]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into divVerent/4team_ctf
authorMario <mario.mario@y7mail.com>
Wed, 11 Sep 2013 07:22:42 +0000 (17:22 +1000)
committerMario <mario.mario@y7mail.com>
Wed, 11 Sep 2013 07:22:42 +0000 (17:22 +1000)
1  2 
qcsrc/client/hud.qc
qcsrc/client/waypointsprites.qc
qcsrc/common/items.qh
qcsrc/common/notifications.qh
qcsrc/server/mutators/gamemode_ca.qc
qcsrc/server/mutators/gamemode_ctf.qc

Simple merge
Simple merge
index a936a4c0e575201332ed884d5398e25fb9525644,45510437fcf50e830ad97026d587040468495423..ced55cd74cc71120e6272dccfe2f4383b4586c18
@@@ -1,63 -1,57 +1,63 @@@
float BOT_PICKUP_RATING_LOW   = 2500;
float BOT_PICKUP_RATING_MID   = 5000;
float BOT_PICKUP_RATING_HIGH  = 10000;
float WEP_TYPE_OTHER        =  0x00; // not for damaging people
float WEP_TYPE_SPLASH       =  0x01; // splash damage
float WEP_TYPE_HITSCAN              =  0x02; // hitscan
- float WEP_TYPEMASK            =  0x0F;
- float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
- float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
- float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
- float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
- float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
- float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
float IT_UNLIMITED_WEAPON_AMMO     = 1;
const float BOT_PICKUP_RATING_LOW     = 2500;
const float BOT_PICKUP_RATING_MID     = 5000;
const float BOT_PICKUP_RATING_HIGH    = 10000;
const float WEP_TYPE_OTHER          =  0x00; // not for damaging people
const float WEP_TYPE_SPLASH         =  0x01; // splash damage
const float WEP_TYPE_HITSCAN        =  0x02; // hitscan
const float WEP_TYPEMASK            =  0x0F;
const float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
const float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
const float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
const float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
const float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const float   IT_UNLIMITED_WEAPON_AMMO     = 1;
  // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
float IT_UNLIMITED_SUPERWEAPONS    = 2;
const float   IT_UNLIMITED_SUPERWEAPONS    = 2;
  // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
- float   IT_CTF_SHIELDED              = 4; // set for the flag shield
- float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
- float   IT_JETPACK                   = 16; // actual item
- float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
- float   IT_SHELLS                    = 256;
- float   IT_NAILS                     = 512;
- float   IT_ROCKETS                   = 1024;
- float   IT_CELLS                     = 2048;
- float   IT_SUPERWEAPON               = 4096;
- float   IT_FUEL                      = 128;
- float   IT_STRENGTH                  = 8192;
- float   IT_INVINCIBLE                = 16384;
- float   IT_HEALTH                    = 32768;
const float   IT_CTF_SHIELDED              = 4; // set for the flag shield
const float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
const float   IT_JETPACK                   = 16; // actual item
const float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
WANT_CONST float   IT_SHELLS                    = 256;
WANT_CONST float   IT_NAILS                     = 512;
WANT_CONST float   IT_ROCKETS                   = 1024;
WANT_CONST float   IT_CELLS                     = 2048;
const float   IT_SUPERWEAPON               = 4096;
const float   IT_FUEL                      = 128;
const float   IT_STRENGTH                  = 8192;
const float   IT_INVINCIBLE                = 16384;
const float   IT_HEALTH                    = 32768;
  // union:
        // for items:
-       float   IT_KEY1                                 = 131072;
-       float   IT_KEY2                                 = 262144;
+       WANT_CONST float        IT_KEY1                                 = 131072;
+       WANT_CONST float        IT_KEY2                                 = 262144;
        // for players:
-       float   IT_RED_FLAG_TAKEN               = 32768;
-       float   IT_RED_FLAG_LOST                = 65536;
-       float   IT_RED_FLAG_CARRYING            = 98304;
-       float   IT_BLUE_FLAG_TAKEN              = 131072;
-       float   IT_BLUE_FLAG_LOST               = 262144;
-       float   IT_BLUE_FLAG_CARRYING   = 393216;
-       float   IT_YELLOW_FLAG_TAKEN    = 524288;
-       float   IT_YELLOW_FLAG_LOST             = 1048576;
-       float   IT_YELLOW_FLAG_CARRYING = 1572864;
-       float   IT_PINK_FLAG_TAKEN              = 2097152;
-       float   IT_PINK_FLAG_LOST               = 4194304;
-       float   IT_PINK_FLAG_CARRYING   = 6291456;
+       const float     IT_RED_FLAG_TAKEN               = 32768;
+       const float     IT_RED_FLAG_LOST                = 65536;
 -      const float     IT_RED_FLAG_CARRYING            = 98304;
++      const float     IT_RED_FLAG_CARRYING    = 98304;
+       const float     IT_BLUE_FLAG_TAKEN              = 131072;
+       const float     IT_BLUE_FLAG_LOST               = 262144;
+       const float     IT_BLUE_FLAG_CARRYING   = 393216;
++      const float     IT_YELLOW_FLAG_TAKEN    = 524288;
++      const float     IT_YELLOW_FLAG_LOST             = 1048576;
++      const float     IT_YELLOW_FLAG_CARRYING = 1572864;
++      const float     IT_PINK_FLAG_TAKEN              = 2097152;
++      const float     IT_PINK_FLAG_LOST               = 4194304;
++      const float     IT_PINK_FLAG_CARRYING   = 6291456;
  // end
- float   IT_5HP                       = 524288;
- float   IT_25HP                      = 1048576;
- float   IT_ARMOR_SHARD               = 2097152;
- float   IT_ARMOR                     = 4194304;
const float   IT_5HP                       = 524288;
const float   IT_25HP                      = 1048576;
const float   IT_ARMOR_SHARD               = 2097152;
const float   IT_ARMOR                     = 4194304;
  
- float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
- float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
- float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
  
- float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
  
  // variables:
  string weaponorder_byid;
Simple merge
Simple merge
index 3b2a0624ca9c3cc2bbe68aef142c891c0b0194ee,d2fc1e99368ff8c6eeb0669c2844392f1c71f6ff..7d4339343507ba29b47b37bbc7cd75dd04196e66
@@@ -274,8 -239,8 +274,8 @@@ void ctf_Handle_Drop(entity flag, entit
        flag.ctf_status = FLAG_DROPPED;
        
        // messages and sounds
 -      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_LOST_), player.netname);
 +      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(flag, INFO_CTF_LOST_), player.netname);
-       sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTN_NONE);
+       sound(flag, CH_TRIGGER, flag.snd_flag_dropped, VOL_BASE, ATTEN_NONE);
        ctf_EventLog("dropped", player.team, player);
  
        // scoring
@@@ -442,12 -407,11 +442,12 @@@ void ctf_Handle_Capture(entity flag, en
        float old_time, new_time; 
        
        if not(player) { return; } // without someone to give the reward to, we can't possibly cap
 +      if(ctf_IsDifferentTeam(player, flag)) { return; }
        
        // messages and sounds
 -      Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(enemy_flag, CENTER_CTF_CAPTURE_));
 +      Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_4(enemy_flag, CENTER_CTF_CAPTURE_));
        ctf_CaptureRecord(enemy_flag, player);
-       sound(player, CH_TRIGGER, ((IsDifferentTeam(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture), VOL_BASE, ATTN_NONE);
 -      sound(player, CH_TRIGGER, flag.snd_flag_capture, VOL_BASE, ATTEN_NONE);
++      sound(player, CH_TRIGGER, ((IsDifferentTeam(player, flag)) ? enemy_flag.snd_flag_capture : flag.snd_flag_capture), VOL_BASE, ATTEN_NONE);
        
        switch(capturetype)
        {
  void ctf_Handle_Return(entity flag, entity player)
  {
        // messages and sounds
 -      Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_2(flag, CENTER_CTF_RETURN_));
 -      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_RETURN_), player.netname);
 +      Send_Notification(NOTIF_ONE, player, MSG_CENTER, APP_TEAM_ENT_4(flag, CENTER_CTF_RETURN_));
 +      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(flag, INFO_CTF_RETURN_), player.netname);
-       sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTN_NONE);
+       sound(player, CH_TRIGGER, flag.snd_flag_returned, VOL_BASE, ATTEN_NONE);
        ctf_EventLog("return", flag.team, player);
  
        // scoring
@@@ -536,8 -500,8 +536,8 @@@ void ctf_Handle_Pickup(entity flag, ent
        }
  
        // messages and sounds
 -      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_PICKUP_), player.netname);
 +      Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(flag, INFO_CTF_PICKUP_), player.netname);
-       sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTN_NONE);
+       sound(player, CH_TRIGGER, flag.snd_flag_taken, VOL_BASE, ATTEN_NONE);
  
        FOR_EACH_REALPLAYER(tmp_player)
        {
@@@ -625,9 -589,9 +625,9 @@@ void ctf_CheckFlagReturn(entity flag, f
                                
                                default:
                                case RETURN_TIMEOUT:
 -                                      { Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_FLAGRETURN_TIMEOUT_)); break; }
 +                                      { Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(flag, INFO_CTF_FLAGRETURN_TIMEOUT_)); break; }
                        }
-                       sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTN_NONE);
+                       sound(flag, CH_TRIGGER, flag.snd_flag_respawn, VOL_BASE, ATTEN_NONE);
                        ctf_EventLog("returned", flag.team, world);
                        ctf_RespawnFlag(flag);
                }
@@@ -1786,14 -1714,9 +1786,14 @@@ MUTATOR_HOOKFUNCTION(ctf_PlayerPreThink
  {
        entity flag;
        
 +      float t = 0, t2 = 0, t3 = 0;
 +      
        // initially clear items so they can be set as necessary later.
-       self.items &~= (IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST 
-                                 | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST
-                                 | IT_YELLOW_FLAG_CARRYING | IT_YELLOW_FLAG_TAKEN | IT_YELLOW_FLAG_LOST
-                                 | IT_PINK_FLAG_CARRYING | IT_PINK_FLAG_TAKEN | IT_PINK_FLAG_LOST
 -      self.items &= ~(IT_RED_FLAG_CARRYING | IT_RED_FLAG_TAKEN | IT_RED_FLAG_LOST
 -              | IT_BLUE_FLAG_CARRYING | IT_BLUE_FLAG_TAKEN | IT_BLUE_FLAG_LOST | IT_CTF_SHIELDED);
++      self.items &= ~(IT_RED_FLAG_CARRYING    | IT_RED_FLAG_TAKEN     | IT_RED_FLAG_LOST 
++                                | IT_BLUE_FLAG_CARRYING       | IT_BLUE_FLAG_TAKEN    | IT_BLUE_FLAG_LOST
++                                | IT_YELLOW_FLAG_CARRYING | IT_YELLOW_FLAG_TAKEN      | IT_YELLOW_FLAG_LOST
++                                | IT_PINK_FLAG_CARRYING       | IT_PINK_FLAG_TAKEN    | IT_PINK_FLAG_LOST
 +                                | IT_CTF_SHIELDED);
  
        // scan through all the flags and notify the client about them 
        for(flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)