set sv_dodging_delay 0.5 "determines how long a player has to wait to be able to dodge again after dodging"
set sv_dodging_up_speed 200 "the jump velocity of the dodge"
set sv_dodging_horiz_speed 400 "the horizontal velocity of the dodge"
++set sv_dodging_horiz_speed_frozen 200 "the horizontal velocity of the dodge (while frozen)"
set sv_dodging_ramp_time 0.1 "a ramp so that the horizontal part of the dodge is added smoothly (seconds)"
set sv_dodging_height_threshold 10 "the maximum height above ground where to allow dodging"
set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging"
set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent"
+set sv_dodging_frozen 0 "allow dodging while frozen"
set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
set g_spawn_furthest 1 "this amount of the spawns shall be far away from any players"
set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0"
seta g_superspectate 0 "server side, allows extended spectator functions through the cmd interface. followpowerup, followstrength, followstshield or followfc [red|blue] will transfer spectation to the relevent player, if any"
+
+set g_riflearena 0
+set g_riflearena_nades 1
+set g_riflearena_nade_lifetime 3.5
+set g_riflearena_nade_damage 225
+set g_riflearena_nade_edgedamage 90
+set g_riflearena_nade_radius 300
+set g_riflearena_nade_force 650
+set g_riflearena_nade_health 25
+set g_riflearena_nade_newton_style 0
+set g_riflearena_nade_minforce 400
+set g_riflearena_nade_maxforce 2000
+set g_riflearena_nade_refire 6
+set g_riflearena_rifle_secondary_spread 0
+set g_riflearena_rifle_secondary_shots 1
+set g_riflearena_rifle_secondary_animtime 0.15
+set g_riflearena_rifle_secondary_refire 0.15
+set g_riflearena_rifle_secondary_damage 40
float autocvar_sv_dodging_delay;
float autocvar_sv_dodging_height_threshold;
float autocvar_sv_dodging_horiz_speed;
++float autocvar_sv_dodging_horiz_speed_frozen;
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_sound;
float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_dodging_frozen;
float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
float autocvar_sv_vote_call;
float autocvar_sv_vote_change;
string autocvar_sv_vote_commands;
+ float autocvar_sv_vote_limit;
float autocvar_sv_vote_majority_factor;
float autocvar_sv_vote_majority_factor_of_voted;
float autocvar_sv_vote_master;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+float autocvar_g_riflearena_nades;
+float autocvar_g_riflearena_nade_lifetime;
+float autocvar_g_riflearena_nade_damage;
+float autocvar_g_riflearena_nade_edgedamage;
+float autocvar_g_riflearena_nade_radius;
+float autocvar_g_riflearena_nade_force;
+float autocvar_g_riflearena_nade_health;
+float autocvar_g_riflearena_nade_newton_style;
+float autocvar_g_riflearena_nade_minforce;
+float autocvar_g_riflearena_nade_maxforce;
+float autocvar_g_riflearena_nade_refire;
// and to ramp up the dodge acceleration in the physics hook.
.float last_dodging_time;
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
// This is the velocity gain to be added over the ramp time.
// It will decrease from frame to frame during dodging_action = 1
// until it's 0.
.float dodging_velocity_gain;
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
return 0;
float new_velocity_gain;
float velocity_difference;
float clean_up_and_do_nothing;
++ float horiz_speed = autocvar_sv_dodging_horiz_speed;
++
++ if(self.freezetag_frozen)
++ horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
if (self.deadflag != DEAD_NO)
return 0;
if (common_factor > 1)
common_factor = 1;
-- new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
++ new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
if (new_velocity_gain < 0)
new_velocity_gain = 0;