if(self.runes & RUNE_SPEED)
{
if(self.runes & CURSE_SLOW)
- t = t * cvar("g_balance_rune_speed_combo_atkrate");
+ t = t * autocvar_g_balance_rune_speed_combo_atkrate;
else
- t = t * cvar("g_balance_rune_speed_atkrate");
+ t = t * autocvar_g_balance_rune_speed_atkrate;
}
else if(self.runes & CURSE_SLOW)
{
- t = t * cvar("g_balance_curse_slow_atkrate");
+ t = t * autocvar_g_balance_curse_slow_atkrate;
}
}
// make sure you call makevectors first (FIXME?)
.float prevstrengthsound;
.float prevstrengthsoundattempt;
-void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float maxdamage, float range)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
{
float nudge = 1; // added to traceline target and subtracted from result
local float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_CAMPINGRIFLE)
+ if(ent.weapon == WEP_SNIPERRIFLE)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
v_right = vr;
v_up = vu;
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
// track max damage
- if not(inWarmupStage) {
- entity w;
- w = get_weaponinfo(ent.weapon);
- if(w.spawnflags & WEP_TYPE_SPLASH) { // splash damage
- ent.stats_fired[ent.weapon - 1] += maxdamage;
- ent.stat_fired = ent.weapon + 64 * floor(ent.stats_fired[ent.weapon - 1]);
- }
- }
+ if(accuracy_canbegooddamage(ent))
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
if (antilag)
if (!ent.cvar_cl_noantilag)
{
- if (cvar("g_antilag") == 1) // switch to "ghost" if not hitting original
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
{
traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
if (!trace_ent.takedamage)
}
}
}
- else if(cvar("g_antilag") == 3) // client side hitscan
+ else if(autocvar_g_antilag == 3) // client side hitscan
{
// this part MUST use prydon cursor
if (ent.cursor_trace_ent) // client was aiming at someone
ent.punchangle_x = recoil * -1;
if (snd != "")
- {
- sound (ent, CHAN_WEAPON, snd, VOL_BASE, ATTN_NORM);
- }
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
if(ent.items & IT_STRENGTH)
if(!g_minstagib)
if(
- (time > ent.prevstrengthsound + cvar("sv_strengthsound_antispam_time"))
+ (time > ent.prevstrengthsound + autocvar_sv_strengthsound_antispam_time)
||
- (time > ent.prevstrengthsoundattempt + cvar("sv_strengthsound_antispam_refire_threshold"))
+ (time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
};
-#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, maxdamage, MAX_SHOT_DISTANCE)
-#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, maxdamage)
-#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
-#define W_SetupShot(ent,antilag,recoil,snd,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage)
-#define W_SetupShot_Range(ent,antilag,recoil,snd,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, maxdamage, range)
+#define W_SetupShot_Dir_ProjectileSize(ent,s_forward,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize_Range(ent, s_forward, mi, ma, antilag, recoil, snd, chan, maxdamage, MAX_SHOT_DISTANCE)
+#define W_SetupShot_ProjectileSize(ent,mi,ma,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, v_forward, mi, ma, antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Dir(ent,s_forward,antilag,recoil,snd,chan,maxdamage) W_SetupShot_Dir_ProjectileSize(ent, s_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot(ent,antilag,recoil,snd,chan,maxdamage) W_SetupShot_ProjectileSize(ent, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage)
+#define W_SetupShot_Range(ent,antilag,recoil,snd,chan,maxdamage,range) W_SetupShot_Dir_ProjectileSize_Range(ent, v_forward, '0 0 0', '0 0 0', antilag, recoil, snd, chan, maxdamage, range)
float CL_Weaponentity_CustomizeEntityForClient()
{
else
self.alpha = 1;
+ self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
if (self.weaponentity)
{
self.weaponentity.effects = self.effects;
self.weaponentity.alpha = self.alpha;
self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
}
self.angles = '0 0 0';
f = 0;
if (self.state == WS_RAISE && !intermission_running)
{
- f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
}
else if (self.state == WS_DROP && !intermission_running)
{
- f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / cvar("g_balance_weaponswitchdelay");
+ f = 1 - (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
self.angles_x = -90 * f * f;
if (qcweaponanimation)
{
self.angles = ang;
}
+ self.glowmod = self.owner.weaponentity_glowmod;
self.colormap = self.owner.colormap;
};
sprint(cl, strcat("You do not have the ^2", W_Name(wpn), "\n") );
Send_WeaponComplain (cl, wpn, W_Name(wpn), 1);
- if(cvar("g_showweaponspawns"))
+ if(autocvar_g_showweaponspawns)
{
entity e;
string s;
void weapon_setup(float windex)
{
entity e;
- qcweaponanimation = cvar("sv_qcweaponanimation");
+ qcweaponanimation = autocvar_sv_qcweaponanimation;
e = get_weaponinfo(windex);
self.items &~= IT_AMMO;
self.items = self.items | e.items;
// VorteX: haste can be added here
};
-vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity)
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
{
vector mdirection;
float mspeed;
mdirection = normalize(mvelocity);
mspeed = vlen(mvelocity);
- nstyle = cvar("g_projectiles_newton_style");
- if(nstyle == 0)
+ nstyle = autocvar_g_projectiles_newton_style;
+ if(nstyle == 0 || forceAbsolute)
{
// absolute velocity
outvelocity = mvelocity;
//dprint("impossible shot, adjusting\n");
}
- outspeed = bound(mspeed * cvar("g_projectiles_newton_style_2_minfactor"), outspeed, mspeed * cvar("g_projectiles_newton_style_2_maxfactor"));
+ outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
outvelocity = mdirection * outspeed;
}
else if(nstyle == 3)
spread *= g_weaponspreadfactor;
if(spread <= 0)
return forward;
- sstyle = cvar("g_projectiles_spread_style");
+ sstyle = autocvar_g_projectiles_spread_style;
if(sstyle == 0)
{
float mspercallsstyle;
float mspercallcount;
#endif
-void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread)
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
{
if(missile.owner == world)
error("Unowned missile");
dir = normalize(dir);
#if 0
- if(cvar("g_projectiles_spread_style") != mspercallsstyle)
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
{
mspercallsum = mspercallcount = 0;
- mspercallsstyle = cvar("g_projectiles_spread_style");
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
}
mspercallsum -= gettime(GETTIME_HIRES);
#endif
print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
#endif
- missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir);
+ missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
}
void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread)
{
- W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread);
+ W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
}
-#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"))
-#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"))
+#define W_SETUPPROJECTILEVELOCITY_UP(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), cvar(#s "_speed_up"), cvar(#s "_speed_z"), cvar(#s "_spread"), FALSE)
+#define W_SETUPPROJECTILEVELOCITY(m,s) W_SetupProjectileVelocityEx(m, w_shotdir, v_up, cvar(#s "_speed"), 0, 0, cvar(#s "_spread"), FALSE)