Merge branch 'master' into divVerent/crypto2
authorRudolf Polzer <divverent@alientrap.org>
Sat, 2 Oct 2010 08:46:05 +0000 (10:46 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Sat, 2 Oct 2010 08:46:05 +0000 (10:46 +0200)
38 files changed:
balance25.cfg
balanceLeeStricklin.cfg [new file with mode: 0644]
balanceNexSVN.cfg
balanceSamual.cfg
balanceXonotic.cfg
defaultXonotic.cfg
models/items/armor.tga [new file with mode: 0644]
models/items/armor_gloss.tga [new file with mode: 0644]
models/items/armor_glow.tga [new file with mode: 0644]
models/items/armor_norm.tga [new file with mode: 0644]
models/items/g_a1.md3 [deleted file]
models/items/g_a25.md3 [deleted file]
models/items/g_a50.md3 [deleted file]
models/items/g_armormedium.md3 [deleted file]
models/items/item_armor_big.md3 [new file with mode: 0644]
models/items/item_armor_large.md3 [new file with mode: 0644]
models/items/item_armor_medium.md3 [new file with mode: 0644]
models/items/item_armor_small.md3 [new file with mode: 0644]
physicsLeeStricklin.cfg
qcsrc/client/csqc_builtins.qc
qcsrc/client/hud.qc
qcsrc/client/wall.qc
qcsrc/server/bot/bot.qc
qcsrc/server/cl_client.qc
qcsrc/server/defs.qh
qcsrc/server/g_models.qc
qcsrc/server/g_triggers.qc
qcsrc/server/g_violence.qc
qcsrc/server/t_items.qc
qcsrc/server/t_jumppads.qc
qcsrc/server/t_plats.qc
qcsrc/server/t_teleporters.qc
qcsrc/server/teamplay.qc
qcsrc/warpzonelib/client.qc
qcsrc/warpzonelib/common.qc
qcsrc/warpzonelib/common.qh
qcsrc/warpzonelib/server.qc
update-cvarcount.sh

index 8110998bd862d944055adbdec3526a42a800fbb4..ec040c4cd321602e729398fde0deb57b903adb8a 100644 (file)
@@ -322,7 +322,6 @@ set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
 set g_balance_electro_primary_falloff_maxdist 850
 set g_balance_electro_primary_falloff_halflifedist 425
 set g_balance_electro_secondary_damage 50
-set g_balance_electro_secondary_spread 0.05
 set g_balance_electro_secondary_edgedamage 0
 set g_balance_electro_secondary_force 200
 set g_balance_electro_secondary_radius 150
diff --git a/balanceLeeStricklin.cfg b/balanceLeeStricklin.cfg
new file mode 100644 (file)
index 0000000..6df076b
--- /dev/null
@@ -0,0 +1,669 @@
+////2.4.2 weapons (with some tweaks) VS balanceLeeStricklin
+
+// {{{ weapon replacement
+// NOTE: this only replaces weapons on the map
+// use g_start_weapon_* to also replace the on-startup weapons!
+// example: g_weaponreplace_nex "nex minstanex", then Nexes become MinstaNexes 50% of the times
+// set the cvars to "0" to totally disable a weapon
+set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun"
+// }}}
+
+// {{{ starting gear
+set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_rocketlauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minstanex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_porto -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hook -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hlac 0 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_campingrifle -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_tuba -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_fireball 0 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_seeker -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_balance_health_start 200
+set g_balance_armor_start 115
+set g_start_ammo_shells 45
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_start_ammo_fuel 0
+set g_warmup_start_health 200 "starting values when being in warmup-stage"
+set g_warmup_start_armor 100 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_shells 50 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_nails 150 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_rockets 50 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_cells 50 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
+set g_lms_start_health 200
+set g_lms_start_armor 100
+set g_lms_start_ammo_shells 50
+set g_lms_start_ammo_nails 150
+set g_lms_start_ammo_rockets 50
+set g_lms_start_ammo_cells 50
+set g_lms_start_ammo_fuel 0
+set g_balance_nix_roundtime 25
+set g_balance_nix_incrtime 1.6
+set g_balance_nix_ammo_shells 15
+set g_balance_nix_ammo_nails 45
+set g_balance_nix_ammo_rockets 15
+set g_balance_nix_ammo_cells 15
+set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammoincr_shells 2
+set g_balance_nix_ammoincr_nails 6
+set g_balance_nix_ammoincr_rockets 2
+set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_fuel 2
+// }}}
+
+// {{{ pickup items
+// Ammo caps copied from balanceFruit
+set g_pickup_ammo_anyway 0
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 20
+set g_pickup_shells_max 45
+set g_pickup_nails 120
+set g_pickup_nails_max 300
+set g_pickup_rockets 25
+set g_pickup_rockets_max 150
+set g_pickup_cells 25
+set g_pickup_cells_max 200
+set g_pickup_fuel 25
+set g_pickup_fuel_jetpack 50
+set g_pickup_fuel_max 999
+set g_pickup_armorsmall 10
+set g_pickup_armorsmall_max 250
+set g_pickup_armorsmall_anyway 1
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 250
+set g_pickup_armormedium_anyway 0
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 250
+set g_pickup_armorbig_anyway 0
+set g_pickup_armorlarge 100
+set g_pickup_armorlarge_max 250
+set g_pickup_armorlarge_anyway 0
+set g_pickup_healthsmall 10
+set g_pickup_healthsmall_max 300
+set g_pickup_healthsmall_anyway 1
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 300
+set g_pickup_healthmedium_anyway 0
+set g_pickup_healthlarge 50
+set g_pickup_healthlarge_max 300
+set g_pickup_healthlarge_anyway 0
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 300
+set g_pickup_healthmega_anyway 1
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 15
+set g_pickup_respawntime_ammo 15
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 10
+set g_pickup_respawntimejitter_weapon 0
+set g_pickup_respawntimejitter_ammo 0
+// }}}
+
+// {{{ regen/rot
+set g_balance_health_regen 0
+set g_balance_health_regenlinear 5
+set g_balance_pause_health_regen 5
+set g_balance_pause_health_regen_spawn 0
+set g_balance_health_rot 0
+set g_balance_health_rotlinear 5
+set g_balance_pause_health_rot 3
+set g_balance_pause_health_rot_spawn 1
+set g_balance_health_regenstable 100
+set g_balance_health_rotstable 100
+set g_balance_health_limit 300
+set g_balance_armor_regen 0
+set g_balance_armor_regenlinear 0
+set g_balance_armor_rot 0
+set g_balance_armor_rotlinear 4.86
+set g_balance_pause_armor_rot 1
+set g_balance_pause_armor_rot_spawn 1
+set g_balance_armor_regenstable 100
+set g_balance_armor_rotstable 200
+set g_balance_armor_limit 250
+set g_balance_armor_blockpercent 0.6
+set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
+set g_balance_fuel_regenlinear 0
+set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
+set g_balance_fuel_rot 0.05
+set g_balance_fuel_rotlinear 0
+set g_balance_pause_fuel_rot 5
+set g_balance_pause_fuel_rot_spawn 10
+set g_balance_fuel_regenstable 100
+set g_balance_fuel_rotstable 999
+set g_balance_fuel_limit 999
+// }}}
+
+// {{{ misc
+set g_balance_selfdamagepercent 0.6
+set g_balance_weaponswitchdelay 0.15
+set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
+set g_weaponratefactor 1 "weapon fire rate multiplier"
+set g_weapondamagefactor 1 "weapon damage multiplier"
+set g_weaponforcefactor 1 "weapon force multiplier"
+set g_weaponspreadfactor 1 "weapon spread multiplier"
+set g_balance_firetransfer_time 0.9
+set g_balance_firetransfer_damage 0.8
+set g_throughfloor_damage 0.4
+set g_throughfloor_force 0.7
+set g_projectiles_newton_style 2
+// possible values:
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+// 3: absolute velocity + player velocity component in shot direction (note: does NOT yield the right relative velocity, but may be good enough, but it is somewhat prone to sniper rockets)
+// 4: just add the player velocity length to the absolute velocity (tZork's sniper rockets)
+set g_projectiles_newton_style_2_minfactor 0.8
+set g_projectiles_newton_style_2_maxfactor 1.5
+set g_projectiles_spread_style 0
+// possible values:
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
+set g_balance_falldamage_deadminspeed 150
+set g_balance_falldamage_minspeed 1400
+set g_balance_falldamage_factor 0.15
+set g_balance_falldamage_maxdamage 25
+// }}}
+
+// {{{ powerups
+set g_balance_powerup_invincible_takedamage 0.2
+set g_balance_powerup_invincible_time 30
+set g_balance_powerup_strength_damage 3
+set g_balance_powerup_strength_force 3
+set g_balance_powerup_strength_time 30
+set g_balance_powerup_strength_selfdamage 1.5
+set g_balance_powerup_strength_selfforce 1.5
+// }}}
+
+// {{{ jetpack/hook
+set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
+set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
+set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
+set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
+set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
+set g_jetpack_fuel 8 "fuel per second for jetpack"
+set g_jetpack_attenuation 2 "jetpack sound attenuation"
+
+set g_grappling_hook_tarzan 2 // 2: can also pull players
+set g_balance_grapplehook_speed_fly 1800
+set g_balance_grapplehook_speed_pull 2000
+set g_balance_grapplehook_force_rubber 2000
+set g_balance_grapplehook_force_rubber_overstretch 1000
+set g_balance_grapplehook_length_min 50
+set g_balance_grapplehook_stretch 50
+set g_balance_grapplehook_airfriction 0.2
+set g_balance_grapplehook_health 130
+// }}}
+
+// {{{ weapon properties
+// {{{ laser
+set g_balance_laser_primary_damage 25
+set g_balance_laser_primary_edgedamage 10
+set g_balance_laser_primary_force 258
+set g_balance_laser_primary_radius 70
+set g_balance_laser_primary_speed 12000
+set g_balance_laser_primary_spread 0
+set g_balance_laser_primary_refire 0.7
+set g_balance_laser_primary_animtime 0.3
+set g_balance_laser_primary_lifetime 30
+set g_balance_laser_primary_shotangle 0
+set g_balance_laser_primary_delay 0.03
+set g_balance_laser_primary_gauntlet 0
+set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+set g_balance_laser_secondary_damage 25
+set g_balance_laser_secondary_edgedamage 10
+set g_balance_laser_secondary_force 375
+set g_balance_laser_secondary_radius 70
+set g_balance_laser_secondary_speed 12000
+set g_balance_laser_secondary_spread 0
+set g_balance_laser_secondary_refire 0.7
+set g_balance_laser_secondary_animtime 0.3
+set g_balance_laser_secondary_lifetime 30
+set g_balance_laser_secondary_shotangle -90
+set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_gauntlet 0
+// }}}
+// {{{ shotgun
+set g_balance_shotgun_primary_bullets 5
+set g_balance_shotgun_primary_damage 12
+set g_balance_shotgun_primary_force 60
+set g_balance_shotgun_primary_spread 0.08
+set g_balance_shotgun_primary_refire 0.5
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_speed 12000
+set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_melee_delay 0.35 // match the anim
+set g_balance_shotgun_secondary_melee_range 85
+set g_balance_shotgun_secondary_melee_swing 50
+set g_balance_shotgun_secondary_melee_time 0.1
+set g_balance_shotgun_secondary_damage 84
+set g_balance_shotgun_secondary_force 147
+set g_balance_shotgun_secondary_refire 1.1
+set g_balance_shotgun_secondary_animtime 1
+// }}}
+// {{{ uzi
+set g_balance_uzi_first 1
+set g_balance_uzi_first_damage 26
+set g_balance_uzi_first_force 50
+set g_balance_uzi_first_spread 0.01
+set g_balance_uzi_first_refire 0.2
+set g_balance_uzi_first_ammo 1
+set g_balance_uzi_sustained_damage 15
+set g_balance_uzi_sustained_force 27
+set g_balance_uzi_sustained_spread 0.05
+set g_balance_uzi_sustained_refire 0.1
+set g_balance_uzi_sustained_ammo 1
+set g_balance_uzi_speed 18000
+set g_balance_uzi_bulletconstant 300 // 13.1qu
+// }}}
+// {{{ mortar
+set g_balance_grenadelauncher_primary2secondary 0
+set g_balance_grenadelauncher_primary_sticky 0
+set g_balance_grenadelauncher_primary_damage 65
+set g_balance_grenadelauncher_primary_edgedamage 35
+set g_balance_grenadelauncher_primary_force 400
+set g_balance_grenadelauncher_primary_radius 140
+set g_balance_grenadelauncher_primary_speed 2000
+set g_balance_grenadelauncher_primary_speed_up 200
+set g_balance_grenadelauncher_primary_speed_z 0
+set g_balance_grenadelauncher_primary_spread 0
+set g_balance_grenadelauncher_primary_lifetime 30
+set g_balance_grenadelauncher_primary_lifetime2 0.65
+set g_balance_grenadelauncher_primary_refire 0.7
+set g_balance_grenadelauncher_primary_animtime 0.3
+set g_balance_grenadelauncher_primary_ammo 2
+set g_balance_grenadelauncher_primary_health 72
+set g_balance_grenadelauncher_secondary_sticky 0
+set g_balance_grenadelauncher_secondary_damage 65
+set g_balance_grenadelauncher_secondary_edgedamage 35
+set g_balance_grenadelauncher_secondary_force 400
+set g_balance_grenadelauncher_secondary_radius 140
+set g_balance_grenadelauncher_secondary_speed 1400
+set g_balance_grenadelauncher_secondary_speed_up 200
+set g_balance_grenadelauncher_secondary_speed_z 0
+set g_balance_grenadelauncher_secondary_spread 0
+set g_balance_grenadelauncher_secondary_lifetime 2.5
+set g_balance_grenadelauncher_secondary_lifetime2 1
+set g_balance_grenadelauncher_secondary_refire 0.6
+set g_balance_grenadelauncher_secondary_animtime 0.3
+set g_balance_grenadelauncher_secondary_ammo 2
+set g_balance_grenadelauncher_secondary_health 40
+set g_balance_grenadelauncher_secondary_damageforcescale 0
+set g_balance_grenadelauncher_secondary_bouncefactor 0.7
+set g_balance_grenadelauncher_secondary_bouncestop 0.12
+// }}}
+// {{{ electro
+set g_balance_electro_lightning 0
+set g_balance_electro_primary_damage 80
+set g_balance_electro_primary_edgedamage 0
+set g_balance_electro_primary_force 550
+set g_balance_electro_primary_force_up 125
+set g_balance_electro_primary_radius 150
+set g_balance_electro_primary_comboradius 75
+set g_balance_electro_primary_speed 2000
+set g_balance_electro_primary_spread 0
+set g_balance_electro_primary_lifetime 30
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_animtime 0.74
+set g_balance_electro_primary_ammo 2
+set g_balance_electro_primary_range 800
+set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
+set g_balance_electro_primary_falloff_maxdist 850
+set g_balance_electro_primary_falloff_halflifedist 425
+set g_balance_electro_secondary_damage 60
+set g_balance_electro_secondary_edgedamage 0
+set g_balance_electro_secondary_force 200
+set g_balance_electro_secondary_radius 150
+set g_balance_electro_secondary_speed 900
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_speed_z 0
+set g_balance_electro_secondary_lifetime 3
+set g_balance_electro_secondary_spread 0.05
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1
+set g_balance_electro_secondary_animtime 0.3
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_health 10
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_count 3
+set g_balance_electro_combo_damage 70
+set g_balance_electro_combo_edgedamage 0
+set g_balance_electro_combo_force 200
+set g_balance_electro_combo_radius 250
+set g_balance_electro_combo_comboradius 70
+set g_balance_electro_combo_speed 400
+// }}}
+// {{{ crylink
+set g_balance_crylink_primary_damage 16
+set g_balance_crylink_primary_edgedamage 0
+set g_balance_crylink_primary_force -55
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_speed 6950
+set g_balance_crylink_primary_spread 0.03
+set g_balance_crylink_primary_shots 4
+set g_balance_crylink_primary_bounces 2
+set g_balance_crylink_primary_refire 0.4
+set g_balance_crylink_primary_animtime 0.30008
+set g_balance_crylink_primary_ammo 1
+set g_balance_crylink_primary_bouncedamagefactor 0.2
+
+set g_balance_crylink_primary_middle_lifetime 5 // range: 10000 full, fades to 20000
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_star_lifetime 2 // range: 800 full, fades to 1300
+set g_balance_crylink_primary_star_fadetime 0.25
+set g_balance_crylink_primary_other_lifetime 2 // range: 800 full, fades to 1300
+set g_balance_crylink_primary_other_fadetime 0.25
+
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_damage 12
+set g_balance_crylink_secondary_edgedamage 0
+set g_balance_crylink_secondary_force -55
+set g_balance_crylink_secondary_radius 3
+set g_balance_crylink_secondary_speed 6950
+set g_balance_crylink_secondary_spread 0.08
+set g_balance_crylink_secondary_shots 7
+set g_balance_crylink_secondary_bounces 0
+set g_balance_crylink_secondary_refire 0.5
+set g_balance_crylink_secondary_animtime 0.3
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_bouncedamagefactor 0.5
+
+set g_balance_crylink_secondary_middle_lifetime 5 // range: 10000 full, fades to 10000
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 8000
+set g_balance_crylink_secondary_line_fadetime 2
+// }}}
+// {{{ nex
+set g_balance_nex_primary_ammo 7
+set g_balance_nex_primary_animtime 0.3
+set g_balance_nex_primary_damage 140
+set g_balance_nex_primary_force 600
+set g_balance_nex_primary_refire 1.5
+set g_balance_nex_primary_damagefalloff_mindist 9999999
+set g_balance_nex_primary_damagefalloff_maxdist 9999999
+set g_balance_nex_primary_damagefalloff_halflife 9999999
+set g_balance_nex_primary_damagefalloff_forcehalflife 9999999
+
+set g_balance_nex_secondary 0
+set g_balance_nex_secondary_damage 80
+set g_balance_nex_secondary_force -500
+set g_balance_nex_secondary_refire 1.25
+set g_balance_nex_secondary_animtime 0.75
+set g_balance_nex_secondary_ammo 5
+set g_balance_nex_secondary_damagefalloff_mindist 9999999
+set g_balance_nex_secondary_damagefalloff_maxdist 9999999
+set g_balance_nex_secondary_damagefalloff_halflife 9999999
+set g_balance_nex_secondary_damagefalloff_forcehalflife 9999999
+// }}}
+// {{{ minstanex
+set g_balance_minstanex_refire 1
+set g_balance_minstanex_animtime 0.278
+set g_balance_minstanex_ammo 10
+// }}}
+// {{{ hagar
+set g_balance_hagar_primary_damage 43
+set g_balance_hagar_primary_edgedamage 15
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_radius 70
+set g_balance_hagar_primary_spread 0.010
+set g_balance_hagar_primary_speed 3000
+set g_balance_hagar_primary_lifetime 30
+set g_balance_hagar_primary_refire 0.15
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_damage 43
+set g_balance_hagar_secondary_edgedamage 15
+set g_balance_hagar_secondary_force 100
+set g_balance_hagar_secondary_radius 70
+set g_balance_hagar_secondary_spread 0.015
+set g_balance_hagar_secondary_speed 1400
+set g_balance_hagar_secondary_lifetime_min 5
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_refire 0.15
+set g_balance_hagar_secondary_ammo 1
+// }}}
+// {{{ rocketlauncher
+set g_balance_rocketlauncher_damage 130
+set g_balance_rocketlauncher_edgedamage 50
+set g_balance_rocketlauncher_force 597
+set g_balance_rocketlauncher_radius 185
+set g_balance_rocketlauncher_speed 900
+set g_balance_rocketlauncher_speedaccel 0
+set g_balance_rocketlauncher_speedstart 850
+set g_balance_rocketlauncher_lifetime 30
+set g_balance_rocketlauncher_refire 1
+set g_balance_rocketlauncher_animtime 0.3
+set g_balance_rocketlauncher_ammo 3
+set g_balance_rocketlauncher_health 40
+set g_balance_rocketlauncher_damageforcescale 4
+set g_balance_rocketlauncher_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
+set g_balance_rocketlauncher_guiderate 140 // max degrees per second
+set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
+set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
+set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
+set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
+set g_balance_rocketlauncher_laserguided_speed 1000 //650
+set g_balance_rocketlauncher_laserguided_speedaccel 0
+set g_balance_rocketlauncher_laserguided_speedstart 1000
+set g_balance_rocketlauncher_laserguided_turnrate 0.60 //0.5
+set g_balance_rocketlauncher_laserguided_allow_steal 1
+set g_balance_rocketlauncher_remote_damage 120
+set g_balance_rocketlauncher_remote_edgedamage 46
+set g_balance_rocketlauncher_remote_radius 185
+set g_balance_rocketlauncher_remote_force 590
+// }}}
+// {{{ porto
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_speed 5000
+set g_balance_porto_primary_lifetime 30
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+// }}}
+// {{{ hook
+set g_balance_hook_primary_fuel 2 // hook monkeys set 0
+set g_balance_hook_primary_refire 0 // hook monkeys set 0
+set g_balance_hook_primary_animtime 0.3 // good shoot anim
+set g_balance_hook_primary_hooked_time_max 0 // infinite
+set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
+set g_balance_hook_primary_hooked_fuel 3 // fuel per second hooked
+set g_balance_hook_secondary_damage 25 // not much
+set g_balance_hook_secondary_edgedamage 5 // not much
+set g_balance_hook_secondary_radius 500 // LOTS
+set g_balance_hook_secondary_force -2000 // LOTS
+set g_balance_hook_secondary_ammo 50 // a whole pack
+set g_balance_hook_secondary_lifetime 30 // infinite
+set g_balance_hook_secondary_speed 0 // not much throwing
+set g_balance_hook_secondary_gravity 5 // fast falling
+set g_balance_hook_secondary_refire 3 // don't drop too many bombs...
+set g_balance_hook_secondary_animtime 0.3 // good shoot anim
+set g_balance_hook_secondary_power 3 // effect behaves like a square function
+set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+// }}}
+// {{{ hlac
+set g_balance_hlac_primary_spread_min 0.01
+set g_balance_hlac_primary_spread_max 0.25
+set g_balance_hlac_primary_spread_add 0.0045
+set g_balance_hlac_primary_spread_crouchmod 0.25
+
+set g_balance_hlac_primary_damage 19
+set g_balance_hlac_primary_edgedamage 10
+set g_balance_hlac_primary_force 45
+set g_balance_hlac_primary_radius 70
+set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_lifetime 5
+
+set g_balance_hlac_primary_refire 0.1
+set g_balance_hlac_primary_animtime 0.3
+set g_balance_hlac_primary_ammo 1
+
+set g_balance_hlac_secondary 1
+set g_balance_hlac_secondary_spread 0.15
+set g_balance_hlac_secondary_spread_crouchmod 0.5
+
+set g_balance_hlac_secondary_damage 18
+set g_balance_hlac_secondary_edgedamage 10
+set g_balance_hlac_secondary_force 100
+set g_balance_hlac_secondary_radius 70
+set g_balance_hlac_secondary_speed 9000
+set g_balance_hlac_secondary_lifetime 5
+
+set g_balance_hlac_secondary_refire 1
+set g_balance_hlac_secondary_animtime 0.3
+set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_shots 6
+// }}}
+// {{{ campingrifle
+set g_balance_campingrifle_magazinecapacity 8
+set g_balance_campingrifle_reloadtime 2 // matches reload anim
+set g_balance_campingrifle_auto_reload_after_changing_weapons 0
+set g_balance_campingrifle_bursttime 0.85 // 0.35 - 0.1 + 0.35 - 0.1 + 0.35 = three secondaries
+set g_balance_campingrifle_tracer 1
+set g_balance_campingrifle_primary_damage 75
+set g_balance_campingrifle_primary_headshotaddeddamage 90
+set g_balance_campingrifle_primary_spread 0
+set g_balance_campingrifle_primary_force 2
+set g_balance_campingrifle_primary_speed 35000
+set g_balance_campingrifle_primary_lifetime 5
+set g_balance_campingrifle_primary_refire 0.7
+set g_balance_campingrifle_primary_animtime 0.3
+set g_balance_campingrifle_primary_ammo 10
+set g_balance_campingrifle_primary_bulletconstant 130 // 56.3qu
+set g_balance_campingrifle_primary_burstcost 0 // require same cooldown as secondary, note it's smaller than primary refire time
+set g_balance_campingrifle_primary_bullethail 0 // empty magazine on shot
+set g_balance_campingrifle_secondary 1
+set g_balance_campingrifle_secondary_damage 40
+set g_balance_campingrifle_secondary_headshotaddeddamage 20
+set g_balance_campingrifle_secondary_spread 0.008
+set g_balance_campingrifle_secondary_force 1
+set g_balance_campingrifle_secondary_speed 20000
+set g_balance_campingrifle_secondary_lifetime 5
+set g_balance_campingrifle_secondary_refire 0.0006
+set g_balance_campingrifle_secondary_animtime 0.1
+set g_balance_campingrifle_secondary_ammo 10
+set g_balance_campingrifle_secondary_bulletconstant 130 // 18.3qu
+set g_balance_campingrifle_secondary_burstcost 0
+set g_balance_campingrifle_secondary_bullethail 0
+// }}}
+// {{{ tuba
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_volume 1
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_radius 200
+set g_balance_tuba_force 40
+// }}}
+// {{{ fireball
+set g_balance_fireball_primary_ammo 5
+set g_balance_fireball_primary_animtime 0.3
+set g_balance_fireball_primary_bfgdamage 0
+set g_balance_fireball_primary_bfgforce 0
+set g_balance_fireball_primary_bfgradius 0
+set g_balance_fireball_primary_damage 40
+set g_balance_fireball_primary_damageforcescale 4
+set g_balance_fireball_primary_edgedamage 0
+set g_balance_fireball_primary_force 100
+set g_balance_fireball_primary_health 9999
+set g_balance_fireball_primary_laserburntime 0.5
+set g_balance_fireball_primary_laserdamage 30
+set g_balance_fireball_primary_laseredgedamage 20
+set g_balance_fireball_primary_laserradius 110
+set g_balance_fireball_primary_lifetime 7
+set g_balance_fireball_primary_radius 20
+set g_balance_fireball_primary_refire 2
+set g_balance_fireball_primary_refire2 1.5
+set g_balance_fireball_primary_speed 900
+set g_balance_fireball_primary_spread 0
+set g_balance_fireball_secondary_ammo 25
+set g_balance_fireball_secondary_animtime 0.15
+set g_balance_fireball_secondary_damage 150
+set g_balance_fireball_secondary_damageforcescale 4
+set g_balance_fireball_secondary_damagetime 3
+set g_balance_fireball_secondary_force 700
+set g_balance_fireball_secondary_laserburntime 0.5
+set g_balance_fireball_secondary_laserdamage 30
+set g_balance_fireball_secondary_laseredgedamage 20
+set g_balance_fireball_secondary_laserradius 256
+set g_balance_fireball_secondary_lifetime 15
+set g_balance_fireball_secondary_refire 0
+set g_balance_fireball_secondary_speed 650
+set g_balance_fireball_secondary_speed_up 0
+set g_balance_fireball_secondary_speed_z 0
+set g_balance_fireball_secondary_spread 0
+// }}}
+// {{{ seeker
+set g_balance_seeker_flac_ammo 0.5
+set g_balance_seeker_flac_animtime 0.1
+set g_balance_seeker_flac_damage 15
+set g_balance_seeker_flac_edgedamage 10
+set g_balance_seeker_flac_force 50
+set g_balance_seeker_flac_lifetime 0.1
+set g_balance_seeker_flac_lifetime_rand 0.05
+set g_balance_seeker_flac_radius 100
+set g_balance_seeker_flac_refire 0.1
+set g_balance_seeker_flac_speed 3000
+set g_balance_seeker_flac_speed_up 1000
+set g_balance_seeker_flac_speed_z 0
+set g_balance_seeker_flac_spread 0.4
+set g_balance_seeker_missile_accel 1.05
+set g_balance_seeker_missile_ammo 2
+set g_balance_seeker_missile_animtime 0.3
+set g_balance_seeker_missile_count 8
+set g_balance_seeker_missile_damage 15
+set g_balance_seeker_missile_damageforcescale 4
+set g_balance_seeker_missile_decel 0.9
+set g_balance_seeker_missile_delay 0.25
+set g_balance_seeker_missile_edgedamage 10
+set g_balance_seeker_missile_force 250
+set g_balance_seeker_missile_health 5
+set g_balance_seeker_missile_lifetime 15
+set g_balance_seeker_missile_proxy 0
+set g_balance_seeker_missile_proxy_delay 0.2
+set g_balance_seeker_missile_proxy_maxrange 45
+set g_balance_seeker_missile_radius 80
+set g_balance_seeker_missile_refire 0.5
+set g_balance_seeker_missile_smart 1
+set g_balance_seeker_missile_smart_mindist 800
+set g_balance_seeker_missile_smart_trace_max 2500
+set g_balance_seeker_missile_smart_trace_min 1000
+set g_balance_seeker_missile_speed 700
+set g_balance_seeker_missile_speed_accel 0
+set g_balance_seeker_missile_speed_up 300
+set g_balance_seeker_missile_speed_z 0
+set g_balance_seeker_missile_speed_max 1250
+set g_balance_seeker_missile_spread 0
+set g_balance_seeker_missile_turnrate 0.65
+set g_balance_seeker_tag_ammo 1
+set g_balance_seeker_tag_animtime 0.3
+set g_balance_seeker_tag_damageforcescale 4
+set g_balance_seeker_tag_health 5
+set g_balance_seeker_tag_lifetime 15
+set g_balance_seeker_tag_refire 0.7
+set g_balance_seeker_tag_speed 9000
+set g_balance_seeker_tag_spread 0
+// End new seeker
index f039f3b925e8a5a44bf4212ac673ed793c3ad87c..6c5a74655d5a26dab09ad8476b01ed06c388ffb8 100644 (file)
@@ -322,7 +322,6 @@ set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
 set g_balance_electro_primary_falloff_maxdist 850
 set g_balance_electro_primary_falloff_halflifedist 425
 set g_balance_electro_secondary_damage 50
-set g_balance_electro_secondary_spread 0.05
 set g_balance_electro_secondary_edgedamage 0
 set g_balance_electro_secondary_force 200
 set g_balance_electro_secondary_radius 150
index b52c31ffca50d83d5217ae89e665b4cf2069ee44..17c3e1410587e6e09948741758c83a820f65c653 100644 (file)
@@ -322,7 +322,6 @@ set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
 set g_balance_electro_primary_falloff_maxdist 850
 set g_balance_electro_primary_falloff_halflifedist 425
 set g_balance_electro_secondary_damage 50
-set g_balance_electro_secondary_spread 0.05
 set g_balance_electro_secondary_edgedamage 0
 set g_balance_electro_secondary_force 200
 set g_balance_electro_secondary_radius 150
index 08c19f56c7e0cd298684dd5b850e2a7b71811e1e..076a4935b6404b5fe2a7a40dc4bec0a767754b71 100644 (file)
@@ -322,7 +322,6 @@ set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
 set g_balance_electro_primary_falloff_maxdist 850
 set g_balance_electro_primary_falloff_halflifedist 425
 set g_balance_electro_secondary_damage 25
-set g_balance_electro_secondary_spread 0
 set g_balance_electro_secondary_edgedamage 0
 set g_balance_electro_secondary_force 100
 set g_balance_electro_secondary_radius 100
index 9ec48d1218b3469471ed2be9fb9aab6333ca05d6..555da4afad130949e43b810bf22a302fb6b93a76 100644 (file)
@@ -1371,7 +1371,7 @@ seta hud_panel_radar_rotation 0   "rotation mode: you set what points up. 0 = play
 seta hud_panel_radar_zoommode 0        "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out"
 alias hud_panel_radar_rotate "toggle hud_panel_radar_rotation 0 1 2 3 4"
 
-seta hud_panel_engineinfo_framecounter_time 1 "time between framerate display updates, smaller values yield less accuracy"
+seta hud_panel_engineinfo_framecounter_time 0.1 "time between framerate display updates"
 seta hud_panel_engineinfo_framecounter_decimals 0 "amount of decimals to show"
 seta hud_panel_engineinfo_framecounter_exponentialmovingaverage 1 "use an averaging method for calculating fps instead of counting frametime like engine does"
 seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight 0.1 "weight of latest data point"
@@ -1939,3 +1939,6 @@ sv_clmovement_inputtimeout 0.05
 
 // exact gloss looks better, e.g. on g-23
 r_shadow_glossexact 1
+
+// use fake light if map has no lightmaps
+r_fakelight 1
diff --git a/models/items/armor.tga b/models/items/armor.tga
new file mode 100644 (file)
index 0000000..eebc35a
Binary files /dev/null and b/models/items/armor.tga differ
diff --git a/models/items/armor_gloss.tga b/models/items/armor_gloss.tga
new file mode 100644 (file)
index 0000000..5e9d79e
Binary files /dev/null and b/models/items/armor_gloss.tga differ
diff --git a/models/items/armor_glow.tga b/models/items/armor_glow.tga
new file mode 100644 (file)
index 0000000..416fe0e
Binary files /dev/null and b/models/items/armor_glow.tga differ
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diff --git a/models/items/item_armor_big.md3 b/models/items/item_armor_big.md3
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diff --git a/models/items/item_armor_large.md3 b/models/items/item_armor_large.md3
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diff --git a/models/items/item_armor_medium.md3 b/models/items/item_armor_medium.md3
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diff --git a/models/items/item_armor_small.md3 b/models/items/item_armor_small.md3
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index 13f0530db6c1aac799cd55296c1bb35c39586352..03c3e5d6384fbe16e846eb2eccdce2effa1308b1 100644 (file)
@@ -19,7 +19,9 @@ sv_airstopaccelerate 0
 sv_airstrafeaccelerate 0
 sv_maxairstrafespeed 0
 sv_aircontrol 0
+sv_aircontrol_penalty 0
 sv_aircontrol_power 2
+sv_airspeedlimit_nonqw 0
 sv_warsowbunny_turnaccel 0
 sv_warsowbunny_accel 0.1593
 sv_warsowbunny_topspeed 925
index 0835c742db2499eeb51f3eddd0144fdce2c7f7a9..760197a2764a24419d42b69b5721cf9ce0d002b2 100644 (file)
@@ -293,6 +293,7 @@ entity(vector org, float rad) findradius = #22;
 
 string(float uselocaltime, string format, ...) strftime = #478;
 float(float timer) gettime = #519;
+#define GETTIME_REALTIME 1
 #define GETTIME_CDTRACK 4
 
 float(string s) tokenize_console = #514;
index a4eefeaf9f05fbd1b467c664e73c6015e5e880db..c1dbede921a44231d5f157cf383d697b23dd248d 100644 (file)
@@ -1614,305 +1614,305 @@ void HUD_Weapons(void)
                heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
        }
 
-               HUD_Panel_DrawBg(1);
-               if(panel_bg_padding)
-               {
-                       panel_pos += '1 1 0' * panel_bg_padding;
-                       panel_size -= '2 2 0' * panel_bg_padding;
-               }
+       HUD_Panel_DrawBg(1);
+       if(panel_bg_padding)
+       {
+               panel_pos += '1 1 0' * panel_bg_padding;
+               panel_size -= '2 2 0' * panel_bg_padding;
+       }
 
-               // hits
-               weapon_stats = getstati(STAT_DAMAGE_HITS);
-               weapon_number = weapon_stats & 63;
-               weapon_hits[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
-               // fired
-               weapon_stats = getstati(STAT_DAMAGE_FIRED);
-               weapon_number = weapon_stats & 63;
-               weapon_fired[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
+       // hits
+       weapon_stats = getstati(STAT_DAMAGE_HITS);
+       weapon_number = weapon_stats & 63;
+       weapon_hits[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
+       // fired
+       weapon_stats = getstati(STAT_DAMAGE_FIRED);
+       weapon_number = weapon_stats & 63;
+       weapon_fired[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
 
-               if(cvar_or("hud_panel_weapons_fade", 1))
-               {
-                       fade = 3.2 - 2 * (time - weapontime);
-                       fade = bound(0.7, fade, 1);
-               }
-               else
-                       fade = 1;
+       if(cvar_or("hud_panel_weapons_fade", 1))
+       {
+               fade = 3.2 - 2 * (time - weapontime);
+               fade = bound(0.7, fade, 1);
+       }
+       else
+               fade = 1;
 
-               HUD_Weapons_Clear();
+       HUD_Weapons_Clear();
 
-               float rows, columns;
-               rows = panel_size_y/panel_size_x;
-               rows = bound(1, floor((sqrt(4 * autocvar_hud_panel_weapons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
+       float rows, columns;
+       rows = panel_size_y/panel_size_x;
+       rows = bound(1, floor((sqrt(4 * autocvar_hud_panel_weapons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
 
-               columns = ceil(WEP_COUNT/rows);
-               float row, column;
+       columns = ceil(WEP_COUNT/rows);
+       float row, column;
 
-               float a, type, fullammo;
-               float when;
-               when = autocvar_hud_panel_weapons_complainbubble_time;
-               float fadetime;
-               fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
+       float a, type, fullammo;
+       float when;
+       when = autocvar_hud_panel_weapons_complainbubble_time;
+       float fadetime;
+       fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
 
-               vector color;
-               vector wpnpos;
-               vector wpnsize;
+       vector color;
+       vector wpnpos;
+       vector wpnsize;
 
-               for(i = 0; i < weapon_cnt; ++i)
-               {
-                       wpnpos = panel_pos + eX * column * panel_size_x*(1/columns) + eY * row * panel_size_y*(1/rows);
-                       wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
+       for(i = 0; i < weapon_cnt; ++i)
+       {
+               wpnpos = panel_pos + eX * column * panel_size_x*(1/columns) + eY * row * panel_size_y*(1/rows);
+               wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
 
-                       self = weaponorder[i];
-                       weapid = self.impulse;
+               self = weaponorder[i];
+               weapid = self.impulse;
 
-                       // draw background behind currently selected weapon
-                       if(self.weapon == activeweapon)
-                               drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
+               // draw background behind currently selected weapon
+               if(self.weapon == activeweapon)
+                       drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                       // draw the weapon accuracy
-                       if(acc_levels)
+               // draw the weapon accuracy
+               if(acc_levels)
+               {
+                       float weapon_hit, weapon_damage;
+                       weapon_damage = weapon_fired[self.weapon-WEP_FIRST];
+                       if(weapon_damage)
                        {
-                               float weapon_hit, weapon_damage;
-                               weapon_damage = weapon_fired[self.weapon-WEP_FIRST];
-                               if(weapon_damage)
-                               {
-                                       weapon_hit = weapon_hits[self.weapon-WEP_FIRST];
-                                       weapon_stats = floor(100 * weapon_hit / weapon_damage);
-                               }
+                               weapon_hit = weapon_hits[self.weapon-WEP_FIRST];
+                               weapon_stats = floor(100 * weapon_hit / weapon_damage);
+                       }
 
-                               // find the max level lower than weapon_stats
-                               float j;
-                               j = acc_levels-1;
-                               while ( j && weapon_stats < acc_lev[j] )
-                                       --j;
+                       // find the max level lower than weapon_stats
+                       float j;
+                       j = acc_levels-1;
+                       while ( j && weapon_stats < acc_lev[j] )
+                               --j;
 
-                               // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
-                               float factor;
-                               factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
-                               color = acc_color(j);
-                               color = color + factor * (acc_color(j+1) - color);
+                       // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
+                       float factor;
+                       factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
+                       color = acc_color(j);
+                       color = color + factor * (acc_color(j+1) - color);
 
-                               if(weapon_damage)
-                                       drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
-                       }
+                       if(weapon_damage)
+                               drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
+               }
 
-                       // draw the weapon icon
-                       if((self.impulse >= 0) && (getstati(STAT_WEAPONS) & self.weapons))
-                       {
-                               drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
+               // draw the weapon icon
+               if((self.impulse >= 0) && (getstati(STAT_WEAPONS) & self.weapons))
+               {
+                       drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                               if(autocvar_hud_panel_weapons_label == 1) // weapon number
-                                       drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-                               else if(autocvar_hud_panel_weapons_label == 2) // bind
-                                       drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                       if(autocvar_hud_panel_weapons_label == 1) // weapon number
+                               drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                       else if(autocvar_hud_panel_weapons_label == 2) // bind
+                               drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                               // draw ammo status bar
-                               if(autocvar_hud_panel_weapons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
+                       // draw ammo status bar
+                       if(autocvar_hud_panel_weapons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
+                       {
+                               a = 0;
+                               type = GetAmmoTypeForWep(weapid);
+                               if(type != -1)
+                                       a = getstati(GetAmmoStat(type)); // how much ammo do we have?
+
+                               if(a > 0)
                                {
-                                       a = 0;
-                                       type = GetAmmoTypeForWep(weapid);
-                                       if(type != -1)
-                                               a = getstati(GetAmmoStat(type)); // how much ammo do we have?
+                                       switch(type) {
+                                               case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
+                                               case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
+                                               case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+                                               case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
+                                               case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+                                               default: fullammo = 60;
+                                       }
 
-                                       if(a > 0)
+                                       vector barsize;
+                                       vector barpos;
+                                       if(wpnsize_x/wpnsize_y > autocvar_hud_panel_weapons_aspect)
                                        {
-                                               switch(type) {
-                                                       case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
-                                                       case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
-                                                       case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
-                                                       case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
-                                                       case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
-                                                       default: fullammo = 60;
-                                               }
-
-                                               vector barsize;
-                                               vector barpos;
-                                               if(wpnsize_x/wpnsize_y > autocvar_hud_panel_weapons_aspect)
-                                               {
-                                                       barsize_x = autocvar_hud_panel_weapons_aspect * wpnsize_y;
-                                                       barsize_y = wpnsize_y;
-
-                                                       barpos_x = wpnpos_x + (wpnsize_x - barsize_x) / 2;
-                                                       barpos_y = wpnpos_y;
-                                               }
-                                               else
-                                               {
-                                                       barsize_y = 1/autocvar_hud_panel_weapons_aspect * wpnsize_x;
-                                                       barsize_x = wpnsize_x;
-
-                                                       barpos_y = wpnpos_y + (wpnsize_y - barsize_y) / 2;
-                                                       barpos_x = wpnpos_x;
-                                               }
-
-                                               drawsetcliparea(
-                                                       barpos_x,
-                                                       barpos_y,
-                                                       barsize_x * bound(0, a/fullammo, 1),
-                                                       barsize_y);
-                                               drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_panel_weapons_ammo_color, panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha, DRAWFLAG_NORMAL);
-                                               drawresetcliparea();
+                                               barsize_x = autocvar_hud_panel_weapons_aspect * wpnsize_y;
+                                               barsize_y = wpnsize_y;
+
+                                               barpos_x = wpnpos_x + (wpnsize_x - barsize_x) / 2;
+                                               barpos_y = wpnpos_y;
                                        }
+                                       else
+                                       {
+                                               barsize_y = 1/autocvar_hud_panel_weapons_aspect * wpnsize_x;
+                                               barsize_x = wpnsize_x;
+
+                                               barpos_y = wpnpos_y + (wpnsize_y - barsize_y) / 2;
+                                               barpos_x = wpnpos_x;
+                                       }
+
+                                       drawsetcliparea(
+                                               barpos_x,
+                                               barpos_y,
+                                               barsize_x * bound(0, a/fullammo, 1),
+                                               barsize_y);
+                                       drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_panel_weapons_ammo_color, panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha, DRAWFLAG_NORMAL);
+                                       drawresetcliparea();
                                }
                        }
+               }
 
-                       // draw a "ghost weapon icon" if you don't have the weapon
-                       else
+               // draw a "ghost weapon icon" if you don't have the weapon
+               else
+               {
+                       drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+               }
+
+               // draw the complain message
+               if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
+               {
+                       if(fadetime)
                        {
-                               drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+                               if(complain_weapon_time + when > time)
+                                       a = 1;
+                               else
+                                       a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
                        }
-
-                       // draw the complain message
-                       if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
+                       else
                        {
-                               if(fadetime)
-                               {
-                                       if(complain_weapon_time + when > time)
-                                               a = 1;
-                                       else
-                                               a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
-                               }
+                               if(complain_weapon_time + when > time)
+                                       a = 1;
                                else
-                               {
-                                       if(complain_weapon_time + when > time)
-                                               a = 1;
-                                       else
-                                               a = 0;
-                               }
-
-                               string s;
-                               if(complain_weapon_type == 0) {
-                                       s = "Out of ammo";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_outofammo;
-                               }
-                               else if(complain_weapon_type == 1) {
-                                       s = "Don't have";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_donthave;
-                               }
-                               else {
-                                       s = "Unavailable";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_unavailable;
-                               }
-                               drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
-                               drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
+                                       a = 0;
                        }
 
-                       ++row;
-                       if(row >= rows)
-                       {
-                               row = 0;
-                               ++column;
+                       string s;
+                       if(complain_weapon_type == 0) {
+                               s = "Out of ammo";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_outofammo;
+                       }
+                       else if(complain_weapon_type == 1) {
+                               s = "Don't have";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_donthave;
                        }
+                       else {
+                               s = "Unavailable";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_unavailable;
+                       }
+                       drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
+                       drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
                }
 
-       }
-
-       // Ammo (#1)
-       //
-       // TODO: macro
-       float GetAmmoItemCode(float i)
-       {
-               switch(i)
+               ++row;
+               if(row >= rows)
                {
-                       case 0: return IT_SHELLS;
-                       case 1: return IT_NAILS;
-                       case 2: return IT_ROCKETS;
-                       case 3: return IT_CELLS;
-                       case 4: return IT_FUEL;
-                       default: return -1;
+                       row = 0;
+                       ++column;
                }
        }
 
-       string GetAmmoPicture(float i)
+}
+
+// Ammo (#1)
+//
+// TODO: macro
+float GetAmmoItemCode(float i)
+{
+       switch(i)
        {
-               switch(i)
-               {
-                       case 0: return "ammo_shells";
-                       case 1: return "ammo_bullets";
-                       case 2: return "ammo_rockets";
-                       case 3: return "ammo_cells";
-                       case 4: return "ammo_fuel";
-                       default: return "";
-               }
+               case 0: return IT_SHELLS;
+               case 1: return IT_NAILS;
+               case 2: return IT_ROCKETS;
+               case 3: return IT_CELLS;
+               case 4: return IT_FUEL;
+               default: return -1;
        }
+}
 
-       void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected)
+string GetAmmoPicture(float i)
+{
+       switch(i)
        {
-               float a;
-               a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
-               if(autocvar__hud_configure)
-                       a = 100;
-
-               vector color;
-               if(a < 10)
-                       color = '0.7 0 0';
-               else
-                       color = '1 1 1';
-
-               float alpha;
-               if(currently_selected)
-                       alpha = 1;
-               else
-                       alpha = 0.7;
+               case 0: return "ammo_shells";
+               case 1: return "ammo_bullets";
+               case 2: return "ammo_rockets";
+               case 3: return "ammo_cells";
+               case 4: return "ammo_fuel";
+               default: return "";
+       }
+}
 
-               vector newSize, newPos;
-               if(mySize_x/mySize_y > 3)
-               {
-                       newSize_x = 3 * mySize_y;
-                       newSize_y = mySize_y;
+void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected)
+{
+       float a;
+       a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
+       if(autocvar__hud_configure)
+               a = 100;
 
-                       newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
-                       newPos_y = myPos_y;
-               }
-               else
-               {
-                       newSize_y = 1/3 * mySize_x;
-                       newSize_x = mySize_x;
+       vector color;
+       if(a < 10)
+               color = '0.7 0 0';
+       else
+               color = '1 1 1';
 
-                       newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
-                       newPos_x = myPos_x;
-               }
+       float alpha;
+       if(currently_selected)
+               alpha = 1;
+       else
+               alpha = 0.7;
 
-               vector picpos, numpos;
-               if(autocvar_hud_panel_ammo_iconalign)
-               {
-                       numpos = newPos;
-                       picpos = newPos + eX * 2 * newSize_y;
-               }
-               else
-               {
-                       numpos = newPos + eX * newSize_y;
-                       picpos = newPos;
-               }
+       vector newSize, newPos;
+       if(mySize_x/mySize_y > 3)
+       {
+               newSize_x = 3 * mySize_y;
+               newSize_y = mySize_y;
 
-               if (currently_selected)
-                       drawpic_aspect_skin(newPos, "ammo_current_bg", newSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
+               newPos_y = myPos_y;
+       }
+       else
+       {
+               newSize_y = 1/3 * mySize_x;
+               newSize_x = mySize_x;
 
-               drawfont = hud_bigfont;
-               if(a > 0)
-                       drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
-               else // "ghost" ammo count
-                       drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
-               drawfont = hud_font;
-               if(a > 0)
-                       drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
-               else // "ghost" ammo icon
-                       drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+               newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
+               newPos_x = myPos_x;
        }
 
-       void HUD_Ammo(void)
+       vector picpos, numpos;
+       if(autocvar_hud_panel_ammo_iconalign)
        {
-               if(!autocvar_hud_panel_ammo && !autocvar__hud_configure)
-                       return;
+               numpos = newPos;
+               picpos = newPos + eX * 2 * newSize_y;
+       }
+       else
+       {
+               numpos = newPos + eX * newSize_y;
+               picpos = newPos;
+       }
 
-               active_panel = HUD_PANEL_AMMO;
-               HUD_Panel_UpdateCvars(ammo);
-               float i, currently_selected;
+       if (currently_selected)
+               drawpic_aspect_skin(newPos, "ammo_current_bg", newSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
-               vector pos, mySize;
-               pos = panel_pos;
-               mySize = panel_size;
+       drawfont = hud_bigfont;
+       if(a > 0)
+               drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
+       else // "ghost" ammo count
+               drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+       drawfont = hud_font;
+       if(a > 0)
+               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
+       else // "ghost" ammo icon
+               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+}
 
-               HUD_Panel_DrawBg(1);
+void HUD_Ammo(void)
+{
+       if(!autocvar_hud_panel_ammo && !autocvar__hud_configure)
+               return;
+
+       active_panel = HUD_PANEL_AMMO;
+       HUD_Panel_UpdateCvars(ammo);
+       float i, currently_selected;
+
+       vector pos, mySize;
+       pos = panel_pos;
+       mySize = panel_size;
+
+       HUD_Panel_DrawBg(1);
        if(panel_bg_padding)
        {
                pos += '1 1 0' * panel_bg_padding;
@@ -4528,29 +4528,32 @@ void HUD_EngineInfo(void)
                mySize -= '2 2 0' * panel_bg_padding;
        }
 
+       float currentTime = gettime(GETTIME_REALTIME);
        if(cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage"))
        {
-               frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + frametime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
+               float currentframetime = currentTime - prevfps_time;
+               frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + currentframetime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
                frametimeavg2 = frametimeavg1;
                frametimeavg1 = frametimeavg;
                
                float weight;
                weight = cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight");
-               if(frametime > 0.0001) // filter out insane values which sometimes seem to occur and throw off the average? If you are getting 10,000 fps or more, then you don't need a framerate counter.
+               if(currentframetime > 0.0001) // filter out insane values which sometimes seem to occur and throw off the average? If you are getting 10,000 fps or more, then you don't need a framerate counter.
                {
-                       if(fabs(prevfps - (1/frametimeavg)) > prevfps * cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold")) // if there was a big jump in fps, just force prevfps at current (1/frametime) to make big updates instant
-                               prevfps = (1/frametime);
+                       if(fabs(prevfps - (1/frametimeavg)) > prevfps * cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold")) // if there was a big jump in fps, just force prevfps at current (1/currentframetime) to make big updates instant
+                               prevfps = (1/currentframetime);
                        prevfps = (1 - weight) * prevfps + weight * (1/frametimeavg); // framecounter just used so there's no need for a new variable, think of it as "frametime average"
                }
+               prevfps_time = currentTime;
        }
        else
        {
                framecounter += 1;
-               if(time - prevfps_time > cvar("hud_panel_engineinfo_framecounter_time"))
+               if(currentTime - prevfps_time > cvar("hud_panel_engineinfo_framecounter_time"))
                {
-                       prevfps = framecounter/cvar("hud_panel_engineinfo_framecounter_time");
+                       prevfps = framecounter/(currentTime - prevfps_time);
                        framecounter = 0;
-                       prevfps_time = time;
+                       prevfps_time = currentTime;
                }
        }
 
index 3aa140c6e87f28a70fa695f4386688fa645b7bce..7690c05f8d1f10006e898c4644f7f686732b53ca 100644 (file)
@@ -79,7 +79,7 @@ void Ent_Wall()
        {
                self.modelindex = ReadShort();
                self.solid = ReadByte();
-               self.scale = ReadByte() / 16.0;
+               self.scale = ReadShort() / 256.0;
                if(f & 0x20)
                {
                        self.mins_x = ReadCoord();
index 3ef50481dc5eb785e6cf2d60a0d26c47078b9436..945600a886b208e6af45bb58aba71cd5d304a4ce 100644 (file)
@@ -43,7 +43,7 @@ void bot_think()
        //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
        //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
 
-       if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
+       if (cvar("g_campaign") && !campaign_bots_may_start)
        {
                self.nextthink = time + 0.5;
                return;
@@ -81,6 +81,14 @@ void bot_think()
        self.BUTTON_CHAT = 0;
        self.BUTTON_USE = 0;
 
+       if (time < game_starttime)
+       {
+               // block the bot during the countdown to game start
+               self.movement = '0 0 0';
+               self.nextthink = game_starttime;
+               return;
+       }
+
        // if dead, just wait until we can respawn
        if (self.deadflag)
        {
@@ -555,17 +563,16 @@ void bot_serverframe()
        // But don't remove bots immediately on level change, as the real players
        // usually haven't rejoined yet
        bots_would_leave = FALSE;
-       if ((realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5)))
+       if (teamplay && cvar("bot_vs_human") && (c3==-1 && c4==-1))
+               bots = min(ceil(fabs(cvar("bot_vs_human")) * activerealplayers), maxclients - realplayers);
+       else if ((realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5)))
        {
                float realminplayers, minplayers;
                realminplayers = cvar("minplayers");
                minplayers = max(0, floor(realminplayers));
 
                float realminbots, minbots;
-               if(teamplay && cvar("bot_vs_human"))
-                       realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
-               else
-                       realminbots = cvar("bot_number");
+               realminbots = cvar("bot_number");
                minbots = max(0, floor(realminbots));
 
                bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
index 1b38f471ea9163dda2bff44f03c5f79715e44274..06fbb72895acf2cfd9628d30f1241d0cb329a89f 100644 (file)
@@ -1354,8 +1354,9 @@ void FixClientCvars(entity e)
        if(g_race || g_cts)
                stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
        if(cvar("g_antilag") == 3) // client side hitscan
-               //stuffcmd(e, "cl_cmd settemp cl_prydoncursor -1\ncl_cmd settemp cl_prydoncursor_notrace 0\n");
                stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
+       if(sv_gentle)
+               stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
        /*
         * we no longer need to stuff this. Remove this comment block if you feel
         * 2.3 and higher (or was it 2.2.3?) don't need these any more
@@ -1583,7 +1584,7 @@ void ClientConnect (void)
                        race_SendRankings(i, 0, 0, MSG_ONE);
                }
        }
-       else if(cvar("sv_teamnagger") && !g_ca) // teamnagger is currently bad for ca
+       else if(cvar("sv_teamnagger") && !(cvar("bot_vs_human") && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
                send_CSQC_teamnagger();
 
        CheatInitClient();
index d4ee31d802d475ba8aedb5be65ec4aa6aa6e188c..f084e18d4b0b69f6a92b5009321e419e583145c5 100644 (file)
@@ -636,4 +636,11 @@ string deathmessage;
 
 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
 
+#define ACTIVE_NOT             0
+#define ACTIVE_ACTIVE  1
+#define ACTIVE_IDLE    2
+#define ACTIVE_BUSY    2
+#define ACTIVE_TOGGLE  3
+.float active;
+.float (float act_state) setactive;
 .entity realowner;
index 8a380484a2f9791af0f2d6a3ef7dd27bc541c9e9..0f0bba6e6d36fb335a5afa4485d6b2fd79e373f2 100644 (file)
@@ -88,7 +88,7 @@ float g_clientmodel_genericsendentity (entity to, float sf)
        {
                WriteShort(MSG_ENTITY, self.modelindex);
                WriteByte(MSG_ENTITY, self.solid);
-               WriteByte(MSG_ENTITY, floor(self.scale * 16));
+               WriteShort(MSG_ENTITY, floor(self.scale * 256));
                if(sf & 0x20)
                {
                        WriteCoord(MSG_ENTITY, self.mins_x);
index 08964655d9b048faf1d0e696323dbe303c805e5d..c582594693dcbcec79372490c49eddfcbc1bc91b 100644 (file)
@@ -413,6 +413,9 @@ void spawnfunc_trigger_counter()
 .float triggerhurttime;
 void trigger_hurt_touch()
 {
+       if (self.active != ACTIVE_ACTIVE) 
+               return;
+
        // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
        if (other.iscreature)
        {
@@ -455,6 +458,7 @@ entity trigger_hurt_first;
 void spawnfunc_trigger_hurt()
 {
        EXACTTRIGGER_INIT;
+       self.active = ACTIVE_ACTIVE;
        self.touch = trigger_hurt_touch;
        if (!self.dmg)
                self.dmg = 1000;
@@ -493,6 +497,9 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end)
 .float triggerhealtime;
 void trigger_heal_touch()
 {
+       if (self.active != ACTIVE_ACTIVE) 
+               return;
+       
        // only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
        if (other.iscreature)
        {
@@ -514,6 +521,8 @@ void trigger_heal_touch()
 
 void spawnfunc_trigger_heal()
 {
+       self.active = ACTIVE_ACTIVE;
+       
        EXACTTRIGGER_INIT;
        self.touch = trigger_heal_touch;
        if (!self.health)
@@ -1207,6 +1216,9 @@ void trigger_impulse_touch1()
     float pushdeltatime;
     float str;
 
+       if (self.active != ACTIVE_ACTIVE) 
+               return;
+
        // FIXME: Better checking for what to push and not.
        if not(other.iscreature)
        if (other.classname != "corpse")
@@ -1258,6 +1270,9 @@ void trigger_impulse_touch2()
 {
     float pushdeltatime;
 
+       if (self.active != ACTIVE_ACTIVE) 
+               return;
+
        // FIXME: Better checking for what to push and not.
        if not(other.iscreature)
        if (other.classname != "corpse")
@@ -1295,6 +1310,9 @@ void trigger_impulse_touch3()
     float pushdeltatime;
     float str;
 
+       if (self.active != ACTIVE_ACTIVE) 
+               return;
+
        // FIXME: Better checking for what to push and not.
        if not(other.iscreature)
        if (other.classname != "corpse")
@@ -1356,6 +1374,8 @@ in directional and sperical mode. For damper/accelerator mode this is not nesses
 
 void spawnfunc_trigger_impulse()
 {
+       self.active = ACTIVE_ACTIVE;
+
        EXACTTRIGGER_INIT;
     if(self.radius)
     {
@@ -1932,3 +1952,47 @@ void spawnfunc_trigger_magicear()
        // target:
        //   what to trigger
 }
+
+void relay_activators_use()
+{
+       entity trg, os;
+       
+       os = self;
+       
+       for(trg = world; (trg = find(trg, targetname, os.target)); )
+       {
+               self = trg;
+               if (trg.setactive)
+                       trg.setactive(os.cnt);
+               else
+               {
+                       //bprint("Not using setactive\n");
+                       if(os.cnt == ACTIVE_TOGGLE)
+                               if(trg.active == ACTIVE_ACTIVE)
+                                       trg.active = ACTIVE_NOT;
+                               else    
+                                       trg.active = ACTIVE_ACTIVE;
+                       else
+                               trg.active = os.cnt;
+               }               
+       }
+       self = os;
+}
+
+void spawnfunc_relay_activate()
+{
+       self.cnt = ACTIVE_ACTIVE;
+       self.use = relay_activators_use;
+}
+
+void spawnfunc_relay_deactivate()
+{
+       self.cnt = ACTIVE_NOT;
+       self.use = relay_activators_use;        
+}
+
+void spawnfunc_relay_activatetoggle()
+{
+       self.cnt = ACTIVE_TOGGLE;
+       self.use = relay_activators_use;        
+}
index 8cecaeae689eb574dc43702f7ee6f97109dfd093..a6e73ba251b1132e343ab39ffac5bf21a1f81563 100644 (file)
@@ -19,8 +19,6 @@ void Violence_GibSplash_At(vector org, vector dir, float type, float amount, ent
        e.classname = "gibsplash";
        e.cnt = amount;
        e.state = type; // should stay smaller than 15
-       if(sv_gentle)
-               e.state |= 0x80; // "force gentle" bit
        if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
                e.state |= 0x40; // "silence" bit
        e.state |= 8 * self.species; // gib type, ranges from 0 to 15
index c2b2deb8713cc919e32c450f30b3ebfdb009dc62..beed37321c40bc6d6ec3026577510a9c75874f8d 100644 (file)
@@ -1197,7 +1197,7 @@ void spawnfunc_item_armor_small (void) {
                self.max_armorvalue = g_pickup_armorsmall_max;
        if(!self.pickup_anyway)
                self.pickup_anyway = g_pickup_armorsmall_anyway;
-       StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
+       StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
 }
 
 void spawnfunc_item_armor_medium (void) {
@@ -1207,7 +1207,7 @@ void spawnfunc_item_armor_medium (void) {
                self.max_armorvalue = g_pickup_armormedium_max;
        if(!self.pickup_anyway)
                self.pickup_anyway = g_pickup_armormedium_anyway;
-       StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
+       StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
 }
 
 void spawnfunc_item_armor_big (void) {
@@ -1217,7 +1217,7 @@ void spawnfunc_item_armor_big (void) {
                self.max_armorvalue = g_pickup_armorbig_max;
        if(!self.pickup_anyway)
                self.pickup_anyway = g_pickup_armorbig_anyway;
-       StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
+       StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
 }
 
 void spawnfunc_item_armor_large (void) {
@@ -1227,7 +1227,7 @@ void spawnfunc_item_armor_large (void) {
                self.max_armorvalue = g_pickup_armorlarge_max;
        if(!self.pickup_anyway)
                self.pickup_anyway = g_pickup_armorlarge_anyway;
-       StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
+       StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
 }
 
 void spawnfunc_item_health_small (void) {
index 9bb8f7c92034d88e0de65ba2f88e0039ed4f53f5..df5788f4c3a0ff251854b2fd9d5235b23b99a073 100644 (file)
@@ -127,6 +127,9 @@ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
 
 void trigger_push_touch()
 {
+       if (self.active == ACTIVE_NOT) 
+               return;         
+               
        // FIXME: add a .float for whether an entity should be tossed by jumppads
        if (!other.iscreature)
        if (other.classname != "corpse")
@@ -229,7 +232,6 @@ void trigger_push_touch()
 };
 
 .vector dest;
-
 void trigger_push_findtarget()
 {
        local entity e;
@@ -287,7 +289,8 @@ void spawnfunc_trigger_push()
                SetMovedir ();
 
        EXACTTRIGGER_INIT;
-
+       
+       self.active = ACTIVE_ACTIVE;    
        self.use = trigger_push_use;
        self.touch = trigger_push_touch;
 
index ad80e7f9998ef08d2507e2f11bbf4fe4c0d11c88..583fc735966d68c1de4b22cce08c6fc084f4c295 100644 (file)
@@ -327,6 +327,25 @@ void spawnfunc_func_train()
        // TODO make a reset function for this one
 };
 
+void func_rotating_setactive(float astate)
+{
+       
+       if (astate == ACTIVE_TOGGLE)
+       {               
+               if(self.active == ACTIVE_ACTIVE)
+                       self.active = ACTIVE_NOT;
+               else
+                       self.active = ACTIVE_ACTIVE;
+       }
+       else
+               self.active = astate;
+               
+       if(self.active  == ACTIVE_NOT)          
+               self.avelocity = '0 0 0';
+       else
+               self.avelocity = self.pos1;
+}
+
 /*QUAKED spawnfunc_func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
 Brush model that spins in place on one axis (default Z).
 speed   : speed to rotate (in degrees per second)
@@ -342,6 +361,10 @@ void spawnfunc_func_rotating()
                precache_sound(self.noise);
                ambientsound(self.origin, self.noise, VOL_BASE, ATTN_IDLE);
        }
+       
+       self.active = ACTIVE_ACTIVE;
+       self.setactive = func_rotating_setactive;
+       
        if (!self.speed)
                self.speed = 100;
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
@@ -353,7 +376,9 @@ void spawnfunc_func_rotating()
        // FIXME: test if this turns the right way, then remove this comment (negate as needed)
        else // Z
                self.avelocity = '0 1 0' * self.speed;
-
+       
+       self.pos1 = self.avelocity;
+    
     if(self.dmg & (!self.message))
         self.message = " was squished";
     if(self.dmg && (!self.message2))
@@ -383,6 +408,13 @@ void func_bobbing_controller_think()
 {
        local vector v;
        self.nextthink = time + 0.1;
+       
+       if not (self.owner.active == ACTIVE_ACTIVE)
+       {
+               self.owner.velocity = '0 0 0';          
+               return;
+       }
+               
        // calculate sinewave using makevectors
        makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0');
        v = self.owner.destvec + self.owner.movedir * v_forward_y;
@@ -422,6 +454,8 @@ void spawnfunc_func_bobbing()
        // time scale to get degrees
        self.cnt = 360 / self.speed;
 
+       self.active = ACTIVE_ACTIVE;
+
        // damage when blocked
        self.blocked = bobbing_blocked;
        if(self.dmg & (!self.message))
@@ -526,6 +560,10 @@ void button_use()
 //             dprint(activator.classname);
 //             dprint(" triggered a button\n");
 //     }
+
+       if not (self.active == ACTIVE_ACTIVE)
+               return;
+
        self.enemy = activator;
        button_fire ();
 };
@@ -615,6 +653,8 @@ void spawnfunc_func_button()
     if(self.noise != "")
         precache_sound(self.noise);
 
+       self.active = ACTIVE_ACTIVE;
+
        self.pos1 = self.origin;
        self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
     self.flags |= FL_NOTARGET;
@@ -1636,6 +1676,12 @@ void func_fourier_controller_think()
        float n, i, t;
 
        self.nextthink = time + 0.1;
+       if not (self.owner.active == ACTIVE_ACTIVE)
+       {
+               self.owner.velocity = '0 0 0';          
+               return;
+       }
+
 
        n = floor((tokenize_console(self.owner.netname)) / 5);
        t = self.nextthink * self.owner.cnt + self.owner.phase * 360;
@@ -1683,6 +1729,8 @@ void spawnfunc_func_fourier()
        if not(InitMovingBrushTrigger())
                return;
 
+       self.active = ACTIVE_ACTIVE;
+
        // wait for targets to spawn
        controller = spawn();
        controller.classname = "func_fourier_controller";
@@ -1759,6 +1807,13 @@ vector func_vectormamamam_origin(entity o, float t)
 void func_vectormamamam_controller_think()
 {
        self.nextthink = time + 0.1;
+
+       if not (self.owner.active == ACTIVE_ACTIVE)
+       {
+               self.owner.velocity = '0 0 0';          
+               return;
+       }
+
        self.owner.velocity = (self.owner.destvec + func_vectormamamam_origin(self.owner, 0.1) - self.owner.origin) * 10;
 }
 
@@ -1843,5 +1898,7 @@ void spawnfunc_func_vectormamamam()
        // Savage: Reduce bandwith, critical on e.g. nexdm02
        self.effects |= EF_LOWPRECISION;
 
+       self.active = ACTIVE_ACTIVE;
+
        InitializeEntity(self, func_vectormamamam_findtarget, INITPRIO_FINDTARGET);
 }
index 26acf7f0ead9d4f59a5d2f5c1d8770afbf0ba3f3..eba0ea0681b3ee22edfcc378e7ca1c23f1027b17 100644 (file)
@@ -154,6 +154,9 @@ void Teleport_Touch (void)
        float p;
        string s;
 
+       if (self.active != ACTIVE_ACTIVE)
+               return;
+       
        if (other.health < 1)
                return;
        if not(other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
@@ -292,7 +295,9 @@ void spawnfunc_trigger_teleport (void)
        self.angles = '0 0 0';
 
        EXACTTRIGGER_INIT;
-
+       
+       self.active = ACTIVE_ACTIVE;    
+       
        self.use = trigger_teleport_use;
 
        // this must be called to spawn the teleport waypoints for bots
index 2a08ec5cf9d7d56379eee6ace2e347944bb91cfe..04580e6c42eade3dc20fdfa0722dd970d93bff8f 100644 (file)
@@ -16,6 +16,8 @@ float IsTeamBalanceForced()
                return 0;
        if(cvar("g_campaign"))
                return 0;
+       if(cvar("bot_vs_human") && (c3==-1 && c4==-1))
+               return 0;
        if(!cvar("g_balance_teams_force"))
                return -1;
        return 1;
@@ -694,7 +696,7 @@ void CheckAllowedTeams (entity for_whom)
        }
 
        // TODO: Balance quantity of bots across > 2 teams when bot_vs_human is set (and remove next line)
-       if(c3==-1&&c4==-1)
+       if(c3==-1 && c4==-1)
        if(cvar("bot_vs_human") && for_whom)
        {
                if(cvar("bot_vs_human") > 0)
@@ -721,6 +723,7 @@ float PlayerValue(entity p)
        if(IsTeamBalanceForced() == 1)
                return 1;
        return 1;
+       // FIXME: it always returns 1...
 }
 
 // c1...c4 should be set to -1 (not allowed) or 0 (allowed).
@@ -799,7 +802,7 @@ float FindSmallestTeam(entity pl, float ignore_pl)
        if(c4 >= 0)
                totalteams = totalteams + 1;
 
-       if(cvar("bot_vs_human"))
+       if(cvar("bot_vs_human") && totalteams == 1)
                totalteams += 1;
 
        if(totalteams <= 1)
@@ -938,7 +941,7 @@ float JoinBestTeam(entity pl, float only_return_best, float forcebestteam)
 
        smallest = FindSmallestTeam(pl, TRUE);
 
-       if(!only_return_best)
+       if(!only_return_best && !pl.bot_forced_team)
        {
                TeamchangeFrags(self);
                if(smallest == 1)
index d084e08084ce854d08b723911a97b63185610937..725f84ffbd24a8f09150431c7aa44e1c2f2860d2 100644 (file)
@@ -1,5 +1,20 @@
+void WarpZone_Fade_PreDraw()
+{
+       if(self.warpzone_fadestart)
+               self.alpha = bound(0, (self.warpzone_fadeend - vlen(view_origin - self.origin - 0.5 * (self.mins + self.maxs))) / (self.warpzone_fadeend - self.warpzone_fadestart), 1);
+       else
+               self.alpha = 1;
+       //print(sprintf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs)));
+       if(self.alpha <= 0)
+               self.drawmask = 0;
+       else
+               self.drawmask = MASK_NORMAL;
+}
+
 void WarpZone_Read(float isnew)
 {
+       float f;
+
        ++warpzone_warpzones_exist;
        if not(self.enemy)
        {
@@ -8,10 +23,16 @@ void WarpZone_Read(float isnew)
        }
        self.classname = "trigger_warpzone";
 
-       self.warpzone_isboxy = ReadByte();
-       self.origin_x = ReadCoord();
-       self.origin_y = ReadCoord();
-       self.origin_z = ReadCoord();
+       f = ReadByte();
+       self.warpzone_isboxy = (f & 1);
+       if(f & 4)
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+       }
+       else
+               self.origin = '0 0 0';
        self.modelindex = ReadShort();
        self.mins_x = ReadCoord();
        self.mins_y = ReadCoord();
@@ -33,25 +54,48 @@ void WarpZone_Read(float isnew)
        self.avelocity_y = ReadCoord();
        self.avelocity_z = ReadCoord();
 
+       if(f & 2)
+       {
+               self.warpzone_fadestart = ReadShort();
+               self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort());
+       }
+       else
+       {
+               self.warpzone_fadestart = 0;
+               self.warpzone_fadeend = 0;
+       }
+
        // common stuff
        WarpZone_SetUp(self, self.enemy.oldorigin, self.enemy.avelocity, self.oldorigin, self.avelocity);
 
-       // engine currently wants this
-       self.drawmask = MASK_NORMAL;
-
        // link me
        //setmodel(self, self.model);
        setorigin(self, self.origin);
        setsize(self, self.mins, self.maxs);
+
+       // how to draw
+       // engine currently wants this
+       if(self.warpzone_fadestart)
+               self.predraw = WarpZone_Fade_PreDraw;
+       else
+               self.drawmask = MASK_NORMAL;
 }
 
 void WarpZone_Camera_Read(float isnew)
 {
+       float f;
        ++warpzone_cameras_exist;
        self.classname = "func_warpzone_camera";
-       self.origin_x = ReadCoord();
-       self.origin_y = ReadCoord();
-       self.origin_z = ReadCoord();
+
+       f = ReadByte();
+       if(f & 4)
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+       }
+       else
+               self.origin = '0 0 0';
        self.modelindex = ReadShort();
        self.mins_x = ReadCoord();
        self.mins_y = ReadCoord();
@@ -67,6 +111,17 @@ void WarpZone_Camera_Read(float isnew)
        self.avelocity_y = ReadCoord();
        self.avelocity_z = ReadCoord();
 
+       if(f & 2)
+       {
+               self.warpzone_fadestart = ReadShort();
+               self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort());
+       }
+       else
+       {
+               self.warpzone_fadestart = 0;
+               self.warpzone_fadeend = 0;
+       }
+
        // common stuff
        WarpZone_Camera_SetUp(self, self.oldorigin, self.avelocity);
 
@@ -77,6 +132,13 @@ void WarpZone_Camera_Read(float isnew)
        //setmodel(self, self.model);
        setorigin(self, self.origin);
        setsize(self, self.mins, self.maxs);
+
+       // how to draw
+       // engine currently wants this
+       if(self.warpzone_fadestart)
+               self.predraw = WarpZone_Fade_PreDraw;
+       else
+               self.drawmask = MASK_NORMAL;
 }
 
 float warpzone_fixingview;
index 8536bd3d2c464bf575b32356ce60599432cd6190..1e4fc3e630c392be3223e02d4eceb526d234215c 100644 (file)
@@ -28,6 +28,11 @@ var float autocvar_cl_warpzone_usetrace = 1;
 vector WarpZone_camera_transform(vector org, vector ang)
 {
        vector vf, vr, vu;
+       if(self.warpzone_fadestart)
+               if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+                       return org;
+                       // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
+                       // unneeded on client, on server this helps a lot
        vf = v_forward;
        vr = v_right;
        vu = v_up;
@@ -61,6 +66,11 @@ void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, ve
 vector WarpZone_Camera_camera_transform(vector org, vector ang)
 {
        // a fixed camera view
+       if(self.warpzone_fadestart)
+               if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+                       return org;
+                       // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
+                       // unneeded on client, on server this helps a lot
        trace_endpos = self.warpzone_origin;
        makevectors(self.warpzone_angles);
        return self.warpzone_origin;
index 8405ce6d3c5febbbd4050c127f3c0a3b62df4b78..9ccd5216a63186ad15da4c573cd368d8db51d481 100644 (file)
@@ -15,6 +15,8 @@ const void func_null(void); // never assign to this one please
 .vector warpzone_targetangles;
 .vector warpzone_targetforward;
 .vector warpzone_transform;
+.float warpzone_fadestart;
+.float warpzone_fadeend;
 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang);
 
 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig);
index ecfddff1ab5b4b1b9e56a5489b446b51a9f5d90a..cfa6ef965ec768949733736a165038d08555fd28 100644 (file)
@@ -137,15 +137,26 @@ void WarpZone_Touch (void)
 
 float WarpZone_Send(entity to, float sendflags)
 {
+       float f;
        WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
 
        // we must send this flag for clientside to match properly too
-       WriteByte(MSG_ENTITY, self.warpzone_isboxy);
+       f = 0;
+       if(self.warpzone_isboxy)
+               f |= 1;
+       if(self.warpzone_fadestart)
+               f |= 2;
+       if(self.origin != '0 0 0')
+               f |= 4;
+       WriteByte(MSG_ENTITY, f);
 
        // we need THESE to render the warpzone (and cull properly)...
-       WriteCoord(MSG_ENTITY, self.origin_x);
-       WriteCoord(MSG_ENTITY, self.origin_y);
-       WriteCoord(MSG_ENTITY, self.origin_z);
+       if(f & 4)
+       {
+               WriteCoord(MSG_ENTITY, self.origin_x);
+               WriteCoord(MSG_ENTITY, self.origin_y);
+               WriteCoord(MSG_ENTITY, self.origin_z);
+       }
 
        WriteShort(MSG_ENTITY, self.modelindex);
        WriteCoord(MSG_ENTITY, self.mins_x);
@@ -170,17 +181,33 @@ float WarpZone_Send(entity to, float sendflags)
        WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
        WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
 
+       if(f & 2)
+       {
+               WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+               WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+       }
+
        return TRUE;
 }
 
 float WarpZone_Camera_Send(entity to, float sendflags)
 {
+       float f;
        WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
 
+       if(self.warpzone_fadestart)
+               f |= 2;
+       if(self.origin != '0 0 0')
+               f |= 4;
+       WriteByte(MSG_ENTITY, f);
+
        // we need THESE to render the warpzone (and cull properly)...
-       WriteCoord(MSG_ENTITY, self.origin_x);
-       WriteCoord(MSG_ENTITY, self.origin_y);
-       WriteCoord(MSG_ENTITY, self.origin_z);
+       if(f & 4)
+       {
+               WriteCoord(MSG_ENTITY, self.origin_x);
+               WriteCoord(MSG_ENTITY, self.origin_y);
+               WriteCoord(MSG_ENTITY, self.origin_z);
+       }
 
        WriteShort(MSG_ENTITY, self.modelindex);
        WriteCoord(MSG_ENTITY, self.mins_x);
@@ -199,6 +226,12 @@ float WarpZone_Camera_Send(entity to, float sendflags)
        WriteCoord(MSG_ENTITY, self.enemy.angles_y);
        WriteCoord(MSG_ENTITY, self.enemy.angles_z);
 
+       if(f & 2)
+       {
+               WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+               WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+       }
+
        return TRUE;
 }
 
@@ -222,7 +255,7 @@ float WarpZone_CheckProjectileImpact()
        WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
        setorigin(self, trace_endpos);
        self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
-       self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
+       self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
        
        // in case we are in our warp zone post-teleport, shift the projectile forward a bit
        mpd = max(vlen(self.mins), vlen(self.maxs));
index 539c0c1df1df5efba5ed86592053039633f3b84a..b82840ae0873fcf9fc38d3a7c71330199338df2e 100755 (executable)
@@ -5,6 +5,15 @@ for b in balance*.cfg; do
        countb=`awk '/^seta? g_/ { print $2; }' "$b"  | sort -u | tr -d '\r' | git hash-object --stdin | cut -c 1-32`
        if [ "$countw" != "$countb" ]; then
                echo "Mismatch between balanceXonotic.cfg and $b. Aborting."
+               echo "Differences are:"
+               A=`mktemp`
+               B=`mktemp`
+               awk '/^seta? g_/ { print $2; }' balanceXonotic.cfg       | sort -u | tr -d '\r' > "$A"
+               awk '/^seta? g_/ { print $2; }' "$b"                     | sort -u | tr -d '\r' > "$B"
+               echo "< missing in $b"
+               echo "> must get removed from $b"
+               diff "$A" "$B" | grep '^[<>]' | sort
+               rm -f "$A" "$B"
                exit 1
        fi
 done