// other aliases
alias +hook +button6
alias -hook -button6
+ alias use "impulse 21"
alias ready "cmd ready"
alias lockteams "sv_cmd lockteams"
alias unlockteams "sv_cmd unlockteams"
v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds
gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
r_motionblur 0 // motion blur value, default is 0
- r_damageblur 0 // motion blur when damaged, default is 0
+ r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic)
r_bloom_blur 8
r_bloom_brighten 3
set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
- seta cl_eventchase_intermission 1 "camera goes into 3rd person mode when the match ends"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)"
set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)"
set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style"
+set sv_player_jumpanim_minfall 48 "minimum distance player has to have below their feet before the jump animation will be activated (only when falling, +jump will play anim instantly)"
seta sv_precacheplayermodels 1
seta sv_precacheweapons 0
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
set bot_ai_custom_weapon_priority_far "minstanex nex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority"
- set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi rifle crylink hlac hagar shotgun laser tuba minelayer" "Desired weapons for middle distances ordered by priority"
- set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rifle rocketlauncher laser fireball minelayer" "Desired weapons for close distances ordered by priority"
+ set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
+ set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
set g_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)"
set g_antilag_nudge 0 "don't touch"
set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)"
- set g_shootfromclient 1 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed, and defaulted to, too; see also cl_gunalign"
+ set g_shootfromclient 2 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed; see also cl_gunalign"
set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2"
set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2"
set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used"
set g_ctf_fullbrightflags 0
set g_ctf_dynamiclights 0
set g_ctf_allow_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!"
- set g_ctf_reverse 0 "when 1, bases/flags are switched :P you have to capture your OWN flag by bringing it to the ENEMY's"
+ set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
set g_balance_ctf_delay_collect 1.0
set g_balance_ctf_damageforcescale 1
set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again"
// effects
+ r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture
+ r_glsl_postprocess 1
r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints)
r_picmipworld 1
gl_picmip_world 0
seta r_ambient 4
cl_decals_fadetime 5
cl_decals_time 2
- seta cl_gunalign 3 "Gun alignment; 1 = right, 2 = left, 3 = center or right, 4 = center or left"
+ seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
seta cl_nogibs 0 "reduce number of violence effects, or remove them totally"
seta cl_particlegibs 0 "simpler gibs"
seta cl_gibs_damageforcescale 3.5 "force to push around gibs"
bind SPACE +jump
// weapons
- bind 1 "impulse 1"
- bind 2 "impulse 2"
- bind 3 "impulse 3"
- bind 4 "impulse 4"
- bind 5 "impulse 5"
- bind 6 "impulse 6"
- bind 7 "impulse 7"
- bind 8 "impulse 8"
- bind 9 "impulse 9"
- bind 0 "impulse 14" // cycles the superweapons
+ alias weapon_group_1 "impulse 1"
+ alias weapon_group_2 "impulse 2"
+ alias weapon_group_3 "impulse 3"
+ alias weapon_group_4 "impulse 4"
+ alias weapon_group_5 "impulse 5"
+ alias weapon_group_6 "impulse 6"
+ alias weapon_group_7 "impulse 7"
+ alias weapon_group_8 "impulse 8"
+ alias weapon_group_9 "impulse 9"
+ alias weapon_group_0 "impulse 14" // cycles the superweapons
+ bind 0 weapon_group_0
+ bind 1 weapon_group_1
+ bind 2 weapon_group_2
+ bind 3 weapon_group_3
+ bind 4 weapon_group_4
+ bind 5 weapon_group_5
+ bind 6 weapon_group_6
+ bind 7 weapon_group_7
+ bind 8 weapon_group_8
+ bind 9 weapon_group_9
bind q weaplast
bind MOUSE1 +fire
bind MOUSE2 +fire2
- bind MOUSE3 +zoom
+ bind MOUSE3 togglezoom
bind MOUSE4 weaplast
bind MOUSE5 +hook
bind MWHEELUP weapnext
bind r reload
bind BACKSPACE dropweapon
bind g dropweapon
+ // TODO change this to "use" once we can
bind f +use
// misc
set sv_motd ""
- set g_waypoints_for_items 1 "make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always"
+ set g_waypoints_for_items 0 "make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always"
seta g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match"
seta g_maplist_votable_keeptwotime 15
set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking"
set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player"
+ seta g_waypointsprite_uppercase 1
set g_waypointsprite_normdistance 512
set g_waypointsprite_minscale 0.5
set g_waypointsprite_minalpha 0.4
set g_waypointsprite_limitedrange 5120
set g_waypointsprite_stuffbinds 0
seta g_waypointsprite_scale 1
+ seta g_waypointsprite_fontsize 12
seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint"
seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge"
seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge"
seta g_waypointsprite_edgefadedistance 50 "distance in virtual pixels from edge where to start fading"
+ seta g_waypointsprite_edgeoffset_bottom 0 "offset of how close the waypoint can be to the bottom edge of the screen"
+ seta g_waypointsprite_edgeoffset_left 0 "offset of how close the waypoint can be to the left edge of the screen"
+ seta g_waypointsprite_edgeoffset_right 0 "offset of how close the waypoint can be to the right edge of the screen"
+ seta g_waypointsprite_edgeoffset_top 0 "offset of how close the waypoint can be to the top edge of the screen"
seta g_waypointsprite_crosshairfadealpha 0.25 "alpha multiplier near crosshair"
seta g_waypointsprite_crosshairfadescale 1 "scale multiplier near the crosshair"
seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from crosshair where to start fading"
seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance"
seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance"
seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading"
+ set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test."
alias "g_waypointsprite_personal" "impulse 30"
alias "g_waypointsprite_personal_p" "impulse 31"
alias "g_waypointsprite_personal_d" "impulse 32"
alias "g_waypointsprite_team_danger_d" "impulse 39"
alias "g_waypointsprite_clear_personal" "impulse 47"
alias "g_waypointsprite_clear" "impulse 48"
- alias "g_waypointsprite_toggle" "impulse 49"
+ alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints"
// key for that?
seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints"
set g_balance_keyhunt_delay_tracking 10
set g_balance_keyhunt_delay_fadeout 2
set g_balance_keyhunt_delay_collect 1.5
- set g_balance_keyhunt_delay_drop 0.4
set g_balance_keyhunt_maxdist 150
set g_balance_keyhunt_score_collect 3
set g_balance_keyhunt_score_carrierfrag 2
seta "userbind12_press" "say_team killed flagcarrier (l:%y^7); g_waypointsprite_team_p"; seta "userbind12_release" ""; seta "userbind12_description" "team: killed flag, icon"
seta "userbind13_press" "say_team dropped flag (l:%d^7); g_waypointsprite_team_here_d"; seta "userbind13_release" ""; seta "userbind13_description" "team: dropped flag, icon"
seta "userbind14_press" "say_team dropped gun %w^7 (l:%l^7); g_waypointsprite_team_here; wait; dropweapon"; seta "userbind14_release" ""; seta "userbind14_description" "team: drop gun, icon"
+ // TODO change this to "use" once we can
seta "userbind15_press" "say_team dropped flag/key %w^7 (l:%l^7); g_waypointsprite_team_here; wait; +use"; seta "userbind15_release" "-use"; seta "userbind15_description" "team: drop flag/key, icon"
seta "userbind16_press" "say :-) / nice one"; seta "userbind16_release" ""; seta "userbind16_description" "chat: nice one"
seta "userbind17_press" "say good game"; seta "userbind17_release" ""; seta "userbind17_description" "chat: good game"
seta hud_colorflash_alpha 0.5 "starting alpha of the color flash"
seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt"
+ seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur"
+ seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"
seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version"
seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"
seta hud_damage_color "1 0 0" "color of flash"
seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"
seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"
+ seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5"
+
+ seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars"
+ seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess can be, default is 0.5"
+ seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be, default is 8"
+
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"
+ seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur"
+ seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance"
seta hud_contents_factor 1 "factor at which to multiply the current faded value."
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"
seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid"
seta r_subdivisions_tolerance $r_subdivisions_tolerance
// ticrate
- sys_ticrate 0.0166667
- cl_netfps 60 // should match
+ //sys_ticrate 0.0166667
+ sys_ticrate 0.0333333
+ cl_netfps 60 // should match or be a multiple
sv_gameplayfix_delayprojectiles 0
sv_gameplayfix_q2airaccelerate 1
sv_gameplayfix_stepmultipletimes 1
// hud: font size
seta hud_fontsize 11
- seta scr_centersize 12
seta hud_width 560
// these entities are not referenced by anything directly, they just represent
seta cl_vehicle_spiderbot_cross_size 1
//cl_gunalign calculator
- seta menu_cl_gunalign 3 "Gun alignment; 1 = right, 2 = left, 3 = center or right, 4 = center or left"
+ seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
alias _gunalign_01 "cl_gunalign 1"
alias _gunalign_02 "cl_gunalign 2"
alias _gunalign_03 "cl_gunalign 3"
set developer_shtest 0 "experimental speedhack detection"
set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
set g_debug_bot_commands 0 "print scripted bot commands before executing"
+ set g_debug_defaultsounds 0 "always use default sounds"
// debug cvars for keyhunt attaching
set _angles "0 0 0"
r_cullentities_trace 0
// less "lagging" of other players, but also less PL tolerant... let's try this
- sv_clmovement_inputtimeout 0.05
+ sv_clmovement_inputtimeout 0.07 // more than 2, less than 3 server frames
// exact gloss looks better, e.g. on g-23
r_shadow_glossexact 1
// create this cvar in case the engine did not
set snd_soundradius 1200
+ // declare the channels we use
+ seta snd_channel8volume 1 "QuakeC controlled background music volume"
+ seta snd_channel9volume 1 "QuakeC controlled ambient sound volume"
+
// loading screen
scr_loadingscreen_background 0
scr_loadingscreen_barcolor "0 0.5 1"
scr_loadingscreen_barheight 12
- scr_loadingscreen_count 12
+ scr_loadingscreen_count 13
scr_loadingscreen_scale 999
scr_loadingscreen_scale_base 1
scr_loadingscreen_scale_limit 2
exec effects-normal.cfg
exec physicsX.cfg
exec turrets.cfg
+ exec vehicles.cfg
// hud cvar descriptions
exec _hud_descriptions.cfg
float autocvar_g_balance_grenadelauncher_primary_force;
float autocvar_g_balance_grenadelauncher_primary_health;
float autocvar_g_balance_grenadelauncher_primary_lifetime;
- float autocvar_g_balance_grenadelauncher_primary_lifetime2;
+ float autocvar_g_balance_grenadelauncher_primary_lifetime_stick;
float autocvar_g_balance_grenadelauncher_primary_radius;
float autocvar_g_balance_grenadelauncher_primary_refire;
float autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt;
float autocvar_g_balance_grenadelauncher_secondary_force;
float autocvar_g_balance_grenadelauncher_secondary_health;
float autocvar_g_balance_grenadelauncher_secondary_lifetime;
- float autocvar_g_balance_grenadelauncher_secondary_lifetime2;
+ float autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
+ float autocvar_g_balance_grenadelauncher_secondary_lifetime_stick;
float autocvar_g_balance_grenadelauncher_secondary_radius;
float autocvar_g_balance_grenadelauncher_secondary_refire;
float autocvar_g_balance_grenadelauncher_secondary_speed;
float autocvar_g_balance_hook_secondary_speed;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
- float autocvar_g_balance_keyhunt_delay_drop;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_keyhunt_delay_round;
float autocvar_g_balance_keyhunt_delay_tracking;
float autocvar_g_turrets_unit_walker_std_rocket_turnrate;
float autocvar_g_turrets_unit_walker_std_rockets_range;
float autocvar_g_turrets_unit_walker_std_rockets_range_min;
+ float autocvar_g_turrets_unit_walker_turn;
+ float autocvar_g_turrets_unit_walker_turn_walk;
+ float autocvar_g_turrets_unit_walker_turn_run;
+ float autocvar_g_turrets_unit_walker_turn_strafe;
+ float autocvar_g_turrets_unit_walker_turn_swim;
float autocvar_g_use_ammunition;
- float autocvar_g_vehicle_racer_afterburn_cost;
- float autocvar_g_vehicle_racer_anglestabilizer;
- float autocvar_g_vehicle_racer_downforce;
- float autocvar_g_vehicle_racer_energy;
- float autocvar_g_vehicle_racer_energy_usepause;
- float autocvar_g_vehicle_racer_health;
- float autocvar_g_vehicle_racer_laser_cost;
- float autocvar_g_vehicle_racer_laser_damage;
- float autocvar_g_vehicle_racer_laser_radius;
- float autocvar_g_vehicle_racer_laser_refire;
- float autocvar_g_vehicle_racer_laser_speed;
- float autocvar_g_vehicle_racer_pitchspeed;
- float autocvar_g_vehicle_racer_power_air;
- float autocvar_g_vehicle_racer_power_min;
- float autocvar_g_vehicle_racer_power_solid;
- float autocvar_g_vehicle_racer_reload;
- float autocvar_g_vehicle_racer_respawntime;
- float autocvar_g_vehicle_racer_rocket_accel;
- float autocvar_g_vehicle_racer_rocket_damage;
- float autocvar_g_vehicle_racer_rocket_radius;
- float autocvar_g_vehicle_racer_rocket_refire;
- float autocvar_g_vehicle_racer_rocket_speed;
- float autocvar_g_vehicle_racer_rocket_turnrate;
- float autocvar_g_vehicle_racer_shield;
- float autocvar_g_vehicle_racer_speed_afterburn;
- float autocvar_g_vehicle_racer_speed_forward;
- float autocvar_g_vehicle_racer_speed_strafe;
- float autocvar_g_vehicle_racer_springlength;
- float autocvar_g_vehicle_racer_turnroll;
- float autocvar_g_vehicle_racer_turnspeed;
- float autocvar_g_vehicle_raptor_reload;
- float autocvar_g_vehicle_spiderbot_crush_dmg;
- float autocvar_g_vehicle_spiderbot_crush_force;
- float autocvar_g_vehicle_spiderbot_head_pitchlimit_down;
- float autocvar_g_vehicle_spiderbot_head_pitchlimit_up;
- float autocvar_g_vehicle_spiderbot_head_pitchspeed;
- float autocvar_g_vehicle_spiderbot_head_turnlimit;
- float autocvar_g_vehicle_spiderbot_head_turnspeed;
- float autocvar_g_vehicle_spiderbot_health;
- float autocvar_g_vehicle_spiderbot_minigun_cooldown;
- float autocvar_g_vehicle_spiderbot_minigun_damage;
- float autocvar_g_vehicle_spiderbot_minigun_heat;
- float autocvar_g_vehicle_spiderbot_minigun_refire;
- float autocvar_g_vehicle_spiderbot_minigun_spread;
- float autocvar_g_vehicle_spiderbot_movement_inertia;
- float autocvar_g_vehicle_spiderbot_respawntime;
- float autocvar_g_vehicle_spiderbot_rocket_damage;
- float autocvar_g_vehicle_spiderbot_rocket_edgedamage;
- float autocvar_g_vehicle_spiderbot_rocket_force;
- float autocvar_g_vehicle_spiderbot_rocket_health;
- float autocvar_g_vehicle_spiderbot_rocket_lifetime;
- float autocvar_g_vehicle_spiderbot_rocket_noise;
- float autocvar_g_vehicle_spiderbot_rocket_radius;
- float autocvar_g_vehicle_spiderbot_rocket_refire;
- float autocvar_g_vehicle_spiderbot_rocket_reload;
- float autocvar_g_vehicle_spiderbot_rocket_speed;
- float autocvar_g_vehicle_spiderbot_rocket_turnrate;
- float autocvar_g_vehicle_spiderbot_shield;
- float autocvar_g_vehicle_spiderbot_speed_stop;
- float autocvar_g_vehicle_spiderbot_speed_strafe;
- float autocvar_g_vehicle_spiderbot_speed_walk;
- float autocvar_g_vehicle_spiderbot_turnspeed;
float autocvar_g_waypointeditor;
float autocvar_g_waypoints_for_items;
float autocvar_g_waypointsprite_deadlifetime;
string autocvar_sv_player_maxs;
string autocvar_sv_player_mins;
string autocvar_sv_player_viewoffset;
+float autocvar_sv_player_jumpanim_minfall;
float autocvar_sv_precacheplayermodels;
float autocvar_sv_precacheweapons;
float autocvar_sv_q3acompat_machineshotgunswap;
float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
+ float autocvar_g_debug_defaultsounds;
void spawnpoint_use()
{
- if(teams_matter)
+ if(teamplay)
if(have_team_spawns > 0)
{
self.team = activator.team;
void PutObserverInServer (void)
{
entity spot;
-
+ self.hud = HUD_NORMAL;
race_PreSpawnObserver();
spot = SelectSpawnPoint (TRUE);
DropAllRunes(self);
MUTATOR_CALLHOOK(MakePlayerObserver);
+ if (g_minstagib)
+ minstagib_stop_countdown();
+
Portal_ClearAll(self);
if(self.alivetime)
self.alivetime = 0;
}
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+
if(self.flagcarried)
DropFlag(self.flagcarried, world, world);
if(autocvar_sv_defaultcharacter == 1) {
defaultskin = 0;
- if(teams_matter)
+ if(teamplay)
{
string s;
s = Team_ColorNameLowerCase(self.team);
if(chmdl || oldskin != self.skinindex)
self.species = player_getspecies(); // model or skin has changed
- if(!teams_matter)
+ if(!teamplay)
if(strlen(autocvar_sv_defaultplayercolors))
if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
setcolor(self, stof(autocvar_sv_defaultplayercolors));
self.oldorigin = self.origin;
self.prevorigin = self.origin;
self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
+ self.lastteleporttime = time; // prevent insane speeds due to changing origin
if(g_arena)
{
//stuffcmd(self, "set viewsize $tmpviewsize \n");
if (autocvar_g_spawnsound)
- sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);
if(g_assault) {
if(self.team == assault_attacker_team)
oldself = self;
self = spot;
activator = oldself;
+ string s;
+ s = self.target;
+ self.target = string_null;
SUB_UseTargets();
+ self.target = s;
activator = world;
self = oldself;
void ClientKill_Now()
{
- remove(self.killindicator);
+ if(self.vehicle)
+ {
+ vehicles_exit(VHEF_RELESE);
+ if(!self.killindicator_teamchange)
+ {
+ self.vehicle_health = -1;
+ Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
+ }
+ }
+
+ if(self.killindicator && !wasfreed(self.killindicator))
+ remove(self.killindicator);
+
self.killindicator = world;
if(self.killindicator_teamchange)
}
void KillIndicator_Think()
{
+ if (gameover)
+ {
+ self.owner.killindicator = world;
+ remove(self);
+ return;
+ }
+
if (!self.owner.modelindex)
{
self.owner.killindicator = world;
{
if(self.cnt <= 10)
AnnounceTo(self.owner, strcat(ftos(self.cnt), ""));
- if(self.owner.killindicator_teamchange)
- {
- if(self.owner.killindicator_teamchange == -1)
- centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));
- else if(self.owner.killindicator_teamchange == -2)
- centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));
- else
- centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));
- }
- else
- centerprint(self.owner, strcat("^1Suicide in ", ftos(self.cnt), " seconds"));
}
self.nextthink = time + 1;
self.cnt -= 1;
{
float killtime;
entity e;
+
+ if (gameover)
+ return;
+
killtime = autocvar_g_balance_kill_delay;
if(g_race_qualifying || g_cts)
if(self.killindicator)
{
if(targetteam == 0) // just die
+ {
self.killindicator.colormod = '0 0 0';
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(self.killindicator.cnt > 0)
+ Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "^1Suicide in %d seconds", 1, self.killindicator.cnt);
+ }
else if(targetteam == -1) // auto
+ {
self.killindicator.colormod = '0 1 0';
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(self.killindicator.cnt > 0)
+ Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Changing team in %d seconds", 1, self.killindicator.cnt);
+ }
else if(targetteam == -2) // spectate
+ {
self.killindicator.colormod = '0.5 0.5 0.5';
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(self.killindicator.cnt > 0)
+ Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, "Spectating in %d seconds", 1, self.killindicator.cnt);
+ }
else
+ {
self.killindicator.colormod = TeamColor(targetteam);
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(self.killindicator.cnt > 0)
+ Send_CSQC_Centerprint_Generic(self, CPID_TEAMCHANGE, strcat("Changing to ", ColoredTeamName(targetteam), " in %d seconds"), 1, self.killindicator.cnt);
+ }
}
+
}
void ClientKill (void)
{
+ if (gameover)
+ return;
+
if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either
{
// do nothing
e.lip = 0;
}
- void DoTeamChange(float destteam)
- {
- float t, c0;
- if(!teams_matter)
- {
- if(destteam >= 0)
- SetPlayerColors(self, destteam);
- return;
- }
- if(self.classname == "player")
- if(destteam == -1)
- {
- CheckAllowedTeams(self);
- t = FindSmallestTeam(self, TRUE);
- switch(self.team)
- {
- case COLOR_TEAM1: c0 = c1; break;
- case COLOR_TEAM2: c0 = c2; break;
- case COLOR_TEAM3: c0 = c3; break;
- case COLOR_TEAM4: c0 = c4; break;
- default: c0 = 999;
- }
- switch(t)
- {
- case 1:
- if(c0 > c1)
- destteam = COLOR_TEAM1;
- break;
- case 2:
- if(c0 > c2)
- destteam = COLOR_TEAM2;
- break;
- case 3:
- if(c0 > c3)
- destteam = COLOR_TEAM3;
- break;
- case 4:
- if(c0 > c4)
- destteam = COLOR_TEAM4;
- break;
- }
- if(destteam == -1)
- return;
- }
- if(destteam == self.team && destteam >= 0 && !self.killindicator)
- return;
- ClientKill_TeamChange(destteam);
- }
-
void FixClientCvars(entity e)
{
// send prediction settings to the client
playerdemo_init();
anticheat_init();
-
+
race_PreSpawnObserver();
//if(g_domination)
else
self.team_forced = 0;
- if(!teams_matter)
+ if(!teamplay)
if(self.team_forced > 0)
self.team_forced = 0;
if((autocvar_sv_spectate == 1 && !g_lms) || autocvar_g_campaign || self.team_forced < 0) {
self.classname = "observer";
} else {
- if(teams_matter)
+ if(teamplay)
{
if(autocvar_g_balance_teams || autocvar_g_balance_teams_force)
{
self.playerid = (playerid_last = playerid_last + 1);
+ PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
+
if(clienttype(self) == CLIENTTYPE_BOT)
PlayerStats_AddPlayer(self);
bprint("\n");
- self.welcomemessage_time = 0;
-
stuffcmd(self, strcat(clientstuff, "\n"));
stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
stuffcmd(self, "cl_particles_reloadeffects\n");
GetCvars(0);
// notify about available teams
- if(teams_matter)
+ if(teamplay)
{
CheckAllowedTeams(self);
t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
set_dom_state(self);
CheatInitClient();
+
+ if(!autocvar_g_campaign)
+ Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), autocvar_welcome_message_time, 0);
}
/*
void ReadyCount();
void ClientDisconnect (void)
{
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+
if not(self.flags & FL_CLIENT)
{
print("Warning: ClientDisconnect without ClientConnect\n");
local float c;
c = self.clientcolors & 15;
// LordHavoc: only bothering to support white, green, red, yellow, blue
- if (!teams_matter) self.colormod = '0 0 0';
+ if (!teamplay) self.colormod = '0 0 0';
else if (c == 0) self.colormod = '1.00 1.00 1.00';
else if (c == 3) self.colormod = '0.10 1.73 0.10';
else if (c == 4) self.colormod = '1.73 0.10 0.10';
if(clienttype(self) == CLIENTTYPE_REAL)
if(floor(finished - time - frametime) != floor(finished - time))
if(finished - time < 6)
- sound (self, CHAN_AUTO, samp, VOL_BASE, ATTN_NORM);
- }
-
- /**
- * When sv_timeout is used this function returs strings like
- * "Timeout begins in 2 seconds!\n" or "Timeout ends in 23 seconds!\n".
- * Called by centerprint functions
- * @param addOneSecond boolean, set to 1 if the welcome-message centerprint asks for the text
- */
- string getTimeoutText(float addOneSecond) {
- if (!autocvar_sv_timeout || !timeoutStatus)
- return "";
-
- local string retStr;
- if (timeoutStatus == 1) {
- if (addOneSecond == 1) {
- retStr = strcat("Timeout begins in ", ftos(remainingLeadTime + 1), " seconds!\n");
- }
- else {
- retStr = strcat("Timeout begins in ", ftos(remainingLeadTime), " seconds!\n");
- }
- return retStr;
- }
- else if (timeoutStatus == 2) {
- if (addOneSecond) {
- retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime + 1), " seconds!\n");
- //don't show messages like "Timeout ends in 0 seconds"...
- if ((remainingTimeoutTime + 1) > 0)
- return retStr;
- else
- return "";
- }
- else {
- retStr = strcat("Timeout ends in ", ftos(remainingTimeoutTime), " seconds!\n");
- //don't show messages like "Timeout ends in 0 seconds"...
- if (remainingTimeoutTime > 0)
- return retStr;
- else
- return "";
- }
- }
- else return "";
+ sound (self, CH_INFO, samp, VOL_BASE, ATTN_NORM);
}
void player_powerups (void)
{
// add a way to see what the items were BEFORE all of these checks for the mutator hook
olditems = self.items;
-
+
if((self.items & IT_USING_JETPACK) && !self.deadflag)
{
- SoundEntity_StartSound(self, CHAN_PLAYER, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
+ SoundEntity_StartSound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
self.modelflags |= MF_ROCKET;
}
else
{
- SoundEntity_StopSound(self, CHAN_PLAYER);
+ SoundEntity_StopSound(self, CH_TRIGGER_SINGLE);
self.modelflags &~= MF_ROCKET;
}
if(!self.modelindex || self.deadflag) // don't apply the flags if the player is gibbed
return;
-
+
Fire_ApplyDamage(self);
Fire_ApplyEffect(self);
if (time < self.spawnshieldtime)
self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
}
-
+
MUTATOR_CALLHOOK(PlayerPowerups);
}
SetZoomState(spectatee.zoomstate);
anticheat_spectatecopy(spectatee);
+
+ //self.vehicle = spectatee.vehicle;
+
+ self.hud = spectatee.hud;
+ if(spectatee.vehicle)
+ {
+ setorigin(self, spectatee.origin);
+ self.velocity = spectatee.vehicle.velocity;
+ self.v_angle += spectatee.vehicle.angles;
+ //self.v_angle_x *= -1;
+ self.vehicle_health = spectatee.vehicle_health;
+ self.vehicle_shield = spectatee.vehicle_shield;
+ self.vehicle_energy = spectatee.vehicle_energy;
+ self.vehicle_ammo1 = spectatee.vehicle_ammo1;
+ self.vehicle_ammo2 = spectatee.vehicle_ammo2;
+ self.vehicle_reload1 = spectatee.vehicle_reload1;
+ self.vehicle_reload2 = spectatee.vehicle_reload2;
+
+ msg_entity = self;
+ WriteByte (MSG_ONE, SVC_SETVIEWPORT);
+ WriteEntity(MSG_ONE, spectatee);
+ //self.tur_head = spectatee.vehicle.vehicle_viewport;
+ }
}
float SpectateUpdate() {
if(!self.enemy)
- return 0;
+ return 0;
if (self == self.enemy)
return 0;
self.enemy = other;
if(self.enemy.classname == "player") {
- msg_entity = self;
- WriteByte(MSG_ONE, SVC_SETVIEW);
- WriteEntity(MSG_ONE, self.enemy);
- //stuffcmd(self, "set viewsize $tmpviewsize \n");
- self.movetype = MOVETYPE_NONE;
- accuracy_resend(self);
-
- if(!SpectateUpdate())
- PutObserverInServer();
-
- return 1;
+ if(self.enemy.vehicle)
+ {
+ msg_entity = self;
+ WriteByte(MSG_ONE, SVC_SETVIEWPORT);
+ WriteEntity(MSG_ONE, self.enemy);
+ //stuffcmd(self, "set viewsize $tmpviewsize \n");
+ self.movetype = MOVETYPE_NONE;
+ accuracy_resend(self);
+ }
+ else
+ {
+ msg_entity = self;
+ WriteByte(MSG_ONE, SVC_SETVIEW);
+ WriteEntity(MSG_ONE, self.enemy);
+ //stuffcmd(self, "set viewsize $tmpviewsize \n");
+ self.movetype = MOVETYPE_NONE;
+ accuracy_resend(self);
+
+ if(!SpectateUpdate())
+ PutObserverInServer();
+ }
+ return 1;
} else {
return 0;
}
void LeaveSpectatorMode()
{
if(nJoinAllowed(1)) {
- if(!teams_matter || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
+ if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0) {
self.classname = "player";
if(autocvar_g_campaign || autocvar_g_balance_teams || autocvar_g_balance_teams_force)
bprint ("^4", self.netname, "^4 is playing now\n");
if(!autocvar_g_campaign)
- centerprint(self,""); // clear MOTD
+ if (time < self.jointime + autocvar_welcome_message_time)
+ Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD); // clear MOTD
return;
} else {
}
else {
//player may not join because of g_maxplayers is set
- centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
+ centerprint(self, PREVENT_JOIN_TEXT);
}
}
{
if (self.flags & FL_JUMPRELEASED) {
if (self.BUTTON_JUMP && !self.version_mismatch) {
- self.welcomemessage_time = 0;
self.flags &~= FL_JUMPRELEASED;
self.flags |= FL_SPAWNING;
} else if(self.BUTTON_ATCK && !self.version_mismatch) {
- self.welcomemessage_time = 0;
self.flags &~= FL_JUMPRELEASED;
if(SpectateNext() == 1) {
self.classname = "spectator";
}
}
}
- PrintWelcomeMessage(self);
}
void SpectatorThink()
{
if (self.flags & FL_JUMPRELEASED) {
if (self.BUTTON_JUMP && !self.version_mismatch) {
- self.welcomemessage_time = 0;
self.flags &~= FL_JUMPRELEASED;
self.flags |= FL_SPAWNING;
} else if(self.BUTTON_ATCK) {
- self.welcomemessage_time = 0;
self.flags &~= FL_JUMPRELEASED;
if(SpectateNext() == 1) {
self.classname = "spectator";
PutClientInServer();
}
} else if (self.BUTTON_ATCK2) {
- self.welcomemessage_time = 0;
self.flags &~= FL_JUMPRELEASED;
self.classname = "observer";
PutClientInServer();
return;
}
}
+ if(!SpectateUpdate())
+ PutObserverInServer();
}
- PrintWelcomeMessage(self);
self.flags |= FL_CLIENT | FL_NOTARGET;
}
+ float ctf_usekey();
+ void PlayerUseKey()
+ {
+ if(self.classname != "player")
+ return;
+
+ if(self.vehicle)
+ {
+ vehicles_exit(VHEF_NORMAL);
+ return;
+ }
+
+ // a use key was pressed; call handlers
+ if(ctf_usekey())
+ return;
+
+ MUTATOR_CALLHOOK(PlayerUseKey);
+ }
+
.float touchexplode_time;
/*
Called every frame for each client before the physics are run
=============
*/
+ .float usekeypressed;
void() ctf_setstatus;
void() nexball_setstatus;
.float items_added;
+ .float motd_actived_time; // used for both motd and campaign_message
void PlayerPreThink (void)
{
WarpZone_PlayerPhysics_FixVAngle();
MUTATOR_CALLHOOK(PlayerPreThink);
+ if(self.BUTTON_USE && !self.usekeypressed)
+ PlayerUseKey();
+ self.usekeypressed = self.BUTTON_USE;
+
+ if (self.motd_actived_time == 0) {
+ if (autocvar_g_campaign) {
+ if (self.classname == "player" && self.BUTTON_INFO) {
+ self.motd_actived_time = time;
+ Send_CSQC_Centerprint_Generic(self, CPID_MOTD, campaign_message, -1, 0);
+ }
+ } else {
+ if ((self.classname == "player" || time - self.jointime > autocvar_welcome_message_time) && self.BUTTON_INFO) {
+ self.motd_actived_time = time;
+ Send_CSQC_Centerprint_Generic(self, CPID_MOTD, getwelcomemessage(), -1, 0);
+ }
+ }
+ } else { // showing MOTD or campaign message
+ if (autocvar_g_campaign) {
+ if (self.classname == "player") {
+ if (self.BUTTON_INFO)
+ self.motd_actived_time = time;
+ else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+ self.motd_actived_time = 0;
+ Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
+ }
+ }
+ } else {
+ if (self.classname == "player" || (time - self.jointime) > autocvar_welcome_message_time) {
+ if (self.BUTTON_INFO)
+ self.motd_actived_time = time;
+ else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+ self.motd_actived_time = 0;
+ Send_CSQC_Centerprint_Generic_Expire(self, CPID_MOTD);
+ }
+ }
+ }
+ }
+
if(self.classname == "player") {
// if(self.netname == "Wazat")
// bprint(self.classname, "\n");
CheckRules_Player();
- PrintWelcomeMessage(self);
-
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
player_powerups();
}
+ if (g_minstagib)
+ minstagib_ammocheck();
+
if (self.deadflag != DEAD_NO)
{
float button_pressed, force_respawn;
}
return;
}
+ // FIXME from now on self.deadflag is always 0 (and self.health is never < 1)
+ // so (self.deadflag == DEAD_NO) is always true in the code below
if(g_touchexplode)
if(time > self.touchexplode_time)
self.prevorigin = self.origin;
- if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)
+ if (((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss) && self.animstate_startframe != 23) // prevent crouching if using melee attack
{
if (!self.crouch)
{
if(frametime)
player_anim();
- if (g_minstagib)
- minstagib_ammocheck();
-
if(g_ctf)
ctf_setstatus();
oldself = self; self = self.teamkill_soundsource;
oldpusher = self.pusher; self.pusher = oldself;
- PlayerSound(playersound_teamshoot, CHAN_VOICE, VOICETYPE_LASTATTACKER_ONLY);
+ PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
self.pusher = oldpusher;
self = oldself;
if(time > self.taunt_soundtime)
{
self.taunt_soundtime = 0;
- PlayerSound(playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);
+ PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
}
target_voicescript_next(self);
{
// WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
float timeleft;
+ if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
+ {
+ if(self.idlekick_lasttimeleft)
+ {
+ Send_CSQC_Centerprint_Generic_Expire(self, CPID_DISCONNECT_IDLING);
+ self.idlekick_lasttimeleft = 0;
+ }
+ return;
+ }
timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
+ if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
+ {
+ if(!self.idlekick_lasttimeleft)
+ Send_CSQC_Centerprint_Generic(self, CPID_DISCONNECT_IDLING, "^3Stop idling!\n^3Disconnecting in %d seconds...", 1, timeleft);
+ }
if(timeleft <= 0)
{
bprint("^3", self.netname, "^3 was kicked for idling.\n");
else if(timeleft <= 10)
{
if(timeleft != self.idlekick_lasttimeleft)
- {
- centerprint_atprio(self, CENTERPRIO_IDLEKICK, strcat("^3Stop idling!\n^3Disconnecting in ", ftos(timeleft), "..."));
- AnnounceTo(self, strcat(ftos(timeleft), ""));
- }
- }
- else
- {
- centerprint_expire(self, CENTERPRIO_IDLEKICK);
+ AnnounceTo(self, ftos(timeleft));
+ self.idlekick_lasttimeleft = timeleft;
}
- self.idlekick_lasttimeleft = timeleft;
}
#ifdef TETRIS
} else if (self.classname == "spectator") {
//do nothing
}
-
+
/*
float i;
for(i = 0; i < 1000; ++i)
if(self.waypointsprite_attachedforcarrier)
WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
-
+
if(self.classname == "player" && self.deadflag == DEAD_NO && autocvar_r_showbboxes)
{
if(!self.showheadshotbbox)
else
{
if(self.showheadshotbbox)
- remove(self.showheadshotbbox);
+ if(self.showheadshotbbox && !wasfreed(self.showheadshotbbox))
+ remove(self.showheadshotbbox);
}
playerdemo_write();
if (self.crouch)
setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
- else
+ else if (self.animstate_startframe != self.anim_melee_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // jump animation shouldn't override melee until we have animation blending (or until the anim finished, 21/20 = numframes/fps)
setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
if(g_jump_grunt)
- PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
self.restart_jump = -1; // restart jump anim next time
// value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+ GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
else
- GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
+ GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
}
}
}
.entity accuracy;
.float accuracy_frags[WEP_MAXCOUNT];
- FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
float weaponstats_buffer;
void WeaponStats_Shutdown()
{
- float i, j, ibot, jbot, idx;
+ float i, j, n, ibot, jbot, idx;
float fh;
vector v;
string prefix;
{
fputs(fh, "#begin statsfile\n");
fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
- fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
+ fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
+ fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
+ n = tokenizebyseparator(cvar_purechanges, "\n");
+ for(i = 0; i < n; ++i)
+ fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
{
self.anim_backright = '21 1 1';
self.anim_backleft = '22 1 1';
self.anim_melee = '23 1 1';
+ self.anim_fly = '24 1 1';
animparseerror = FALSE;
animfilename = strcat(self.model, ".animinfo");
animfile = fopen(animfilename, FILE_READ);
self.anim_backright = animparseline(animfile);
self.anim_backleft = animparseline(animfile);
self.anim_melee = animparseline(animfile);
+ self.anim_fly = animparseline(animfile);
fclose(animfile);
// derived anims
if (!self.animstate_override)
{
- if (!(self.flags & FL_ONGROUND))
+ if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
{
if (self.crouch)
- setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
+ {
+ if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
+ {
+ traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+ if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
+ {
+ setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
+ self.restart_jump = FALSE;
+ }
+ }
+ }
else
- setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
- self.restart_jump = FALSE;
+ {
+ // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
+ if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
+ setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
+
+ if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
+ {
+ if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
+ {
+ traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
+ {
+ setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
+ self.restart_jump = FALSE;
+ }
+ }
+ }
+ }
}
else if (self.crouch)
{
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
}
if (take > 50)
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
}
if (take > 50)
if(sv_gentle < 1) {
if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
{
- if (random() > 0.5)
- setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
- else
- setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ if (!self.animstate_override)
+ {
+ if (random() > 0.5)
+ setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
+ else
+ setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ }
}
if(sound_allowed(MSG_BROADCAST, attacker))
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
if(deathtype == DEATH_FALL)
- PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 75) // TODO make a "gentle" version?
- PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
- PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
- PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
// escape a lava pit or similar
//self.pushltime = 0;
}
- else if(attacker.classname == "player" || attacker.classname == "gib")
+ else if(attacker.classname == "player")
{
self.pusher = attacker;
self.pushltime = time + autocvar_g_maxpushtime;
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
}
-
+
if(valid_damage_for_weaponstats)
{
dh = dh - max(self.health, 0);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if(deathtype == DEATH_DROWN)
- PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
// get rid of kill indicator
if(self.flagcarried)
{
- if(attacker.classname != "player" && attacker.classname != "gib")
+ if(attacker.classname != "player")
DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
else if(attacker.team == self.team)
DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
if(source.classname != "player")
colorstr = "^0"; // black for spectators
- else if(teams_matter)
+ else if(teamplay)
colorstr = Team_ColorCode(source.team);
else
teamsay = FALSE;
self.skinindex_for_playersound = self.skinindex;
ClearPlayerSounds();
LoadPlayerSounds("sound/player/default.sounds", 1);
- if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
- LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
+ if(!autocvar_g_debug_defaultsounds)
+ if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
+ LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
}
void FakeGlobalSound(string sample, float chan, float voicetype)
break;
case VOICETYPE_TEAMRADIO:
FOR_EACH_REALCLIENT(msg_entity)
- if(!teams_matter || msg_entity.team == self.team)
+ if(!teamplay || msg_entity.team == self.team)
{
if(msg_entity.cvar_cl_voice_directional == 1)
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
flood = Say(self, ownteam, world, msg, 1);
if (flood > 0)
- GlobalSound(self.sample, CHAN_VOICE, voicetype);
+ GlobalSound(self.sample, CH_VOICE, voicetype);
else if (flood < 0)
- FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
+ FakeGlobalSound(self.sample, CH_VOICE, voicetype);
}
void MoveToTeam(entity client, float team_colour, float type, float show_message)
(time > ent.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)
) // prevent insane sound spam
{
- sound(ent, CHAN_AUTO, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(ent, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
ent.prevstrengthsound = time;
}
ent.prevstrengthsoundattempt = time;
world, e.origin,
self, 0,
world, enemy,
- 0
+ 0,
+ RADARICON_NONE, '0 0 0'
);
}
}
if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
{
- sound (self, CHAN_AUTO, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTN_NORM);
self.prevdryfire = time;
}
anim = self.anim_melee;
anim_z = anim_y / (t + sys_frametime);
setanim(self, anim, FALSE, TRUE, TRUE);
+ }
+ else if (self.animstate_startframe == self.anim_idle_x) // only allow shoot anim to override idle animation until we have animation blending
+ {
+ anim = self.anim_shoot;
+ anim_z = anim_y / (t + sys_frametime);
+ setanim(self, anim, FALSE, TRUE, TRUE);
}
}
};
// now begin the reloading process
- sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_B, self.reload_sound, VOL_BASE, ATTN_NORM);
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
+.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
// weapon animation vectors:
.vector anim_fire1;
string w_deathtypestring;
- void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
float gameover;
.float runes;
- .float welcomemessage_time;
.float version;
// minstagib vars
void timeoutHandler_Think();
void evaluateTimeout();
void evaluateTimein();
- string getTimeoutText(float addOneSecond);
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
- .float cvar_scr_centertime;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
.entity jumppadsused[NUM_JUMPPADSUSED];
string gamemode_name;
- float teams_matter;
float startitem_failed;
float weaponsInMap;
- void centerprint_atprio(entity e, float prio, string s);
- void centerprint_expire(entity e, float prio);
- void centerprint(entity e, string s);
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// TODO implemented fall and falling
#define ALLPLAYERSOUNDS \
_VOICEMSG(death) \
- _VOICEMSG(fall) \
_VOICEMSG(drown) \
+ _VOICEMSG(fall) \
+ _VOICEMSG(fall) \
+ _VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
+ _VOICEMSG(pain100) \
_VOICEMSG(pain25) \
_VOICEMSG(pain50) \
- _VOICEMSG(pain75) \
- _VOICEMSG(pain100)
+ _VOICEMSG(pain75)
+
#define ALLVOICEMSGS \
_VOICEMSG(attack) \
_VOICEMSG(attackinfive) \
+ _VOICEMSG(coverme) \
+ _VOICEMSG(defend) \
+ _VOICEMSG(freelance) \
+ _VOICEMSG(incoming) \
_VOICEMSG(meet) \
+ _VOICEMSG(needhelp) \
_VOICEMSG(seenflag) \
_VOICEMSG(taunt) \
_VOICEMSG(teamshoot)
ALLVOICEMSGS
#undef _VOICEMSG
- // reserved sound names for the future (models lack sounds for them):
+ // reserved sound names for the future (some models lack sounds for them):
+ // _VOICEMSG(flagcarriertakingdamage) \
+ // _VOICEMSG(getflag) \
+ // reserved sound names for the future (ALL models lack sounds for them):
// _VOICEMSG(affirmative) \
// _VOICEMSG(attacking) \
// _VOICEMSG(defending) \
// _VOICEMSG(roaming) \
// _VOICEMSG(onmyway) \
// _VOICEMSG(droppedflag) \
- // _VOICEMSG(flagcarriertakingdamage) \
// _VOICEMSG(negative) \
// _VOICEMSG(seenenemy) \
- // _VOICEMSG(fall) \
- // _VOICEMSG(getflag) \
- // _VOICEMSG(incoming) \
- // _VOICEMSG(coverme) \
- // _VOICEMSG(needhelp) \
- // _VOICEMSG(defend) \
- // _VOICEMSG(freelance) \
- // _VOICEMSG(falling) \
string globalsound_fall;
string globalsound_metalfall;
vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
- // the QC VM sucks
- #define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
- #define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
-
.float wasplayer;
float servertime, serverprevtime, serverframetime;
..float current_ammo;
- .float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+ .float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+
+ void PlayerUseKey();
void trigger_push_use()
{
- if(teams_matter)
+ if(teamplay)
self.team = activator.team;
}
void trigger_push_touch()
{
- if (self.active == ACTIVE_NOT)
- return;
+ vector move;
- // FIXME: add a .float for whether an entity should be tossed by jumppads
- if (!other.iscreature)
- if (other.classname != "corpse")
- if (other.classname != "body")
- if (other.classname != "gib")
- if (other.classname != "casing")
- if (other.classname != "droppedweapon")
- if (other.classname != "keepawayball")
- if (!other.projectiledeathtype || other.classname == "bullet")
+ if (self.active == ACTIVE_NOT)
return;
- if (other.deadflag && other.iscreature)
+ if (!isPushable(other))
return;
if(self.team)
EXACTTRIGGER_TOUCH;
- if(self.target)
- self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
+ if(self.enemy)
+ {
+ other.velocity = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
+ }
+ else if(self.target)
+ {
+ entity e;
+ RandomSelection_Init();
+ for(e = world; (e = find(e, targetname, self.target)); )
+ {
+ if(e.cnt)
+ RandomSelection_Add(e, 0, string_null, e.cnt, 1);
+ else
+ RandomSelection_Add(e, 0, string_null, 1, 1);
+ }
+ other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, self.height);
+ }
+ else
+ {
+ other.velocity = self.movedir;
+ }
other.flags &~= FL_ONGROUND;
- other.velocity = self.movedir;
-
if (other.classname == "player")
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
{
// flash when activated
pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
- sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
+ sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
self.pushltime = time + 0.2;
}
local float ct;
}
else
other.lastteleporttime = time;
+
+ if (!other.animstate_override)
+ {
+ if (other.crouch)
+ setanim(other, other.anim_duckjump, FALSE, TRUE, TRUE);
+ else
+ setanim(other, other.anim_jump, FALSE, TRUE, TRUE);
+ }
}
else
other.jumppadcount = TRUE;
.vector dest;
void trigger_push_findtarget()
{
- local entity e;
+ local entity e, t;
local vector org;
local float flighttime;
if (self.target)
{
- // find the target
- self.enemy = find(world, targetname, self.target);
- if (!self.enemy)
+ float n;
+ n = 0;
+ for(t = world; (t = find(t, targetname, self.target)); )
{
- objerror("trigger_push: target not found\n");
- remove(self);
- return;
+ ++n;
+ e = spawn();
+ setorigin(e, org);
+ setsize(e, PL_MIN, PL_MAX);
+ e.velocity = trigger_push_calculatevelocity(org, t, self.height);
+ tracetoss(e, e);
+ if(e.movetype == MOVETYPE_NONE)
+ waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
+ remove(e);
}
- self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height);
- flighttime = trigger_push_calculatevelocity_flighttime;
+ if(n == 0)
+ {
+ // no dest!
+ objerror ("Jumppad with nonexistant target");
+ return;
+ }
+ else if(n == 1)
+ {
+ // exactly one dest - bots love that
+ self.enemy = find(e, targetname, self.target);
+ }
+ else
+ {
+ // have to use random selection every single time
+ self.enemy = world;
+ }
}
else
- flighttime = 0;
-
- // calculate the destination and spawn a teleporter spawnfunc_waypoint
- e = spawn();
- setorigin(e, org);
- setsize(e, PL_MIN, PL_MAX);
- e.velocity = self.movedir;
- tracetoss(e, e);
- self.dest = trace_endpos;
- remove(e);
-
- waypoint_spawnforteleporter(self, self.dest, flighttime);
+ {
+ e = spawn();
+ setorigin(e, org);
+ setsize(e, PL_MIN, PL_MAX);
+ e.velocity = self.movedir;
+ tracetoss(e, e);
+ waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
+ remove(e);
+ }
};
/*
W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
W_AttachToShotorg(flash, '5 0 0');
}
+ entity lgbeam_owner_ent;
void shotgun_meleethink (void)
{
// store time when we started swinging down inside self.cnt
if(!self.cnt)
self.cnt = time;
- makevectors(self.owner.v_angle);
+ makevectors(self.realowner.v_angle);
vector angle;
angle = v_forward;
float f;
f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
vector targpos;
- targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
+ targpos = self.realowner.origin + self.realowner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
- WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+ if(!lgbeam_owner_ent)
+ {
+ lgbeam_owner_ent = spawn();
+ lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ }
+ WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
// apply the damage, also remove self
if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
{
vector force;
force = angle * autocvar_g_balance_shotgun_secondary_force;
- if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
- Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ if(accuracy_isgooddamage(self.realowner, trace_ent))
+ accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+ Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
remove(self);
}
- else if(time >= self.cnt + meleetime || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
+ else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;
void W_Shotgun_Attack2 (void)
{
- sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
meleetemp = spawn();
- meleetemp.owner = self;
+ meleetemp.owner = meleetemp.realowner = self;
meleetemp.think = shotgun_meleethink;
meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
}
}
if (self.clip_load >= 0) // we are not currently reloading
+ if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)
- sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.033)
- sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.05)
- sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
self.prevric = time;
}
}
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s did the impossible");
+ w_deathtypestring = _("%s is now thinking with portals");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)