GetCvars_handleFloat(s, f, cvar_cl_accuracy_data_share, "cl_accuracy_data_share");\r
GetCvars_handleFloat(s, f, cvar_cl_accuracy_data_receive, "cl_accuracy_data_receive");\r
GetCvars_handleFloat(s, f, cvar_chase_active, "chase_active");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_stomachmodel, "cl_vore_stomachmodel");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_cameraspeed, "cl_vore_cameraspeed");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_punchangle, "cl_vore_punchangle");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_kick_punchangle, "cl_vore_kick_punchangle");\r
+ GetCvars_handleFloat(s, f, cvar_cl_vore_autodigest, "cl_vore_autodigest");\r
\r
self.cvar_cl_accuracy_data_share = boolean(self.cvar_cl_accuracy_data_share);\r
self.cvar_cl_accuracy_data_receive = boolean(self.cvar_cl_accuracy_data_receive);\r
var float t = cvar(strcat(cvarprefix, weaponinfo.netname));\r
\r
if (t < 0) // "default" weapon selection\r
- t = (i == WEP_GRABBER);\r
+ {\r
+ if(g_rpg) // no start weapons in RPG by default\r
+ t = 0;\r
+ else\r
+ t = (i == WEP_GRABBER);\r
+ }\r
\r
return t;\r
}\r
start_health = cvar("g_balance_health_start");\r
start_armorvalue = cvar("g_balance_armor_start");\r
\r
- if (g_lms || g_ca)\r
+ if (g_lms)\r
{\r
start_ammo_fuel = cvar("g_lms_start_ammo_fuel");\r
start_health = cvar("g_lms_start_health");\r
warmup_start_armorvalue = start_armorvalue;\r
warmup_start_weapons = start_weapons;\r
\r
- if (!g_ca)\r
+ if (cvar("g_use_ammunition"))\r
{\r
- if (cvar("g_use_ammunition"))\r
- {\r
- warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");\r
- }\r
- warmup_start_health = cvar("g_warmup_start_health");\r
- warmup_start_armorvalue = cvar("g_warmup_start_armor");\r
- warmup_start_weapons = 0;\r
- for (i = WEP_FIRST; i <= WEP_LAST; ++i)\r
+ warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");\r
+ }\r
+ warmup_start_health = cvar("g_warmup_start_health");\r
+ warmup_start_armorvalue = cvar("g_warmup_start_armor");\r
+ warmup_start_weapons = 0;\r
+ for (i = WEP_FIRST; i <= WEP_LAST; ++i)\r
+ {\r
+ e = get_weaponinfo(i);\r
+ if(want_weapon("g_start_weapon_", e, cvar("g_warmup_allguns")))\r
{\r
- e = get_weaponinfo(i);\r
- if(want_weapon("g_start_weapon_", e, cvar("g_warmup_allguns")))\r
- {\r
- warmup_start_weapons |= e.weapons;\r
- weapon_action(e.weapon, WR_PRECACHE);\r
- }\r
+ warmup_start_weapons |= e.weapons;\r
+ weapon_action(e.weapon, WR_PRECACHE);\r
}\r
}\r
}\r
void play2(entity e, string filename)\r
{\r
//stuffcmd(e, strcat("play2 ", filename, "\n"));\r
- msg_entity = e;\r
- soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);\r
+ if (clienttype(e) == CLIENTTYPE_REAL)\r
+ {\r
+ msg_entity = e;\r
+ soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);\r
+ }\r
}\r
\r
// use this one if you might be causing spam (e.g. from touch functions that might get called more than once per frame)\r
// gamemode related things\r
precache_model ("models/misc/chatbubble.spr");\r
precache_model ("models/misc/teambubble.spr");\r
+ precache_model ("models/misc/teambubbleheal.spr");\r
\r
// used by the waypoint editor\r
precache_model ("models/rune.mdl");\r
precache_sound ("misc/gib_splat04.wav");\r
precache_sound ("misc/hit.wav");\r
precache_sound ("misc/typehit.wav");\r
+ precache_sound ("misc/unavailable.wav");\r
+ precache_sound ("misc/forbidden.wav");\r
+ precache_sound ("misc/beep.wav");\r
PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));\r
PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));\r
precache_sound ("misc/null.wav");\r
precache_sound ("player/lava.wav");\r
precache_sound ("player/slime.wav");\r
precache_sound ("player/digest.wav");\r
+ precache_sound ("misc/health_regen.wav");\r
+ precache_sound ("misc/armor_regen.wav");\r
\r
if (g_jetpack)\r
precache_sound ("misc/jetpack_fly.wav");\r
// common weapon precaches\r
precache_sound ("weapons/weapon_switch.wav");\r
precache_sound ("weapons/weaponpickup.wav");\r
- precache_sound ("weapons/unavailable.wav");\r
precache_sound ("weapons/grabber_fire.wav"); // grabber\r
+ precache_sound ("weapons/grabber_altfire.wav"); // grabber\r
precache_sound ("weapons/grabber_impact.wav"); // grabber\r
- precache_sound ("weapons/stomachkick.ogg");\r
+ precache_sound ("weapons/stomachkick.wav");\r
\r
if (cvar("sv_precacheweapons"))\r
{\r