X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fautocvars.qh;h=9521c79e2a70f48638155899467b6967864173c4;hb=f8287888da112f1cd5d711903be8f840ff9f0d70;hp=fd3a96ccbb4f43dac77993b9bdf957351e75f4d8;hpb=21194a2d90ff8f41dd2a2a9905f54608ec8e2420;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/autocvars.qh b/qcsrc/server/autocvars.qh index fd3a96ccb..9521c79e2 100644 --- a/qcsrc/server/autocvars.qh +++ b/qcsrc/server/autocvars.qh @@ -80,7 +80,6 @@ float autocvar_g_balance_armor_rot; float autocvar_g_balance_armor_rotlinear; float autocvar_g_balance_armor_rotstable; float autocvar_g_balance_armor_start; -float autocvar_g_balance_rifle_reload_ammo; float autocvar_g_balance_cloaked_alpha; float autocvar_g_balance_contents_damagerate; float autocvar_g_balance_contents_drowndelay; @@ -88,49 +87,7 @@ float autocvar_g_balance_contents_playerdamage_drowning; float autocvar_g_balance_contents_playerdamage_lava; float autocvar_g_balance_contents_playerdamage_slime; float autocvar_g_balance_contents_projectiledamage; -float autocvar_g_balance_crylink_secondary; -float autocvar_g_balance_crylink_reload_ammo; float autocvar_g_balance_damagepush_speedfactor; -float autocvar_g_balance_electro_combo_comboradius; -float autocvar_g_balance_electro_combo_damage; -float autocvar_g_balance_electro_combo_edgedamage; -float autocvar_g_balance_electro_combo_force; -float autocvar_g_balance_electro_combo_radius; -float autocvar_g_balance_electro_combo_speed; -float autocvar_g_balance_electro_combo_safeammocheck; -float autocvar_g_balance_electro_lightning; -float autocvar_g_balance_electro_primary_ammo; -float autocvar_g_balance_electro_primary_animtime; -float autocvar_g_balance_electro_primary_comboradius; -float autocvar_g_balance_electro_primary_damage; -float autocvar_g_balance_electro_primary_edgedamage; -float autocvar_g_balance_electro_primary_falloff_halflifedist; -float autocvar_g_balance_electro_primary_falloff_maxdist; -float autocvar_g_balance_electro_primary_falloff_mindist; -float autocvar_g_balance_electro_primary_force; -float autocvar_g_balance_electro_primary_force_up; -float autocvar_g_balance_electro_primary_lifetime; -float autocvar_g_balance_electro_primary_radius; -float autocvar_g_balance_electro_primary_range; -float autocvar_g_balance_electro_primary_refire; -float autocvar_g_balance_electro_primary_speed; -float autocvar_g_balance_electro_secondary_ammo; -float autocvar_g_balance_electro_secondary_animtime; -float autocvar_g_balance_electro_secondary_bouncefactor; -float autocvar_g_balance_electro_secondary_bouncestop; -float autocvar_g_balance_electro_secondary_count; -float autocvar_g_balance_electro_secondary_damage; -float autocvar_g_balance_electro_secondary_damageforcescale; -float autocvar_g_balance_electro_secondary_damagedbycontents; -float autocvar_g_balance_electro_secondary_edgedamage; -float autocvar_g_balance_electro_secondary_force; -float autocvar_g_balance_electro_secondary_health; -float autocvar_g_balance_electro_secondary_lifetime; -float autocvar_g_balance_electro_secondary_radius; -float autocvar_g_balance_electro_secondary_refire; -float autocvar_g_balance_electro_secondary_refire2; -float autocvar_g_balance_electro_secondary_speed; -float autocvar_g_balance_electro_reload_ammo; float autocvar_g_balance_falldamage_deadminspeed; float autocvar_g_balance_falldamage_factor; float autocvar_g_balance_falldamage_maxdamage; @@ -153,7 +110,6 @@ float autocvar_g_balance_grapplehook_speed_fly; float autocvar_g_balance_grapplehook_speed_pull; float autocvar_g_balance_grapplehook_stretch; float autocvar_g_balance_grapplehook_damagedbycontents; -float autocvar_g_balance_hagar_reload_ammo; float autocvar_g_balance_health_limit; float autocvar_g_balance_health_regen; float autocvar_g_balance_health_regenlinear; @@ -161,8 +117,6 @@ float autocvar_g_balance_health_regenstable; float autocvar_g_balance_health_rot; float autocvar_g_balance_health_rotlinear; float autocvar_g_balance_health_rotstable; -float autocvar_g_balance_health_start; -float autocvar_g_balance_hlac_reload_ammo; float autocvar_g_balance_keyhunt_damageforcescale; float autocvar_g_balance_keyhunt_delay_collect; float autocvar_g_balance_keyhunt_delay_return; @@ -180,84 +134,6 @@ float autocvar_g_balance_keyhunt_score_push; float autocvar_g_balance_keyhunt_throwvelocity; float autocvar_g_balance_kill_delay; float autocvar_g_balance_kill_antispam; -float autocvar_g_balance_laser_melee_animtime; -//float autocvar_g_balance_laser_melee_damage; // WEAPONTODO -//float autocvar_g_balance_laser_melee_delay; -//float autocvar_g_balance_laser_melee_force; -//float autocvar_g_balance_laser_melee_multihit; -//float autocvar_g_balance_laser_melee_no_doubleslap; -//float autocvar_g_balance_laser_melee_nonplayerdamage; -float autocvar_g_balance_laser_melee_range; -float autocvar_g_balance_laser_melee_refire; -//float autocvar_g_balance_laser_melee_swing_side; -//float autocvar_g_balance_laser_melee_swing_up; -//float autocvar_g_balance_laser_melee_time; -//float autocvar_g_balance_laser_melee_traces; -float autocvar_g_balance_laser_primary; -float autocvar_g_balance_laser_primary_animtime; -float autocvar_g_balance_laser_primary_damage; -float autocvar_g_balance_laser_primary_delay; -float autocvar_g_balance_laser_primary_edgedamage; -float autocvar_g_balance_laser_primary_force; -//float autocvar_g_balance_laser_primary_force_other_scale; -//float autocvar_g_balance_laser_primary_force_velocitybias; -//float autocvar_g_balance_laser_primary_force_zscale; -float autocvar_g_balance_laser_primary_lifetime; -float autocvar_g_balance_laser_primary_radius; -float autocvar_g_balance_laser_primary_refire; -float autocvar_g_balance_laser_primary_shotangle; -float autocvar_g_balance_laser_primary_speed; -//float autocvar_g_balance_laser_primary_spread; -float autocvar_g_balance_laser_reload_ammo; -float autocvar_g_balance_laser_secondary; -float autocvar_g_balance_laser_secondary_animtime; -float autocvar_g_balance_laser_secondary_damage; -float autocvar_g_balance_laser_secondary_edgedamage; -float autocvar_g_balance_laser_secondary_force; -//float autocvar_g_balance_laser_secondary_force_other_scale; -//float autocvar_g_balance_laser_secondary_force_velocitybias; -//float autocvar_g_balance_laser_secondary_force_zscale; -float autocvar_g_balance_laser_secondary_lifetime; -float autocvar_g_balance_laser_secondary_radius; -float autocvar_g_balance_laser_secondary_refire; -//float autocvar_g_balance_laser_secondary_speed; -//float autocvar_g_balance_laser_shockwave_damage; -//float autocvar_g_balance_laser_shockwave_distance; -//float autocvar_g_balance_laser_shockwave_edgedamage; -//float autocvar_g_balance_laser_shockwave_force; -//float autocvar_g_balance_laser_shockwave_force_forwardbias; -//float autocvar_g_balance_laser_shockwave_force_zscale; -//float autocvar_g_balance_laser_shockwave_jump_damage; -//float autocvar_g_balance_laser_shockwave_jump_edgedamage; -//float autocvar_g_balance_laser_shockwave_jump_force; -//float autocvar_g_balance_laser_shockwave_jump_force_velocitybias; -//float autocvar_g_balance_laser_shockwave_jump_force_zscale; -//float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy; -//float autocvar_g_balance_laser_shockwave_jump_multiplier_distance; -//float autocvar_g_balance_laser_shockwave_jump_multiplier_min; -//float autocvar_g_balance_laser_shockwave_jump_radius; -//float autocvar_g_balance_laser_shockwave_multiplier_accuracy; -//float autocvar_g_balance_laser_shockwave_multiplier_distance; -//float autocvar_g_balance_laser_shockwave_multiplier_min; -//float autocvar_g_balance_laser_shockwave_splash_damage; -//float autocvar_g_balance_laser_shockwave_splash_edgedamage; -//float autocvar_g_balance_laser_shockwave_splash_force; -//float autocvar_g_balance_laser_shockwave_splash_force_forwardbias; -//float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy; -//float autocvar_g_balance_laser_shockwave_splash_multiplier_distance; -//float autocvar_g_balance_laser_shockwave_splash_multiplier_min; -//float autocvar_g_balance_laser_shockwave_splash_radius; -float autocvar_g_balance_laser_shockwave_spread_max; -float autocvar_g_balance_laser_shockwave_spread_min; -float autocvar_g_balance_minelayer_reload_ammo; -float autocvar_g_balance_minstanex_ammo; -float autocvar_g_balance_minstanex_laser_ammo; -float autocvar_g_balance_minstanex_laser_animtime; -float autocvar_g_balance_minstanex_laser_refire; -float autocvar_g_balance_minstanex_animtime; -float autocvar_g_balance_minstanex_refire; -float autocvar_g_balance_minstanex_reload_ammo; -float autocvar_g_balance_nex_reload_ammo; float autocvar_g_balance_nexball_primary_animtime; float autocvar_g_balance_nexball_primary_refire; float autocvar_g_balance_nexball_primary_speed; @@ -297,39 +173,12 @@ float autocvar_g_balance_powerup_strength_selfdamage; float autocvar_g_balance_powerup_strength_selfforce; float autocvar_g_balance_powerup_strength_time; float autocvar_g_balance_superweapons_time; -float autocvar_g_balance_seeker_reload_ammo; float autocvar_g_balance_selfdamagepercent; -//float autocvar_g_balance_shotgun_primary_ammo; // WEAPONTODO -//float autocvar_g_balance_shotgun_primary_animtime; -//float autocvar_g_balance_shotgun_primary_bulletconstant; -//float autocvar_g_balance_shotgun_primary_bullets; -//float autocvar_g_balance_shotgun_primary_damage; -//float autocvar_g_balance_shotgun_primary_force; -//float autocvar_g_balance_shotgun_primary_refire; -//float autocvar_g_balance_shotgun_primary_speed; -//float autocvar_g_balance_shotgun_primary_spread; -//float autocvar_g_balance_shotgun_secondary; -//float autocvar_g_balance_shotgun_secondary_animtime; -//float autocvar_g_balance_shotgun_secondary_damage; -//float autocvar_g_balance_shotgun_secondary_force; -//float autocvar_g_balance_shotgun_secondary_melee_delay; -//float autocvar_g_balance_shotgun_secondary_melee_range; -//float autocvar_g_balance_shotgun_secondary_melee_swing_side; -//float autocvar_g_balance_shotgun_secondary_melee_swing_up; -//float autocvar_g_balance_shotgun_secondary_melee_time; -//float autocvar_g_balance_shotgun_secondary_melee_traces; -//float autocvar_g_balance_shotgun_secondary_melee_no_doubleslap; -//float autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage; -//float autocvar_g_balance_shotgun_secondary_melee_multihit; -//float autocvar_g_balance_shotgun_secondary_refire; -//float autocvar_g_balance_shotgun_reload_ammo; float autocvar_g_balance_teams; float autocvar_g_balance_teams_prevent_imbalance; float autocvar_g_balance_teams_scorefactor; -float autocvar_g_balance_uzi_reload_ammo; float autocvar_g_ballistics_density_corpse; float autocvar_g_ballistics_density_player; -float autocvar_g_ballistics_materialconstant; float autocvar_g_ballistics_mindistance; float autocvar_g_ban_default_bantime; float autocvar_g_ban_default_masksize; @@ -350,6 +199,7 @@ float autocvar_g_ca_round_timelimit; float autocvar_g_ca_spectate_enemies; float autocvar_g_ca_teams; float autocvar_g_ca_teams_override; +float autocvar_g_ca_team_spawns; float autocvar_g_ca_warmup; float autocvar_g_campaign; #define autocvar_g_campaign_forceteam cvar("g_campaign_forceteam") @@ -371,6 +221,7 @@ float autocvar_g_chat_teamcolors; float autocvar_g_chat_tellprivacy; float autocvar_g_ctf_allow_vehicle_carry; float autocvar_g_ctf_allow_vehicle_touch; +float autocvar_g_ctf_allow_monster_touch; float autocvar_g_ctf_throw; float autocvar_g_ctf_throw_angle_max; float autocvar_g_ctf_throw_angle_min; @@ -449,7 +300,6 @@ float autocvar_g_domination_point_leadlimit; float autocvar_g_domination_point_rate; float autocvar_g_domination_teams_override; float autocvar_g_forced_respawn; -float autocvar_g_respawn_delay_max; string autocvar_g_forced_team_blue; string autocvar_g_forced_team_otherwise; string autocvar_g_forced_team_pink; @@ -467,6 +317,7 @@ float autocvar_g_freezetag_revive_clearspeed; float autocvar_g_freezetag_round_timelimit; float autocvar_g_freezetag_teams; float autocvar_g_freezetag_teams_override; +float autocvar_g_freezetag_team_spawns; float autocvar_g_freezetag_warmup; #define autocvar_g_friendlyfire cvar("g_friendlyfire") #define autocvar_g_friendlyfire_virtual cvar("g_friendlyfire_virtual") @@ -597,7 +448,11 @@ float autocvar_g_projectiles_spread_style; float autocvar_g_race_qualifying_timelimit; float autocvar_g_race_qualifying_timelimit_override; float autocvar_g_race_teams; -float autocvar_g_respawn_delay; +float autocvar_g_respawn_delay_small; +float autocvar_g_respawn_delay_small_count; +float autocvar_g_respawn_delay_large; +float autocvar_g_respawn_delay_large_count; +float autocvar_g_respawn_delay_max; float autocvar_g_respawn_ghosts; float autocvar_g_respawn_ghosts_maxtime; float autocvar_g_respawn_ghosts_speed; @@ -869,10 +724,36 @@ float autocvar_physics_ode; float autocvar_g_physical_items; float autocvar_g_physical_items_damageforcescale; float autocvar_g_physical_items_reset; +float autocvar_g_monsters; +float autocvar_g_monsters_edit; +float autocvar_g_monsters_think_delay; +float autocvar_g_monsters_max; +float autocvar_g_monsters_max_perplayer; +float autocvar_g_monsters_target_range; +float autocvar_g_monsters_target_infront; +float autocvar_g_monsters_attack_range; +float autocvar_g_monsters_score_kill; +float autocvar_g_monsters_score_spawned; +float autocvar_g_monsters_typefrag; +float autocvar_g_monsters_owners; +float autocvar_g_monsters_miniboss_chance; +float autocvar_g_monsters_miniboss_healthboost; +float autocvar_g_monsters_drop_time; +float autocvar_g_monsters_spawnshieldtime; +float autocvar_g_monsters_teams; +float autocvar_g_monsters_respawn_delay; +float autocvar_g_monsters_respawn; +float autocvar_g_monsters_armor_blockpercent; float autocvar_g_touchexplode_radius; float autocvar_g_touchexplode_damage; float autocvar_g_touchexplode_edgedamage; float autocvar_g_touchexplode_force; +float autocvar_g_invasion_round_timelimit; +#define autocvar_g_invasion_round_limit cvar("g_invasion_round_limit") +float autocvar_g_invasion_warmup; +float autocvar_g_invasion_monster_count; +float autocvar_g_invasion_zombies_only; +float autocvar_g_invasion_spawn_delay; #define autocvar_g_bloodloss cvar("g_bloodloss") float autocvar_g_random_gravity_negative_chance; float autocvar_g_random_gravity_min; @@ -896,3 +777,9 @@ float autocvar_g_campcheck_damage; float autocvar_g_campcheck_distance; float autocvar_g_campcheck_interval; float autocvar_g_jump_grunt; +float autocvar_g_spawn_near_teammate_distance; +float autocvar_g_spawn_near_teammate_ignore_spawnpoint; +float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay; +float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay_death; +float autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health; +float autocvar_g_spawn_near_teammate_ignore_spawnpoint_closetodeath;