set g_pickup_respawntime_medium 20
set g_pickup_respawntime_long 30
set g_pickup_respawntime_powerup 120
-set g_pickup_respawntime_weapon 5
+set g_pickup_respawntime_weapon 10
set g_pickup_respawntime_ammo 25
set g_pickup_respawntimejitter_short 0
set g_pickup_respawntimejitter_medium 0
// }}}
// {{{ mortar
set g_balance_grenadelauncher_primary_type 0
-set g_balance_grenadelauncher_primary_damage 50
+set g_balance_grenadelauncher_primary_damage 44
set g_balance_grenadelauncher_primary_edgedamage 32
set g_balance_grenadelauncher_primary_force 300
set g_balance_grenadelauncher_primary_radius 115
set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
set g_balance_grenadelauncher_secondary_type 1
-set g_balance_grenadelauncher_secondary_damage 70
+set g_balance_grenadelauncher_secondary_damage 62
set g_balance_grenadelauncher_secondary_edgedamage 32
set g_balance_grenadelauncher_secondary_force 300
set g_balance_grenadelauncher_secondary_radius 150
set g_balance_grenadelauncher_bouncestop 0.12
// }}}
// {{{ minelayer
-set g_balance_minelayer_damage 35
+set g_balance_minelayer_damage 42
set g_balance_minelayer_edgedamage 30
set g_balance_minelayer_force 250
set g_balance_minelayer_radius 175
set g_balance_crylink_secondary_line_fadetime 2
// }}}
// {{{ nex
-set g_balance_nex_primary_damage 100
+set g_balance_nex_primary_damage 90
set g_balance_nex_primary_force 500
set g_balance_nex_primary_refire 1
set g_balance_nex_primary_animtime 0.4
set g_balance_hagar_secondary_ammo 1
// }}}
// {{{ rocketlauncher
-set g_balance_rocketlauncher_damage 90
-set g_balance_rocketlauncher_edgedamage 30
+set g_balance_rocketlauncher_damage 82
+set g_balance_rocketlauncher_edgedamage 32
set g_balance_rocketlauncher_force 350
-set g_balance_rocketlauncher_radius 125
+set g_balance_rocketlauncher_radius 130
set g_balance_rocketlauncher_speed 1400
set g_balance_rocketlauncher_speedaccel 1400
set g_balance_rocketlauncher_speedstart 800
set g_balance_rocketlauncher_health 0
set g_balance_rocketlauncher_damageforcescale 0
set g_balance_rocketlauncher_detonatedelay 0.05 // 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 40 // max degrees per second
+set g_balance_rocketlauncher_guiderate 42 // 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_campingrifle_auto_reload_on_switch 0
set g_balance_campingrifle_bursttime 0
set g_balance_campingrifle_primary_tracer 1
-set g_balance_campingrifle_primary_damage 70
-set g_balance_campingrifle_primary_headshotaddeddamage 110
+set g_balance_campingrifle_primary_damage 60
+set g_balance_campingrifle_primary_headshotaddeddamage 100
set g_balance_campingrifle_primary_spread 0
set g_balance_campingrifle_primary_force 2
set g_balance_campingrifle_primary_speed 40000
set g_balance_campingrifle_primary_bullethail 0 // empty magazine on shot
set g_balance_campingrifle_secondary 1
set g_balance_campingrifle_secondary_tracer 0
-set g_balance_campingrifle_secondary_damage 50
-set g_balance_campingrifle_secondary_headshotaddeddamage 75
+set g_balance_campingrifle_secondary_damage 42
+set g_balance_campingrifle_secondary_headshotaddeddamage 70
set g_balance_campingrifle_secondary_spread 0
set g_balance_campingrifle_secondary_force 2
set g_balance_campingrifle_secondary_speed 20000
+// Xonotic ProMode
exec defaultXonotic.cfg
-exec physicsXPM.cfg
-set g_start_weapon_laser 0
-set g_balance_weaponswitchdelay 0
+//==============
+// pure changes
+//==============
-set g_shootfromcenter 1
+// players
+sv_fbskin_green // visible playermodel forced on everyone
-set g_forced_respawn 1
+//================
+// impure changes
+//================
-set g_mirrordamage 0
-set g_friendlyfire 1
+// players
+g_jump_grunt 1 // make enemies even easier to hear when they're jumping around
-set timelimit_overtimes 1
+// physics
+exec physicsXPM.cfg // XPM physics. Similar to vanilla Xonotic physics, with a different way to accelerate: through strafejumping
-set sv_fragmessage_information_stats 0
+// balance
+set g_balance_weaponswitchdelay 0 // no switch animation, this is standard in "pro modes" ;)
+set g_shootfromcenter 1 // hit where you point at with the crosshair (almost so, no shooteye because it's really ugly)
-// force a visible playermodel!
-set sv_defaultcharacter 1
-set sv_defaultplayermodel "models/player/nyx.iqm"
-set sv_defaultplayercolors 60
-set g_fullbrightplayers 1
+// match rules
+set timelimit_overtimes 1 // overtimes on, draw matches are less interesting! :)
+set g_forced_respawn 1 // no delaying/cheating a match by not spawning
+set g_mirrordamage 0 // hurting teammates does not hurt you...
+set g_friendlyfire 1 // ...it hurts them.
+
+// info
+set sv_fragmessage_information_stats 0 // don't reveal how much health/armor the attacker had
// to force disable delay or waves, set them to 0.125
set g_ctf_respawn_delay 0
set g_ctf_respawn_waves 0
+set g_ctf_weapon_stay 1
set g_dm_respawn_delay 0
set g_dm_respawn_waves 0
+set g_dm_weapon_stay 0
set g_dom_respawn_delay 0
set g_dom_respawn_waves 0
+set g_dom_weapon_stay 0
set g_lms_respawn_delay 0
set g_lms_respawn_waves 0
+set g_lms_weapon_stay 0
set g_rune_respawn_delay 0
set g_rune_respawn_waves 0
+set g_rune_weapon_stay 0
set g_tdm_respawn_delay 0
set g_tdm_respawn_waves 0
+set g_tdm_weapon_stay 0
set g_kh_respawn_delay 0
set g_kh_respawn_waves 0
+set g_kh_weapon_stay 0
set g_arena_respawn_delay 0
set g_arena_respawn_waves 0
+set g_arena_weapon_stay 0
set g_ca_respawn_delay 0
set g_ca_respawn_waves 0
+set g_ca_weapon_stay 0
set g_ca_damage2score_multiplier 0.01
set g_ca_round_timelimit 180
set g_nexball_respawn_delay 0
set g_nexball_respawn_waves 0
+set g_nexball_weapon_stay 0
set g_as_respawn_delay 0
set g_as_respawn_waves 0
+set g_as_weapon_stay 1
set g_ons_respawn_delay 0
set g_ons_respawn_waves 0
+set g_ons_weapon_stay 0
set g_rc_respawn_waves 0
set g_rc_respawn_delay 0
+set g_rc_weapon_stay 0
set g_cts_respawn_waves 0
-set g_cts_respawn_delay 0.25
+set g_cts_respawn_delay 0
set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
+set g_cts_weapon_stay 1
set g_freezetag_respawn_waves 0
-set g_freezetag_respawn_delay 0.25
+set g_freezetag_respawn_delay 0
+set g_freezetag_weapon_stay 1
set g_ka_respawn_delay 0
set g_ka_respawn_waves 0
+set g_ka_weapon_stay 0
// overtime
seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit"
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 320
sv_jumpspeedcap_min 0 // need predicting? (it should already be in CSQC prediction code)
sv_jumpspeedcap_max 0.35
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min 0 // need predicting? (it should already be in CSQC prediction code)
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max 0.38
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 320
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 0
+g_teleport_maxspeed 0
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
sv_jumpspeedcap_min 0
sv_jumpspeedcap_max 0.5
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 320
sv_jumpspeedcap_min ""
sv_jumpspeedcap_max ""
sv_jumpspeedcap_max_disable_on_ramps 1
+g_teleport_maxspeed 0
return 1;
else if (intermission == 1)
return 1;
- else if (getstati(STAT_HEALTH) <= 0 && autocvar_cl_deathscoreboard)
+ else if (getstati(STAT_HEALTH) <= 0 && autocvar_cl_deathscoreboard && gametype != GAME_CTS)
return 1;
+ else if (spectatee_status == -1)
+ return 1;
else if (scoreboard_showscores_force)
return 1;
return 0;
float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
float autocvar_sv_eventlog_files;
ClientKill_Now(); // no oldself needed
return;
}
+ else if(g_cts && self.health == 1) // health == 1 means that it's silent
+ {
+ self.nextthink = time + 1;
+ self.cnt -= 1;
+ }
else
{
if(self.cnt <= 10)
entity e;
killtime = autocvar_g_balance_kill_delay;
- if(g_race_qualifying)
+ if(g_race_qualifying || g_cts)
killtime = 0;
+ if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
+ {
+ remove(self.killindicator);
+ self.killindicator = world;
+
+ ClientKill_Now(); // allow instant kill in this case
+ return;
+ }
+
self.killindicator_teamchange = targetteam;
- if(!self.killindicator)
+ if(!self.killindicator)
{
if(self.modelindex && self.deadflag == DEAD_NO)
{
ClientKill_TeamChange(0);
}
-void CTS_ClientKill_Think (void)
+void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
{
- self = self.owner; // set self to the player to be killed
- sprint(self, "^1You were killed in order to prevent cheating!");
- ClientKill_Now();
-}
-
-void CTS_ClientKill (float t) // silent version of ClientKill
-{
- entity e;
- e = spawn();
- e.owner = self;
- e.think = CTS_ClientKill_Think;
- e.nextthink = t;
+ e.killindicator = spawn();
+ e.killindicator.owner = e;
+ e.killindicator.think = KillIndicator_Think;
+ e.killindicator.nextthink = time + (e.lip) * 0.05;
+ e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
+ e.killindicator.health = 1; // this is used to indicate that it should be silent
+ e.lip = 0;
}
void DoTeamChange(float destteam)
if(frametime)
player_anim();
button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
- force_respawn = (g_lms || (g_ca) || autocvar_g_forced_respawn);
+ force_respawn = (g_lms || g_ca || g_cts || autocvar_g_forced_respawn);
if (self.deadflag == DEAD_DYING)
{
if(force_respawn)
float doublejump;
doublejump = FALSE;
- if (sv_doublejump)
+ if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
waves = 0;
sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
if(!sdelay)
- sdelay = autocvar_g_respawn_delay;
+ {
+ if(g_cts)
+ sdelay = 0; // no respawn delay in CTS
+ else
+ sdelay = autocvar_g_respawn_delay;
+ }
waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
if(!waves)
waves = autocvar_g_respawn_waves;
return;
if (g_ca)
return;
+ if (g_cts)
+ return;
if(!autocvar_g_weapon_throwable)
return;
if(autocvar_g_weapon_stay == 1)
float sv_maxidle_spectatorsareidle;
float sv_pogostick;
-float sv_doublejump;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float next_pingtime;
{
if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
msg = ColoredTeamName(targ.team); // TODO: check if needed?
- Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
+ if(!g_cts) // no "killed your own dumb self" message in CTS
+ Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
{
t = (weaponinfo.spawnflags & WEP_FLAG_NORMAL);
else if(t < -1)
t = 0;
- else if (g_race || g_cts)
- t = (i == WEP_LASER);
+ else if (g_race)
+ t = (i == WEP_LASER || i == WEP_SHOTGUN);
+ else if (g_cts)
+ t = (i == WEP_SHOTGUN);
else if (g_nexball)
t = 0; // weapon is set a few lines later
else
float sv_pitch_max;
float sv_pitch_fixyaw;
+string GetGametype(); // g_world.qc
void readlevelcvars(void)
{
// first load all the mutators
sv_gentle = cvar("sv_gentle");
sv_foginterval = cvar("sv_foginterval");
g_cloaked = cvar("g_cloaked");
+ if(g_cts)
+ g_cloaked = 1; // always enable cloak in CTS
g_jump_grunt = cvar("g_jump_grunt");
g_footsteps = cvar("g_footsteps");
g_grappling_hook = cvar("g_grappling_hook");
g_pinata = cvar("g_pinata");
- g_weapon_stay = cvar("g_weapon_stay");
+ g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
+ if(!g_weapon_stay)
+ g_weapon_stay = cvar("g_weapon_stay");
if (!g_weapon_stay && (cvar("deathmatch") == 2))
g_weapon_stay = 1;
objerror_builtin(s);
}
+.float remove_except_protected_forbidden;
+void remove_except_protected(entity e)
+{
+ if(e.remove_except_protected_forbidden)
+ error("not allowed to remove this at this point");
+ remove_builtin(e);
+}
+
void remove_unsafely(entity e)
{
remove_builtin(e);
entity startoflist;
startoflist = initialize_entity_first;
initialize_entity_first = world;
+ remove = remove_except_protected;
+ for (self = startoflist; self; self = self.initialize_entity_next)
+ {
+ self.remove_except_protected_forbidden = 1;
+ }
for (self = startoflist; self; )
{
entity e;
self.initialize_entity_order = 0;
self.initialize_entity = func_null;
self.initialize_entity_next = world;
+ self.remove_except_protected_forbidden = 0;
if (self.classname == "initialize_entity")
{
entity e_old;
self = e_old;
}
//dprint("Delayed initialization: ", self.classname, "\n");
- func();
+ if(func != func_null)
+ func();
+ else
+ {
+ eprint(self);
+ backtrace(strcat("Null function in: ", self.classname, "\n"));
+ }
self = e;
}
+ remove = remove_unsafely;
}
.float uncustomizeentityforclient_set;
zcurveparticles(effectno, start, end, end_dz, vlen(vel));
}
-string GetGametype(); // g_world.qc
void write_recordmarker(entity pl, float tstart, float dt)
{
GameLogEcho(strcat(":recordset:", ftos(pl.playerid), ":", ftos(dt)));
race_setTime(GetMapname(), t, e.crypto_idfp, e.netname, e);
if(g_cts && autocvar_g_cts_finish_kill_delay)
{
- CTS_ClientKill(autocvar_g_cts_finish_kill_delay);
+ CTS_ClientKill(e);
}
}
if(t < recordtime || recordtime == 0)
for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_checkpoint" || targ.classname == "target_startTimer" || targ.classname == "target_stopTimer") {
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
- setsize(targ, trigger.mins, trigger.maxs);
- setorigin(targ, trigger.origin);
+ // These just make the game crash on some maps with oddly shaped triggers.
+ // (on the other hand they used to fix the case when two players ran through a checkpoint at once,
+ // and often one of them just passed through without being registered. Hope it's fixed in a better way now.
+ // (happened on item triggers too)
+ //
+ //targ.wait = -2;
+ //targ.delay = 0;
+
+ //setsize(targ, trigger.mins, trigger.maxs);
+ //setorigin(targ, trigger.origin);
//remove(trigger);
}
}
for(targ = world; (targ = find(targ, targetname, trigger.target)); )
if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
{
- targ.wait = -2;
+ trigger.wait = 0;
+ trigger.delay = 0;
+ targ.wait = 0;
targ.delay = 0;
- setsize(targ, trigger.mins, trigger.maxs);
- setorigin(targ, trigger.origin);
+ //setsize(targ, trigger.mins, trigger.maxs);
+ //setorigin(targ, trigger.origin);
//remove(trigger);
}
}
void spawnfunc_target_init()
{
self.spawnflags = 0; // remove all weapons except the ones listed below
- self.netname = "laser uzi"; // keep these weapons through the remove trigger
+ self.netname = "shotgun"; // keep these weapons through the remove trigger
spawnfunc_target_items();
InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
}
self.armorvalue = 100;
else if (targ.classname == "item_health_mega")
self.health = 200;
- remove(targ);
+ //remove(targ); // removing ents in init functions causes havoc, workaround:
+ targ.think = SUB_Remove;
+ targ.nextthink = time;
}
self.spawnflags = 2;
spawnfunc_target_items();
modifications = strcat(modifications, ", No start weapons");
if(autocvar_sv_gravity < 800)
modifications = strcat(modifications, ", Low gravity");
- if(g_cloaked)
+ if(g_cloaked && !g_cts)
modifications = strcat(modifications, ", Cloaked");
if(g_grappling_hook)
modifications = strcat(modifications, ", Hook");
modifications = strcat(modifications, ", Midair");
if(g_pinata)
modifications = strcat(modifications, ", Pinata");
- if(g_weapon_stay)
+ if(g_weapon_stay && !g_cts)
modifications = strcat(modifications, ", Weapons stay");
if(g_bloodloss > 0)
modifications = strcat(modifications, ", Bloodloss");