DistributeEvenly_amount -= f;
return f;
}
+float DistributeEvenly_GetRandomized(float weight)
+{
+ float f;
+ if (weight <= 0)
+ return 0;
+ f = floor(random() + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
+ DistributeEvenly_totalweight -= weight;
+ DistributeEvenly_amount -= f;
+ return f;
+}
#define move_out_of_solid(e) WarpZoneLib_MoveOutOfSolid(e)
}
void GetCvars(float f)
{
- string s;
+ string s = string_null;
if (f > 0)
s = strcat1(argv(f));
float warmup_start_health;
float warmup_start_armorvalue;
float g_weapon_stay;
-float g_ghost_items;
entity get_weaponinfo(float w);
return 0;
if (g_lms || g_ca || allguns)
- d = (weaponinfo.spawnflags & WEP_FLAG_NORMAL);
- else if(t < -1)
- d = 0;
+ {
+ if(weaponinfo.spawnflags & WEP_FLAG_NORMAL)
+ d = TRUE;
+ else
+ d = FALSE;
+ }
else if (g_cts)
- d = (i == WEP_SHOTGUN);
+ d = (i == WEP_SHOTGUN); // todo: how to handle shotgun in CTS mode? we're removing it.. so....
else if (g_nexball)
d = 0; // weapon is set a few lines later
else
- d = (i == WEP_LASER || i == WEP_SHOTGUN);
+ d = (i == WEP_LASER);
+
if(g_grappling_hook) // if possible, redirect off-hand hook to on-hand hook
d |= (i == WEP_HOOK);
+ if(weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED) // never default mutator blocked guns
+ d = 0;
var float t = cvar(strcat(cvarprefix, weaponinfo.netname));
+ //print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
+
// bit order in t:
// 1: want or not
// 2: is default?
g_weaponarena = 1;
g_weaponarena_list = "All Weapons";
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- WEPSET_OR_AW(g_weaponarena_weapons, j);
+ {
+ e = get_weaponinfo(j);
+ if not(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ WEPSET_OR_AW(g_weaponarena_weapons, j);
+ }
}
else if (s == "most")
{
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if (e.spawnflags & WEP_FLAG_NORMAL)
- WEPSET_OR_AW(g_weaponarena_weapons, j);
+ if not(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (e.spawnflags & WEP_FLAG_NORMAL)
+ WEPSET_OR_AW(g_weaponarena_weapons, j);
}
}
else if (s == "none")
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- w = want_weapon("g_start_weapon_", e, FALSE);
+ float w = want_weapon("g_start_weapon_", e, FALSE);
if(w & 1)
WEPSET_OR_AW(start_weapons, i);
if(w & 2)
warmup_start_health = cvar("g_warmup_start_health");
warmup_start_armorvalue = cvar("g_warmup_start_armor");
WEPSET_CLEAR_A(warmup_start_weapons);
+ WEPSET_CLEAR_A(warmup_start_weapons_default);
+ WEPSET_CLEAR_A(warmup_start_weapons_defaultmask);
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- w = want_weapon("g_start_weapon_", e, cvar("g_warmup_allguns"));
+ float w = want_weapon("g_start_weapon_", e, cvar("g_warmup_allguns"));
if(w & 1)
WEPSET_OR_AW(warmup_start_weapons, i);
if(w & 2)
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if(WEPSET_CONTAINS_AW(start_weapons, j) || WEPSET_CONTAINS_AW(warmup_start_weapons, j))
- weapon_action(e.weapon, WR_PRECACHE);
+ if(WEPSET_CONTAINS_AW(start_weapons, i) || WEPSET_CONTAINS_AW(warmup_start_weapons, i))
+ weapon_action(i, WR_PRECACHE);
}
start_ammo_shells = max(0, start_ammo_shells);
string GetGametype(); // g_world.qc
void readlevelcvars(void)
{
- // first load all the mutators
- if(cvar("g_invincible_projectiles"))
- MUTATOR_ADD(mutator_invincibleprojectiles);
- if(cvar("g_nix"))
- MUTATOR_ADD(mutator_nix);
+ g_minstagib = cvar("g_minstagib");
+
+ // load ALL the mutators
if(cvar("g_dodging"))
MUTATOR_ADD(mutator_dodging);
- if(cvar("g_rocket_flying"))
- MUTATOR_ADD(mutator_rocketflying);
- if(cvar("g_vampire"))
- MUTATOR_ADD(mutator_vampire);
if(cvar("g_spawn_near_teammate"))
MUTATOR_ADD(mutator_spawn_near_teammate);
+ if(!g_minstagib)
+ {
+ if(cvar("g_invincible_projectiles"))
+ MUTATOR_ADD(mutator_invincibleprojectiles);
+ if(cvar("g_new_toys"))
+ MUTATOR_ADD(mutator_new_toys);
+ if(cvar("g_nix"))
+ MUTATOR_ADD(mutator_nix);
+ if(cvar("g_rocket_flying"))
+ MUTATOR_ADD(mutator_rocketflying);
+ if(cvar("g_vampire"))
+ MUTATOR_ADD(mutator_vampire);
+ }
// is this a mutator? is this a mode?
if(cvar("g_sandbox"))
g_grappling_hook = cvar("g_grappling_hook");
g_jetpack = cvar("g_jetpack");
g_midair = cvar("g_midair");
- g_minstagib = cvar("g_minstagib");
g_norecoil = cvar("g_norecoil");
g_bloodloss = cvar("g_bloodloss");
sv_maxidle = cvar("sv_maxidle");
if(!g_weapon_stay)
g_weapon_stay = cvar("g_weapon_stay");
- g_ghost_items = cvar("g_ghost_items");
-
- if(g_ghost_items >= 1)
- g_ghost_items = 0.25; // default alpha value
-
if not(inWarmupStage && !g_ca)
game_starttime = cvar("g_start_delay");
{
if (e.initialize_entity)
{
- entity ent, prev;
+ entity ent, prev = world;
for (ent = initialize_entity_first; ent; )
{
if ((ent == e) || ((ent.classname == "initialize_entity") && (ent.enemy == e)))
e.initialize_entity_order = order;
cur = initialize_entity_first;
+ prev = world;
for (;;)
{
if (!cur || cur.initialize_entity_order > order)
}
#define PROJECTILE_TOUCH if(WarpZone_Projectile_Touch()) return
+#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
+#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER) || ((dt) == DEATH_SLIME) || ((dt) == DEATH_LAVA) || ((dt) == DEATH_SWAMP))
+
void URI_Get_Callback(float id, float status, string data)
{
if(url_URI_Get_Callback(id, status, data))
float newpos;
newpos = race_readPos(map, t);
- float i, prevpos;
+ float i, prevpos = 0;
for(i = 1; i <= RANKINGS_CNT; ++i)
{
if(race_readUID(map, i) == myuid)
org = world.mins;
delta = world.maxs - world.mins;
+ start = end = org;
+
for (i = 0; i < attempts; ++i)
{
start_x = org_x + random() * delta_x;
void attach_sameorigin(entity e, entity to, string tag)
{
vector org, t_forward, t_left, t_up, e_forward, e_up;
- vector org0, ang0;
float tagscale;
- ang0 = e.angles;
- org0 = e.origin;
-
org = e.origin - gettaginfo(to, gettagindex(to, tag));
tagscale = pow(vlen(v_forward), -2); // undo a scale on the tag
t_forward = v_forward * tagscale;