1 #include "sv_stale_move_negation.qh"
3 AUTOCVAR(g_smneg, bool, false, "Stale-move negation: penalize repeated use of the same weapon");
4 AUTOCVAR(g_smneg_bonus, bool, true, "Stale-move negation: allow weapons to become stronger than their baseline");
5 AUTOCVAR(g_smneg_bonus_asymptote, float, 4, "Stale-move negation: damage = infinity at this bonus level");
6 AUTOCVAR(g_smneg_cooldown_factor, float, 1 / 4, "Stale-move negation: penalty cooldown factor");
7 REGISTER_MUTATOR(mutator_smneg, autocvar_g_smneg);
9 MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsString) {
10 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":StaleMoveNegation");
13 MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsPrettyString) {
14 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Stale-move negation");
17 .float x_smneg_weight[Weapons_MAX];
19 float smneg_multiplier(float weight) {
20 float a = autocvar_g_smneg_bonus_asymptote;
22 (!autocvar_g_smneg_bonus ? 0 : (-a + .1)),
25 float z = (M_PI / 5) * a;
27 ? (atan(z / x) / (M_PI / 2))
28 : (tan(-(x / z)) + 1);
32 MUTATOR_HOOKFUNCTION(mutator_smneg, Damage_Calculate) {
33 float deathtype = M_ARGV(3, float);
34 Weapon w = DEATH_WEAPONOF(deathtype);
35 if (w == WEP_Null) return;
37 entity frag_attacker = M_ARGV(1, entity);
38 entity c = CS(frag_attacker);
39 float weight = c.x_smneg_weight[w.m_id];
40 float f = smneg_multiplier(weight);
41 float frag_damage = M_ARGV(4, float) = f * M_ARGV(4, float);
42 M_ARGV(6, vector) = f * M_ARGV(6, vector); // force
44 c.x_smneg_weight[w.m_id] = weight + frag_damage;
45 float restore = frag_damage * autocvar_g_smneg_cooldown_factor;
46 FOREACH(Weapons, it != WEP_Null && it != w, {
47 c.x_smneg_weight[it.m_id] -= restore;