set g_balance_uzi_bulletconstant 115 // 13.1qu
// }}}
// {{{ mortar
-set g_balance_grenadelauncher_primary2secondary 0
-set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_type 0
set g_balance_grenadelauncher_primary_damage 70
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
set g_balance_grenadelauncher_primary_animtime 0.3
set g_balance_grenadelauncher_primary_ammo 2
set g_balance_grenadelauncher_primary_health 25
-set g_balance_grenadelauncher_secondary_sticky 0
+set g_balance_grenadelauncher_primary_damageforcescale 4
+set g_balance_grenadelauncher_primary_bouncefactor 0.5
+set g_balance_grenadelauncher_primary_bouncestop 0.075
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+
+set g_balance_grenadelauncher_secondary_type 1
set g_balance_grenadelauncher_secondary_damage 70
set g_balance_grenadelauncher_secondary_edgedamage 38
set g_balance_grenadelauncher_secondary_force 400
set g_balance_grenadelauncher_secondary_damageforcescale 4
set g_balance_grenadelauncher_secondary_bouncefactor 0.5
set g_balance_grenadelauncher_secondary_bouncestop 0.075
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_nex_secondary_damagefalloff_maxdist 0
set g_balance_nex_secondary_damagefalloff_halflife 0
set g_balance_nex_secondary_damagefalloff_forcehalflife 0
+
+set g_balance_nex_velocitydependent_halflife 0
+set g_balance_nex_velocitydependent_minspeed 400
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
// {{{ shotgun
set g_balance_shotgun_primary_bullets 5
set g_balance_shotgun_primary_damage 12
-set g_balance_shotgun_primary_force 60
+set g_balance_shotgun_primary_force 40
set g_balance_shotgun_primary_spread 0.08
set g_balance_shotgun_primary_refire 0.5
set g_balance_shotgun_primary_animtime 0.2
// {{{ uzi
set g_balance_uzi_first 1
set g_balance_uzi_first_damage 26
-set g_balance_uzi_first_force 50
+set g_balance_uzi_first_force -30
set g_balance_uzi_first_spread 0.01
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
-set g_balance_uzi_sustained_damage 15
+set g_balance_uzi_sustained_damage 17
set g_balance_uzi_sustained_force 27
set g_balance_uzi_sustained_spread 0.05
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_bulletconstant 300 // 13.1qu
// }}}
// {{{ mortar
-set g_balance_grenadelauncher_primary2secondary 0
-set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_type 0
set g_balance_grenadelauncher_primary_damage 65
set g_balance_grenadelauncher_primary_edgedamage 35
-set g_balance_grenadelauncher_primary_force 400
+set g_balance_grenadelauncher_primary_force 310
set g_balance_grenadelauncher_primary_radius 140
set g_balance_grenadelauncher_primary_speed 2000
set g_balance_grenadelauncher_primary_speed_up 200
set g_balance_grenadelauncher_primary_animtime 0.3
set g_balance_grenadelauncher_primary_ammo 2
set g_balance_grenadelauncher_primary_health 72
-set g_balance_grenadelauncher_secondary_sticky 0
+set g_balance_grenadelauncher_primary_damageforcescale 0
+set g_balance_grenadelauncher_primary_bouncefactor 0.7
+set g_balance_grenadelauncher_primary_bouncestop 0.12
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+
+set g_balance_grenadelauncher_secondary_type 1
set g_balance_grenadelauncher_secondary_damage 65
set g_balance_grenadelauncher_secondary_edgedamage 35
-set g_balance_grenadelauncher_secondary_force 400
+set g_balance_grenadelauncher_secondary_force 320
set g_balance_grenadelauncher_secondary_radius 140
set g_balance_grenadelauncher_secondary_speed 1400
set g_balance_grenadelauncher_secondary_speed_up 200
set g_balance_grenadelauncher_secondary_damageforcescale 0
set g_balance_grenadelauncher_secondary_bouncefactor 0.7
set g_balance_grenadelauncher_secondary_bouncestop 0.12
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
// {{{ electro
set g_balance_electro_lightning 0
-set g_balance_electro_primary_damage 80
-set g_balance_electro_primary_edgedamage 0
-set g_balance_electro_primary_force 550
+set g_balance_electro_primary_damage 55
+set g_balance_electro_primary_edgedamage 5
+set g_balance_electro_primary_force 267
set g_balance_electro_primary_force_up 125
set g_balance_electro_primary_radius 150
set g_balance_electro_primary_comboradius 75
set g_balance_electro_primary_speed 2000
set g_balance_electro_primary_spread 0
set g_balance_electro_primary_lifetime 30
-set g_balance_electro_primary_refire 0.6
-set g_balance_electro_primary_animtime 0.74
+set g_balance_electro_primary_refire 0.78
+set g_balance_electro_primary_animtime 0.4
set g_balance_electro_primary_ammo 2
set g_balance_electro_primary_range 800
-set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
+set g_balance_electro_primary_falloff_mindist 255
set g_balance_electro_primary_falloff_maxdist 850
-set g_balance_electro_primary_falloff_halflifedist 425
+set g_balance_electro_primary_falloff_halflifedist 0
set g_balance_electro_secondary_damage 60
set g_balance_electro_secondary_edgedamage 0
set g_balance_electro_secondary_force 200
set g_balance_electro_combo_speed 400
// }}}
// {{{ crylink
-set g_balance_crylink_primary_damage 16
+set g_balance_crylink_primary_damage 23
set g_balance_crylink_primary_edgedamage 0
set g_balance_crylink_primary_force -55
set g_balance_crylink_primary_radius 80
set g_balance_crylink_primary_bounces 2
set g_balance_crylink_primary_refire 0.4
set g_balance_crylink_primary_animtime 0.30008
-set g_balance_crylink_primary_ammo 1
+set g_balance_crylink_primary_ammo 3
set g_balance_crylink_primary_bouncedamagefactor 0.2
set g_balance_crylink_primary_middle_lifetime 5 // range: 10000 full, fades to 20000
set g_balance_crylink_primary_other_fadetime 0.25
set g_balance_crylink_secondary 1
-set g_balance_crylink_secondary_damage 12
+set g_balance_crylink_secondary_damage 19
set g_balance_crylink_secondary_edgedamage 0
set g_balance_crylink_secondary_force -55
set g_balance_crylink_secondary_radius 3
set g_balance_crylink_secondary_bounces 0
set g_balance_crylink_secondary_refire 0.5
set g_balance_crylink_secondary_animtime 0.3
-set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_ammo 3
set g_balance_crylink_secondary_bouncedamagefactor 0.5
set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to 10000
set g_balance_crylink_secondary_line_fadetime 2
// }}}
// {{{ nex
-set g_balance_nex_primary_ammo 7
+set g_balance_nex_primary_ammo 13
set g_balance_nex_primary_animtime 0.3
-set g_balance_nex_primary_damage 140
+set g_balance_nex_primary_damage 78
set g_balance_nex_primary_force 600
-set g_balance_nex_primary_refire 1.5
+set g_balance_nex_primary_refire 1.505
set g_balance_nex_primary_damagefalloff_mindist 9999999
set g_balance_nex_primary_damagefalloff_maxdist 9999999
set g_balance_nex_primary_damagefalloff_halflife 9999999
set g_balance_nex_secondary_damagefalloff_maxdist 9999999
set g_balance_nex_secondary_damagefalloff_halflife 9999999
set g_balance_nex_secondary_damagefalloff_forcehalflife 9999999
+
+set g_balance_nex_velocitydependent_halflife 0
+set g_balance_nex_velocitydependent_minspeed 400
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
// {{{ hagar
set g_balance_hagar_primary_damage 43
set g_balance_hagar_primary_edgedamage 15
-set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_force 94
set g_balance_hagar_primary_radius 70
set g_balance_hagar_primary_spread 0.010
set g_balance_hagar_primary_speed 3000
set g_balance_hagar_primary_lifetime 30
set g_balance_hagar_primary_refire 0.15
-set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_primary_ammo 2
set g_balance_hagar_secondary 1
set g_balance_hagar_secondary_damage 43
set g_balance_hagar_secondary_edgedamage 15
set g_balance_hagar_secondary_lifetime_min 5
set g_balance_hagar_secondary_lifetime_rand 0
set g_balance_hagar_secondary_refire 0.15
-set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_secondary_ammo 2
// }}}
// {{{ rocketlauncher
-set g_balance_rocketlauncher_damage 130
-set g_balance_rocketlauncher_edgedamage 50
-set g_balance_rocketlauncher_force 597
+set g_balance_rocketlauncher_damage 65
+set g_balance_rocketlauncher_edgedamage 25
+set g_balance_rocketlauncher_force 360
set g_balance_rocketlauncher_radius 185
set g_balance_rocketlauncher_speed 900
set g_balance_rocketlauncher_speedaccel 0
set g_balance_rocketlauncher_lifetime 30
set g_balance_rocketlauncher_refire 1
set g_balance_rocketlauncher_animtime 0.3
-set g_balance_rocketlauncher_ammo 3
+set g_balance_rocketlauncher_ammo 7
set g_balance_rocketlauncher_health 40
set g_balance_rocketlauncher_damageforcescale 4
set g_balance_rocketlauncher_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
-set g_balance_rocketlauncher_guiderate 140 // max degrees per second
+set g_balance_rocketlauncher_guiderate 65 // max degrees per second
set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
set g_balance_hlac_primary_spread_add 0.0045
set g_balance_hlac_primary_spread_crouchmod 0.25
-set g_balance_hlac_primary_damage 19
+set g_balance_hlac_primary_damage 17
set g_balance_hlac_primary_edgedamage 10
set g_balance_hlac_primary_force 45
set g_balance_hlac_primary_radius 70
set g_balance_hlac_primary_refire 0.1
set g_balance_hlac_primary_animtime 0.3
-set g_balance_hlac_primary_ammo 1
+set g_balance_hlac_primary_ammo 3
set g_balance_hlac_secondary 1
set g_balance_hlac_secondary_spread 0.15
set g_balance_hlac_secondary_refire 1
set g_balance_hlac_secondary_animtime 0.3
-set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_ammo 11
set g_balance_hlac_secondary_shots 6
// }}}
// {{{ campingrifle
set g_balance_uzi_bulletconstant 115 // 13.1qu
// }}}
// {{{ mortar
-set g_balance_grenadelauncher_primary2secondary 0
-set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_type 0
set g_balance_grenadelauncher_primary_damage 70
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
set g_balance_grenadelauncher_primary_animtime 0.3
set g_balance_grenadelauncher_primary_ammo 2
set g_balance_grenadelauncher_primary_health 25
-set g_balance_grenadelauncher_secondary_sticky 0
+set g_balance_grenadelauncher_primary_damageforcescale 4
+set g_balance_grenadelauncher_primary_bouncefactor 0.5
+set g_balance_grenadelauncher_primary_bouncestop 0.075
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+set g_balance_grenadelauncher_secondary_type 1
set g_balance_grenadelauncher_secondary_damage 70
set g_balance_grenadelauncher_secondary_edgedamage 38
set g_balance_grenadelauncher_secondary_force 400
set g_balance_grenadelauncher_secondary_damageforcescale 4
set g_balance_grenadelauncher_secondary_bouncefactor 0.5
set g_balance_grenadelauncher_secondary_bouncestop 0.075
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_nex_secondary_damagefalloff_maxdist 3000
set g_balance_nex_secondary_damagefalloff_halflife 1500
set g_balance_nex_secondary_damagefalloff_forcehalflife 1500
+
+set g_balance_nex_velocitydependent_halflife 0
+set g_balance_nex_velocitydependent_minspeed 400
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_uzi_bulletconstant 115 // 13.1qu
// }}}
// {{{ mortar
-set g_balance_grenadelauncher_primary2secondary 0
-set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_type 0
set g_balance_grenadelauncher_primary_damage 50
set g_balance_grenadelauncher_primary_edgedamage 38
set g_balance_grenadelauncher_primary_force 400
set g_balance_grenadelauncher_primary_animtime 0.3
set g_balance_grenadelauncher_primary_ammo 2
set g_balance_grenadelauncher_primary_health 25
-set g_balance_grenadelauncher_secondary_sticky 0
+set g_balance_grenadelauncher_primary_damageforcescale 4
+set g_balance_grenadelauncher_primary_bouncefactor 0.5
+set g_balance_grenadelauncher_primary_bouncestop 0.075
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+
+set g_balance_grenadelauncher_secondary_type 1
set g_balance_grenadelauncher_secondary_damage 60
set g_balance_grenadelauncher_secondary_edgedamage 38
set g_balance_grenadelauncher_secondary_force 400
set g_balance_grenadelauncher_secondary_damageforcescale 4
set g_balance_grenadelauncher_secondary_bouncefactor 0.5
set g_balance_grenadelauncher_secondary_bouncestop 0.075
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 1
// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_nex_secondary_damagefalloff_maxdist 3000
set g_balance_nex_secondary_damagefalloff_halflife 1500
set g_balance_nex_secondary_damagefalloff_forcehalflife 1500
+
+set g_balance_nex_velocitydependent_halflife 0
+set g_balance_nex_velocitydependent_minspeed 400
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1
set g_balance_uzi_first_spread 0.03
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 2
-set g_balance_uzi_sustained_damage 9
+set g_balance_uzi_sustained_damage 12
set g_balance_uzi_sustained_force 7.5
set g_balance_uzi_sustained_spread 0.1
-set g_balance_uzi_sustained_refire 0.075
+set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1
set g_balance_uzi_speed 18000
set g_balance_uzi_bulletconstant 115 // 13.1qu
// }}}
// {{{ mortar // TODO
-set g_balance_grenadelauncher_primary2secondary 0
-set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_type 1
set g_balance_grenadelauncher_primary_damage 60
set g_balance_grenadelauncher_primary_edgedamage 25
set g_balance_grenadelauncher_primary_force 300
set g_balance_grenadelauncher_primary_radius 100
-set g_balance_grenadelauncher_primary_speed 1400
+set g_balance_grenadelauncher_primary_speed 1000
set g_balance_grenadelauncher_primary_speed_up 225
set g_balance_grenadelauncher_primary_speed_z 0
set g_balance_grenadelauncher_primary_spread 0
set g_balance_grenadelauncher_primary_animtime 0.4
set g_balance_grenadelauncher_primary_ammo 2
set g_balance_grenadelauncher_primary_health 72
-set g_balance_grenadelauncher_secondary_sticky 1
+set g_balance_grenadelauncher_primary_damageforcescale 0
+set g_balance_grenadelauncher_primary_bouncefactor 0.5
+set g_balance_grenadelauncher_primary_bouncestop 0.12
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 1
+
+set g_balance_grenadelauncher_secondary_type 0
set g_balance_grenadelauncher_secondary_damage 90
set g_balance_grenadelauncher_secondary_edgedamage 32
set g_balance_grenadelauncher_secondary_force 300
set g_balance_grenadelauncher_secondary_ammo 2
set g_balance_grenadelauncher_secondary_health 40
set g_balance_grenadelauncher_secondary_damageforcescale 0
-set g_balance_grenadelauncher_secondary_bouncefactor 0.7
+set g_balance_grenadelauncher_secondary_bouncefactor 0.5
set g_balance_grenadelauncher_secondary_bouncestop 0.12
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 1
// }}}
// {{{ electro // TODO
set g_balance_electro_lightning 1
-set g_balance_electro_primary_damage 90
+set g_balance_electro_primary_damage 85
set g_balance_electro_primary_edgedamage 0
-set g_balance_electro_primary_force 550
+set g_balance_electro_primary_force 425
set g_balance_electro_primary_force_up 125
set g_balance_electro_primary_radius 850
set g_balance_electro_primary_comboradius 75
set g_balance_crylink_secondary_line_fadetime 2
// }}}
// {{{ nex
-set g_balance_nex_primary_damage 80
-set g_balance_nex_primary_force 400
-set g_balance_nex_primary_refire 1.25
+set g_balance_nex_primary_damage 125
+set g_balance_nex_primary_force 500
+set g_balance_nex_primary_refire 1
set g_balance_nex_primary_animtime 0.75
set g_balance_nex_primary_ammo 5
-set g_balance_nex_primary_damagefalloff_mindist 0
-set g_balance_nex_primary_damagefalloff_maxdist 4000
+set g_balance_nex_primary_damagefalloff_mindist 500
+set g_balance_nex_primary_damagefalloff_maxdist 4500
set g_balance_nex_primary_damagefalloff_halflife 2000
set g_balance_nex_primary_damagefalloff_forcehalflife 2000
set g_balance_nex_secondary 1
-set g_balance_nex_secondary_damage 80
-set g_balance_nex_secondary_force -500
-set g_balance_nex_secondary_refire 1.25
+set g_balance_nex_secondary_damage 125
+set g_balance_nex_secondary_force -700
+set g_balance_nex_secondary_refire 1
set g_balance_nex_secondary_animtime 0.75
set g_balance_nex_secondary_ammo 5
-set g_balance_nex_secondary_damagefalloff_mindist 0
-set g_balance_nex_secondary_damagefalloff_maxdist 4000
+set g_balance_nex_secondary_damagefalloff_mindist 500
+set g_balance_nex_secondary_damagefalloff_maxdist 4500
set g_balance_nex_secondary_damagefalloff_halflife 2000
set g_balance_nex_secondary_damagefalloff_forcehalflife 2000
+
+set g_balance_nex_velocitydependent_halflife -500
+set g_balance_nex_velocitydependent_minspeed 400
+set g_balance_nex_velocitydependent_maxspeed 1000
// }}}
// {{{ minstanex
set g_balance_minstanex_refire 1.25
set g_balance_campingrifle_auto_reload_after_changing_weapons 0
set g_balance_campingrifle_bursttime 0
set g_balance_campingrifle_tracer 1
-set g_balance_campingrifle_primary_damage 50
-set g_balance_campingrifle_primary_headshotaddeddamage 50
+set g_balance_campingrifle_primary_damage 75
+set g_balance_campingrifle_primary_headshotaddeddamage 75
set g_balance_campingrifle_primary_spread 0
set g_balance_campingrifle_primary_force 2
set g_balance_campingrifle_primary_speed 35000
set g_balance_campingrifle_primary_lifetime 5
-set g_balance_campingrifle_primary_refire 0.8
-set g_balance_campingrifle_primary_animtime 0.8
+set g_balance_campingrifle_primary_refire 1.5
+set g_balance_campingrifle_primary_animtime 1.4
set g_balance_campingrifle_primary_ammo 10
set g_balance_campingrifle_primary_bulletconstant 130 // 56.3qu
set g_balance_campingrifle_primary_burstcost 0
seta crosshair_fireball_color_blue 0.2 "crosshair color blue component to display when wielding the fireball"
seta crosshair_fireball_color_alpha 1 "crosshair alpha value to display when wielding the fireball"
seta crosshair_fireball_size 1 "crosshair size when wielding the fireball"
+seta crosshair_nexvelocity_color_red 0.8
+seta crosshair_nexvelocity_color_green 0
+seta crosshair_nexvelocity_color_blue 0
+seta crosshair_nexvelocity_alpha 0.25
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
seta cl_reticle_item_nex 1 "draw aiming recticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
seta cl_reticle_item_normal 1 "draw recticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
seta g_balance_cloaked_alpha 0.25
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
+set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
set welcome_message_time 8
set cl_gravity 800 "but ignored anyway"
set g_ban_default_bantime 5400 "90 minutes"
-set g_ban_default_masksize 3 "whole 255.255.255.0 networks (set to 4 for single IPs); when UID support is compiled in, masksize 0 means banning by UID"
+set g_ban_default_masksize 3 "masksize 0 means banning by UID only, 1 means banning by /8 (IPv6: /32) network, 2 means banning by /16 (IPv6: /48) network, 3 means banning by /24 (IPv6: /56) network, 4 means banning by single IP (IPv6: /64 network)"
set g_banned_list "" "format: IP remainingtime IP remainingtime ..."
set g_banned_list_idmode "1" "when set, the IP banning system always uses the ID over the IP address (so a user in a banned IP range can connect if they have a valid signed ID)"
alias bans "sv_cmd bans"
// These have been modified from Nexuiz 2.4.2's physicsQBR.cfg file and a bunch of other crap div0 threw on here :P
// DO NOT SCREW WITH friction on land, edge friction, step height, or sv_airaccel_qw
-
-sv_gravity 818
+sv_gravity 819
sv_maxspeed 420
sv_maxairspeed 283
+
sv_stopspeed 100
-sv_accelerate 14
-sv_airaccelerate 8
+sv_accelerate 13
+sv_airaccelerate 6
sv_friction 9.6 // higher values make you slide less
edgefriction 1 // div0 says no! lol
-sv_stepheight 34 // was told by divVerent not to mess with this, possibly to avoid breaking maps
-sv_jumpvelocity 308
+sv_stepheight 26
+sv_jumpvelocity 304
sv_wateraccelerate -1
sv_waterfriction -1
sv_airaccel_sideways_friction 0 // pain in the ass to tweak without screwing up the strafing
sv_airaccel_qw -0.93 //given a negative value to combat potential cheats, was told by divVerent not to mess with it
+
sv_airstopaccelerate 0
sv_airstrafeaccelerate 0
sv_maxairstrafespeed 0
+sv_airstrafeaccel_qw 0
sv_aircontrol 0
sv_aircontrol_penalty 0
sv_aircontrol_power 2
sv_warsowbunny_accel 0.1593
sv_warsowbunny_topspeed 925
sv_warsowbunny_backtosideratio 0.8
-sv_friction_on_land 0 //Was told not to mess with this by divVerent, can cause hell for anti-lag
+sv_friction_on_land 0
sv_doublejump 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max 0.38
-sv_jumpspeedcap_max_disable_on_ramps 1
-
+sv_jumpspeedcap_max_disable_on_ramps 0
float campingrifle_scope;
float nex_scope;
+
+float nex_minvelocity;
+float nex_maxvelocity;
Net_WeaponComplain();
bHandled = true;
break;
+ case TE_CSQC_NEX_VELOCITY:
+ nex_minvelocity = ReadShort();
+ nex_maxvelocity = ReadShort();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") >= 2)
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
if(cvar("viewsize") < 120)
CSQC_common_hud();
+
+ // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX)
+ {
+ float f, a, curvel;
+ vector rgb;
+
+ rgb_x = cvar("crosshair_nexvelocity_color_red");
+ rgb_y = cvar("crosshair_nexvelocity_color_green");
+ rgb_z = cvar("crosshair_nexvelocity_color_blue");
+ a = cvar("crosshair_nexvelocity_alpha");
+
+ curvel = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y);
+ f = bound(0, (curvel - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1);
+
+ DrawCircleClippedPic('0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight, 0.1 * vid_conheight, "gfx/nex_ring.tga", f, rgb, a, DRAWFLAG_ADDITIVE);
+ }
+
// crosshair goes VERY LAST
if(!scoreboard_active && !camera_active && intermission != 2) {
// TrueAim check
}
}
}
+
+void DrawCircleClippedPic(vector centre, float radius, string pic, float f, vector rgb, float a, float drawflag)
+{
+ float x, y, q, d;
+ vector ringsize, v, t;
+ ringsize = radius * '1 1 0';
+
+ x = cos(f * 2 * M_PI);
+ y = sin(f * 2 * M_PI);
+ q = fabs(x) + fabs(y);
+ x /= q;
+ y /= q;
+
+ if(f >= 1)
+ {
+ // draw full rectangle
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y += 0.5 * ringsize_y; t += '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x -= 0.5 * ringsize_x; t -= '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y -= 0.5 * ringsize_y; t -= '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ R_EndPolygon();
+
+ d = q - 1;
+ if(d > 0)
+ {
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ }
+ }
+ else if(f > 0.75)
+ {
+ // draw upper and first triangle
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y += 0.5 * ringsize_y; t += '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x -= 0.5 * ringsize_x; t -= '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ R_EndPolygon();
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x -= 0.5 * ringsize_x; t -= '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y -= 0.5 * ringsize_y; t -= '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ d = q - 0.75;
+ if(d <= 0)
+ R_EndPolygon();
+ }
+ else if(f > 0.5)
+ {
+ // draw upper triangle
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y += 0.5 * ringsize_y; t += '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x -= 0.5 * ringsize_x; t -= '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ R_EndPolygon();
+
+ d = q - 0.5;
+ if(d > 0)
+ {
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x -= 0.5 * ringsize_x; t -= '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ }
+ }
+ else if(f > 0.25)
+ {
+ // draw first triangle
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_y += 0.5 * ringsize_y; t += '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ d = q - 0.25;
+ if(d <= 0)
+ R_EndPolygon();
+ }
+ else
+ {
+ d = q;
+ if(d > 0)
+ {
+ R_BeginPolygon(pic, drawflag);
+ v = centre; t = '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+
+ v = centre; t = '0.5 0.5 0';
+ v_x += 0.5 * ringsize_x; t += '0.5 0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ }
+ }
+
+ if(d > 0)
+ {
+ v = centre; t = '0.5 0.5 0';
+ v_x += x * 0.5 * ringsize_x; t += x * '0.5 0.5 0';
+ v_y += y * 0.5 * ringsize_y; t += y * '0.5 -0.5 0';
+ R_PolygonVertex(v, t, rgb, a);
+ R_EndPolygon();
+ }
+}
const float TE_CSQC_WEAPONCOMPLAIN = 113;
const float TE_CSQC_CAMPINGRIFLE_SCOPE = 115;
const float TE_CSQC_NEX_SCOPE = 116;
+const float TE_CSQC_NEX_VELOCITY = 117;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
}
w = spawn();
- w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
w.classname = "waypoint";
w.wpflags = f;
setorigin(w, (m1 + m2) * 0.5);
WriteByte(0, TE_CSQC_TEAMNAGGER);
}
+void send_CSQC_nexvelocity(entity e) {
+ msg_entity = e;
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_NEX_VELOCITY);
+ WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_minspeed"));
+ WriteShort(MSG_ONE, cvar("g_balance_nex_velocitydependent_maxspeed"));
+}
+
void Announce(string snd) {
WriteByte(MSG_ALL, SVC_TEMPENTITY);
WriteByte(MSG_ALL, TE_CSQC_ANNOUNCE);
self.iscreature = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
+ self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
if(cvar("g_playerclip_collisions"))
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
- else
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
+ self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+ if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))
+ self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
self.frags = FRAGS_PLAYER;
if(independent_players)
MAKE_INDEPENDENT_PLAYER(self);
else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
send_CSQC_teamnagger();
+ send_CSQC_nexvelocity(self);
+
CheatInitClient();
}
self.nextthink = time + 0.1;
self.cnt = FLAG_BASE;
self.mangle = self.angles;
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
//self.effects = self.effects | EF_DIMLIGHT;
if(self.noalign)
{
i1 = strstrofs(s, ".", 0);
if(i1 < 0)
- i1 = strstrofs(s, ":", 0);
- if(i1 < 0)
- return FALSE;
+ goto ipv6;
i2 = strstrofs(s, ".", i1 + 1);
- if(i2 < 0)
- i2 = strstrofs(s, ":", i1 + 1);
if(i2 < 0)
return FALSE;
i3 = strstrofs(s, ".", i2 + 1);
- if(i3 < 0)
- i3 = strstrofs(s, ":", i2 + 1);
if(i3 < 0)
return FALSE;
i4 = strstrofs(s, ".", i3 + 1);
- if(i4 < 0)
- i4 = strstrofs(s, ":", i3 + 1);
if(i4 >= 0)
s = substring(s, 0, i4);
+
+ ban_ip1 = substring(s, 0, i1); // 8
+ ban_ip2 = substring(s, 0, i2); // 16
+ ban_ip3 = substring(s, 0, i3); // 24
+ ban_ip4 = strcat1(s); // 32
+ return TRUE;
- ban_ip1 = substring(s, 0, i1);
- ban_ip2 = substring(s, 0, i2);
- ban_ip3 = substring(s, 0, i3);
- ban_ip4 = strcat1(s);
+:ipv6
+ i1 = strstrofs(s, ":", 0);
+ if(i1 < 0)
+ return FALSE;
+ i1 = strstrofs(s, ":", i1 + 1);
+ if(i1 < 0)
+ return FALSE;
+ i2 = strstrofs(s, ":", i1 + 1);
+ if(i2 < 0)
+ return FALSE;
+ i3 = strstrofs(s, ":", i2 + 1);
+ if(i3 < 0)
+ return FALSE;
+
+ ban_ip1 = strcat(substring(s, 0, i1), "::/32"); // 32
+ ban_ip2 = strcat(substring(s, 0, i2), "::/48"); // 48
+ ban_ip4 = strcat(substring(s, 0, i3), "::/64"); // 64
+
+ if(i3 - i2 > 3) // means there is more than 2 digits and a : in the range
+ ban_ip3 = strcat(substring(s, 0, i2), ":", substring(s, i2 + 1, i3 - i2 - 3), "00::/56");
+ else
+ ban_ip3 = strcat(substring(s, 0, i2), ":0::/56");
return TRUE;
}
key.modelindex = kh_key_dropped;
key.model = "key";
key.kh_dropperteam = 0;
- key.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
+ key.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
setsize(key, KH_KEY_MIN, KH_KEY_MAX);
key.colormod = TeamColor(initial_owner.team) * KH_KEY_BRIGHTNESS;
key.reset = key_reset;
REGISTER_WEAPON(GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS, 4, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "gl", "grenadelauncher", "Mortar");
#else
#ifdef SVQC
+.float gl_detonate_later;
+.float gl_bouncecnt;
+
void W_Grenade_Explode (void)
{
if(other.takedamage == DAMAGE_AIM)
}
}
+void W_Grenade_Think1 (void)
+{
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ W_Grenade_Explode ();
+ return;
+ }
+ if(self.gl_detonate_later && self.gl_bouncecnt >= cvar("g_balance_grenadelauncher_primary_remote_minbouncecnt"))
+ W_Grenade_Explode();
+}
+
void W_Grenade_Touch1 (void)
{
PROJECTILE_TOUCH;
- if(cvar("g_balance_grenadelauncher_primary_sticky") && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE)))
+ if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_primary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
+ {
+ self.use ();
+ }
+ else if (cvar("g_balance_grenadelauncher_primary_type") == 1) // bounce
+ {
+ float r;
+ r = random() * 6;
+ if(r < 1)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 2)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 3)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 4)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 5)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ else
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ self.gl_bouncecnt += 1;
+ }
+ else if(cvar("g_balance_grenadelauncher_primary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_primary_lifetime2"));
}
- else
- W_Grenade_Explode ();
}
void W_Grenade_Touch2 (void)
{
PROJECTILE_TOUCH;
- if(cvar("g_balance_grenadelauncher_secondary_sticky") && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE)))
+ if (other.takedamage == DAMAGE_AIM || cvar("g_balance_grenadelauncher_secondary_type") == 0) // always explode when hitting a player, or if normal mortar projectile
+ {
+ self.use ();
+ }
+ else if (cvar("g_balance_grenadelauncher_secondary_type") == 1) // bounce
+ {
+ float r;
+ r = random() * 6;
+ if(r < 1)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 2)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 3)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 4)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
+ else if(r < 5)
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
+ else
+ spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ self.gl_bouncecnt += 1;
+ }
+ else if(cvar("g_balance_grenadelauncher_secondary_type") == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
{
spamsound (self, CHAN_PROJECTILE, "weapons/grenade_stick.wav", VOL_BASE, ATTN_NORM);
self.nextthink = min(self.nextthink, time + cvar("g_balance_grenadelauncher_secondary_lifetime2"));
}
- else
- {
- if (cvar("g_balance_grenadelauncher_secondary_sticky") || other.takedamage == DAMAGE_AIM)
- {
- self.use ();
- }
- else
- {
- float r;
- r = random() * 6;
- if(r < 1)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce1.wav", VOL_BASE, ATTN_NORM);
- else if(r < 2)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce2.wav", VOL_BASE, ATTN_NORM);
- else if(r < 3)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce3.wav", VOL_BASE, ATTN_NORM);
- else if(r < 4)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce4.wav", VOL_BASE, ATTN_NORM);
- else if(r < 5)
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce5.wav", VOL_BASE, ATTN_NORM);
- else
- spamsound (self, CHAN_PROJECTILE, "weapons/grenade_bounce6.wav", VOL_BASE, ATTN_NORM);
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
- }
}
void W_Grenade_Attack (void)
gren.bot_dodge = TRUE;
gren.bot_dodgerating = cvar("g_balance_grenadelauncher_primary_damage");
gren.movetype = MOVETYPE_BOUNCE;
+ gren.bouncefactor = cvar("g_balance_grenadelauncher_primary_bouncefactor");
+ gren.bouncestop = cvar("g_balance_grenadelauncher_primary_bouncestop");
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_GRENADE_LAUNCHER;
setorigin(gren, w_shotorg);
setsize(gren, '-3 -3 -3', '3 3 3');
- gren.nextthink = time + cvar("g_balance_grenadelauncher_primary_lifetime");
- gren.think = adaptor_think2use_hittype_splash;
+ gren.cnt = time + cvar("g_balance_grenadelauncher_primary_lifetime");
+ gren.nextthink = time;
+ gren.think = W_Grenade_Think1;
gren.use = W_Grenade_Explode;
gren.touch = W_Grenade_Touch1;
gren.takedamage = DAMAGE_YES;
gren.health = cvar("g_balance_grenadelauncher_primary_health");
+ gren.damageforcescale = cvar("g_balance_grenadelauncher_primary_damageforcescale");
gren.event_damage = W_Grenade_Damage;
W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ if(cvar("g_balance_grenadelauncher_primary_type") == 0 || cvar("g_balance_grenadelauncher_primary_type") == 2)
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
+ else
+ CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
}
void W_Grenade_Attack2 (void)
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
- if(cvar("g_balance_grenadelauncher_secondary_sticky"))
+ if(cvar("g_balance_grenadelauncher_secondary_type") == 0 || cvar("g_balance_grenadelauncher_secondary_type") == 2)
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
else
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE_BOUNCING, TRUE);
.float bot_secondary_grenademooth;
float w_glauncher(float req)
{
+ entity nade;
+ float nadefound;
+
if (req == WR_AIM)
{
self.BUTTON_ATCK = FALSE;
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, cvar("g_balance_grenadelauncher_primary_refire")))
{
- if(cvar("g_balance_grenadelauncher_primary2secondary"))
- W_Grenade_Attack2();
- else
- W_Grenade_Attack();
+ W_Grenade_Attack();
weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_grenadelauncher_primary_animtime"), w_ready);
}
- if (self.BUTTON_ATCK2 && !cvar("g_balance_grenadelauncher_primary2secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
+ if (self.BUTTON_ATCK2)
{
- W_Grenade_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
+ if (cvar("g_balance_grenadelauncher_secondary_remote_detonateprimary"))
+ {
+ nadefound = 0;
+ for(nade = world; (nade = find(nade, classname, "grenade")); ) if(nade.owner == self)
+ {
+ if(!nade.gl_detonate_later)
+ {
+ nade.gl_detonate_later = TRUE;
+ nadefound = 1;
+ }
+ }
+ if(nadefound)
+ sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
+ }
+ else if (weapon_prepareattack(1, cvar("g_balance_grenadelauncher_secondary_refire")))
+ {
+ W_Grenade_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_grenadelauncher_secondary_animtime"), w_ready);
+ }
}
}
else if (req == WR_PRECACHE)
void W_Nex_Attack (float issecondary)
{
- float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo;
+ float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, f;
if(issecondary)
{
mydmg = cvar("g_balance_nex_secondary_damage");
float flying;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ f = ExponentialFalloff(cvar("g_balance_nex_velocitydependent_minspeed"), cvar("g_balance_nex_velocitydependent_maxspeed"), cvar("g_balance_nex_velocitydependent_halflife"), vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y));
+
+ // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
+ mydmg *= f;
+ myforce *= f;
+
W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
yoda = 0;