alias +hook +button6
alias -hook -button6
alias use "impulse 21"
-alias +use use // always send that impulse AND press the key (+use is engine internal command and executes anyway)
-set cl_newusekeysupported 1 // indicates that we always send the use impulse too, so they do not need to be synthesized
alias ready "cmd ready"
alias lockteams "sv_cmd lockteams"
alias unlockteams "sv_cmd unlockteams"
bind r reload
bind BACKSPACE dropweapon
bind g dropweapon
-bind f use
+bind f +use
// misc
bind e +hook
MUTATOR_CALLHOOK(PlayerPreThink);
- if(!self.cvar_cl_newusekeysupported)
+ if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
if(self.BUTTON_USE && !self.usekeypressed)
PlayerUseKey();
}
else if (attacker.classname == "player")
{
- if(teamplay && attacker.team == targ.team)
+ if(!IsDifferentTeam(attacker, targ))
{
if(attacker.team == COLOR_TEAM1)
type = KILL_TEAM_RED;
damage = 0;
force = '0 0 0';
}
- else if(teamplay && attacker.team == targ.team)
+ else if(!IsDifferentTeam(attacker, targ))
{
if(autocvar_teamplay_mode == 1)
damage = 0;
if (lag)
{
// take players back into the past
- player = player_list;
- while (player)
- {
- antilag_takeback(player, time - lag);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_takeback(player, time - lag);
}
// do the trace
// restore players to current positions
if (lag)
{
- player = player_list;
- while (player)
- {
- antilag_restore(player);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_restore(player);
}
// restore shooter solid type
float turret_tesla_firecheck()
{
- if not (turret_stdproc_firecheck())
- return 0;
+ // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
+ float do_target_scan;
+
+ if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
+ do_target_scan = 1;
+
+ // Old target (if any) invalid?
+ if(self.target_validate_time < time)
+ if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
+ {
+ self.enemy = world;
+ self.target_validate_time = time + 0.5;
+ do_target_scan = 1;
+ }
- self.target_select_flags = TFL_TARGETSELECT_PLAYERS | TFL_TARGETSELECT_MISSILES | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_TEAMCHECK;
+ // But never more often then g_turrets_targetscan_mindelay!
+ if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
+ do_target_scan = 0;
- self.enemy = turret_select_target();
+ if(do_target_scan)
+ {
+ self.enemy = turret_select_target();
+ self.target_select_time = time;
+ }
+
+ if not (turret_stdproc_firecheck())
+ return 0;
if(self.enemy)
return 1;
return 0;
-
}
+
void turret_tesla_fire()
{
- entity e,t;
- float d,r,i;
+ entity e, t;
+ float d, r, i;
//w_deathtypestring = "discoverd how a tesla coil works";
if(lag)
FOR_EACH_PLAYER(pl)
- antilag_takeback(pl, time - lag);
+ if(pl != self)
+ antilag_takeback(pl, time - lag);
oldself = self;
self = proj;
if(lag)
FOR_EACH_PLAYER(pl)
- antilag_restore(pl);
+ if(pl != self)
+ antilag_restore(pl);
remove(proj);