seta cl_zoomfactor 5 "how much +zoom will zoom (1-16)"
seta cl_zoomspeed 8 "how fast it will zoom (0.5-16), negative values mean instant zoom"
seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)"
+
+seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn"
+seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)"
+seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon"
+seta cl_unpress_attack_on_weapon_switch 1 "automatically unpress fire and fire1 attack buttons when you switch a weapon"
+
freelook 1
sensitivity 6
v_gamma 1
alias cl_hook_gamestart_tdm
alias cl_hook_gamestart_dom
alias cl_hook_gamestart_ctf
-alias cl_hook_gamestart_rune
alias cl_hook_gamestart_lms
alias cl_hook_gamestart_arena
alias cl_hook_gamestart_ca
alias sv_hook_gamestart_tdm
alias sv_hook_gamestart_dom
alias sv_hook_gamestart_ctf
-alias sv_hook_gamestart_rune
alias sv_hook_gamestart_lms
alias sv_hook_gamestart_arena
alias sv_hook_gamestart_ca
seta g_arena_point_leadlimit -1 "Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_runematch_point_limit -1 "Runematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_runematch_point_leadlimit -1 "Runematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
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_race_qualifying_timelimit 0
set g_race_qualifying_timelimit_override -1
set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
-
-
-// ===========
-// runematch
-// ===========
-set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)"
-set g_runematch_pointrate 5
-set g_runematch_fixedspawns 1 "use fixed runematch spawns if available"
-set g_runematch_pointamt 1
-set g_runematch_shuffletime 30 "how often runes change position"
-set g_runematch_respawntime 15 "how soon after being dropped to respawn"
-set g_runematch_frags_killedby_runeholder 4
-set g_runematch_frags_killed_runeholder 5
-set g_runematch_frags_norune 0
-set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn"
-set g_runematch_allow_same 0 "allow matching rune-curse pairs"
-set g_runematch_rune_alpha 0.78
-set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544"
-set g_runematch_rune_glow_size 0
-set g_runematch_rune_glow_color 0
-set g_runematch_rune_color_strength 1.0
-// strength/weakness
-set g_balance_rune_strength_damage 2.0
-set g_balance_rune_strength_force 1.5
-set g_balance_curse_weak_damage 0.5
-set g_balance_curse_weak_force 0.6
-set g_balance_rune_strength_combo_damage 0.9
-set g_balance_rune_strength_combo_force 1.0
-// defense/vulner
-set g_balance_rune_defense_takedamage 0.5
-set g_balance_curse_vulner_takedamage 2.0
-set g_balance_rune_defense_combo_takedamage 1.0
-// vampire/empathy
-set g_balance_rune_vampire_absorb 0.4
-set g_balance_curse_empathy_takedamage -0.4
-set g_balance_rune_vampire_combo_absorb -0.1
-set g_balance_rune_vampire_maxhealth 500
-set g_balance_curse_empathy_minhealth 20
-set g_balance_rune_vampire_combo_minhealth 40
-// regen/venom
-set g_balance_rune_regen_hpmod 1.75
-set g_balance_curse_venom_hpmod 0.6
-set g_balance_rune_regen_combo_hpmod 0.9
-set g_balance_rune_regen_regenrate 3.0
-set g_balance_curse_venom_rotrate 3.0
-set g_balance_rune_regen_combo_regenrate 0.5
-set g_balance_rune_regen_combo_rotrate 1.5
-set g_balance_rune_regen_limitmod 1
-set g_balance_curse_venom_limitmod 1
-set g_balance_rune_regen_combo_limitmod 1
-// speed/slow
-set g_balance_rune_speed_atkrate 0.66
-set g_balance_curse_slow_atkrate 1.5
-set g_balance_rune_speed_combo_atkrate 1.2
-set g_balance_rune_speed_highspeed 1.5
-set g_balance_curse_slow_highspeed 0.6
-set g_balance_rune_speed_combo_highspeed 0.9
-
{
zoomin_effect = 1;
current_viewzoom = (1 / bound(1, autocvar_cl_spawnzoom_factor, 16));
+
+ if(autocvar_cl_unpress_zoom_on_spawn)
+ {
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
}
void Net_TeamNagger()
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
- // FIXME do we need this hack?
- if(isdemo())
- {
- // in demos, input_buttons do not work
- button_zoom = (autocvar__togglezoom == "-");
- }
-
#define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+ float is_dead = (getstati(STAT_HEALTH) <= 0);
+
+ // FIXME do we need this hack?
+ if(isdemo())
+ {
+ // in demos, input_buttons do not work
+ button_zoom = (autocvar__togglezoom == "-");
+ }
+ else if(button_zoom
+ && autocvar_cl_unpress_zoom_on_death
+ && (spectatee_status >= 0)
+ && (is_dead || intermission))
+ {
+ // no zoom while dead or in intermission please
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
{
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
HUD_InitScores();
}
- if(last_switchweapon != switchweapon) {
+ if(last_switchweapon != switchweapon)
+ {
weapontime = time;
last_switchweapon = switchweapon;
+ if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+ if(autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = FALSE;
+ }
}
- if(last_activeweapon != activeweapon) {
+ if(last_activeweapon != activeweapon)
+ {
last_activeweapon = activeweapon;
e = get_weaponinfo(activeweapon);
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
float autocvar_cl_zoomfactor;
float autocvar_cl_zoomsensitivity;
float autocvar_cl_zoomspeed;
+var float autocvar_cl_unpress_zoom_on_spawn = 1;
+var float autocvar_cl_unpress_zoom_on_death = 1;
+var float autocvar_cl_unpress_zoom_on_weapon_switch = 1;
+var float autocvar_cl_unpress_attack_on_weapon_switch = 1;
float autocvar_con_chat;
float autocvar_con_chatpos;
float autocvar_con_chatrect;
vector color;
float hud_dock_color_team = autocvar_hud_dock_color_team;
if((teamplay) && hud_dock_color_team) {
- f = stof(getplayerkeyvalue(current_player - 1, "colors"));
- color = colormapPaletteColor(mod(f, 16), 1) * hud_dock_color_team;
+ color = colormapPaletteColor(myteam, 1) * hud_dock_color_team;
}
else if(autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && hud_dock_color_team) {
color = '1 0 0' * hud_dock_color_team;
// Get value for panel_bg_color: if "" fetch default, else use panel_bg_color. Convert pants, shirt or teamcolor into a vector.
#define HUD_Panel_GetColor()\
if((teamplay) && panel_bg_color_team) {\
- panel_bg_color = colormapPaletteColor(mod(stof(getplayerkeyvalue(current_player - 1, "colors")), 16), 1) * panel_bg_color_team;\
+ panel_bg_color = colormapPaletteColor(myteam, 1) * panel_bg_color_team;\
} else if (autocvar_hud_configure_teamcolorforced && autocvar__hud_configure && panel_bg_color_team) {\
panel_bg_color = '1 0 0' * panel_bg_color_team;\
} else {\
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_CTF;
else if(v == "team_CTF_blueflag")
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_CTF;
- else if(v == "runematch_spawn_point")
- MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_RUNEMATCH;
else if(v == "target_assault_roundend")
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_ASSAULT;
else if(v == "onslaught_generator")
else
{
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_DEATHMATCH; // DM always works
- MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_RUNEMATCH; // Rune always works
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_LMS; // LMS always works
MapInfo_Map_supportedGametypes |= MAPINFO_TYPE_KEEPAWAY; // Keepaway always works
case MAPINFO_TYPE_TEAM_DEATHMATCH: return "50 20 2 0";
case MAPINFO_TYPE_DOMINATION: return "200 20 0";
case MAPINFO_TYPE_CTF: return "300 20 10 0";
- case MAPINFO_TYPE_RUNEMATCH: return "200 20 0";
case MAPINFO_TYPE_LMS: return "9 20 0";
case MAPINFO_TYPE_ARENA: return "10 20 0";
case MAPINFO_TYPE_CA: return "10 20 0";
REGISTER_GAMETYPE(_("Arena"),arena,g_arena,ARENA,"timelimit=20 pointlimit=10 leadlimit=0")
#define g_arena IS_GAMETYPE(ARENA)
-REGISTER_GAMETYPE(_("Runematch"),rune,g_runematch,RUNEMATCH,"timelimit=20 pointlimit=200 leadlimit=0")
-#define g_runematch IS_GAMETYPE(RUNEMATCH)
-
REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0")
#define g_race IS_GAMETYPE(RACE)
case MAPINFO_TYPE_CTF: GameType_ConfigureSliders(e, l, l2, _("Capture limit:"), 1, 20, 1, "capturelimit_override"); break;
case MAPINFO_TYPE_DOMINATION: GameType_ConfigureSliders(e, l, l2, _("Point limit:"), 50, 500, 10, "g_domination_point_limit"); break;
case MAPINFO_TYPE_KEYHUNT: GameType_ConfigureSliders(e, l, l2, _("Point limit:"), 200, 1500, 50, "g_keyhunt_point_limit"); break;
- case MAPINFO_TYPE_RUNEMATCH: GameType_ConfigureSliders(e, l, l2, _("Point limit:"), 50, 500, 10, "g_runematch_point_limit"); break;
case MAPINFO_TYPE_LMS: GameType_ConfigureSliders(e, l, l2, _("Lives:"), 3, 50, 1, "g_lms_lives_override"); break;
case MAPINFO_TYPE_RACE: GameType_ConfigureSliders(e, l, l2, _("Laps:"), 1, 25, 1, "g_race_laps_limit"); break;
case MAPINFO_TYPE_NEXBALL: GameType_ConfigureSliders(e, l, l2, _("Goals:"), 1, 50, 1, "g_nexball_goallimit"); break;
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_RACE) \
GAMETYPE(MAPINFO_TYPE_CTS) \
- GAMETYPE(MAPINFO_TYPE_RUNEMATCH) \
GAMETYPE(MAPINFO_TYPE_TEAM_DEATHMATCH) \
/* nothing */
--- /dev/null
+float rune_numspawns;
+
+float RUNE_FIRST = 1;
+float RUNE_STRENGTH = 1;
+float RUNE_DEFENSE = 2;
+float RUNE_REGEN = 4;
+float RUNE_SPEED = 8;
+float RUNE_VAMPIRE = 16;
+float RUNE_LAST = 16;
+
+float CURSE_FIRST = 8192;
+float CURSE_WEAK = 8192;
+float CURSE_VULNER = 16384;
+float CURSE_VENOM = 32768;
+float CURSE_SLOW = 65536;
+float CURSE_EMPATHY = 131072;
+float CURSE_LAST = 131072;
+
+float RUNE_COUNT = 5;
+
+/* rune ideas:
+
+ Doom/Death
+ Rune: When you damage enemies, you have a slight chance of instant-killing them (porportional to damage dealt / their health)
+ Curse: When you are damaged, you have a chance of being instant-killed
+
+ Vengence/Slothful
+ Rune: The lower your health below 100, the more damage you deal (does not decrease your damage if you're above 100)
+ Curse: The higher your health (up to 100), the less damage you deal (at 100 hp deal 1/5th damage)
+
+*/
+
+/*QUAKED spawnfunc_runematch_spawn_point (1 0 0) (-16 -16 -24) (16 16 24)
+spawn point for runes in runematch
+*/
+
+void spawnfunc_runematch_spawn_point()
+{
+ if(!g_runematch || !autocvar_g_runematch_fixedspawns)
+ {
+ remove(self);
+ return;
+ }
+
+ setsize(self, '0 0 -35', '0 0 0');
+ droptofloor();
+ ++rune_numspawns;
+}
+
+// only used if using rune spawns at all
+entity rune_find_spawnpoint()
+{
+ entity e;
+
+ if(rune_numspawns < RUNE_COUNT)
+ return world;
+
+ RandomSelection_Init();
+
+ for(e = world; (e = find(e, classname, "runematch_spawn_point")); )
+ if(e.owner == world)
+ RandomSelection_Add(e, 0, string_null, e.cnt, 0);
+
+ return RandomSelection_chosen_ent;
+}
+
+float rune_spawn_somewhere(entity e)
+{
+ entity spot;
+ spot = rune_find_spawnpoint();
+ if(spot)
+ {
+ spot.owner = e;
+ setorigin(e, spot.origin);
+
+ e.owner = spot;
+ spot.owner = e;
+
+ return TRUE;
+ }
+ else
+ {
+ if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ {
+ // great
+ makevectors(self.angles),
+ self.velocity = v_forward * 250;
+ self.angles = '0 0 0';
+ return TRUE;
+ }
+ else
+ {
+ // sorry, can't spawn, better luck next frame
+ return FALSE;
+ }
+ }
+}
+
+void rune_unmark_spot(entity e)
+{
+ if(e.owner.classname == "runematch_spawn_point")
+ {
+ e.owner.owner = world;
+ e.owner = world;
+ }
+}
+
+string RuneName(float r)
+{
+ if(r == RUNE_STRENGTH)
+ return "^1Strength^7";
+ if(r == RUNE_DEFENSE)
+ return "^4Defense^7";
+ if(r == RUNE_REGEN)
+ return "^2Vitality^7";
+ if(r == RUNE_SPEED)
+ return "^3Speed^7";
+ if(r == RUNE_VAMPIRE)
+ return "^6Vampire^7";
+
+ if(r == CURSE_WEAK)
+ return "^1Weakness^7";
+ if(r == CURSE_VULNER)
+ return "^4Vulnerability^7";
+ if(r == CURSE_VENOM)
+ return "^2Venom^7";
+ if(r == CURSE_SLOW)
+ return "^3Slow^7";
+ if(r == CURSE_EMPATHY)
+ return "^6Empathy^7";
+ return strcat("^8[unnamed", ftos(r), "]^7");
+}
+
+vector RuneColormod(float r)
+{
+ vector _color = '255 0 255';
+
+ if(r == RUNE_STRENGTH)
+ _color = '255 0 0';
+ if(r == RUNE_DEFENSE)
+ _color = '0 0 255';//'0 102 255';//
+ if(r == RUNE_REGEN)
+ _color = '0 204 0';//'0 255 0';
+ if(r == RUNE_SPEED)
+ _color = 0.35*'185 185 0';//255 230 0';//'255 255 0';
+ if(r == RUNE_VAMPIRE)
+ _color = '64 0 128';//'108 0 217';//'128 0 255';//'179 0 204';//
+
+ if(r == CURSE_WEAK)
+ _color = '255 0 0';
+ if(r == CURSE_VULNER)
+ _color = '0 0 255';//'0 102 255';//
+ if(r == CURSE_VENOM)
+ _color = '0 204 0';//'0 255 0';
+ if(r == CURSE_SLOW)
+ _color = 0.5*'185 185 0';//'255 255 0';
+ if(r == CURSE_EMPATHY)
+ _color = '179 0 204';//'128 0 255';
+
+ return _color * (1 / 255) * autocvar_g_runematch_rune_color_strength;
+}
+
+void rune_respawn();
+
+void RuneCarriedThink()
+{
+ float rcount, rnum;
+ vector ang = '0 0 0';
+ entity rune;
+
+ if(self.owner.classname != "player" || time < game_starttime)
+ {
+ rune_respawn();
+ return;
+ }
+
+ self.nextthink = time + 0.1;
+
+ // count runes my owner holds
+ rcount = 0;
+ rune = find(world, classname, "rune");
+ rnum = -1;
+ while(rune)
+ {
+ if(rune.owner == self.owner)
+ rcount = rcount + 1;
+ if(rune == self)
+ rnum = rcount;
+ rune = find(rune, classname, "rune");
+ }
+
+ ang_y = rnum*(360 / rcount) + mod(time, 360)*45;//180;
+
+ makevectors(ang);
+
+ setorigin(self, v_forward*32);
+}
+
+void rune_touch()
+{
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ {
+ self.think = rune_respawn;
+ self.nextthink = time;
+ return;
+ }
+
+ if(other.classname != "player" || other.health < 1)
+ return;
+ if(self.wait > time)
+ return; // "notouch" time isn't finished
+
+ // detach from the spawn point you're on
+ rune_unmark_spot(self);
+
+ self.owner = other;
+ self.enemy.owner = other;
+ setattachment(self, other, "");
+
+ other.runes = other.runes | self.runes | self.enemy.runes;
+
+ //self.think = func_null;
+ //self.nextthink = 0;
+ self.think = RuneCarriedThink;
+ self.nextthink = time;
+ self.touch = func_null;
+
+ self.solid = SOLID_NOT;
+ setorigin(self, self.origin);
+
+ //sprint(other, strcat("^3You have picked up ",
+ // RuneName(self.runes & (RUNE_LAST*2-1)), " and "));
+ //sprint(other, strcat(RuneName(self.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n"));
+
+ bprint("^3", other.netname, "^7 has picked up ",
+ RuneName(self.runes & (RUNE_LAST*2-1)), "^7 and ");
+ bprint(RuneName(self.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n");
+}
+
+void rune_respawn()
+{
+ rune_unmark_spot(self);
+ if(rune_spawn_somewhere(self))
+ {
+ self.solid = SOLID_TRIGGER;
+ self.touch = rune_touch;
+ self.think = rune_respawn;
+ self.nextthink = time + autocvar_g_runematch_shuffletime;//30 + random()*5; // fixme: cvar
+ }
+ else
+ {
+ // try again later
+ self.think = rune_respawn;
+ self.nextthink = time;
+ }
+}
+
+entity FindRune(entity own, string clname, float r)
+{
+ entity rune;
+ float _count, c;
+
+ c = _count = 0;
+ rune = world;
+
+ do
+ {
+ rune = find(rune, classname, clname);
+ if(!rune)
+ rune = find(rune, classname, clname);
+ if(!rune)
+ break;
+ if(rune.owner == own)
+ {
+ _count = _count + 1;
+ if(_count >= r)
+ return rune;
+ if(r <= 1)
+ return rune;
+ }
+ c = c + 1;
+ }while(c < 30);
+ return world;
+}
+
+
+void DropRune(entity pl, entity e)
+{
+ //entity pl;
+
+ //pl = e.owner;
+ // detach from player
+ setattachment(e, world, "");
+ e.owner = world;
+ e.enemy.owner = world;
+ // don't instantly touch player again
+ e.wait = time + 1; // "notouch" time
+ e.movetype = MOVETYPE_TOSS;
+ e.solid = SOLID_TRIGGER;
+ // reposition itself if not picked up soon
+ e.think = rune_respawn;
+ e.nextthink = time + autocvar_g_runematch_respawntime;//15 + random()*5; // fixme: cvar
+ e.touch = rune_touch;
+
+ pl.runes = pl.runes - (pl.runes & (e.runes | e.enemy.runes));
+
+ // toss from player
+ setorigin(e, pl.origin + '0 0 10');
+ e.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
+
+
+ bprint("^3", pl.netname, "^7 has lost ",
+ RuneName(e.runes & (RUNE_LAST*2-1)), "^7 and ");
+ bprint(RuneName(e.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n");
+}
+
+float RuneMatchesCurse(float r, float c)
+{
+ float cr;
+ if(r & RUNE_STRENGTH)
+ cr = CURSE_WEAK;
+ else if(r & RUNE_DEFENSE)
+ cr = CURSE_VULNER;
+ else if(r & RUNE_REGEN)
+ cr = CURSE_VENOM;
+ else if(r & RUNE_SPEED)
+ cr = CURSE_SLOW;
+ else if(r & RUNE_VAMPIRE)
+ cr = CURSE_EMPATHY;
+ else return FALSE; // fixme: error?
+
+ if(c & cr)
+ return TRUE;
+ return FALSE;
+}
+
+// player died, drop runes
+// each rune should pair up with a random curse and then be tossed from the player
+void DropAllRunes(entity pl)
+{
+ entity rune, curse;
+ float rcount, ccount, r, c, rand, prevent_same, numtodrop, tries;
+
+ entity curse1, rune1, curse2, rune2;
+
+ rcount = ccount = r = c = 0;
+ rune = find(world, classname, "rune");
+ while(rune)
+ {
+ if(rune.owner == pl)
+ rcount = rcount + 1;
+ rune = find(rune, classname, "rune");
+ }
+ curse = find(world, classname, "curse");
+ while(curse)
+ {
+ if(curse.owner == pl)
+ ccount = ccount + 1;
+ curse = find(curse, classname, "curse");
+ }
+
+ numtodrop = autocvar_g_runematch_drop_runes_max;
+ prevent_same = !autocvar_g_runematch_allow_same;
+
+ do
+ {
+ rune = find(rune, classname, "rune");
+ if(!rune)
+ break;
+ if(rune.owner != pl)
+ continue;
+
+
+ // find a random curse
+ tries = 15;
+ if(ccount > 1 && prevent_same)
+ {
+ // avoid pairing runes and curses that match each other
+ do{
+ rand = floor(random()*ccount) + 1;
+ curse = FindRune(pl, "curse", rand);
+ tries = tries - 1;
+ }while(RuneMatchesCurse(rune.runes, curse.runes) && tries > 0);
+ if(tries <= 0)
+ {
+ bprint("warning: couldn't prevent same rune\n");
+ }
+ }
+ else
+ {
+ rand = floor(random()*ccount) + 1;
+ curse = FindRune(pl, "curse", rand);
+ }
+
+ if(!curse)
+ error("Couldn't fine curse to bind rune to\n");
+
+ // pair rune and curse
+
+ rune1 = rune;
+ curse1 = curse;
+ rune2 = curse1.enemy;
+ curse2 = rune1.enemy;
+
+ if(rune1 != rune2) // not already attached to each other
+ {
+ rune1.enemy = curse1;
+ curse1.enemy = rune1;
+ setattachment(curse1, rune1, "");
+ rune2.enemy = curse2;
+ curse2.enemy = rune2;
+ setattachment(curse2, rune2, "");
+ //DropRune(pl, rune2);
+ //ccount = ccount - 1;
+ //rcount = rcount - 1;
+ }
+ DropRune(pl, rune1);
+
+ if(numtodrop <=0)
+ {
+ rune1.think = rune_respawn;
+ rune1.nextthink = time;
+ }
+
+ numtodrop = numtodrop - 1;
+
+ ccount = ccount - 1;
+ rcount = rcount - 1;
+
+ }while(rune);
+}
+
+void rune_reset()
+{
+ if(self.owner)
+ if(self.owner.classname != "runematch_spawn_point")
+ DropAllRunes(self.owner);
+ rune_respawn();
+}
+
+void spawn_runes()
+{
+ float rn, cs, runes_used, curses_used, prevent_same, numrunes;
+ entity e;
+
+ if(self)
+ remove(self);
+
+ // fixme: instead of placing them all now, why not
+ // simply create them all and let them call rune_respawn() as their think?
+
+ runes_used = 0;
+ curses_used = 0;
+
+ prevent_same = !autocvar_g_runematch_allow_same;
+ numrunes = RUNE_COUNT;
+
+ while(numrunes > 0)
+ {
+ RandomSelection_Init();
+ for(rn = RUNE_FIRST; rn <= RUNE_LAST; rn *= 2)
+ if not(runes_used & rn)
+ RandomSelection_Add(world, rn, string_null, 1, 1);
+ rn = RandomSelection_chosen_float;
+
+ RandomSelection_Init();
+ for(cs = CURSE_FIRST; cs <= CURSE_LAST; cs *= 2)
+ if not(curses_used & cs)
+ if not(prevent_same && cs == RuneMatchesCurse(rn, cs))
+ RandomSelection_Add(world, cs, string_null, 1, 1);
+ cs = RandomSelection_chosen_float;
+
+ if(!rn || !cs)
+ error("No rune/curse left");
+
+ runes_used |= rn;
+ curses_used |= cs;
+
+ e = spawn();
+ e.runes = rn;
+ e.classname = "rune";
+ e.touch = rune_touch;
+ e.think = rune_respawn;
+ e.nextthink = time;
+ e.movetype = MOVETYPE_TOSS;
+ e.solid = SOLID_TRIGGER;
+ e.flags = FL_ITEM;
+ e.reset = rune_reset;
+ setmodel(e, "models/runematch/rune.mdl"); // precision set below
+ setsize(e, '0 0 -35', '0 0 0');
+
+ e.enemy = spawn();
+ e.enemy.enemy = e;
+ e.enemy.classname = "curse";
+ e.enemy.runes = cs;
+ //e.enemy.avelocity = '300 500 200';
+ setmodel(e.enemy, "models/runematch/curse.mdl"); // precision set below
+ setorigin(e, '0 0 0');
+ setattachment(e.enemy, e, "");
+
+ e.colormod = RuneColormod(rn);
+ e.enemy.colormod = RuneColormod(cs);
+
+ e.alpha = e.enemy.alpha = autocvar_g_runematch_rune_alpha;//0.78;
+ e.effects = e.enemy.effects = autocvar_g_runematch_rune_effects | EF_LOWPRECISION;//EF_ADDITIVE;// | EF_FULLBRIGHT;
+
+ //e.glow_size = e.enemy.glow_size = cvar("g_runematch_rune_glow_size");
+ //e.glow_color = e.enemy.glow_color = cvar("g_runematch_rune_glow_color");
+
+ //rn = RUNE_FIRST;
+ //cs = CURSE_FIRST;
+
+ numrunes = numrunes - 1;
+ }
+}
+
+void runematch_init()
+{
+ if(!g_runematch)
+ return;
+
+ entity e;
+ e = spawn();
+ e.think = spawn_runes;
+ e.nextthink = time + 0.1;
+}
+
+
+float runematch_point_time;
+
+// give points to players who are holding runes
+void RuneMatchGivePoints()
+{
+ entity rune;
+
+ if(!g_runematch || !autocvar_g_runematch_pointamt)
+ return;
+
+ if(gameover)
+ return;
+
+ if(runematch_point_time > time)
+ return;
+
+ runematch_point_time = time + autocvar_g_runematch_pointrate;
+
+ rune = world;
+ do
+ {
+ rune = find(rune, classname, "rune");
+ if(!rune)
+ return;
+
+ if(rune.owner.classname == "player")
+ {
+ UpdateFrags(rune.owner, autocvar_g_runematch_pointamt);
+ }
+ }while(rune);
+}
+
+float RunematchHandleFrags(entity attacker, entity targ, float f)
+{
+ entity head;
+ float arunes, trunes, newfrags;
+
+ if(f <= 0)
+ return f;
+ if(attacker == targ)
+ return f;
+
+ arunes = trunes = 0;
+
+ head = find(world, classname, "rune");
+ while(head)
+ {
+ if(head.owner == attacker)
+ {
+ arunes = arunes + 1;
+ }
+ else if(head.owner == targ)
+ {
+ trunes = trunes + 1;
+ }
+
+ head = find(head, classname, "rune");
+ }
+
+ if(!arunes && !trunes)
+ return f - 1 + autocvar_g_runematch_frags_norune; // don't give points to players when no runes are involved.
+
+ newfrags = 0;
+ if(arunes)
+ { // got a kill while holding runes
+ newfrags = newfrags + autocvar_g_runematch_frags_killedby_runeholder;//5;
+ }
+ if(trunes)
+ { // killed an enemy holding runes
+ newfrags = newfrags + autocvar_g_runematch_frags_killed_runeholder;//5;
+ }
+ if(newfrags)
+ f = f - 1 + newfrags;
+
+ return f;
+}
float autocvar_g_balance_crylink_secondary_spreadtype;
float autocvar_g_balance_crylink_reload_ammo;
float autocvar_g_balance_crylink_reload_time;
-float autocvar_g_balance_curse_empathy_minhealth;
-float autocvar_g_balance_curse_empathy_takedamage;
-float autocvar_g_balance_curse_slow_atkrate;
-float autocvar_g_balance_curse_slow_highspeed;
-float autocvar_g_balance_curse_venom_hpmod;
-float autocvar_g_balance_curse_venom_limitmod;
-float autocvar_g_balance_curse_venom_rotrate;
-float autocvar_g_balance_curse_vulner_takedamage;
-float autocvar_g_balance_curse_weak_damage;
-float autocvar_g_balance_curse_weak_force;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_electro_combo_comboradius;
float autocvar_g_balance_electro_combo_damage;
float autocvar_g_balance_rocketlauncher_speedstart;
float autocvar_g_balance_rocketlauncher_reload_ammo;
float autocvar_g_balance_rocketlauncher_reload_time;
-float autocvar_g_balance_rune_defense_combo_takedamage;
-float autocvar_g_balance_rune_defense_takedamage;
-float autocvar_g_balance_rune_regen_combo_hpmod;
-float autocvar_g_balance_rune_regen_combo_limitmod;
-float autocvar_g_balance_rune_regen_combo_regenrate;
-float autocvar_g_balance_rune_regen_combo_rotrate;
-float autocvar_g_balance_rune_regen_hpmod;
-float autocvar_g_balance_rune_regen_limitmod;
-float autocvar_g_balance_rune_regen_regenrate;
-float autocvar_g_balance_rune_speed_atkrate;
-float autocvar_g_balance_rune_speed_combo_atkrate;
-float autocvar_g_balance_rune_speed_combo_highspeed;
-float autocvar_g_balance_rune_speed_highspeed;
-float autocvar_g_balance_rune_strength_combo_damage;
-float autocvar_g_balance_rune_strength_combo_force;
-float autocvar_g_balance_rune_strength_damage;
-float autocvar_g_balance_rune_strength_force;
-float autocvar_g_balance_rune_vampire_absorb;
-float autocvar_g_balance_rune_vampire_combo_absorb;
-float autocvar_g_balance_rune_vampire_maxhealth;
float autocvar_g_balance_seeker_type;
float autocvar_g_balance_seeker_flac_ammo;
float autocvar_g_balance_seeker_flac_animtime;
float autocvar_g_respawn_ghosts_maxtime;
float autocvar_g_respawn_ghosts_speed;
float autocvar_g_respawn_waves;
-float autocvar_g_runematch_allow_same;
-float autocvar_g_runematch_drop_runes_max;
-float autocvar_g_runematch_fixedspawns;
-float autocvar_g_runematch_frags_killed_runeholder;
-float autocvar_g_runematch_frags_killedby_runeholder;
-float autocvar_g_runematch_frags_norune;
-float autocvar_g_runematch_point_leadlimit;
-#define autocvar_g_runematch_point_limit cvar("g_runematch_point_limit")
-float autocvar_g_runematch_pointamt;
-float autocvar_g_runematch_pointrate;
-float autocvar_g_runematch_respawntime;
-float autocvar_g_runematch_rune_alpha;
-float autocvar_g_runematch_rune_color_strength;
-float autocvar_g_runematch_rune_effects;
-float autocvar_g_runematch_shuffletime;
float autocvar_g_running_guns;
float autocvar_g_shootfromcenter;
float autocvar_g_shootfromclient;
else
self.frags = FRAGS_SPECTATOR;
- DropAllRunes(self);
MUTATOR_CALLHOOK(MakePlayerObserver);
minstagib_stop_countdown(self);
self.think = func_null;
self.nextthink = 0;
self.hook_time = 0;
- self.runes = 0;
self.deadflag = DEAD_NO;
self.angles = spot.angles;
self.angles_z = 0;
self.metertime = 0;
- self.runes = 0;
-
self.deadflag = DEAD_NO;
self.angles = spot.angles;
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
- DropAllRunes(self);
MUTATOR_CALLHOOK(ClientDisconnect);
Portal_ClearAll(self);
max_mod = regen_mod = rot_mod = limit_mod = 1;
- if (self.runes & RUNE_REGEN)
- {
- if (self.runes & CURSE_VENOM) // do we have both rune/curse?
- {
- regen_mod = autocvar_g_balance_rune_regen_combo_regenrate;
- max_mod = autocvar_g_balance_rune_regen_combo_hpmod;
- limit_mod = autocvar_g_balance_rune_regen_combo_limitmod;
- }
- else
- {
- regen_mod = autocvar_g_balance_rune_regen_regenrate;
- max_mod = autocvar_g_balance_rune_regen_hpmod;
- limit_mod = autocvar_g_balance_rune_regen_limitmod;
- }
- }
- else if (self.runes & CURSE_VENOM)
- {
- max_mod = autocvar_g_balance_curse_venom_hpmod;
- if (self.runes & RUNE_REGEN) // do we have both rune/curse?
- rot_mod = autocvar_g_balance_rune_regen_combo_rotrate;
- else
- rot_mod = autocvar_g_balance_curse_venom_rotrate;
- limit_mod = autocvar_g_balance_curse_venom_limitmod;
- //if (!self.runes & RUNE_REGEN)
- // rot_mod = autocvar_g_balance_curse_venom_rotrate;
- }
maxh = maxh * max_mod;
//maxa = maxa * max_mod;
//maxf = maxf * max_mod;
else if(g_keepaway)
maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
- if(g_runematch)
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
- else
- maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
- }
- else if(self.runes & CURSE_SLOW)
- {
- maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
- }
- }
maxspd_mod *= autocvar_g_movement_highspeed;
// fix physics stats for g_movement_highspeed
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
- DropAllRunes(self);
// increment frag counter for used weapon type
float w;
if(clienttype(self) == CLIENTTYPE_REAL)
{
- stuffcmd(self, "-zoom\n");
self.fixangle = TRUE;
//msg_entity = self;
//WriteByte (MSG_ONE, SVC_SETANGLE);
float t;
t = 1.0 / g_weaponratefactor;
- if(g_runematch)
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- t = t * autocvar_g_balance_rune_speed_combo_atkrate;
- else
- t = t * autocvar_g_balance_rune_speed_atkrate;
- }
- else if(self.runes & CURSE_SLOW)
- {
- t = t * autocvar_g_balance_curse_slow_atkrate;
- }
- }
-
return t;
}
float intermission_exittime;
float alreadychangedlevel;
-
-.float runes;
-
// Keys player is holding
.float itemkeys;
// message delay for func_door locked by keys and key locks
float startitem_failed;
-void DropAllRunes(entity pl);
-
-
typedef .float floatfield;
floatfield Item_CounterField(float it);
else
{
self = oldself;
- if(g_runematch)
- {
- f = RunematchHandleFrags(attacker, targ, f);
- }
- else if(g_lms)
+ if(g_lms)
{
// remove a life
float tl;
s = strcat(s, "T");
if(player.kh_next)
s = strcat(s, "K");
- if(player.runes)
- s = strcat(s, "|", ftos(player.runes));
return s;
}
damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
}
- if(g_runematch)
- {
- // apply strength rune
- if (attacker.runes & RUNE_STRENGTH)
- {
- if(attacker.runes & CURSE_WEAK) // have both curse & rune
- {
- damage = damage * autocvar_g_balance_rune_strength_combo_damage;
- force = force * autocvar_g_balance_rune_strength_combo_force;
- }
- else
- {
- damage = damage * autocvar_g_balance_rune_strength_damage;
- force = force * autocvar_g_balance_rune_strength_force;
- }
- }
- else if (attacker.runes & CURSE_WEAK)
- {
- damage = damage * autocvar_g_balance_curse_weak_damage;
- force = force * autocvar_g_balance_curse_weak_force;
- }
-
- // apply defense rune
- if (targ.runes & RUNE_DEFENSE)
- {
- if (targ.runes & CURSE_VULNER) // have both curse & rune
- damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
- else
- damage = damage * autocvar_g_balance_rune_defense_takedamage;
- }
- else if (targ.runes & CURSE_VULNER)
- damage = damage * autocvar_g_balance_curse_vulner_takedamage;
- }
-
// count the damage
if(attacker)
if(!targ.deadflag)
self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
self = oldself;
- if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
- {
- if(g_runematch)
- {
- if (attacker.runes & RUNE_VAMPIRE)
- {
- // apply vampire rune
- if (attacker.runes & CURSE_EMPATHY) // have the curse too
- {
- //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
- attacker.health = bound(
- autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
- attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
- autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
- }
- else
- {
- //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
- attacker.health = bound(
- attacker.health, // LA: was 3, but changed so that you can't lose health
- // empathy won't let you gain health in the same way...
- attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
- autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
- }
- }
- // apply empathy curse
- else if (attacker.runes & CURSE_EMPATHY)
- {
- attacker.health = bound(
- autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
- attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
- attacker.health);
- }
- }
- }
-
// apply mirror damage if any
if(mirrordamage > 0 || mirrorforce > 0)
{
Damage(other, self, self, self.dmg, DEATH_HURTTRIGGER, other.origin, '0 0 0');
}
}
- else
- {
- if (!other.owner)
- {
- if (other.classname == "rune") // reset runes
- {
- EXACTTRIGGER_TOUCH;
- other.nextthink = min(other.nextthink, time + 1);
- }
- }
- }
return;
}
BADCVAR("g_onslaught");
BADCVAR("g_race");
BADCVAR("g_race_qualifying_timelimit");
- BADCVAR("g_runematch");
BADCVAR("g_tdm");
BADCVAR("g_tdm_teams");
BADCVAR("leadlimit");
BADCVAR("g_keyhunt_point_leadlimit");
BADPREFIX("g_mod_");
BADCVAR("g_nexball_goalleadlimit");
- BADCVAR("g_runematch_point_leadlimit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("leadlimit_override");
BADCVAR("pausable");
BADCVAR("g_mirrordamage");
BADCVAR("g_nexball_goallimit");
BADCVAR("g_powerups");
- BADCVAR("g_runematch_point_limit");
BADCVAR("g_start_delay");
BADCVAR("g_warmup");
BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_runematch || g_arena || g_assault || cvar("g_campaign"))
+ if ((g_race && g_race_qualifying == 2) || g_arena || g_assault || cvar("g_campaign"))
inWarmupStage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
{
// gamemode related things
precache_model ("models/misc/chatbubble.spr");
- if (g_runematch)
- {
- precache_model ("models/runematch/curse.mdl");
- precache_model ("models/runematch/rune.mdl");
- }
#ifdef TTURRETS_ENABLED
if (autocvar_g_turrets)
float damage_save;
MUTATOR_HOOKABLE(PlayerDamage_Calculate);
- // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier or runematch runes
+ // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
// i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
// INPUT:
entity frag_attacker;
g_tetris.qc
-runematch.qc
+//runematch.qc
g_violence.qc
g_damage.qc
+++ /dev/null
-float rune_numspawns;
-
-float RUNE_FIRST = 1;
-float RUNE_STRENGTH = 1;
-float RUNE_DEFENSE = 2;
-float RUNE_REGEN = 4;
-float RUNE_SPEED = 8;
-float RUNE_VAMPIRE = 16;
-float RUNE_LAST = 16;
-
-float CURSE_FIRST = 8192;
-float CURSE_WEAK = 8192;
-float CURSE_VULNER = 16384;
-float CURSE_VENOM = 32768;
-float CURSE_SLOW = 65536;
-float CURSE_EMPATHY = 131072;
-float CURSE_LAST = 131072;
-
-float RUNE_COUNT = 5;
-
-/* rune ideas:
-
- Doom/Death
- Rune: When you damage enemies, you have a slight chance of instant-killing them (porportional to damage dealt / their health)
- Curse: When you are damaged, you have a chance of being instant-killed
-
- Vengence/Slothful
- Rune: The lower your health below 100, the more damage you deal (does not decrease your damage if you're above 100)
- Curse: The higher your health (up to 100), the less damage you deal (at 100 hp deal 1/5th damage)
-
-*/
-
-/*QUAKED spawnfunc_runematch_spawn_point (1 0 0) (-16 -16 -24) (16 16 24)
-spawn point for runes in runematch
-*/
-
-void spawnfunc_runematch_spawn_point()
-{
- if(!g_runematch || !autocvar_g_runematch_fixedspawns)
- {
- remove(self);
- return;
- }
-
- setsize(self, '0 0 -35', '0 0 0');
- droptofloor();
- ++rune_numspawns;
-}
-
-// only used if using rune spawns at all
-entity rune_find_spawnpoint()
-{
- entity e;
-
- if(rune_numspawns < RUNE_COUNT)
- return world;
-
- RandomSelection_Init();
-
- for(e = world; (e = find(e, classname, "runematch_spawn_point")); )
- if(e.owner == world)
- RandomSelection_Add(e, 0, string_null, e.cnt, 0);
-
- return RandomSelection_chosen_ent;
-}
-
-float rune_spawn_somewhere(entity e)
-{
- entity spot;
- spot = rune_find_spawnpoint();
- if(spot)
- {
- spot.owner = e;
- setorigin(e, spot.origin);
-
- e.owner = spot;
- spot.owner = e;
-
- return TRUE;
- }
- else
- {
- if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
- {
- // great
- makevectors(self.angles),
- self.velocity = v_forward * 250;
- self.angles = '0 0 0';
- return TRUE;
- }
- else
- {
- // sorry, can't spawn, better luck next frame
- return FALSE;
- }
- }
-}
-
-void rune_unmark_spot(entity e)
-{
- if(e.owner.classname == "runematch_spawn_point")
- {
- e.owner.owner = world;
- e.owner = world;
- }
-}
-
-string RuneName(float r)
-{
- if(r == RUNE_STRENGTH)
- return "^1Strength^7";
- if(r == RUNE_DEFENSE)
- return "^4Defense^7";
- if(r == RUNE_REGEN)
- return "^2Vitality^7";
- if(r == RUNE_SPEED)
- return "^3Speed^7";
- if(r == RUNE_VAMPIRE)
- return "^6Vampire^7";
-
- if(r == CURSE_WEAK)
- return "^1Weakness^7";
- if(r == CURSE_VULNER)
- return "^4Vulnerability^7";
- if(r == CURSE_VENOM)
- return "^2Venom^7";
- if(r == CURSE_SLOW)
- return "^3Slow^7";
- if(r == CURSE_EMPATHY)
- return "^6Empathy^7";
- return strcat("^8[unnamed", ftos(r), "]^7");
-}
-
-vector RuneColormod(float r)
-{
- vector _color = '255 0 255';
-
- if(r == RUNE_STRENGTH)
- _color = '255 0 0';
- if(r == RUNE_DEFENSE)
- _color = '0 0 255';//'0 102 255';//
- if(r == RUNE_REGEN)
- _color = '0 204 0';//'0 255 0';
- if(r == RUNE_SPEED)
- _color = 0.35*'185 185 0';//255 230 0';//'255 255 0';
- if(r == RUNE_VAMPIRE)
- _color = '64 0 128';//'108 0 217';//'128 0 255';//'179 0 204';//
-
- if(r == CURSE_WEAK)
- _color = '255 0 0';
- if(r == CURSE_VULNER)
- _color = '0 0 255';//'0 102 255';//
- if(r == CURSE_VENOM)
- _color = '0 204 0';//'0 255 0';
- if(r == CURSE_SLOW)
- _color = 0.5*'185 185 0';//'255 255 0';
- if(r == CURSE_EMPATHY)
- _color = '179 0 204';//'128 0 255';
-
- return _color * (1 / 255) * autocvar_g_runematch_rune_color_strength;
-}
-
-void rune_respawn();
-
-void RuneCarriedThink()
-{
- float rcount, rnum;
- vector ang = '0 0 0';
- entity rune;
-
- if(self.owner.classname != "player" || time < game_starttime)
- {
- rune_respawn();
- return;
- }
-
- self.nextthink = time + 0.1;
-
- // count runes my owner holds
- rcount = 0;
- rune = find(world, classname, "rune");
- rnum = -1;
- while(rune)
- {
- if(rune.owner == self.owner)
- rcount = rcount + 1;
- if(rune == self)
- rnum = rcount;
- rune = find(rune, classname, "rune");
- }
-
- ang_y = rnum*(360 / rcount) + mod(time, 360)*45;//180;
-
- makevectors(ang);
-
- setorigin(self, v_forward*32);
-}
-
-void rune_touch()
-{
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- self.think = rune_respawn;
- self.nextthink = time;
- return;
- }
-
- if(other.classname != "player" || other.health < 1)
- return;
- if(self.wait > time)
- return; // "notouch" time isn't finished
-
- // detach from the spawn point you're on
- rune_unmark_spot(self);
-
- self.owner = other;
- self.enemy.owner = other;
- setattachment(self, other, "");
-
- other.runes = other.runes | self.runes | self.enemy.runes;
-
- //self.think = func_null;
- //self.nextthink = 0;
- self.think = RuneCarriedThink;
- self.nextthink = time;
- self.touch = func_null;
-
- self.solid = SOLID_NOT;
- setorigin(self, self.origin);
-
- //sprint(other, strcat("^3You have picked up ",
- // RuneName(self.runes & (RUNE_LAST*2-1)), " and "));
- //sprint(other, strcat(RuneName(self.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n"));
-
- bprint("^3", other.netname, "^7 has picked up ",
- RuneName(self.runes & (RUNE_LAST*2-1)), "^7 and ");
- bprint(RuneName(self.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n");
-}
-
-void rune_respawn()
-{
- rune_unmark_spot(self);
- if(rune_spawn_somewhere(self))
- {
- self.solid = SOLID_TRIGGER;
- self.touch = rune_touch;
- self.think = rune_respawn;
- self.nextthink = time + autocvar_g_runematch_shuffletime;//30 + random()*5; // fixme: cvar
- }
- else
- {
- // try again later
- self.think = rune_respawn;
- self.nextthink = time;
- }
-}
-
-entity FindRune(entity own, string clname, float r)
-{
- entity rune;
- float _count, c;
-
- c = _count = 0;
- rune = world;
-
- do
- {
- rune = find(rune, classname, clname);
- if(!rune)
- rune = find(rune, classname, clname);
- if(!rune)
- break;
- if(rune.owner == own)
- {
- _count = _count + 1;
- if(_count >= r)
- return rune;
- if(r <= 1)
- return rune;
- }
- c = c + 1;
- }while(c < 30);
- return world;
-}
-
-
-void DropRune(entity pl, entity e)
-{
- //entity pl;
-
- //pl = e.owner;
- // detach from player
- setattachment(e, world, "");
- e.owner = world;
- e.enemy.owner = world;
- // don't instantly touch player again
- e.wait = time + 1; // "notouch" time
- e.movetype = MOVETYPE_TOSS;
- e.solid = SOLID_TRIGGER;
- // reposition itself if not picked up soon
- e.think = rune_respawn;
- e.nextthink = time + autocvar_g_runematch_respawntime;//15 + random()*5; // fixme: cvar
- e.touch = rune_touch;
-
- pl.runes = pl.runes - (pl.runes & (e.runes | e.enemy.runes));
-
- // toss from player
- setorigin(e, pl.origin + '0 0 10');
- e.velocity = '0 0 200' + '0 100 0'*crandom() + '100 0 0'*crandom();
-
-
- bprint("^3", pl.netname, "^7 has lost ",
- RuneName(e.runes & (RUNE_LAST*2-1)), "^7 and ");
- bprint(RuneName(e.enemy.runes & (CURSE_WEAK | CURSE_VULNER | CURSE_VENOM | CURSE_SLOW | CURSE_EMPATHY)), "\n");
-}
-
-float RuneMatchesCurse(float r, float c)
-{
- float cr;
- if(r & RUNE_STRENGTH)
- cr = CURSE_WEAK;
- else if(r & RUNE_DEFENSE)
- cr = CURSE_VULNER;
- else if(r & RUNE_REGEN)
- cr = CURSE_VENOM;
- else if(r & RUNE_SPEED)
- cr = CURSE_SLOW;
- else if(r & RUNE_VAMPIRE)
- cr = CURSE_EMPATHY;
- else return FALSE; // fixme: error?
-
- if(c & cr)
- return TRUE;
- return FALSE;
-}
-
-// player died, drop runes
-// each rune should pair up with a random curse and then be tossed from the player
-void DropAllRunes(entity pl)
-{
- entity rune, curse;
- float rcount, ccount, r, c, rand, prevent_same, numtodrop, tries;
-
- entity curse1, rune1, curse2, rune2;
-
- rcount = ccount = r = c = 0;
- rune = find(world, classname, "rune");
- while(rune)
- {
- if(rune.owner == pl)
- rcount = rcount + 1;
- rune = find(rune, classname, "rune");
- }
- curse = find(world, classname, "curse");
- while(curse)
- {
- if(curse.owner == pl)
- ccount = ccount + 1;
- curse = find(curse, classname, "curse");
- }
-
- numtodrop = autocvar_g_runematch_drop_runes_max;
- prevent_same = !autocvar_g_runematch_allow_same;
-
- do
- {
- rune = find(rune, classname, "rune");
- if(!rune)
- break;
- if(rune.owner != pl)
- continue;
-
-
- // find a random curse
- tries = 15;
- if(ccount > 1 && prevent_same)
- {
- // avoid pairing runes and curses that match each other
- do{
- rand = floor(random()*ccount) + 1;
- curse = FindRune(pl, "curse", rand);
- tries = tries - 1;
- }while(RuneMatchesCurse(rune.runes, curse.runes) && tries > 0);
- if(tries <= 0)
- {
- bprint("warning: couldn't prevent same rune\n");
- }
- }
- else
- {
- rand = floor(random()*ccount) + 1;
- curse = FindRune(pl, "curse", rand);
- }
-
- if(!curse)
- error("Couldn't fine curse to bind rune to\n");
-
- // pair rune and curse
-
- rune1 = rune;
- curse1 = curse;
- rune2 = curse1.enemy;
- curse2 = rune1.enemy;
-
- if(rune1 != rune2) // not already attached to each other
- {
- rune1.enemy = curse1;
- curse1.enemy = rune1;
- setattachment(curse1, rune1, "");
- rune2.enemy = curse2;
- curse2.enemy = rune2;
- setattachment(curse2, rune2, "");
- //DropRune(pl, rune2);
- //ccount = ccount - 1;
- //rcount = rcount - 1;
- }
- DropRune(pl, rune1);
-
- if(numtodrop <=0)
- {
- rune1.think = rune_respawn;
- rune1.nextthink = time;
- }
-
- numtodrop = numtodrop - 1;
-
- ccount = ccount - 1;
- rcount = rcount - 1;
-
- }while(rune);
-}
-
-void rune_reset()
-{
- if(self.owner)
- if(self.owner.classname != "runematch_spawn_point")
- DropAllRunes(self.owner);
- rune_respawn();
-}
-
-void spawn_runes()
-{
- float rn, cs, runes_used, curses_used, prevent_same, numrunes;
- entity e;
-
- if(self)
- remove(self);
-
- // fixme: instead of placing them all now, why not
- // simply create them all and let them call rune_respawn() as their think?
-
- runes_used = 0;
- curses_used = 0;
-
- prevent_same = !autocvar_g_runematch_allow_same;
- numrunes = RUNE_COUNT;
-
- while(numrunes > 0)
- {
- RandomSelection_Init();
- for(rn = RUNE_FIRST; rn <= RUNE_LAST; rn *= 2)
- if not(runes_used & rn)
- RandomSelection_Add(world, rn, string_null, 1, 1);
- rn = RandomSelection_chosen_float;
-
- RandomSelection_Init();
- for(cs = CURSE_FIRST; cs <= CURSE_LAST; cs *= 2)
- if not(curses_used & cs)
- if not(prevent_same && cs == RuneMatchesCurse(rn, cs))
- RandomSelection_Add(world, cs, string_null, 1, 1);
- cs = RandomSelection_chosen_float;
-
- if(!rn || !cs)
- error("No rune/curse left");
-
- runes_used |= rn;
- curses_used |= cs;
-
- e = spawn();
- e.runes = rn;
- e.classname = "rune";
- e.touch = rune_touch;
- e.think = rune_respawn;
- e.nextthink = time;
- e.movetype = MOVETYPE_TOSS;
- e.solid = SOLID_TRIGGER;
- e.flags = FL_ITEM;
- e.reset = rune_reset;
- setmodel(e, "models/runematch/rune.mdl"); // precision set below
- setsize(e, '0 0 -35', '0 0 0');
-
- e.enemy = spawn();
- e.enemy.enemy = e;
- e.enemy.classname = "curse";
- e.enemy.runes = cs;
- //e.enemy.avelocity = '300 500 200';
- setmodel(e.enemy, "models/runematch/curse.mdl"); // precision set below
- setorigin(e, '0 0 0');
- setattachment(e.enemy, e, "");
-
- e.colormod = RuneColormod(rn);
- e.enemy.colormod = RuneColormod(cs);
-
- e.alpha = e.enemy.alpha = autocvar_g_runematch_rune_alpha;//0.78;
- e.effects = e.enemy.effects = autocvar_g_runematch_rune_effects | EF_LOWPRECISION;//EF_ADDITIVE;// | EF_FULLBRIGHT;
-
- //e.glow_size = e.enemy.glow_size = cvar("g_runematch_rune_glow_size");
- //e.glow_color = e.enemy.glow_color = cvar("g_runematch_rune_glow_color");
-
- //rn = RUNE_FIRST;
- //cs = CURSE_FIRST;
-
- numrunes = numrunes - 1;
- }
-}
-
-void runematch_init()
-{
- if(!g_runematch)
- return;
-
- entity e;
- e = spawn();
- e.think = spawn_runes;
- e.nextthink = time + 0.1;
-}
-
-
-float runematch_point_time;
-
-// give points to players who are holding runes
-void RuneMatchGivePoints()
-{
- entity rune;
-
- if(!g_runematch || !autocvar_g_runematch_pointamt)
- return;
-
- if(gameover)
- return;
-
- if(runematch_point_time > time)
- return;
-
- runematch_point_time = time + autocvar_g_runematch_pointrate;
-
- rune = world;
- do
- {
- rune = find(rune, classname, "rune");
- if(!rune)
- return;
-
- if(rune.owner.classname == "player")
- {
- UpdateFrags(rune.owner, autocvar_g_runematch_pointamt);
- }
- }while(rune);
-}
-
-float RunematchHandleFrags(entity attacker, entity targ, float f)
-{
- entity head;
- float arunes, trunes, newfrags;
-
- if(f <= 0)
- return f;
- if(attacker == targ)
- return f;
-
- arunes = trunes = 0;
-
- head = find(world, classname, "rune");
- while(head)
- {
- if(head.owner == attacker)
- {
- arunes = arunes + 1;
- }
- else if(head.owner == targ)
- {
- trunes = trunes + 1;
- }
-
- head = find(head, classname, "rune");
- }
-
- if(!arunes && !trunes)
- return f - 1 + autocvar_g_runematch_frags_norune; // don't give points to players when no runes are involved.
-
- newfrags = 0;
- if(arunes)
- { // got a kill while holding runes
- newfrags = newfrags + autocvar_g_runematch_frags_killedby_runeholder;//5;
- }
- if(trunes)
- { // killed an enemy holding runes
- newfrags = newfrags + autocvar_g_runematch_frags_killed_runeholder;//5;
- }
- if(newfrags)
- f = f - 1 + newfrags;
-
- return f;
-}
float game_delay;
float game_delay_last;
-void RuneMatchGivePoints();
float RedirectionThink();
entity SelectSpawnPoint (float anypoint);
void StartFrame (void)
CreatureFrame ();
CheckRules_World ();
- RuneMatchGivePoints();
bot_serverframe();
FOR_EACH_PLAYER(self)
torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
grav = autocvar_sv_gravity;
+ if(other.gravity)
+ grav *= other.gravity;
zdist = torg_z - org_z;
sdist = vlen(torg - org - zdist * '0 0 1');
PlayerScore_Clear(e);
}
-void runematch_init();
void tdm_init();
void entcs_init();
have_team_spawns = -1; // request team spawns
}
- if(g_runematch)
- {
- // ActivateTeamplay();
- fraglimit_override = autocvar_g_runematch_point_limit;
- leadlimit_override = autocvar_g_runematch_point_leadlimit;
- runematch_init();
- }
-
if(g_lms)
{
fraglimit_override = autocvar_g_lms_lives_override;
self.tur_head.frame = 0;
}
+void turret_plasma_minsta_attack (void)
+{
+ float flying;
+ flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+
+ FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
+ 800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
+
+
+ pointparticles(particleeffectnum("nex_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+
+ // teamcolor / hit beam effect
+ vector v;
+ v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ if(teamplay)
+ {
+ switch(self.team)
+ {
+ case NUM_TEAM_1: // Red
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), self.tur_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), self.tur_shotorg, v);
+ break;
+ }
+ }
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), self.tur_shotorg, v);
+ if (self.tur_head.frame == 0)
+ self.tur_head.frame = 1;
+}
+
void turret_plasma_attack()
{
entity missile = turret_projectile("weapons/hagar_fire.wav", 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
self.firecheck_flags |= TFL_FIRECHECK_AFF;
// Our fireing routine
- self.turret_firefunc = turret_plasma_attack;
+ if(g_minstagib)
+ self.turret_firefunc = turret_plasma_minsta_attack;
+ else
+ self.turret_firefunc = turret_plasma_attack;
// Custom per turret frame stuff. usualy animation.
self.turret_postthink = turret_plasma_postthink;