]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
FINALLY it compiles
authorSamual Lenks <samual@xonotic.org>
Sat, 7 Dec 2013 03:40:12 +0000 (22:40 -0500)
committerSamual Lenks <samual@xonotic.org>
Sat, 7 Dec 2013 03:40:12 +0000 (22:40 -0500)
qcsrc/client/damage.qc
qcsrc/client/hud.qc
qcsrc/common/weapons/w_electro.qc
qcsrc/common/weapons/w_mortar.qc
qcsrc/common/weapons/w_shockwave.qc
qcsrc/common/weapons/weapons.qh
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/mutators/mutator_melee_only.qc
qcsrc/server/mutators/mutator_nades.qc

index 66f1359fd396f1d367bd93af2a7bee82cbc77e8f..eef9e23ede00e7de3bc8c88eae44ce08f4079363 100644 (file)
@@ -88,7 +88,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum)
 
        // if damage was dealt with a bullet weapon, our effect is blood
        // since blood is species dependent, include the species tag
-       if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
+       if(type == WEP_SHOCKWAVE || type == WEP_UZI || type == WEP_RIFLE)
        {
                if(self.isplayermodel)
                {
index b9e3ca6f1f2a73f9ac579bb1958b4ffb04517463..63d96eee6117035dfec4fb4c83579adfca5f1b43 100644 (file)
@@ -425,7 +425,7 @@ float GetAmmoTypeForWep(float i) // WEAPONTODO
 {
        switch(i)
        {
-               case WEP_SHOTGUN: return 0;
+               case WEP_SHOCKWAVE: return 0;
                case WEP_UZI: return 1;
                case WEP_GRENADE_LAUNCHER: return 2;
                case WEP_MINE_LAYER: return 2;
index 75ddd79ef9fde07ac4ab7bb044ab1f56aa5ca59a..aef7e2d7735c9e0d85c0917be4019aa571bba896 100644 (file)
@@ -36,7 +36,7 @@ void W_Plasma_TriggerCombo(vector org, float rad, entity own)
                        // change owner to whoever caused the combo explosion
                        WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
 
-                       if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > e.WarpZone_findradius_dist))
+                       if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > vlen(e.WarpZone_findradius_dist)))
                        {
                                e.realowner = own;
                                e.takedamage = DAMAGE_NO;
index 47ac046545dc6760264296b521bda06fad2dda15..54177812fb11886304d402b327d68f4a6c302a79 100644 (file)
@@ -67,7 +67,7 @@ void W_Grenade_Explode2 (void)
 {
        if(other.takedamage == DAMAGE_AIM)
                if(IS_PLAYER(other))
-                       if(IsDifferentTeam(self.realowner, other))
+                       if(DIFF_TEAM(self.realowner, other))
                                if(other.deadflag == DEAD_NO)
                                        if(IsFlying(other))
                                                Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
index a38b24dadc9a391a731723c7780c872562d38a0c..1cd785d2b2f5f2534c7fa43ee4ff3beed744efc2 100644 (file)
@@ -404,7 +404,7 @@ void W_Shockwave_Attack()
 */
 float W_Shockwave(float req)
 {
-       float ammo_amount;
+       float ammo_amount = 0;
        
        switch(req)
        {
index c9deb8e8bfa46acc1d9dfda76d6905c37ff24a11..a59b6c9ec070acd806eb5991a6d79e02a084a8ae 100644 (file)
@@ -164,11 +164,11 @@ void register_weapons_done();
        REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
 #endif
 
-/*#define MO_NONE 0
+#define MO_NONE 0
 #define MO_PRI 1
 #define MO_SEC 2
 #define MO_BOTH 3
-*/
+
 #define WEP_DUPECHECK(dupecheck,cvar) float cvar;
 
 /*#define WEP_DUPECHECK(dupecheck,cvar) \
@@ -186,13 +186,13 @@ void register_weapons_done();
        #endif
 */
 
-#define WEP_ADD_CVAR_MO_PRI(weapon,name) \
+#define WEP_ADD_CVAR_MO_PRI(wepname,name) \
        WEP_DUPECHECK(WEP_CVAR_P_##wepname##_##name, autocvar_g_balance_##wepname##_primary_##name)
 
-#define WEP_ADD_CVAR_MO_SEC(weapon,name) \
+#define WEP_ADD_CVAR_MO_SEC(wepname,name) \
        WEP_DUPECHECK(WEP_CVAR_S_##wepname##_##name, autocvar_g_balance_##wepname##_secondary_##name)
 
-#define WEP_ADD_CVAR_MO_BOTH(weapon,name) \
+#define WEP_ADD_CVAR_MO_BOTH(wepname,name) \
        WEP_DUPECHECK(WEP_CVAR_P_##wepname##_##name, autocvar_g_balance_##wepname##_primary_##name) \
        WEP_DUPECHECK(WEP_CVAR_S_##wepname##_##name, autocvar_g_balance_##wepname##_secondary_##name)
 
index 97996ce22fcc18396ddad4513b6e803975face6f..fd3a96ccbb4f43dac77993b9bdf957351e75f4d8 100644 (file)
@@ -181,18 +181,18 @@ 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;
-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_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_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;
@@ -221,32 +221,32 @@ 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_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;
@@ -299,30 +299,30 @@ 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;
-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_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;
index a839145009af42ce7e604300e1d43084cd8c9548..558e0c7003f6e49b7caa6e49fad8df091bf57780 100644 (file)
@@ -2352,7 +2352,7 @@ void PlayerPreThink (void)
                        do_crouch = 0;
                if(self.freezetag_frozen)
                        do_crouch = 0;
-               if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+               if(self.weapon == WEP_SHOCKWAVE && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) // WEAPONTODO
                        do_crouch = 0;
 
                if (do_crouch)
index 73b7dd949939c691173ebf0b683dfd451f72238b..93e6edb5f24e4f1deae45332ffc1b44f0bf891db 100644 (file)
@@ -3,8 +3,8 @@ MUTATOR_HOOKFUNCTION(melee_SetStartItems)
        start_ammo_shells = 0;
        warmup_start_ammo_shells = 0;
 
-       start_weapons = WEPSET_SHOTGUN;
-       warmup_start_weapons = WEPSET_SHOTGUN;
+       start_weapons = WEPSET_SHOCKWAVE;
+       warmup_start_weapons = WEPSET_SHOCKWAVE;
 
        return FALSE;
 }
index 2e6f7ea3046e089575c1167c300bc519a5f934f7..32d73bf88fb72e121ea617917200e11e017215e1 100644 (file)
@@ -113,10 +113,10 @@ void nade_damage(entity inflictor, entity attacker, float damage, float deathtyp
        if(DEATH_ISWEAPON(deathtype, WEP_UZI))
                damage = self.max_health * 0.1;
 
-       if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY))
+       if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) && !(deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
                damage = self.max_health * 1.1;
 
-       if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY))
+       if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) && (deathtype & HITTYPE_SECONDARY))
        {
                damage = self.max_health * 0.1;
                force *= 15;