "could not get out of solid at all!");
+        }
+        LOG_INFOF(
+            "^1NOTE: this map needs FIXING. %s at %s needs to be moved out of solid, e.g. by %s",
+            this.classname,
+            vtos(o - '0 0 1'),
+            vtos(this.origin - o)
+        );
+               this.origin = o;
+       }
+}
+
+void DropOwner(entity this)
+{
+       entity ownr;
+       ownr = this.owner;
+       DropBall(this, ownr.origin, ownr.velocity);
+       makevectors(ownr.v_angle.y * '0 1 0');
+       ownr.velocity += ('0 0 0.75' - v_forward) * 1000;
+       UNSET_ONGROUND(ownr);
+}
+
+void GiveBall(entity plyr, entity ball)
+{
+       .entity weaponentity = weaponentities[0]; // TODO: find ballstealer
+       entity ownr = ball.owner;
+       if(ownr)
+       {
+               ownr.effects &= ~autocvar_g_nexball_basketball_effects_default;
+               ownr.ballcarried = NULL;
+               GameRules_scoring_vip(ownr, false);
+               if(STAT(NB_METERSTART, ownr))
+               {
+                       STAT(NB_METERSTART, ownr) = 0;
+                       ownr.(weaponentity).state = WS_READY;
+               }
+               WaypointSprite_Kill(ownr.waypointsprite_attachedforcarrier);
+       }
+       else
+       {
+               WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
+       }
+
+       //setattachment(ball, plyr, "");
+       setorigin(ball, plyr.origin + plyr.view_ofs);
+
+       if(ball.team != plyr.team)
+               ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
+
+       ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
+       ball.weaponentity_fld = weaponentity;
+       ball.team = plyr.team;
+       plyr.ballcarried = ball;
+       GameRules_scoring_vip(plyr, true);
+       ball.nb_dropper = plyr;
+
+       plyr.effects |= autocvar_g_nexball_basketball_effects_default;
+       ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
+
+       ball.velocity = '0 0 0';
+       set_movetype(ball, MOVETYPE_NONE);
+       settouch(ball, func_null);
+       ball.effects |= EF_NOSHADOW;
+       ball.scale = 1; // scale down.
+
+       WaypointSprite_AttachCarrier(WP_NbBall, plyr, RADARICON_FLAGCARRIER);
+       WaypointSprite_UpdateRule(plyr.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+
+       if(autocvar_g_nexball_basketball_delay_hold)
+       {
+               setthink(ball, DropOwner);
+               ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
+       }
+
+       STAT(WEAPONS, plyr.(weaponentity)) = STAT(WEAPONS, plyr);
+       plyr.m_switchweapon = plyr.(weaponentity).m_weapon;
+       STAT(WEAPONS, plyr) = WEPSET(NEXBALL);
+       Weapon w = WEP_NEXBALL;
+       w.wr_resetplayer(w, plyr);
+       plyr.(weaponentity).m_switchweapon = WEP_NEXBALL;
+       W_SwitchWeapon(plyr, WEP_NEXBALL, weaponentity);
+}
+
+void DropBall(entity ball, vector org, vector vel)
+{
+       ball.effects |= autocvar_g_nexball_basketball_effects_default;
+       ball.effects &= ~EF_NOSHADOW;
+       ball.owner.effects &= ~autocvar_g_nexball_basketball_effects_default;
+
+       setattachment(ball, NULL, "");
+       setorigin(ball, org);
+       set_movetype(ball, MOVETYPE_BOUNCE);
+       UNSET_ONGROUND(ball);
+       ball.scale = ball_scale;
+       ball.velocity = vel;
+       ball.nb_droptime = time;
+       settouch(ball, basketball_touch);
+       setthink(ball, ResetBall);
+       ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
+
+       if(STAT(NB_METERSTART, ball.owner))
+       {
+               STAT(NB_METERSTART, ball.owner) = 0;
+               .entity weaponentity = ball.weaponentity_fld;
+               ball.owner.(weaponentity).state = WS_READY;
+       }
+
+       WaypointSprite_Kill(ball.owner.waypointsprite_attachedforcarrier);
+       WaypointSprite_Spawn(WP_NbBall, 0, 0, ball, '0 0 64', NULL, ball.team, ball, waypointsprite_attachedforcarrier, false, RADARICON_FLAGCARRIER); // no health bar please
+       WaypointSprite_UpdateRule(ball.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+
+       entity e = ball.owner; ball.owner = NULL;
+       e.ballcarried = NULL;
+       GameRules_scoring_vip(e, false);
+}
+
+void InitBall(entity this)
+{
+       if(game_stopped) return;
+       UNSET_ONGROUND(this);
+       set_movetype(this, MOVETYPE_BOUNCE);
+       if(this.classname == "nexball_basketball")
+               settouch(this, basketball_touch);
+       else if(this.classname == "nexball_football")
+               settouch(this, football_touch);
+       this.cnt = 0;
+       setthink(this, ResetBall);
+       this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
+       this.teamtime = 0;
+       this.pusher = NULL;
+       this.team = false;
+       _sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
+       WaypointSprite_Ping(this.waypointsprite_attachedforcarrier);
+       LogNB("init", NULL);
+}
+
+void ResetBall(entity this)
+{
+       if(this.cnt < 2)        // step 1
+       {
+               if(time == this.teamtime)
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
+
+               settouch(this, func_null);
+               set_movetype(this, MOVETYPE_NOCLIP);
+               this.velocity = '0 0 0'; // just in case?
+               if(!this.cnt)
+                       LogNB("resetidle", NULL);
+               this.cnt = 2;
+               this.nextthink = time;
+       }
+       else if(this.cnt < 4)     // step 2 and 3
+       {
+//             dprint("Step ", ftos(this.cnt), ": Calculated velocity: ", vtos(this.spawnorigin - this.origin), ", time: ", ftos(time), "\n");
+               this.velocity = (this.spawnorigin - this.origin) * (this.cnt - 1); // 1 or 0.5 second movement
+               this.nextthink = time + 0.5;
+               this.cnt += 1;
+       }
+       else     // step 4
+       {
+//             dprint("Step 4: time: ", ftos(time), "\n");
+               if(vdist(this.origin - this.spawnorigin, >, 10)) // should not happen anymore
+                       LOG_TRACE("The ball moved too far away from its spawn origin.\nOffset: ",
+                                  vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
+               this.velocity = '0 0 0';
+               setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
+               set_movetype(this, MOVETYPE_NONE);
+               setthink(this, InitBall);
+               this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
+       }
+}
+
+void football_touch(entity this, entity toucher)
+{
+       if(toucher.solid == SOLID_BSP)
+       {
+               if(time > this.lastground + 0.1)
+               {
+                       _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+                       this.lastground = time;
+               }
+               if(this.velocity && !this.cnt)
+                       this.nextthink = time + autocvar_g_nexball_delay_idle;
+               return;
+       }
+       if (!IS_PLAYER(toucher) && !IS_VEHICLE(toucher))
+               return;
+       if(GetResource(toucher, RES_HEALTH) < 1)
+               return;
+       if(!this.cnt)
+               this.nextthink = time + autocvar_g_nexball_delay_idle;
+
+       this.pusher = toucher;
+       this.team = toucher.team;
+
+       if(autocvar_g_nexball_football_physics == -1)   // MrBougo try 1, before decompiling Rev's original
+       {
+               if(toucher.velocity)
+                       this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
+       }
+       else if(autocvar_g_nexball_football_physics == 1)         // MrBougo's modded Rev style: partially independant of the height of the aiming point
+       {
+               makevectors(toucher.v_angle);
+               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
+       }
+       else if(autocvar_g_nexball_football_physics == 2)         // 2nd mod try: totally independant. Really playable!
+       {
+               makevectors(toucher.v_angle.y * '0 1 0');
+               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+       }
+       else     // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
+       {
+               makevectors(toucher.v_angle);
+               this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+       }
+       this.avelocity = -250 * v_forward;  // maybe there is a way to make it look better?
+}
+
+void basketball_touch(entity this, entity toucher)
+{
+       if(toucher.ballcarried)
+       {
+               football_touch(this, toucher);
+               return;
+       }
+       if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
+       {
+               if(GetResource(toucher, RES_HEALTH) < 1)
+                       return;
+               LogNB("caught", toucher);
+               GiveBall(toucher, this);
+       }
+       else if(toucher.solid == SOLID_BSP)
+       {
+               _sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+               if(this.velocity && !this.cnt)
+                       this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
+       }
+}
+
+void GoalTouch(entity this, entity toucher)
+{
+       entity ball;
+       float isclient, pscore, otherteam;
+       string pname;
+
+       if(game_stopped) return;
+       if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
+               ball = toucher.ballcarried;
+       else
+               ball = toucher;
+       if(ball.classname != "nexball_basketball")
+               if(ball.classname != "nexball_football")
+                       return;
+       if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
+               return;
+       EXACTTRIGGER_TOUCH(this, toucher);
+
+
+       if(NumTeams(nb_teams) == 2)
+               otherteam = OtherTeam(ball.team);
+       else
+               otherteam = 0;
+
+       if((isclient = IS_CLIENT(ball.pusher)))
+               pname = ball.pusher.netname;
+       else
+               pname = "Someone (?)";
+
+       if(ball.team == this.team)               //owngoal (regular goals)
+       {
+               LogNB("owngoal", ball.pusher);
+               bprint("Boo! ", pname, "^7 scored a goal against their own team!\n");
+               pscore = -1;
+       }
+       else if(this.team == GOAL_FAULT)
+       {
+               LogNB("fault", ball.pusher);
+               if(NumTeams(nb_teams) == 2)
+                       bprint(Team_ColoredFullName(otherteam), " gets a point due to ", pname, "^7's silliness.\n");
+               else
+                       bprint(Team_ColoredFullName(ball.team), " loses a point due to ", pname, "^7's silliness.\n");
+               pscore = -1;
+       }
+       else if(this.team == GOAL_OUT)
+       {
+               LogNB("out", ball.pusher);
+               if((this.spawnflags & GOAL_TOUCHPLAYER) && ball.owner)
+                       bprint(pname, "^7 went out of bounds.\n");
+               else
+                       bprint("The ball was returned.\n");
+               pscore = 0;
+       }
+       else                                                       //score
+       {
+               LogNB(strcat("goal:", ftos(this.team)), ball.pusher);
+               bprint("Goaaaaal! ", pname, "^7 scored a point for the ", Team_ColoredFullName(ball.team), ".\n");
+               pscore = 1;
+       }
+
+       _sound(ball, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NONE);
+
+       if(ball.team && pscore)
+       {
+               if(NumTeams(nb_teams) == 2 && pscore < 0)
+                       TeamScore_AddToTeam(otherteam, ST_NEXBALL_GOALS, -pscore);
+               else
+                       TeamScore_AddToTeam(ball.team, ST_NEXBALL_GOALS, pscore);
+       }
+       if(isclient)
+       {
+               if(pscore > 0)
+                       GameRules_scoring_add(ball.pusher, NEXBALL_GOALS, pscore);
+               else if(pscore < 0)
+                       GameRules_scoring_add(ball.pusher, NEXBALL_FAULTS, -pscore);
+       }
+
+       if(ball.owner)  // Happens on spawnflag GOAL_TOUCHPLAYER
+               DropBall(ball, ball.owner.origin, ball.owner.velocity);
+
+       WaypointSprite_Ping(ball.waypointsprite_attachedforcarrier);
+
+       ball.cnt = 1;
+       setthink(ball, ResetBall);
+       if(ball.classname == "nexball_basketball")
+               settouch(ball, football_touch); // better than func_null: football control until the ball gets reset
+       ball.nextthink = time + autocvar_g_nexball_delay_goal * (this.team != GOAL_OUT);
+}
+
+//=======================//
+//        team ents       //
+//=======================//
+spawnfunc(nexball_team)
+{
+       if(!g_nexball)
+       {
+               delete(this);
+               return;
+       }
+       this.team = this.cnt + 1;
+}
+
+void nb_spawnteam(string teamname, float teamcolor)
+{
+       LOG_TRACE("^2spawned team ", teamname);
+       entity e = new(nexball_team);
+       e.netname = teamname;
+       e.cnt = teamcolor;
+       e.team = e.cnt + 1;
+       //nb_teams += 1;
+}