else
return strcat(draw_currentSkin, "/", pic);
}
+
+void mut_set_active(int mut)
+{
+ if (mut >= 24)
+ active_mutators[1] |= BIT(mut - 24);
+ else
+ active_mutators[0] |= BIT(mut);
+}
+
+bool mut_is_active(int mut)
+{
+ if (mut >= 24)
+ return (active_mutators[1] & (BIT(mut - 24)));
+ else
+ return (active_mutators[0] & BIT(mut));
+}
+
+// if s == "" (MENUQC) builds the mutator list for the Mutators dialog based on local cvar values
+// otherwise (CSQC) translates the mutator list (s) that client has received from server
+// NOTE: this function merges MENUQC and CSQC code in order to avoid duplicating and separating strings
+string build_mutator_list(string s)
+{
+ int i = -1, n = 0; // allow only 1 iteration in the following for loop if (s == "")
+ if (s != "")
+ {
+ i = 0;
+ n = tokenizebyseparator(s, ", ");
+ }
+ string s2 = "";
+ for (string arg = ""; i < n; i++)
+ {
+ if (i >= 0) arg = argv(i);
+ // cond is the condition for showing the mutator enabled in the menu
+ #define X(name, translated_name, mut, cond) \
+ if(arg == name || (!n && (cond))) { s2 = cons_mid(s2, ", ", translated_name); mut_set_active(mut); }
+ X("Dodging" , _("Dodging") , MUT_DODGING , cvar("g_dodging"))
+ X("InstaGib" , _("InstaGib") , MUT_INSTAGIB , cvar("g_instagib"))
+ X("New Toys" , _("New Toys") , MUT_NEW_TOYS , cvar("g_new_toys"))
+ X("NIX" , _("NIX") , MUT_NIX , cvar("g_nix"))
+ X("Rocket Flying" , _("Rocket Flying") , MUT_ROCKET_FLYING , cvar("g_rocket_flying"))
+ X("Invincible Projectiles" , _("Invincible Projectiles") , MUT_INVINCIBLE_PROJECTILES , cvar("g_invincible_projectiles"))
+ X("Low gravity" , _("Low gravity") , MUT_GRAVITY , cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
+ X("Cloaked" , _("Cloaked") , MUT_CLOAKED , cvar("g_cloaked"))
+ X("Hook" , _("Hook") , MUT_GRAPPLING_HOOK , cvar("g_grappling_hook"))
+ X("Midair" , _("Midair") , MUT_MIDAIR , cvar("g_midair"))
+ X("Melee only Arena" , _("Melee only Arena") , MUT_MELEE_ONLY , cvar("g_melee_only"))
+ X("Vampire" , _("Vampire") , MUT_VAMPIRE , cvar("g_vampire"))
+ X("Piñata" , _("Piñata") , MUT_PINATA , cvar("g_pinata"))
+ X("Weapons stay" , _("Weapons stay") , MUT_WEAPON_STAY , cvar("g_weapon_stay"))
+ X("Blood loss" , _("Blood loss") , MUT_BLOODLOSS , cvar("g_bloodloss") > 0)
+ X("Jetpack" , _("Jetpack") , MUT_JETPACK , cvar("g_jetpack"))
+ X("Buffs" , _("Buffs") , MUT_BUFFS , cvar("g_buffs") > 0)
+ X("Overkill" , _("Overkill") , MUT_OVERKILL , cvar("g_overkill"))
+ X("No powerups" , _("No powerups") , MUT_NO_POWERUPS , cvar("g_powerups") == 0)
+ X("Powerups" , _("Powerups") , MUT_POWERUPS , cvar("g_powerups") > 0)
+ X("Touch explode" , _("Touch explode") , MUT_TOUCHEXPLODE , cvar("g_touchexplode") > 0)
+ X("Wall jumping" , _("Wall jumping") , MUT_WALLJUMP , cvar("g_walljump"))
+ X("No start weapons" , _("No start weapons") , MUT_NO_START_WEAPONS , cvar_string("g_weaponarena") == "0" && cvar("g_balance_blaster_weaponstartoverride") == 0)
+ X("Nades" , _("Nades") , MUT_NADES , cvar("g_nades"))
+ X("Offhand blaster" , _("Offhand blaster") , MUT_OFFHAND_BLASTER , cvar("g_offhand_blaster"))
+ #undef X
+ }
+ return s2;
+}
#endif
void wordwrap_cb(string s, float l, void(string) callback)
if((pValue == 0) && (pFlags & (SFL_HIDE_ZERO | SFL_RANK | SFL_TIME)))
valstr = "";
else if(pFlags & SFL_RANK)
- valstr = count_ordinal(pValue);
+ valstr = (pValue < 256 ? count_ordinal(pValue) : _("N/A"));
else if(pFlags & SFL_TIME)
valstr = TIME_ENCODED_TOSTRING(pValue);
else
.float aiment_deadflag;
void SetMovetypeFollow(entity ent, entity e)
{
- // FIXME this may not be warpzone aware
set_movetype(ent, MOVETYPE_FOLLOW); // make the hole follow
ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
ent.aiment = e; // make the hole follow bmodel
ent.punchangle = e.angles; // the original angles of bmodel
ent.view_ofs = ent.origin - e.origin; // relative origin
ent.v_angle = ent.angles - e.angles; // relative angles
- ent.aiment_classname = strzone(e.classname);
+ ent.aiment_classname = e.classname;
ent.aiment_deadflag = e.deadflag;
if(IS_PLAYER(ent.aiment))
{
set_movetype(ent, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(ent);
- if (ent.aiment_classname)
- strunzone(ent.classname);
+ ent.aiment_classname = string_null;
// FIXME: engine bug?
// resetting aiment the engine will set orb's origin close to world's origin
//ent.aiment = NULL;