}
}
-float spawnpoint_nag;
-void relocate_spawnpoint()
-{
- // nudge off the floor
- setorigin(self, self.origin + '0 0 1');
-
- tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
- if (trace_startsolid)
- {
- vector o;
- o = self.origin;
- self.mins = PL_MIN;
- self.maxs = PL_MAX;
- if (!move_out_of_solid(self))
- objerror("could not get out of solid at all!");
- print("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
- print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
- print(" ", ftos(self.origin_y - o_y));
- print(" ", ftos(self.origin_z - o_z), "'\n");
- if (autocvar_g_spawnpoints_auto_move_out_of_solid)
- {
- if (!spawnpoint_nag)
- print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
- spawnpoint_nag = 1;
- }
- else
- {
- setorigin(self, o);
- self.mins = self.maxs = '0 0 0';
- objerror("player spawn point in solid, mapper sucks!\n");
- return;
- }
- }
-
- self.use = spawnpoint_use;
- self.team_saved = self.team;
- if (!self.cnt)
- self.cnt = 1;
-
- if (have_team_spawns != 0)
- if (self.team)
- have_team_spawns = 1;
- have_team_spawns_forteam[self.team] = 1;
-
- if (autocvar_r_showbboxes)
- {
- // show where spawnpoints point at too
- makevectors(self.angles);
- entity e;
- e = spawn();
- e.classname = "info_player_foo";
- setorigin(e, self.origin + v_forward * 24);
- setsize(e, '-8 -8 -8', '8 8 8');
- e.solid = SOLID_TRIGGER;
- }
-}
-
#define strstr strstrofs
/*
// NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-float w_getbestweapon(entity e);
+float w_getbestweapon(entity e); // WEAPONTODO
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
{
string o;
string playername(entity p)
{
string t;
- if (teamplay && !intermission_running && p.classname == "player")
+ if (teamplay && !intermission_running && IS_PLAYER(p))
{
t = Team_ColorCode(p.team);
return strcat(t, strdecolorize(p.netname));
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 (g_weaponarena)
{
- g_minstagib = 0; // incompatible
g_pinata = 0; // incompatible
g_weapon_stay = 0; // incompatible
WEPSET_COPY_AA(start_weapons, g_weaponarena_weapons);
start_items |= IT_UNLIMITED_AMMO;
}
- else if (g_minstagib)
- {
- g_pinata = 0; // incompatible
- g_weapon_stay = 0; // incompatible
- g_bloodloss = 0; // incompatible
- start_health = 100;
- start_armorvalue = 0;
- WEPSET_COPY_AW(start_weapons, WEP_MINSTANEX);
- g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
- start_items |= IT_UNLIMITED_SUPERWEAPONS;
-
- if (g_minstagib_invis_alpha <= 0)
- g_minstagib_invis_alpha = -1;
- }
else
{
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
if(cvar("g_nexball"))
start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
- if(g_minstagib)
- {
- start_ammo_cells = cvar("g_minstagib_ammo_start");
- start_ammo_fuel = cvar("g_start_ammo_fuel");
- }
- else if(start_items & IT_UNLIMITED_WEAPON_AMMO)
+ if(start_items & IT_UNLIMITED_WEAPON_AMMO)
{
start_ammo_rockets = 999;
start_ammo_shells = 999;
WEPSET_COPY_AA(warmup_start_weapons_default, start_weapons_default);
WEPSET_COPY_AA(warmup_start_weapons_defaultmask, start_weapons_defaultmask);
- if (!g_weaponarena && !g_minstagib && !g_ca)
+ if (!g_weaponarena && !g_ca)
{
warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
{
e = get_weaponinfo(i);
if(WEPSET_CONTAINS_AW(start_weapons, i) || WEPSET_CONTAINS_AW(warmup_start_weapons, i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
start_ammo_shells = max(0, start_ammo_shells);
string GetGametype(); // g_world.qc
void readlevelcvars(void)
{
- g_minstagib = cvar("g_minstagib");
-
- // load ALL the mutators
- if(cvar("g_dodging"))
- MUTATOR_ADD(mutator_dodging);
- if(cvar("g_spawn_near_teammate"))
- MUTATOR_ADD(mutator_spawn_near_teammate);
- if(cvar("g_physical_items"))
- MUTATOR_ADD(mutator_physical_items);
- if(cvar("g_touchexplode"))
- MUTATOR_ADD(mutator_touchexplode);
- 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);
- if(cvar("g_superspectate"))
- MUTATOR_ADD(mutator_superspec);
- }
-
- // is this a mutator? is this a mode?
- if(cvar("g_sandbox"))
- MUTATOR_ADD(sandbox);
-
+ // load mutators
+ #define CHECK_MUTATOR_ADD(mut_cvar,mut_name,dependence) \
+ { if(cvar(mut_cvar) && dependence) { MUTATOR_ADD(mut_name); } }
+
+ CHECK_MUTATOR_ADD("g_dodging", mutator_dodging, 1);
+ CHECK_MUTATOR_ADD("g_spawn_near_teammate", mutator_spawn_near_teammate, 1);
+ CHECK_MUTATOR_ADD("g_physical_items", mutator_physical_items, 1);
+ CHECK_MUTATOR_ADD("g_touchexplode", mutator_touchexplode, 1);
+ CHECK_MUTATOR_ADD("g_minstagib", mutator_minstagib, 1);
+ CHECK_MUTATOR_ADD("g_invincible_projectiles", mutator_invincibleprojectiles, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_new_toys", mutator_new_toys, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_nix", mutator_nix, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_rocket_flying", mutator_rocketflying, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_vampire", mutator_vampire, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_superspectate", mutator_superspec, 1);
+ CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
+
+ #undef CHECK_MUTATOR_ADD
+
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
g_bugrigs_speed_ref = cvar("g_bugrigs_speed_ref");
g_bugrigs_speed_pow = cvar("g_bugrigs_speed_pow");
g_bugrigs_steer = cvar("g_bugrigs_steer");
+
+ g_minstagib = cvar("g_minstagib");
sv_clones = cvar("sv_clones");
sv_foginterval = cvar("sv_foginterval");
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_arena || g_assault || cvar("g_campaign"))
+ if ((g_race && g_race_qualifying == 2) || g_arena || g_minstagib || g_assault || cvar("g_campaign"))
inWarmupStage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
return TRUE;
// sounds by players can be removed
if (autocvar_bot_sound_monopoly)
- if (clienttype(e) == CLIENTTYPE_REAL)
+ if (IS_REAL_CLIENT(e))
return FALSE;
// anything else may pass
return TRUE;
precache_sound ("weapons/hook_impact.wav"); // hook
}
- if(autocvar_sv_precacheweapons)
- {
- //precache weapon models/sounds
- float wep;
- wep = WEP_FIRST;
- while (wep <= WEP_LAST)
- {
- weapon_action(wep, WR_PRECACHE);
- wep = wep + 1;
- }
- }
-
precache_model("models/elaser.mdl");
precache_model("models/laser.mdl");
precache_model("models/ebomb.mdl");