- wget -O data/maps/g-23.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.cache
- wget -O data/maps/g-23.waypoints.hardwired https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.hardwired
- make
- - EXPECT=4bd5b0276cdd100c831c73f0400eca71
+ - EXPECT=9b2513f29762de886296f998ac8725c9
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
include_directories(qcsrc)
+add_definitions(-DXONOTIC=1)
add_definitions(-DNDEBUG=1)
find_package(Git REQUIRED)
seta hud_panel_infomessages 1 "enable this panel"
seta hud_panel_physics 3 "enable this panel, 1 = show if not observing, 2 = show always, 3 = show only in race/cts if not observing"
seta hud_panel_centerprint 1 "enable this panel"
-seta hud_panel_minigameboard 1 "enable this panel"
-seta hud_panel_minigamestatus 1 "enable this panel"
-seta hud_panel_minigamehelp 1 "enable this panel"
-seta hud_panel_minigamemenu 0 "enable this panel"
-seta hud_panel_mapvote 1 "enable this panel"
+//seta hud_panel_minigameboard 1 "enable this panel"
+//seta hud_panel_minigamestatus 1 "enable this panel"
+//seta hud_panel_minigamehelp 1 "enable this panel"
+//seta hud_panel_minigamemenu 0 "enable this panel"
+//seta hud_panel_mapvote 1 "enable this panel"
seta hud_panel_itemstime 2 "enable this panel, 1 = show when spectating, 2 = even playing in warmup stage"
-seta hud_panel_quickmenu 1 "enable this panel"
+//seta hud_panel_quickmenu 1 "enable this panel"
seta hud_panel_weapons_dynamichud 1 "apply the dynamic hud effects to this panel"
seta hud_panel_ammo_dynamichud 1 "apply the dynamic hud effects to this panel"
seta hud_dynamic_follow_scale_xyz "1 1 1" "HUD following scale for the x, y and z axis"
seta hud_dynamic_shake 1 "shake the HUD when hurt"
-seta hud_dynamic_shake_damage_max 90 "damage value at which the HUD shake effect is maximum"
+seta hud_dynamic_shake_damage_max 130 "damage value at which the HUD shake effect is maximum"
seta hud_dynamic_shake_damage_min 10 "damage value at which the HUD shake effect is minimum"
-seta hud_dynamic_shake_scale 0.4 "HUD shake scale"
+seta hud_dynamic_shake_scale 0.2 "HUD shake scale"
seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press: 0 display commands, 1 bound keys, 2 both"
seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command. 0 for unlimited"
--- /dev/null
+// {{{ #1: Blaster
+set g_balance_blaster_primary_animtime 0.2
+set g_balance_blaster_primary_damage 25
+set g_balance_blaster_primary_delay 0
+set g_balance_blaster_primary_edgedamage 17
+set g_balance_blaster_primary_force 300
+set g_balance_blaster_primary_force_zscale 1.25
+set g_balance_blaster_primary_lifetime 5
+set g_balance_blaster_primary_radius 60
+set g_balance_blaster_primary_refire 0.7
+set g_balance_blaster_primary_shotangle 0
+set g_balance_blaster_primary_speed 6000
+set g_balance_blaster_primary_spread 0
+set g_balance_blaster_secondary 0
+set g_balance_blaster_secondary_animtime 0.2
+set g_balance_blaster_secondary_damage 25
+set g_balance_blaster_secondary_delay 0
+set g_balance_blaster_secondary_edgedamage 12.5
+set g_balance_blaster_secondary_force 300
+set g_balance_blaster_secondary_force_zscale 1.2
+set g_balance_blaster_secondary_lifetime 5
+set g_balance_blaster_secondary_radius 70
+set g_balance_blaster_secondary_refire 0.7
+set g_balance_blaster_secondary_shotangle 0
+set g_balance_blaster_secondary_speed 6000
+set g_balance_blaster_secondary_spread 0
+set g_balance_blaster_switchdelay_drop 0.2
+set g_balance_blaster_switchdelay_raise 0.2
+set g_balance_blaster_weaponreplace ""
+set g_balance_blaster_weaponstart 1
+set g_balance_blaster_weaponstartoverride -1
+set g_balance_blaster_weaponthrowable 0
+// }}}
+// {{{ #2: Shotgun
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_bullets 8
+set g_balance_shotgun_primary_damage 6
+set g_balance_shotgun_primary_force 15
+set g_balance_shotgun_primary_refire 0.75
+set g_balance_shotgun_primary_solidpenetration 3.8
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_reload_ammo 0
+set g_balance_shotgun_reload_time 2
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_animtime 1
+set g_balance_shotgun_secondary_damage 70
+set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_delay 0.25
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_range 120
+set g_balance_shotgun_secondary_melee_swing_side 120
+set g_balance_shotgun_secondary_melee_swing_up 30
+set g_balance_shotgun_secondary_melee_time 0.15
+set g_balance_shotgun_secondary_melee_traces 10
+set g_balance_shotgun_secondary_refire 1.25
+set g_balance_shotgun_secondary_alt_animtime 0.2
+set g_balance_shotgun_secondary_alt_refire 1.2
+set g_balance_shotgun_switchdelay_drop 0.2
+set g_balance_shotgun_switchdelay_raise 0.2
+set g_balance_shotgun_weaponreplace ""
+set g_balance_shotgun_weaponstart 1
+set g_balance_shotgun_weaponstartoverride -1
+set g_balance_shotgun_weaponthrowable 1
+// }}}
+// {{{ #3: Machine Gun
+set g_balance_machinegun_burst 3
+set g_balance_machinegun_burst_ammo 3
+set g_balance_machinegun_burst_animtime 0.3
+set g_balance_machinegun_burst_refire 0.06
+set g_balance_machinegun_burst_refire2 0.45
+set g_balance_machinegun_burst_speed 0
+set g_balance_machinegun_first 1
+set g_balance_machinegun_first_ammo 1
+set g_balance_machinegun_first_damage 14
+set g_balance_machinegun_first_force 5
+set g_balance_machinegun_first_refire 0.125
+set g_balance_machinegun_first_spread 0.03
+set g_balance_machinegun_mode 1
+set g_balance_machinegun_reload_ammo 60
+set g_balance_machinegun_reload_time 2
+set g_balance_machinegun_solidpenetration 13.1
+set g_balance_machinegun_spread_add 0.012
+set g_balance_machinegun_spread_max 0.05
+set g_balance_machinegun_spread_min 0.02
+set g_balance_machinegun_sustained_ammo 1
+set g_balance_machinegun_sustained_damage 10
+set g_balance_machinegun_sustained_force 5
+set g_balance_machinegun_sustained_refire 0.1
+set g_balance_machinegun_sustained_spread 0.03
+set g_balance_machinegun_switchdelay_drop 0.2
+set g_balance_machinegun_switchdelay_raise 0.2
+set g_balance_machinegun_weaponreplace ""
+set g_balance_machinegun_weaponstart 0
+set g_balance_machinegun_weaponstartoverride -1
+set g_balance_machinegun_weaponthrowable 1
+// }}}
+// {{{ #4: Mortar
+set g_balance_mortar_bouncefactor 0.5
+set g_balance_mortar_bouncestop 0.075
+set g_balance_mortar_primary_ammo 2
+set g_balance_mortar_primary_animtime 0.3
+set g_balance_mortar_primary_damage 40
+set g_balance_mortar_primary_damageforcescale 0
+set g_balance_mortar_primary_edgedamage 25
+set g_balance_mortar_primary_force 250
+set g_balance_mortar_primary_health 15
+set g_balance_mortar_primary_lifetime 5
+set g_balance_mortar_primary_lifetime_stick 0
+set g_balance_mortar_primary_radius 120
+set g_balance_mortar_primary_refire 0.8
+set g_balance_mortar_primary_remote_minbouncecnt 0
+set g_balance_mortar_primary_speed 1900
+set g_balance_mortar_primary_speed_up 225
+set g_balance_mortar_primary_speed_z 0
+set g_balance_mortar_primary_spread 0
+set g_balance_mortar_primary_type 0
+set g_balance_mortar_reload_ammo 0
+set g_balance_mortar_reload_time 2
+set g_balance_mortar_secondary_ammo 2
+set g_balance_mortar_secondary_animtime 0.3
+set g_balance_mortar_secondary_damage 55
+set g_balance_mortar_secondary_damageforcescale 4
+set g_balance_mortar_secondary_edgedamage 30
+set g_balance_mortar_secondary_force 250
+set g_balance_mortar_secondary_health 30
+set g_balance_mortar_secondary_lifetime 5
+set g_balance_mortar_secondary_lifetime_bounce 0.5
+set g_balance_mortar_secondary_lifetime_stick 0
+set g_balance_mortar_secondary_radius 120
+set g_balance_mortar_secondary_refire 0.7
+set g_balance_mortar_secondary_remote_detonateprimary 0
+set g_balance_mortar_secondary_speed 1400
+set g_balance_mortar_secondary_speed_up 150
+set g_balance_mortar_secondary_speed_z 0
+set g_balance_mortar_secondary_spread 0
+set g_balance_mortar_secondary_type 1
+set g_balance_mortar_switchdelay_drop 0.2
+set g_balance_mortar_switchdelay_raise 0.2
+set g_balance_mortar_weaponreplace ""
+set g_balance_mortar_weaponstart 0
+set g_balance_mortar_weaponstartoverride -1
+set g_balance_mortar_weaponthrowable 1
+// }}}
+// {{{ #5: Mine Layer (MUTATOR WEAPON)
+set g_balance_minelayer_ammo 4
+set g_balance_minelayer_animtime 0.4
+set g_balance_minelayer_damage 40
+set g_balance_minelayer_damageforcescale 0
+set g_balance_minelayer_detonatedelay -1
+set g_balance_minelayer_edgedamage 20
+set g_balance_minelayer_force 250
+set g_balance_minelayer_health 15
+set g_balance_minelayer_lifetime 10
+set g_balance_minelayer_lifetime_countdown 0.5
+set g_balance_minelayer_limit 3
+set g_balance_minelayer_protection 0
+set g_balance_minelayer_proximityradius 150
+set g_balance_minelayer_radius 175
+set g_balance_minelayer_refire 1.5
+set g_balance_minelayer_reload_ammo 0
+set g_balance_minelayer_reload_time 2
+set g_balance_minelayer_remote_damage 45
+set g_balance_minelayer_remote_edgedamage 40
+set g_balance_minelayer_remote_force 300
+set g_balance_minelayer_remote_radius 200
+set g_balance_minelayer_speed 1000
+set g_balance_minelayer_switchdelay_drop 0.2
+set g_balance_minelayer_switchdelay_raise 0.2
+set g_balance_minelayer_time 0.5
+set g_balance_minelayer_weaponreplace ""
+set g_balance_minelayer_weaponstart 0
+set g_balance_minelayer_weaponstartoverride -1
+set g_balance_minelayer_weaponthrowable 1
+// }}}
+// {{{ #6: Electro
+set g_balance_electro_combo_comboradius 300
+set g_balance_electro_combo_comboradius_thruwall 200
+set g_balance_electro_combo_damage 50
+set g_balance_electro_combo_edgedamage 25
+set g_balance_electro_combo_force 120
+set g_balance_electro_combo_radius 150
+set g_balance_electro_combo_safeammocheck 1
+set g_balance_electro_combo_speed 2000
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_comboradius 300
+set g_balance_electro_primary_damage 40
+set g_balance_electro_primary_edgedamage 20
+set g_balance_electro_primary_force 200
+set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_explode 1
+set g_balance_electro_primary_midaircombo_interval 0.3
+set g_balance_electro_primary_midaircombo_radius 150
+set g_balance_electro_primary_radius 100
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_speed 2500
+set g_balance_electro_primary_spread 0
+set g_balance_electro_reload_ammo 0
+set g_balance_electro_reload_time 2
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_bouncefactor 0.3
+set g_balance_electro_secondary_bouncestop 0.05
+set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_damage 30
+set g_balance_electro_secondary_damagedbycontents 1
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_edgedamage 15
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_health 5
+set g_balance_electro_secondary_lifetime 4
+set g_balance_electro_secondary_radius 150
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1.6
+set g_balance_electro_secondary_speed 1000
+set g_balance_electro_secondary_speed_up 200
+set g_balance_electro_secondary_speed_z 0
+set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_touchexplode 0
+set g_balance_electro_switchdelay_drop 0.2
+set g_balance_electro_switchdelay_raise 0.2
+set g_balance_electro_weaponreplace ""
+set g_balance_electro_weaponstart 0
+set g_balance_electro_weaponstartoverride -1
+set g_balance_electro_weaponthrowable 1
+// }}}
+// {{{ #7: Crylink
+set g_balance_crylink_primary_ammo 3
+set g_balance_crylink_primary_animtime 0.3
+set g_balance_crylink_primary_bouncedamagefactor 0.5
+set g_balance_crylink_primary_bounces 1
+set g_balance_crylink_primary_damage 8
+set g_balance_crylink_primary_edgedamage 6
+set g_balance_crylink_primary_force -50
+set g_balance_crylink_primary_joindelay 0.1
+set g_balance_crylink_primary_joinexplode 1
+set g_balance_crylink_primary_joinexplode_damage 0
+set g_balance_crylink_primary_joinexplode_edgedamage 0
+set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_joinexplode_radius 0
+set g_balance_crylink_primary_joinspread 0.2
+set g_balance_crylink_primary_linkexplode 1
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_middle_lifetime 5
+set g_balance_crylink_primary_other_fadetime 5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_refire 0.7
+set g_balance_crylink_primary_shots 6
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.08
+set g_balance_crylink_reload_ammo 0
+set g_balance_crylink_reload_time 2
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_animtime 0.2
+set g_balance_crylink_secondary_bouncedamagefactor 0.5
+set g_balance_crylink_secondary_bounces 0
+set g_balance_crylink_secondary_damage 10
+set g_balance_crylink_secondary_edgedamage 5
+set g_balance_crylink_secondary_force -200
+set g_balance_crylink_secondary_joindelay 0
+set g_balance_crylink_secondary_joinexplode 0
+set g_balance_crylink_secondary_joinexplode_damage 0
+set g_balance_crylink_secondary_joinexplode_edgedamage 0
+set g_balance_crylink_secondary_joinexplode_force 0
+set g_balance_crylink_secondary_joinexplode_radius 0
+set g_balance_crylink_secondary_joinspread 0
+set g_balance_crylink_secondary_linkexplode 1
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_middle_lifetime 5
+set g_balance_crylink_secondary_other_fadetime 5
+set g_balance_crylink_secondary_other_lifetime 5
+set g_balance_crylink_secondary_radius 100
+set g_balance_crylink_secondary_refire 0.7
+set g_balance_crylink_secondary_shots 5
+set g_balance_crylink_secondary_speed 3000
+set g_balance_crylink_secondary_spread 0.01
+set g_balance_crylink_secondary_spreadtype 1
+set g_balance_crylink_switchdelay_drop 0.2
+set g_balance_crylink_switchdelay_raise 0.2
+set g_balance_crylink_weaponreplace ""
+set g_balance_crylink_weaponstart 0
+set g_balance_crylink_weaponstartoverride -1
+set g_balance_crylink_weaponthrowable 1
+// }}}
+// {{{ #8: Vortex
+set g_balance_vortex_charge 1
+set g_balance_vortex_charge_animlimit 0.5
+set g_balance_vortex_charge_limit 1
+set g_balance_vortex_charge_maxspeed 800
+set g_balance_vortex_charge_mindmg 50
+set g_balance_vortex_charge_minspeed 400
+set g_balance_vortex_charge_rate 0.6
+set g_balance_vortex_charge_rot_pause 0
+set g_balance_vortex_charge_rot_rate 0
+set g_balance_vortex_charge_shot_multiplier 0
+set g_balance_vortex_charge_start 0.5
+set g_balance_vortex_charge_velocity_rate 0
+set g_balance_vortex_primary_ammo 6
+set g_balance_vortex_primary_animtime 0.4
+set g_balance_vortex_primary_damage 80
+set g_balance_vortex_primary_damagefalloff_forcehalflife 0
+set g_balance_vortex_primary_damagefalloff_halflife 0
+set g_balance_vortex_primary_damagefalloff_maxdist 0
+set g_balance_vortex_primary_damagefalloff_mindist 0
+set g_balance_vortex_primary_force 450
+set g_balance_vortex_primary_refire 1.5
+set g_balance_vortex_reload_ammo 0
+set g_balance_vortex_reload_time 2
+set g_balance_vortex_secondary 0
+set g_balance_vortex_secondary_ammo 2
+set g_balance_vortex_secondary_animtime 0
+set g_balance_vortex_secondary_chargepool 0
+set g_balance_vortex_secondary_chargepool_pause_regen 1
+set g_balance_vortex_secondary_chargepool_regen 0.15
+set g_balance_vortex_secondary_damage 0
+set g_balance_vortex_secondary_damagefalloff_forcehalflife 0
+set g_balance_vortex_secondary_damagefalloff_halflife 0
+set g_balance_vortex_secondary_damagefalloff_maxdist 0
+set g_balance_vortex_secondary_damagefalloff_mindist 0
+set g_balance_vortex_secondary_force 0
+set g_balance_vortex_secondary_refire 0
+set g_balance_vortex_switchdelay_drop 0.2
+set g_balance_vortex_switchdelay_raise 0.2
+set g_balance_vortex_weaponreplace ""
+set g_balance_vortex_weaponstart 0
+set g_balance_vortex_weaponstartoverride -1
+set g_balance_vortex_weaponthrowable 1
+// }}}
+// {{{ #9: Hagar
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_primary_damage 25
+set g_balance_hagar_primary_damageforcescale 0
+set g_balance_hagar_primary_edgedamage 12.5
+set g_balance_hagar_primary_force 100
+set g_balance_hagar_primary_health 15
+set g_balance_hagar_primary_lifetime 5
+set g_balance_hagar_primary_radius 65
+set g_balance_hagar_primary_refire 0.16667
+set g_balance_hagar_primary_speed 2200
+set g_balance_hagar_primary_spread 0.03
+set g_balance_hagar_reload_ammo 0
+set g_balance_hagar_reload_time 2
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_secondary_damage 35
+set g_balance_hagar_secondary_damageforcescale 0
+set g_balance_hagar_secondary_edgedamage 17.5
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_lifetime_min 10
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_load 1
+set g_balance_hagar_secondary_load_abort 1
+set g_balance_hagar_secondary_load_animtime 0.2
+set g_balance_hagar_secondary_load_hold 4
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_max 4
+set g_balance_hagar_secondary_load_releasedeath 1
+set g_balance_hagar_secondary_load_speed 0.5
+set g_balance_hagar_secondary_load_spread 0.075
+set g_balance_hagar_secondary_load_spread_bias 0.5
+set g_balance_hagar_secondary_radius 80
+set g_balance_hagar_secondary_refire 0.5
+set g_balance_hagar_secondary_speed 2000
+set g_balance_hagar_secondary_spread 0.05
+set g_balance_hagar_switchdelay_drop 0.2
+set g_balance_hagar_switchdelay_raise 0.2
+set g_balance_hagar_weaponreplace ""
+set g_balance_hagar_weaponstart 0
+set g_balance_hagar_weaponstartoverride -1
+set g_balance_hagar_weaponthrowable 1
+// }}}
+// {{{ #10: Devastator
+set g_balance_devastator_ammo 4
+set g_balance_devastator_animtime 0.4
+set g_balance_devastator_damage 80
+set g_balance_devastator_damageforcescale 1
+set g_balance_devastator_detonatedelay 0.02
+set g_balance_devastator_edgedamage 40
+set g_balance_devastator_force 450
+set g_balance_devastator_guidedelay 0.2
+set g_balance_devastator_guidegoal 512
+set g_balance_devastator_guiderate 90
+set g_balance_devastator_guideratedelay 0.01
+set g_balance_devastator_guidestop 0
+set g_balance_devastator_health 30
+set g_balance_devastator_lifetime 10
+set g_balance_devastator_radius 150
+set g_balance_devastator_refire 1.1
+set g_balance_devastator_reload_ammo 0
+set g_balance_devastator_reload_time 2
+set g_balance_devastator_remote_damage 70
+set g_balance_devastator_remote_edgedamage 35
+set g_balance_devastator_remote_force 400
+set g_balance_devastator_remote_jump_damage 70
+set g_balance_devastator_remote_jump_radius 0
+set g_balance_devastator_remote_jump_velocity_z_add 400
+set g_balance_devastator_remote_jump_velocity_z_max 1500
+set g_balance_devastator_remote_jump_velocity_z_min 400
+set g_balance_devastator_remote_radius 150
+set g_balance_devastator_speed 1200
+set g_balance_devastator_speedaccel 1200
+set g_balance_devastator_speedstart 1000
+set g_balance_devastator_switchdelay_drop 0.2
+set g_balance_devastator_switchdelay_raise 0.2
+set g_balance_devastator_weaponreplace ""
+set g_balance_devastator_weaponstart 0
+set g_balance_devastator_weaponstartoverride -1
+set g_balance_devastator_weaponthrowable 1
+// }}}
+// {{{ #11: Port-O-Launch
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_lifetime 5
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_speed 1000
+set g_balance_porto_secondary 1
+set g_balance_porto_secondary_animtime 0.3
+set g_balance_porto_secondary_lifetime 5
+set g_balance_porto_secondary_refire 1.5
+set g_balance_porto_secondary_speed 1000
+set g_balance_porto_switchdelay_drop 0.2
+set g_balance_porto_switchdelay_raise 0.2
+set g_balance_porto_weaponreplace ""
+set g_balance_porto_weaponstart 0
+set g_balance_porto_weaponstartoverride -1
+set g_balance_porto_weaponthrowable 1
+// }}}
+// {{{ #12: Vaporizer
+set g_balance_vaporizer_primary_ammo 10
+set g_balance_vaporizer_primary_animtime 0.3
+set g_balance_vaporizer_primary_refire 1
+set g_balance_vaporizer_reload_ammo 0
+set g_balance_vaporizer_reload_time 0
+set g_balance_vaporizer_secondary_ammo 0
+set g_balance_vaporizer_secondary_animtime 0.2
+set g_balance_vaporizer_secondary_damage 25
+set g_balance_vaporizer_secondary_delay 0
+set g_balance_vaporizer_secondary_edgedamage 12.5
+set g_balance_vaporizer_secondary_force 400
+set g_balance_vaporizer_secondary_lifetime 5
+set g_balance_vaporizer_secondary_radius 70
+set g_balance_vaporizer_secondary_refire 0.7
+set g_balance_vaporizer_secondary_shotangle 0
+set g_balance_vaporizer_secondary_speed 6000
+set g_balance_vaporizer_secondary_spread 0
+set g_balance_vaporizer_switchdelay_drop 0.2
+set g_balance_vaporizer_switchdelay_raise 0.2
+set g_balance_vaporizer_weaponreplace ""
+set g_balance_vaporizer_weaponstart 0
+set g_balance_vaporizer_weaponstartoverride -1
+set g_balance_vaporizer_weaponthrowable 0
+// }}}
+// {{{ #13: Grappling Hook
+set g_balance_hook_primary_ammo 5
+set g_balance_hook_primary_animtime 0.3
+set g_balance_hook_primary_hooked_ammo 5
+set g_balance_hook_primary_hooked_time_free 2
+set g_balance_hook_primary_hooked_time_max 0
+set g_balance_hook_primary_refire 0.2
+set g_balance_hook_secondary_animtime 0.3
+set g_balance_hook_secondary_damage 25
+set g_balance_hook_secondary_damageforcescale 0
+set g_balance_hook_secondary_duration 1.5
+set g_balance_hook_secondary_edgedamage 5
+set g_balance_hook_secondary_force -2000
+set g_balance_hook_secondary_gravity 5
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_lifetime 5
+set g_balance_hook_secondary_power 3
+set g_balance_hook_secondary_radius 500
+set g_balance_hook_secondary_refire 3
+set g_balance_hook_secondary_speed 0
+set g_balance_hook_switchdelay_drop 0.2
+set g_balance_hook_switchdelay_raise 0.2
+set g_balance_hook_weaponreplace ""
+set g_balance_hook_weaponstart 0
+set g_balance_hook_weaponstartoverride -1
+set g_balance_hook_weaponthrowable 1
+// }}}
+// {{{ #14: Heavy Laser Assault Cannon (MUTATOR WEAPON)
+set g_balance_hlac_primary_ammo 1
+set g_balance_hlac_primary_animtime 0.4
+set g_balance_hlac_primary_damage 18
+set g_balance_hlac_primary_edgedamage 9
+set g_balance_hlac_primary_force 90
+set g_balance_hlac_primary_lifetime 5
+set g_balance_hlac_primary_radius 70
+set g_balance_hlac_primary_refire 0.15
+set g_balance_hlac_primary_speed 9000
+set g_balance_hlac_primary_spread_add 0.0045
+set g_balance_hlac_primary_spread_crouchmod 0.25
+set g_balance_hlac_primary_spread_max 0.25
+set g_balance_hlac_primary_spread_min 0.01
+set g_balance_hlac_reload_ammo 0
+set g_balance_hlac_reload_time 2
+set g_balance_hlac_secondary 1
+set g_balance_hlac_secondary_ammo 10
+set g_balance_hlac_secondary_animtime 0.3
+set g_balance_hlac_secondary_damage 15
+set g_balance_hlac_secondary_edgedamage 7.5
+set g_balance_hlac_secondary_force 90
+set g_balance_hlac_secondary_lifetime 5
+set g_balance_hlac_secondary_radius 70
+set g_balance_hlac_secondary_refire 1
+set g_balance_hlac_secondary_shots 6
+set g_balance_hlac_secondary_speed 9000
+set g_balance_hlac_secondary_spread 0.15
+set g_balance_hlac_secondary_spread_crouchmod 0.5
+set g_balance_hlac_switchdelay_drop 0.2
+set g_balance_hlac_switchdelay_raise 0.2
+set g_balance_hlac_weaponreplace ""
+set g_balance_hlac_weaponstart 0
+set g_balance_hlac_weaponstartoverride -1
+set g_balance_hlac_weaponthrowable 1
+// }}}
+// {{{ #15: @!#%'n Tuba
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_force 40
+set g_balance_tuba_pitchstep 6
+set g_balance_tuba_radius 200
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_switchdelay_drop 0.2
+set g_balance_tuba_switchdelay_raise 0.2
+set g_balance_tuba_volume 1
+set g_balance_tuba_weaponreplace ""
+set g_balance_tuba_weaponstart 0
+set g_balance_tuba_weaponstartoverride -1
+set g_balance_tuba_weaponthrowable 1
+// }}}
+// {{{ #16: Rifle (MUTATOR WEAPON)
+set g_balance_rifle_bursttime 0
+set g_balance_rifle_primary_ammo 10
+set g_balance_rifle_primary_animtime 0.4
+set g_balance_rifle_primary_bullethail 0
+set g_balance_rifle_primary_burstcost 0
+set g_balance_rifle_primary_damage 80
+set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_refire 1.2
+set g_balance_rifle_primary_shots 1
+set g_balance_rifle_primary_solidpenetration 62.2
+set g_balance_rifle_primary_spread 0
+set g_balance_rifle_primary_tracer 1
+set g_balance_rifle_reload_ammo 80
+set g_balance_rifle_reload_time 2
+set g_balance_rifle_secondary 1
+set g_balance_rifle_secondary_ammo 10
+set g_balance_rifle_secondary_animtime 0.3
+set g_balance_rifle_secondary_bullethail 0
+set g_balance_rifle_secondary_burstcost 0
+set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_refire 0.9
+set g_balance_rifle_secondary_reload 0
+set g_balance_rifle_secondary_shots 4
+set g_balance_rifle_secondary_solidpenetration 15.5
+set g_balance_rifle_secondary_spread 0.04
+set g_balance_rifle_secondary_tracer 0
+set g_balance_rifle_switchdelay_drop 0.2
+set g_balance_rifle_switchdelay_raise 0.2
+set g_balance_rifle_weaponreplace ""
+set g_balance_rifle_weaponstart 0
+set g_balance_rifle_weaponstartoverride -1
+set g_balance_rifle_weaponthrowable 1
+// }}}
+// {{{ #17: Fireball
+set g_balance_fireball_primary_animtime 0.4
+set g_balance_fireball_primary_bfgdamage 100
+set g_balance_fireball_primary_bfgforce 0
+set g_balance_fireball_primary_bfgradius 1000
+set g_balance_fireball_primary_damage 200
+set g_balance_fireball_primary_damageforcescale 0
+set g_balance_fireball_primary_edgedamage 50
+set g_balance_fireball_primary_force 600
+set g_balance_fireball_primary_health 0
+set g_balance_fireball_primary_laserburntime 0.5
+set g_balance_fireball_primary_laserdamage 80
+set g_balance_fireball_primary_laseredgedamage 20
+set g_balance_fireball_primary_laserradius 256
+set g_balance_fireball_primary_lifetime 15
+set g_balance_fireball_primary_radius 200
+set g_balance_fireball_primary_refire 2
+set g_balance_fireball_primary_refire2 0
+set g_balance_fireball_primary_speed 1200
+set g_balance_fireball_primary_spread 0
+set g_balance_fireball_secondary_animtime 0.3
+set g_balance_fireball_secondary_damage 40
+set g_balance_fireball_secondary_damageforcescale 4
+set g_balance_fireball_secondary_damagetime 5
+set g_balance_fireball_secondary_laserburntime 0.5
+set g_balance_fireball_secondary_laserdamage 50
+set g_balance_fireball_secondary_laseredgedamage 20
+set g_balance_fireball_secondary_laserradius 110
+set g_balance_fireball_secondary_lifetime 7
+set g_balance_fireball_secondary_refire 1.5
+set g_balance_fireball_secondary_speed 900
+set g_balance_fireball_secondary_speed_up 100
+set g_balance_fireball_secondary_speed_z 0
+set g_balance_fireball_secondary_spread 0
+set g_balance_fireball_switchdelay_drop 0.2
+set g_balance_fireball_switchdelay_raise 0.2
+set g_balance_fireball_weaponreplace ""
+set g_balance_fireball_weaponstart 0
+set g_balance_fireball_weaponstartoverride -1
+set g_balance_fireball_weaponthrowable 0
+// }}}
+// {{{ #18: T.A.G. Seeker (MUTATOR WEAPON)
+set g_balance_seeker_flac_ammo 1
+set g_balance_seeker_flac_animtime 0.1
+set g_balance_seeker_flac_damage 15
+set g_balance_seeker_flac_edgedamage 10
+set g_balance_seeker_flac_force 50
+set g_balance_seeker_flac_lifetime 0.1
+set g_balance_seeker_flac_lifetime_rand 0.05
+set g_balance_seeker_flac_radius 100
+set g_balance_seeker_flac_refire 0.1
+set g_balance_seeker_flac_speed 3000
+set g_balance_seeker_flac_speed_up 1000
+set g_balance_seeker_flac_speed_z 0
+set g_balance_seeker_flac_spread 0.4
+set g_balance_seeker_missile_accel 1400
+set g_balance_seeker_missile_ammo 2
+set g_balance_seeker_missile_animtime 0.2
+set g_balance_seeker_missile_count 3
+set g_balance_seeker_missile_damage 30
+set g_balance_seeker_missile_damageforcescale 4
+set g_balance_seeker_missile_decel 1400
+set g_balance_seeker_missile_delay 0.25
+set g_balance_seeker_missile_edgedamage 10
+set g_balance_seeker_missile_force 150
+set g_balance_seeker_missile_health 5
+set g_balance_seeker_missile_lifetime 15
+set g_balance_seeker_missile_proxy 0
+set g_balance_seeker_missile_proxy_delay 0.2
+set g_balance_seeker_missile_proxy_maxrange 45
+set g_balance_seeker_missile_radius 80
+set g_balance_seeker_missile_refire 0.5
+set g_balance_seeker_missile_smart 1
+set g_balance_seeker_missile_smart_mindist 800
+set g_balance_seeker_missile_smart_trace_max 2500
+set g_balance_seeker_missile_smart_trace_min 1000
+set g_balance_seeker_missile_speed 700
+set g_balance_seeker_missile_speed_max 1300
+set g_balance_seeker_missile_speed_up 300
+set g_balance_seeker_missile_speed_z 0
+set g_balance_seeker_missile_spread 0
+set g_balance_seeker_missile_turnrate 0.65
+set g_balance_seeker_reload_ammo 0
+set g_balance_seeker_reload_time 2
+set g_balance_seeker_switchdelay_drop 0.2
+set g_balance_seeker_switchdelay_raise 0.2
+set g_balance_seeker_tag_ammo 1
+set g_balance_seeker_tag_animtime 0.2
+set g_balance_seeker_tag_damageforcescale 4
+set g_balance_seeker_tag_health 5
+set g_balance_seeker_tag_lifetime 15
+set g_balance_seeker_tag_refire 0.75
+set g_balance_seeker_tag_speed 5000
+set g_balance_seeker_tag_spread 0
+set g_balance_seeker_tag_tracker_lifetime 10
+set g_balance_seeker_type 0
+set g_balance_seeker_weaponreplace ""
+set g_balance_seeker_weaponstart 0
+set g_balance_seeker_weaponstartoverride -1
+set g_balance_seeker_weaponthrowable 1
+// }}}
+// {{{ #19: Shockwave (MUTATOR WEAPON)
+set g_balance_shockwave_blast_animtime 0.3
+set g_balance_shockwave_blast_damage 20
+set g_balance_shockwave_blast_distance 1000
+set g_balance_shockwave_blast_edgedamage 0
+set g_balance_shockwave_blast_force 200
+set g_balance_shockwave_blast_force_forwardbias 50
+set g_balance_shockwave_blast_force_zscale 2
+set g_balance_shockwave_blast_jump_damage 20
+set g_balance_shockwave_blast_jump_edgedamage 0
+set g_balance_shockwave_blast_jump_force 300
+set g_balance_shockwave_blast_jump_force_velocitybias 0
+set g_balance_shockwave_blast_jump_force_zscale 1.25
+set g_balance_shockwave_blast_jump_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_jump_multiplier_distance 0.5
+set g_balance_shockwave_blast_jump_multiplier_min 0
+set g_balance_shockwave_blast_jump_radius 150
+set g_balance_shockwave_blast_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_multiplier_distance 0.5
+set g_balance_shockwave_blast_multiplier_min 0
+set g_balance_shockwave_blast_refire 0.75
+set g_balance_shockwave_blast_splash_damage 15
+set g_balance_shockwave_blast_splash_edgedamage 0
+set g_balance_shockwave_blast_splash_force 100
+set g_balance_shockwave_blast_splash_force_forwardbias 50
+set g_balance_shockwave_blast_splash_multiplier_accuracy 0.5
+set g_balance_shockwave_blast_splash_multiplier_distance 0.5
+set g_balance_shockwave_blast_splash_multiplier_min 0
+set g_balance_shockwave_blast_splash_radius 70
+set g_balance_shockwave_blast_spread_max 120
+set g_balance_shockwave_blast_spread_min 25
+set g_balance_shockwave_melee_animtime 1.3
+set g_balance_shockwave_melee_damage 80
+set g_balance_shockwave_melee_delay 0.25
+set g_balance_shockwave_melee_force 200
+set g_balance_shockwave_melee_multihit 1
+set g_balance_shockwave_melee_no_doubleslap 1
+set g_balance_shockwave_melee_nonplayerdamage 40
+set g_balance_shockwave_melee_range 120
+set g_balance_shockwave_melee_refire 1.25
+set g_balance_shockwave_melee_swing_side 120
+set g_balance_shockwave_melee_swing_up 30
+set g_balance_shockwave_melee_time 0.15
+set g_balance_shockwave_melee_traces 10
+set g_balance_shockwave_switchdelay_drop 0.2
+set g_balance_shockwave_switchdelay_raise 0.2
+set g_balance_shockwave_weaponreplace ""
+set g_balance_shockwave_weaponstart 0
+set g_balance_shockwave_weaponstartoverride -1
+set g_balance_shockwave_weaponthrowable 0
+// }}}
+// {{{ #20: Arc
+set g_balance_arc_beam_ammo 4
+set g_balance_arc_beam_animtime 0.2
+set g_balance_arc_beam_botaimlifetime 0
+set g_balance_arc_beam_botaimspeed 0
+set g_balance_arc_beam_damage 115
+set g_balance_arc_beam_degreespersegment 1
+set g_balance_arc_beam_distancepersegment 0
+set g_balance_arc_beam_falloff_halflifedist 0
+set g_balance_arc_beam_falloff_maxdist 0
+set g_balance_arc_beam_falloff_mindist 0
+set g_balance_arc_beam_force 900
+set g_balance_arc_beam_healing_amax 100
+set g_balance_arc_beam_healing_aps 50
+set g_balance_arc_beam_healing_hmax 150
+set g_balance_arc_beam_healing_hps 50
+set g_balance_arc_cooldown 2.5
+set g_balance_arc_overheat_max 5
+set g_balance_arc_overheat_min 3
+set g_balance_arc_beam_heat 1
+set g_balance_arc_burst_heat 5
+set g_balance_arc_beam_maxangle 10
+set g_balance_arc_beam_nonplayerdamage 80
+set g_balance_arc_beam_range 1000
+set g_balance_arc_beam_refire 0.5
+set g_balance_arc_beam_returnspeed 8
+set g_balance_arc_beam_tightness 0.5
+set g_balance_arc_burst_ammo 15
+set g_balance_arc_burst_damage 250
+set g_balance_arc_burst_healing_aps 100
+set g_balance_arc_burst_healing_hps 100
+set g_balance_arc_switchdelay_drop 0.2
+set g_balance_arc_switchdelay_raise 0.2
+set g_balance_arc_weaponreplace ""
+set g_balance_arc_weaponstart 0
+set g_balance_arc_weaponstartoverride -1
+set g_balance_arc_weaponthrowable 1
+// }}}
+// {{{ #21: Heavy Machine Gun
+set g_balance_hmg_ammo 1
+set g_balance_hmg_damage 10
+set g_balance_hmg_force 5
+set g_balance_hmg_refire 0.05
+set g_balance_hmg_reload_ammo 120
+set g_balance_hmg_reload_time 1
+set g_balance_hmg_solidpenetration 32
+set g_balance_hmg_spread_add 0.01
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_switchdelay_drop 0.2
+set g_balance_hmg_switchdelay_raise 0.2
+set g_balance_hmg_weaponreplace ""
+set g_balance_hmg_weaponstart 0
+set g_balance_hmg_weaponstartoverride 0
+set g_balance_hmg_weaponthrowable 0
+// }}}
+// {{{ #22: Rocket Propelled Chainsaw
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 5000
+set g_balance_rpc_switchdelay_drop 0.2
+set g_balance_rpc_switchdelay_raise 0.2
+set g_balance_rpc_weaponreplace ""
+set g_balance_rpc_weaponstart 0
+set g_balance_rpc_weaponstartoverride 0
+set g_balance_rpc_weaponthrowable 0
+// }}}
set g_balance_shockwave_switchdelay_drop 0.15
set g_balance_shockwave_switchdelay_raise 0.15
set g_balance_shockwave_weaponreplace ""
-set g_balance_shockwave_weaponstart 1
+set g_balance_shockwave_weaponstart 0
set g_balance_shockwave_weaponstartoverride -1
set g_balance_shockwave_weaponthrowable 0
// }}}
--- /dev/null
+g_mod_balance Mario
+
+// {{{ starting gear
+set g_balance_health_start 100
+set g_balance_armor_start 50
+set g_start_ammo_shells 20
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 0
+set g_start_ammo_plasma 0
+set g_start_ammo_fuel 0
+set g_warmup_start_health 100 "starting values when being in warmup-stage"
+set g_warmup_start_armor 100 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_shells 30 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_nails 160 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_rockets 80 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_cells 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_plasma 90 "starting values when being in warmup-stage"
+set g_warmup_start_ammo_fuel 0 "starting values when being in warmup-stage"
+set g_lms_start_health 200
+set g_lms_start_armor 200
+set g_lms_start_ammo_shells 60
+set g_lms_start_ammo_nails 320
+set g_lms_start_ammo_rockets 160
+set g_lms_start_ammo_cells 180
+set g_lms_start_ammo_plasma 180
+set g_lms_start_ammo_fuel 0
+set g_balance_nix_roundtime 25
+set g_balance_nix_incrtime 1.6
+set g_balance_nix_ammo_shells 60
+set g_balance_nix_ammo_nails 320
+set g_balance_nix_ammo_rockets 160
+set g_balance_nix_ammo_cells 180
+set g_balance_nix_ammo_plasma 180
+set g_balance_nix_ammo_fuel 100
+set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
+set g_balance_nix_ammoincr_nails 6
+set g_balance_nix_ammoincr_rockets 2
+set g_balance_nix_ammoincr_cells 2
+set g_balance_nix_ammoincr_plasma 2
+set g_balance_nix_ammoincr_fuel 2
+// }}}
+
+// {{{ pickup items
+set g_pickup_ammo_anyway 1
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 20
+set g_pickup_shells_weapon 15
+set g_pickup_shells_max 60
+set g_pickup_nails 80
+set g_pickup_nails_weapon 80
+set g_pickup_nails_max 320
+set g_pickup_rockets 40
+set g_pickup_rockets_weapon 40
+set g_pickup_rockets_max 160
+set g_pickup_cells 30
+set g_pickup_cells_weapon 30
+set g_pickup_cells_max 180
+set g_pickup_plasma 30
+set g_pickup_plasma_weapon 30
+set g_pickup_plasma_max 180
+set g_pickup_fuel 50
+set g_pickup_fuel_weapon 50
+set g_pickup_fuel_jetpack 100
+set g_pickup_fuel_max 100
+set g_pickup_armorsmall 5
+set g_pickup_armorsmall_max 200
+set g_pickup_armorsmall_anyway 1
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 200
+set g_pickup_armormedium_anyway 1
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 200
+set g_pickup_armorbig_anyway 1
+set g_pickup_armorlarge 100
+set g_pickup_armorlarge_max 200
+set g_pickup_armorlarge_anyway 1
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_anyway 1
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 200
+set g_pickup_healthmedium_anyway 1
+set g_pickup_healthlarge 50
+set g_pickup_healthlarge_max 200
+set g_pickup_healthlarge_anyway 1
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_healthmega_anyway 1
+set g_pickup_respawntime_short 15
+set g_pickup_respawntime_medium 20
+set g_pickup_respawntime_long 30
+set g_pickup_respawntime_powerup 120
+set g_pickup_respawntime_weapon 10
+set g_pickup_respawntime_superweapon 120
+set g_pickup_respawntime_ammo 10
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 0
+set g_pickup_respawntimejitter_weapon 0
+set g_pickup_respawntimejitter_superweapon 10
+set g_pickup_respawntimejitter_ammo 0
+// }}}
+
+// {{{ regen/rot
+set g_balance_health_regen 0.08
+set g_balance_health_regenlinear 0.5
+set g_balance_pause_health_regen 5
+set g_balance_pause_health_regen_spawn 0
+set g_balance_health_rot 0.02
+set g_balance_health_rotlinear 1
+set g_balance_pause_health_rot 1
+set g_balance_pause_health_rot_spawn 5
+set g_balance_health_regenstable 100
+set g_balance_health_rotstable 100
+set g_balance_health_limit 999
+set g_balance_armor_regen 0
+set g_balance_armor_regenlinear 0
+set g_balance_armor_rot 0.02
+set g_balance_armor_rotlinear 1
+set g_balance_pause_armor_rot 1
+set g_balance_pause_armor_rot_spawn 5
+set g_balance_armor_regenstable 100
+set g_balance_armor_rotstable 100
+set g_balance_armor_limit 999
+set g_balance_armor_blockpercent 0.7
+set g_balance_fuel_regen 0.1 "fuel regeneration (only applies if the player owns IT_FUEL_REGEN)"
+set g_balance_fuel_regenlinear 0
+set g_balance_pause_fuel_regen 2 // other than this, fuel uses the health regen counter
+set g_balance_fuel_rot 0.05
+set g_balance_fuel_rotlinear 0
+set g_balance_pause_fuel_rot 5
+set g_balance_pause_fuel_rot_spawn 10
+set g_balance_fuel_regenstable 50
+set g_balance_fuel_rotstable 100
+set g_balance_fuel_limit 999
+// }}}
+
+// {{{ misc
+set g_balance_selfdamagepercent 0.5
+set g_weaponspeedfactor 1 "weapon projectile speed multiplier"
+set g_weaponratefactor 1 "weapon fire rate multiplier"
+set g_weapondamagefactor 1 "weapon damage multiplier"
+set g_weaponforcefactor 1 "weapon force multiplier"
+set g_weaponspreadfactor 1 "weapon spread multiplier"
+set g_balance_firetransfer_time 0.9
+set g_balance_firetransfer_damage 0.8
+set g_throughfloor_damage 0.75
+set g_throughfloor_force 0.75
+set g_projectiles_damage -2
+// possible values:
+// -2: absolutely no damage to projectiles (no exceptions)
+// -1: no damage other than the exceptions (electro combo, hagar join explode, ML mines)
+// 0: only damage from contents (lava/slime) or exceptions
+// 1: only self damage or damage from contents or exceptions
+// 2: allow all damage to projectiles normally
+set g_projectiles_keep_owner 1
+set g_projectiles_newton_style 0
+// possible values:
+// 0: absolute velocity projectiles (like Quake)
+// 1: relative velocity projectiles, "Newtonian" (like Tribes 2)
+// 2: relative velocity projectiles, but aim is precorrected so projectiles hit the crosshair (note: strafe rockets then are SLOWER than ones shot while standing, happens in 1 too when aiming correctly which is hard)
+set g_projectiles_newton_style_2_minfactor 0.8
+set g_projectiles_newton_style_2_maxfactor 1.5
+set g_projectiles_spread_style 7
+// possible values:
+// 0: forward + solid sphere (like Quake) - varies velocity
+// 1: forward + flattened solid sphere
+// 2: forward + solid circle
+// 3: forward + normal distribution 3D - varies velocity
+// 4: forward + normal distribution on a plane
+// 5: forward + circle with 1-r falloff
+// 6: forward + circle with 1-r^2 falloff
+// 7: forward + circle with (1-r)(2-r) falloff
+set g_balance_falldamage_deadminspeed 250
+set g_balance_falldamage_minspeed 900
+set g_balance_falldamage_factor 0.07
+set g_balance_falldamage_maxdamage 250
+set g_balance_damagepush_speedfactor 2.5
+set g_balance_contents_damagerate 0.2 // ticrate interval for applying damage with playerdamage/projectiledamage
+set g_balance_contents_drowndelay 10 // time under water before a player begins drowning
+set g_balance_contents_playerdamage_drowning 20 // damage per second for while player is drowning
+set g_balance_contents_playerdamage_lava 50 // damage per second for while player is inside lava
+set g_balance_contents_playerdamage_lava_burn 0 // extra burning damage after leaving lava
+set g_balance_contents_playerdamage_lava_burn_time 2.5 // time across which the damage is applied (note: not dps!)
+set g_balance_contents_playerdamage_slime 30 // damage per second for while player is inside slime
+set g_balance_contents_projectiledamage 10000 // instantly kill projectiles upon touching lava/slime
+set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone into a death trap"
+// }}}
+
+// {{{ powerups
+set g_balance_powerup_invincible_takedamage 0.33 // only 1/3rd damage is taken
+set g_balance_powerup_invincible_time 30
+set g_balance_powerup_strength_damage 3
+set g_balance_powerup_strength_force 3
+set g_balance_powerup_strength_time 30
+set g_balance_powerup_strength_selfdamage 1.5
+set g_balance_powerup_strength_selfforce 1.5
+set g_balance_superweapons_time 30
+// }}}
+
+// {{{ jetpack/hook
+set g_jetpack_antigravity 0.8 "factor of gravity compensation of the jetpack"
+set g_jetpack_acceleration_side 1200 "acceleration of the jetpack in xy direction"
+set g_jetpack_acceleration_up 600 "acceleration of the jetpack in z direction (note: you have to factor in gravity here, if antigravity is not 1)"
+set g_jetpack_maxspeed_side 1200 "max speed of the jetpack in xy direction"
+set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
+set g_jetpack_fuel 8 "fuel per second for jetpack"
+set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
+
+set g_grappling_hook_tarzan 2 // 2: can also pull players
+set g_balance_grapplehook_speed_fly 1800
+set g_balance_grapplehook_speed_pull 2000
+set g_balance_grapplehook_force_rubber 2000
+set g_balance_grapplehook_force_rubber_overstretch 1000
+set g_balance_grapplehook_length_min 50
+set g_balance_grapplehook_stretch 50
+set g_balance_grapplehook_airfriction 0.2
+set g_balance_grapplehook_health 50
+set g_balance_grapplehook_damagedbycontents 1
+set g_balance_grapplehook_refire 0.2
+set g_balance_grapplehook_nade_time 0.7
+set g_balance_grapplehook_crouchslide 0
+set g_balance_grapplehook_gravity 0
+set g_balance_grapplehook_pull_frozen 0
+// }}}
+
+// {{{ port-o-launch
+set g_balance_portal_health 200 // these get recharged whenever the portal is used
+set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
+// }}}
+
+exec bal-wep-mario.cfg
set g_balance_nix_ammo_rockets 15
set g_balance_nix_ammo_cells 15
set g_balance_nix_ammo_plasma 15
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 25
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
set g_balance_nix_ammo_plasma 180
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 100
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
set g_balance_nix_ammo_plasma 180
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 100
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
set g_balance_nix_ammo_plasma 180
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 100
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
set g_balance_nix_ammo_plasma 180
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 100
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_balance_nix_ammo_rockets 160
set g_balance_nix_ammo_cells 180
set g_balance_nix_ammo_plasma 180
-set g_balance_nix_ammo_fuel 0
+set g_balance_nix_ammo_fuel 100
set g_balance_nix_ammoincr_shells 2 // eh this will need figured out later I assume
set g_balance_nix_ammoincr_nails 6
set g_balance_nix_ammoincr_rockets 2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
bind DOWNARROW +back
bind RIGHTARROW +moveright
bind SHIFT +crouch
-bind ENTER +jump
bind SPACE +jump
// weapons
bind ~ toggleconsole
bind TAB +showscores
bind ESCAPE togglemenu
+bind ENTER messagemode
bind t messagemode
bind y messagemode2
bind z messagemode2
seta g_waypointsprite_turrets_maxdist 5000 "max distace for turret sprites"
seta g_waypointsprite_tactical 1 "tactical overlay on turrets when in a vehicle"
-seta cl_damagetext "0" "Draw damage dealt where you hit the enemy"
+seta cl_damagetext "1" "Draw damage dealt where you hit the enemy"
seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}"
seta cl_damagetext_color "1 1 0" "Damage text color"
seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color"
seta cl_damagetext_velocity "0 0 20" "Damage text move direction"
seta cl_damagetext_offset "0 -40 0" "Damage text offset"
seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated"
+seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too"
+seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire"
set sv_itemstime 1 "enable networking of left time until respawn for items such as mega health and large armor"
gl_texturecompression_q3bsplightmaps 0
gl_texturecompression_sky 1
+cl_maxfps 200
+
seta menu_mouse_absolute 1 "use the OS mouse pointer motion for menu"
seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not affect in-game aiming)"
set menu_use_default_hostname 1
set sv_maxidle 0 "kick players idle for more than this amount of time in seconds"
set sv_maxidle_spectatorsareidle 0 "when sv_maxidle is not 0, assume spectators are idle too"
+set sv_maxidle_slots 0 "when not 0, only kick idlers when this many or less player slots are available"
+set sv_maxidle_slots_countbots 1 "count bots as player slots"
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce preceived lag"
+seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary"
// campaign internal, set when loading a campaign map1G
set _campaign_index ""
r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
r_water_refractdistort 0.019
+set cl_rainsnow_maxdrawdist 2048
+
// strength sound settings
set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds"
set sv_strengthsound_antispam_refire_threshold 0.04 "apply minimum distance only if refire of the gun is smaller than this"
--- /dev/null
+erebus,erebusfullbright
+erebus.001,shadowhead
--- /dev/null
+erebus,erebusfullbright
+erebus.001,shadowhead
--- /dev/null
+erebus,erebusfullbright
+erebus.001,shadowhead
--- /dev/null
+gak2.001,gakarmor
+gak2,gak
--- /dev/null
+gak2.001,gakarmorfb
+gak2,gakfullbright
--- /dev/null
+gak2.001,gakarmor
+gak2,gak
--- /dev/null
+gak2.001,gakarmorfb
+gak2,gakfullbright
--- /dev/null
+gak2.001,gakarmor
+gak2,gak
--- /dev/null
+gak2.001,gakarmorfb
+gak2,gakfullbright
--- /dev/null
+gak1.001,gak
+gak1,gakarmor
--- /dev/null
+gak1.001,gakfullbright
+gak1,gakarmorfb
--- /dev/null
+gak1.001,gak
+gak1,gakarmor
--- /dev/null
+gak1.001,gakfullbright
+gak1,gakarmorfb
--- /dev/null
+gak1.001,gak
+gak1,gakarmor
--- /dev/null
+gak1.001,gakfullbright
+gak1,gakarmorfb
--- /dev/null
+gak3,gak
+gak3.001,gakarmor
--- /dev/null
+gak3,gakfullbright
+gak3.001,gakarmorfb
--- /dev/null
+gak3,gak
+gak3.001,gakarmor
--- /dev/null
+gak3,gakfullbright
+gak3.001,gakarmorfb
--- /dev/null
+gak3,gak
+gak3.001,gakarmor
--- /dev/null
+gak3,gakfullbright
+gak3.001,gakarmorfb
--- /dev/null
+ignis1,ignis
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis1.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis2.001,ignishead
--- /dev/null
+ignis1,ignis
+ignis3,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis3,ignishead
--- /dev/null
+ignis1,ignis
+ignis3,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis3,ignishead
--- /dev/null
+ignis1,ignis
+ignis3,ignishead
--- /dev/null
+ignis1,ignisfullbright
+ignis3,ignishead
--- /dev/null
+nyx,nyx
+nyx.001,shadowhead
--- /dev/null
+nyx,nyxfullbright
+nyx.001,shadowhead
--- /dev/null
+nyx,nyx
+nyx.001,shadowhead
--- /dev/null
+nyx,nyxfullbright
+nyx.001,shadowhead
--- /dev/null
+nyx,nyx
+nyx.001,shadowhead
--- /dev/null
+nyx,nyxfullbright
+nyx.001,shadowhead
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+pyria_obj.001,pyriahair
+pyria_obj,pyriafullbright
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignis
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignisfullbright
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignis
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignisfullbright
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignis
--- /dev/null
+ignis42.001,seraphina
+ignis42,ignisfullbright
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+ignis42,ignisfullbright
+ignis42.002,ignishead
--- /dev/null
+umbra,umbra
--- /dev/null
+umbra,umbrafullbright
--- /dev/null
+umbra,umbra
--- /dev/null
+umbra,umbrafullbright
--- /dev/null
+umbra,umbra
--- /dev/null
+umbra,umbrafullbright
--- /dev/null
+Plane,g_ok_hmg_luma
--- /dev/null
+Plane,g_ok_hmg_simple
\ No newline at end of file
--- /dev/null
+Plane,g_ok_rl_luma
--- /dev/null
+Plane,g_ok_rl_simple
\ No newline at end of file
seta notification_INFO_WEAPON_VAPORIZER_MURDER "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_WEAPON_VORTEX_MURDER "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
-// MSG_CENTER notifications (count = 224):
+// MSG_CENTER notifications (count = 225):
seta notification_CENTER_ALONE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_ATTACKING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_DEFENDING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_VERBOSE_RED "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_VERBOSE_YELLOW "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_YELLOW "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_CTF_PICKUP_VISIBLE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_YELLOW "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_RETURN_BLUE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_RETURN_PINK "1" "0 = off, 1 = centerprint"
seta notification_show_sprees_info_newline "1" "Show attacker spree information for MSG_INFO messages on a separate line than the death notification itself"
seta notification_show_sprees_info_specialonly "1" "Don't show attacker spree information in MSG_INFO messages if it isn't an achievement"
-// Notification counts (total = 806): MSG_ANNCE = 89, MSG_INFO = 316, MSG_CENTER = 224, MSG_MULTI = 153, MSG_CHOICE = 24
+// Notification counts (total = 807): MSG_ANNCE = 89, MSG_INFO = 316, MSG_CENTER = 225, MSG_MULTI = 153, MSG_CHOICE = 24
--- /dev/null
+root = true
+
+[*.{qc,qh,inc}]
+end_of_line = lf
+insert_final_newline = true
+indent_style = tab
+charset = utf-8
QCCFLAGS_WATERMARK ?= $(shell git describe --tags --dirty='~')
VER = $(subst *,\*,$(QCCFLAGS_WATERMARK))
NDEBUG ?= 1
+XONOTIC ?= 1
BUILD_MOD ?= 0
ifndef ZIP
-Wno-field-redeclared
QCCDEFS ?= \
+ -DXONOTIC=$(XONOTIC) \
-DWATERMARK="$(QCCFLAGS_WATERMARK)" \
-DNDEBUG=$(NDEBUG) \
-DBUILD_MOD=$(BUILD_MOD) \
float autocvar_scoreboard_offset_right;
float autocvar_scoreboard_offset_vertical;
float autocvar_scoreboard_respawntime_decimals;
-float autocvar_scoreboard_dynamichud = 1;
+bool autocvar_scoreboard_dynamichud = false;
bool autocvar_v_flipped;
float autocvar_vid_conheight;
float autocvar_vid_conwidth;
float race_server_record; // server record
float race_speedaward;
string race_speedaward_holder;
+string race_speedaward_unit;
float race_speedaward_alltimebest;
string race_speedaward_alltimebest_holder;
+string race_speedaward_alltimebest_unit;
// RACE
float race_mycheckpoint;
HUD_Mod_CTF_Reset();
}
-float autocvar_hud_dynamic_shake;
-float autocvar_hud_dynamic_shake_damage_max;
-float autocvar_hud_dynamic_shake_damage_min;
-float autocvar_hud_dynamic_shake_scale;
+float autocvar_hud_dynamic_shake = 1;
+float autocvar_hud_dynamic_shake_damage_max = 130;
+float autocvar_hud_dynamic_shake_damage_min = 10;
+float autocvar_hud_dynamic_shake_scale = 0.2;
float hud_dynamic_shake_x[10] = {0, 1, -0.7, 0.5, -0.3, 0.2, -0.1, 0.1, 0.0, 0};
float hud_dynamic_shake_y[10] = {0, 0.4, 0.8, -0.2, -0.6, 0.0, 0.3, 0.1, -0.1, 0};
bool Hud_Shake_Update()
if(autocvar_hud_dynamic_shake > 0)
{
+ static float old_health = 0;
+ float health = max(-1, STAT(HEALTH));
if(hud_dynamic_shake_factor == -1) // don't allow the effect for this frame
+ {
hud_dynamic_shake_factor = 0;
+ old_health = health;
+ }
else
{
- static float old_health = 0;
- float health = max(-1, STAT(HEALTH));
float new_hud_dynamic_shake_factor = 0;
if (old_health - health >= autocvar_hud_dynamic_shake_damage_min
&& autocvar_hud_dynamic_shake_damage_max > autocvar_hud_dynamic_shake_damage_min
void HUD_Main()
{
int i;
- // global hud theAlpha fade
+ // global hud alpha fade
if(menu_enabled == 1)
hud_fade_alpha = 1;
else
}
// allow console bind to work
- string con_keys;
- float keys;
- con_keys = findkeysforcommand("toggleconsole", 0);
- keys = tokenize(con_keys); // findkeysforcommand returns data for this
+ string con_keys = findkeysforcommand("toggleconsole", 0);
+ int keys = tokenize(con_keys); // findkeysforcommand returns data for this
bool hit_con_bind = false;
int i;
else
{
if(!hud_configure_prev)
+ {
reset_centerprint_messages();
+ hud_configure_cp_generation_time = time; // show a message immediately
+ }
if (time > hud_configure_cp_generation_time)
{
if(highlightedPanel == HUD_PANEL(CENTERPRINT))
// also fade it based on positioning
if(autocvar_hud_panel_centerprint_fade_subsequent)
{
- a = a * bound(autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha, (1 - (g / max(1, autocvar_hud_panel_centerprint_fade_subsequent_passone))), 1); // pass one: all messages after the first have half theAlpha
- a = a * bound(autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha, (1 - (g / max(1, autocvar_hud_panel_centerprint_fade_subsequent_passtwo))), 1); // pass two: after that, gradually lower theAlpha even more for each message
+ // pass one: all messages after the first have half alpha
+ a = a * bound(autocvar_hud_panel_centerprint_fade_subsequent_passone_minalpha, (1 - (g / max(1, autocvar_hud_panel_centerprint_fade_subsequent_passone))), 1);
+ // pass two: after that, gradually lower alpha even more for each message
+ a = a * bound(autocvar_hud_panel_centerprint_fade_subsequent_passtwo_minalpha, (1 - (g / max(1, autocvar_hud_panel_centerprint_fade_subsequent_passtwo))), 1);
}
a *= panel_fg_alpha;
- // finally set the size based on the new theAlpha from subsequent fading
+ // finally set the size based on the new alpha from subsequent fading
sz = sz * (autocvar_hud_panel_centerprint_fade_subsequent_minfontsize + a * (1 - autocvar_hud_panel_centerprint_fade_subsequent_minfontsize));
drawfontscale = hud_scale * sz;
panel.current_panel_bg = strzone(panel_bg);
chat_panel_modified = true;
}
- panel_bg_alpha = max(0.75, panel_bg_alpha); // force an theAlpha of at least 0.75
+ panel_bg_alpha = max(0.75, panel_bg_alpha);
}
vector pos, mySize;
{
vector chatsize;
chatsize = '1 1 0' * autocvar_con_chatsize;
- cvar_set("con_chatrect_x", "9001"); // over 9000, we'll fake it instead for more control over theAlpha and such
+ cvar_set("con_chatrect_x", "9001"); // over 9000, we'll fake it instead for more control over alpha and such
float i, a;
for(i = 0; i < autocvar_con_chat; ++i)
{
int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
bool ctf_oneflag; // one-flag CTF mode enabled/disabled
+ bool ctf_stalemate; // currently in stalemate
int stat_items = STAT(CTF_FLAGSTATUS);
float fs, fs2, fs3, size1, size2;
vector e1, e2;
ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
+ ctf_stalemate = (stat_items & CTF_STALEMATE);
+
mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
if (autocvar__hud_configure) {
#include "physics.qh"
+#include <client/main.qh>
#include <common/mapinfo.qh>
#include <lib/csqcmodel/cl_player.qh>
text_scale = min(autocvar_hud_panel_physics_text_scale, 1);
//compute speed
- float speed, conversion_factor;
- string unit;
-
- switch(autocvar_hud_panel_physics_speed_unit)
- {
- default:
- case 1:
- unit = _(" qu/s");
- conversion_factor = 1.0;
- break;
- case 2:
- unit = _(" m/s");
- conversion_factor = 0.0254;
- break;
- case 3:
- unit = _(" km/h");
- conversion_factor = 0.0254 * 3.6;
- break;
- case 4:
- unit = _(" mph");
- conversion_factor = 0.0254 * 3.6 * 0.6213711922;
- break;
- case 5:
- unit = _(" knots");
- conversion_factor = 0.0254 * 1.943844492; // 1 m/s = 1.943844492 knots, because 1 knot = 1.852 km/h
- break;
- }
-
+ float speed, conversion_factor = GetSpeedUnitFactor(autocvar_hud_panel_physics_speed_unit);
+ string unit = GetSpeedUnit(autocvar_hud_panel_physics_speed_unit);
vector vel = (csqcplayer ? csqcplayer.velocity : pmove_vel);
float max_speed = floor( autocvar_hud_panel_physics_speed_max * conversion_factor + 0.5 );
if (QuickMenu_Page_Command[i])
strunzone(QuickMenu_Page_Command[i]);
QuickMenu_Page_Command[i] = string_null;
+ QuickMenu_Page_Command_Type[i] = 0;
}
float QuickMenu_Page_Load(string target_submenu, float new_page);
}
// allow console bind to work
- string con_keys;
- float keys;
- con_keys = findkeysforcommand("toggleconsole", 0);
- keys = tokenize(con_keys); // findkeysforcommand returns data for this
-
+ string con_keys = findkeysforcommand("toggleconsole", 0);
+ int keys = tokenize(con_keys); // findkeysforcommand returns data for this
bool hit_con_bind = false;
int i;
for (i = 0; i < keys; ++i)
else
tokenize_console(substring(QuickMenu_Page_Command[i], 0, end));
- //if(argv(1) && argv(0) == "toggle") // already checked
+ if(argv(1) && argv(0) == "toggle")
{
// "enable feature xxx" "toggle xxx" (or "toggle xxx 1 0")
// "disable feature xxx" "toggle xxx 0 1"
if(autocvar_hud_cursormode)
setcursormode(1);
hud_panel_radar_mouse = 1;
+
+ // we must unset the player's buttons, as they aren't released elsewhere
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ localcmd("-use\n");
+ localcmd("-hook\n");
+ localcmd("-jump\n");
}
}
else if ( hud_panel_radar_mouse )
else
{
// allow console/use binds to work without hiding the map
- string con_keys;
- float keys;
- float i;
- con_keys = strcat(findkeysforcommand("toggleconsole", 0)," ",findkeysforcommand("+use", 0)) ;
- keys = tokenize(con_keys); // findkeysforcommand returns data for this
+ string con_keys = strcat(findkeysforcommand("toggleconsole", 0), " ", findkeysforcommand("+use", 0)) ;
+ int keys = tokenize(con_keys); // findkeysforcommand returns data for this
+ int i;
for (i = 0; i < keys; ++i)
{
if(nPrimary == stof(argv(i)))
FOREACH_ENTITY_FLAGS(teamradar_icon, 0xFFFFFF, {
if ( hud_panel_radar_mouse )
- if ( it.health > 0 )
- if ( it.team == myteam+1 || gametype == MAPINFO_TYPE_RACE )
+ if ( it.health >= 0 )
+ if ( it.team == myteam+1 || gametype == MAPINFO_TYPE_RACE || !(serverflags & SERVERFLAG_TEAMPLAY) )
{
vector coord = teamradar_texcoord_to_2dcoord(teamradar_3dcoord_to_texcoord(it.origin));
if(vdist((mousepos - coord), <, 8))
{
if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
{
+ // this dialog gets overriden by the uid2name menu dialog, if it exists
+ // TODO remove this client side uid2name dialog in the next release
+ if(autocvar__menu_alpha)
+ hud_fade_alpha = 0;
+ else
+ uid2name_dialog = 0;
+ if (!uid2name_dialog)
+ localcmd("menu_cmd directmenu Uid2Name\n");
+
vote_active = 1;
if (autocvar__hud_configure)
{
float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
+ bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+
vector weapon_pos, weapon_size = '0 0 0';
vector color;
}
// calculate position/size for visual bar displaying ammount of ammo status
- if (autocvar_hud_panel_weapons_ammo)
+ if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
{
ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
+ if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
{
float ammo_full;
a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
spn_origin.y = ReadCoord();
spn_origin.z = ReadCoord();
+ this.team = (teamnum + 1);
+
//if(is_new)
//{
this.origin = spn_origin;
// CSQC_Ent_Update : Called every frame that the server has indicated an update to the SSQC / CSQC entity has occured.
// The only parameter reflects if the entity is "new" to the client, meaning it just came into the client's PVS.
-void CSQC_Ent_Update(bool isnew)
-{ENGINE_EVENT();
+void CSQC_Ent_Update(entity this, bool isnew)
+{
this.sourceLoc = __FILE__ ":" STR(__LINE__);
int t = ReadByte();
if (autocvar_developer_csqcentities)
LOG_INFOF("CSQC_Ent_Update(%d) at %f with this=%i {.entnum=%d, .enttype=%d} t=%s (%d)\n", isnew, savetime, this, this.entnum, this.enttype, this.classname, t);
done = it.m_read(this, NULL, isnew);
+ MUTATOR_CALLHOOK(Ent_Update, this, isnew);
break;
});
time = savetime;
// TODO possibly set more stuff to defaults
}
// CSQC_Ent_Remove : Called when the server requests a SSQC / CSQC entity to be removed. Essentially call remove(this) as well.
-void CSQC_Ent_Remove()
-{ENGINE_EVENT();
+void CSQC_Ent_Remove(entity this)
+{
if (autocvar_developer_csqcentities) LOG_INFOF("CSQC_Ent_Remove() with this=%i {.entnum=%d, .enttype=%d}\n", this, this.entnum, this.enttype);
if (wasfreed(this))
{
if (!postinit) PostInit();
}
+float GetSpeedUnitFactor(int speed_unit)
+{
+ switch(speed_unit)
+ {
+ default:
+ case 1:
+ return 1.0;
+ case 2:
+ return 0.0254;
+ case 3:
+ return 0.0254 * 3.6;
+ case 4:
+ return 0.0254 * 3.6 * 0.6213711922;
+ case 5:
+ return 0.0254 * 1.943844492; // 1 m/s = 1.943844492 knots, because 1 knot = 1.852 km/h
+ }
+}
+
+string GetSpeedUnit(int speed_unit)
+{
+ switch(speed_unit)
+ {
+ default:
+ case 1:
+ return _(" qu/s");
+ case 2:
+ return _(" m/s");
+ case 3:
+ return _(" km/h");
+ case 4:
+ return _(" mph");
+ case 5:
+ return _(" knots");
+ }
+}
+
NET_HANDLE(TE_CSQC_RACE, bool isNew)
{
int b = ReadByte();
race_server_record = ReadInt24_t();
break;
case RACE_NET_SPEED_AWARD:
- race_speedaward = ReadInt24_t();
+ race_speedaward = ReadInt24_t() * GetSpeedUnitFactor(autocvar_hud_panel_physics_speed_unit);
if(race_speedaward_holder)
strunzone(race_speedaward_holder);
race_speedaward_holder = strzone(ReadString());
+ if(race_speedaward_unit)
+ strunzone(race_speedaward_unit);
+ race_speedaward_unit = strzone(GetSpeedUnit(autocvar_hud_panel_physics_speed_unit));
break;
case RACE_NET_SPEED_AWARD_BEST:
- race_speedaward_alltimebest = ReadInt24_t();
+ race_speedaward_alltimebest = ReadInt24_t() * GetSpeedUnitFactor(autocvar_hud_panel_physics_speed_unit);
if(race_speedaward_alltimebest_holder)
strunzone(race_speedaward_alltimebest_holder);
race_speedaward_alltimebest_holder = strzone(ReadString());
+ if(race_speedaward_alltimebest_unit)
+ strunzone(race_speedaward_alltimebest_unit);
+ race_speedaward_alltimebest_unit = strzone(GetSpeedUnit(autocvar_hud_panel_physics_speed_unit));
break;
case RACE_NET_SERVER_RANKINGS:
float prevpos, del;
int framecount;
.float health;
+
+float GetSpeedUnitFactor(int speed_unit);
+string GetSpeedUnit(int speed_unit);
void MoveToLast(entity e)
{
AuditLists();
- other = e.sort_next;
- while(other)
+ entity ent = e.sort_next;
+ while(ent)
{
- SORT_SWAP(other, e);
- other = e.sort_next;
+ SORT_SWAP(ent, e);
+ ent = e.sort_next;
}
AuditLists();
}
/** argc (also, argv() can be used) */ i(int, MUTATOR_ARGV_0_int) \
/**/
MUTATOR_HOOKABLE(HUD_Command, EV_HUD_Command);
+
+/** Draw the grapple hook, allows changing hook texture and colour */
+#define EV_DrawGrapplingHook(i, o) \
+ /** hook */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** texture */ i(string, MUTATOR_ARGV_1_string) \
+ /***/ o(string, MUTATOR_ARGV_1_string) \
+ /** colour */ i(vector, MUTATOR_ARGV_2_vector) \
+ /***/ o(vector, MUTATOR_ARGV_2_vector) \
+ /** team */ i(float, MUTATOR_ARGV_3_float) \
+ /**/
+MUTATOR_HOOKABLE(DrawGrapplingHook, EV_DrawGrapplingHook);
+
+/** Called when an entity is updated (either by SVQC networking or PVS) */
+#define EV_Ent_Update(i, o) \
+ /** entity id */ i(entity, MUTATOR_ARGV_0_entity) \
+ /** is new to client */ i(bool, MUTATOR_ARGV_1_bool) \
+ /**/
+MUTATOR_HOOKABLE(Ent_Update, EV_Ent_Update);
if(!is_dead)
{
- if(e == csqcplayer)
+ if(e == csqcplayer && !intermission)
e.v_angle_x = input_angles_x;
int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
#include <lib/_all.inc>
+
+#if XONOTIC
+
#include "_all.qh"
#include "../client/_mod.inc"
#include <lib/warpzone/server.qc>
#include <lib/warpzone/util_server.qc>
+#endif
+
+#include <ecs/_lib.inc>
+
#if BUILD_MOD
#include "../../mod/client/progs.inc"
#endif
void HUD_UpdatePlayerPos(entity player)
{
- for(other = player.sort_next; other && HUD_ComparePlayerScores(player, other); other = player.sort_next)
+ entity ent;
+ for(ent = player.sort_next; ent && HUD_ComparePlayerScores(player, ent); ent = player.sort_next)
{
- SORT_SWAP(player, other);
+ SORT_SWAP(player, ent);
}
- for(other = player.sort_prev; other != players && HUD_ComparePlayerScores(other, player); other = player.sort_prev)
+ for(ent = player.sort_prev; ent != players && HUD_ComparePlayerScores(ent, player); ent = player.sort_prev)
{
- SORT_SWAP(other, player);
+ SORT_SWAP(ent, player);
}
}
void HUD_UpdateTeamPos(entity Team)
{
- for(other = Team.sort_next; other && HUD_CompareTeamScores(Team, other); other = Team.sort_next)
+ entity ent;
+ for(ent = Team.sort_next; ent && HUD_CompareTeamScores(Team, ent); ent = Team.sort_next)
{
- SORT_SWAP(Team, other);
+ SORT_SWAP(Team, ent);
}
- for(other = Team.sort_prev; other != teams && HUD_CompareTeamScores(other, Team); other = Team.sort_prev)
+ for(ent = Team.sort_prev; ent != teams && HUD_CompareTeamScores(ent, Team); ent = Team.sort_prev)
{
- SORT_SWAP(other, Team);
+ SORT_SWAP(ent, Team);
}
}
if(gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE) {
if(race_speedaward) {
- drawcolorcodedstring(pos, sprintf(_("Speed award: %d ^7(%s^7)"), race_speedaward, race_speedaward_holder), hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
+ drawcolorcodedstring(pos, sprintf(_("Speed award: %d%s ^7(%s^7)"), race_speedaward, race_speedaward_unit, race_speedaward_holder), hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
pos.y += 1.25 * hud_fontsize.y;
}
if(race_speedaward_alltimebest) {
- drawcolorcodedstring(pos, sprintf(_("All-time fastest: %d ^7(%s^7)"), race_speedaward_alltimebest, race_speedaward_alltimebest_holder), hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
+ drawcolorcodedstring(pos, sprintf(_("All-time fastest: %d%s ^7(%s^7)"), race_speedaward_alltimebest, race_speedaward_alltimebest_unit, race_speedaward_alltimebest_holder), hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
pos.y += 1.25 * hud_fontsize.y;
}
pos = HUD_DrawScoreboardRankings(pos, playerslots[player_localnum], rgb, bg_size);
const float SHOWNAMES_FADEDELAY = 0.4;
void Draw_ShowNames(entity this)
{
- if (this.sv_entnum == player_localentnum) // self or spectatee
+ if (this.sv_entnum == (current_player + 1)) // self or spectatee
if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
bool hit;
zoomspeed = 3.5;
zoomdir = button_zoom;
- if(hud == HUD_NORMAL)
+ if(hud == HUD_NORMAL && !spectatee_status)
if(switchweapon == activeweapon)
if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
int lasthud;
float vh_notice_time;
void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{ENGINE_EVENT();
+void CSQC_UpdateView(entity this, float w, float h)
+{
TC(int, w); TC(int, h);
entity e;
float fov;
.float scale;
.vector colormod;
-void SUB_Stop(entity this)
+void SUB_Stop(entity this, entity toucher)
{
this.move_velocity = this.move_avelocity = '0 0 0';
this.move_movetype = MOVETYPE_NONE;
class(Projectile).int snd_looping;
class(Projectile).bool silent;
-void SUB_Stop(entity this);
+void SUB_Stop(entity this, entity toucher);
void Projectile_ResetTrail(entity this, vector to);
}
#endif
-#include "effectinfo.qc"
+#ifdef EFFECTINFO
+ #include "effectinfo.qc"
+#endif
return Sounds_from(SND_CASINGS1.m_id + floor(prandom() * 3));
}
-void Casing_Touch(entity this)
+void Casing_Touch(entity this, entity toucher)
{
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
__pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
}
-void SUB_RemoveOnNoImpact(entity this)
+void SUB_RemoveOnNoImpact(entity this, entity toucher)
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
Gib_Delete(this);
}
-void Gib_Touch(entity this)
+void Gib_Touch(entity this, entity toucher)
{
// TODO maybe bounce of walls, make more gibs, etc.
#ifdef SVQC
- void _GlobalSound(entity this, entity gs, entity ps, string sample, int chan, int voicetype, bool fake)
+ void _GlobalSound(entity this, entity gs, entity ps, string sample, int chan, float vol, int voicetype, bool fake)
{
if (gs == NULL && ps == NULL && sample == "") return;
if(this.classname == "body") return;
if (IS_REAL_CLIENT(msg_entity))
{
float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
- if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten);
- else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten);
- else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten);
+ if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten);
+ else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten);
+ else soundto(MSG_ONE, this, chan, sample, vol, atten);
}
}
if (voicetype == VOICETYPE_LASTATTACKER_ONLY) break;
MACRO_BEGIN \
{ \
float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
- if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
- else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
- else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
+ if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
+ else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
+ else soundto(MSG_ONE, this, chan, sample, vol, atten); \
} MACRO_END
if (fake) { msg_entity = this; X(); }
else
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && (!teamplay || msg_entity.team == this.team), {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && SAME_TEAM(it, this), {
msg_entity = it;
X();
});
? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
- if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
- else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
- else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
+ if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
+ else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
+ else soundto(MSG_ONE, this, chan, sample, vol, atten); \
} \
} MACRO_END
if (fake)
msg_entity = this;
if (fake)
{
- if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
- else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASE, ATTEN_NORM);
- else soundto(MSG_ONE, this, chan, sample, VOL_BASE, ATTEN_NORM);
+ if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, ATTEN_NORM);
+ else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, ATTEN_NORM);
+ else soundto(MSG_ONE, this, chan, sample, vol, ATTEN_NORM);
}
else
{
- if (gs) globalsound(MSG_ALL, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
- else if (ps) playersound(MSG_ALL, this, ps, r, chan, VOL_BASE, ATTEN_NORM);
- else _sound(this, chan, sample, VOL_BASE, ATTEN_NORM);
+ if (gs) globalsound(MSG_ALL, this, gs, r, chan, vol, ATTEN_NORM);
+ else if (ps) playersound(MSG_ALL, this, ps, r, chan, vol, ATTEN_NORM);
+ else _sound(this, chan, sample, vol, ATTEN_NORM);
}
break;
}
#ifdef SVQC
- void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float voicetype, bool fake);
- #define GlobalSound(this, def, chan, voicetype) _GlobalSound(this, def, NULL, string_null, chan, voicetype, false)
- #define GlobalSound_string(this, def, chan, voicetype) _GlobalSound(this, NULL, NULL, def, chan, voicetype, false)
- #define PlayerSound(this, def, chan, voicetype) _GlobalSound(this, NULL, def, string_null, chan, voicetype, false)
+ void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float vol, float voicetype, bool fake);
+ #define GlobalSound(this, def, chan, vol, voicetype) _GlobalSound(this, def, NULL, string_null, chan, vol, voicetype, false)
+ #define GlobalSound_string(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, NULL, def, chan, vol, voicetype, false)
+ #define PlayerSound(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, def, string_null, chan, vol, voicetype, false)
#define VoiceMessage(this, def, msg) \
MACRO_BEGIN \
{ \
if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
else if (flood > 0) fake = false; \
else break; \
- _GlobalSound(this, NULL, VM, string_null, CH_VOICE, voicetype, fake); \
+ _GlobalSound(this, NULL, VM, string_null, CH_VOICE, VOL_BASEVOICE, voicetype, fake); \
} MACRO_END
#endif
sf |= this.m_forceupdate;
this.m_forceupdate = 0;
bool valid =
- IS_PLAYER(player) // player must be active
- || player == to // player is self
+ time > game_starttime
+ && (IS_PLAYER(player) // player must be active
+ || player == to) // player is self
;
if (!valid) sf = 0;
if (chan == MSG_ENTITY)
float autocvar_g_balance_nexball_secondary_refire;
float autocvar_g_balance_nexball_secondary_speed;
-void basketball_touch(entity this);
-void football_touch(entity this);
+void basketball_touch(entity this, entity toucher);
+void football_touch(entity this, entity toucher);
void ResetBall(entity this);
const int NBM_NONE = 0;
const int NBM_FOOTBALL = 2;
}
}
-void football_touch(entity this)
+void football_touch(entity this, entity toucher)
{
- if(other.solid == SOLID_BSP)
+ if(toucher.solid == SOLID_BSP)
{
if(time > this.lastground + 0.1)
{
this.nextthink = time + autocvar_g_nexball_delay_idle;
return;
}
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if(other.health < 1)
+ if(toucher.health < 1)
return;
if(!this.cnt)
this.nextthink = time + autocvar_g_nexball_delay_idle;
- this.pusher = other;
- this.team = other.team;
+ this.pusher = toucher;
+ this.team = toucher.team;
if(autocvar_g_nexball_football_physics == -1) // MrBougo try 1, before decompiling Rev's original
{
- if(other.velocity)
- this.velocity = other.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
+ if(toucher.velocity)
+ this.velocity = toucher.velocity * 1.5 + '0 0 1' * autocvar_g_nexball_football_boost_up;
}
else if(autocvar_g_nexball_football_physics == 1) // MrBougo's modded Rev style: partially independant of the height of the aiming point
{
- makevectors(other.v_angle);
- this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
+ makevectors(toucher.v_angle);
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + '0 0 1' * autocvar_g_nexball_football_boost_up;
}
else if(autocvar_g_nexball_football_physics == 2) // 2nd mod try: totally independant. Really playable!
{
- makevectors(other.v_angle.y * '0 1 0');
- this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+ makevectors(toucher.v_angle.y * '0 1 0');
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
}
else // Revenant's original style (from the original mod's disassembly, acknowledged by Revenant)
{
- makevectors(other.v_angle);
- this.velocity = other.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
+ makevectors(toucher.v_angle);
+ this.velocity = toucher.velocity + v_forward * autocvar_g_nexball_football_boost_forward + v_up * autocvar_g_nexball_football_boost_up;
}
this.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
}
-void basketball_touch(entity this)
+void basketball_touch(entity this, entity toucher)
{
- if(other.ballcarried)
+ if(toucher.ballcarried)
{
- football_touch(this);
+ football_touch(this, toucher);
return;
}
- if(!this.cnt && IS_PLAYER(other) && !STAT(FROZEN, other) && !IS_DEAD(other) && (other != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
+ if(!this.cnt && IS_PLAYER(toucher) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (toucher != this.nb_dropper || time > this.nb_droptime + autocvar_g_nexball_delay_collect))
{
- if(other.health <= 0)
+ if(toucher.health <= 0)
return;
- LogNB("caught", other);
- GiveBall(other, this);
+ LogNB("caught", toucher);
+ GiveBall(toucher, this);
}
- else if(other.solid == SOLID_BSP)
+ else if(toucher.solid == SOLID_BSP)
{
_sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
if(this.velocity && !this.cnt)
}
}
-void GoalTouch(entity this)
+void GoalTouch(entity this, entity toucher)
{
entity ball;
float isclient, pscore, otherteam;
string pname;
if(gameover) return;
- if((this.spawnflags & GOAL_TOUCHPLAYER) && other.ballcarried)
- ball = other.ballcarried;
+ if((this.spawnflags & GOAL_TOUCHPLAYER) && toucher.ballcarried)
+ ball = toucher.ballcarried;
else
- ball = other;
+ ball = toucher;
if(ball.classname != "nexball_basketball")
if(ball.classname != "nexball_football")
return;
if((!ball.pusher && this.team != GOAL_OUT) || ball.cnt)
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
if(nb_teams == 2)
SpawnBall(this);
}
-float nb_Goal_Customize(entity this)
+bool nb_Goal_Customize(entity this, entity client)
{
- entity e, wp_owner;
- e = WaypointSprite_getviewentity(other);
- wp_owner = this.owner;
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
if(SAME_TEAM(e, wp_owner)) { return false; }
return true;
this.nextthink = time;
}
-void W_Nexball_Touch(entity this)
+void W_Nexball_Touch(entity this, entity toucher)
{
entity ball, attacker;
attacker = this.owner;
//this.think = func_null;
//this.enemy = NULL;
- PROJECTILE_TOUCH(this);
- if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
- if((ball = other.ballcarried) && !STAT(FROZEN, other) && !IS_DEAD(other) && (IS_PLAYER(attacker)))
+ PROJECTILE_TOUCH(this, toucher);
+ if(attacker.team != toucher.team || autocvar_g_nexball_basketball_teamsteal)
+ if((ball = toucher.ballcarried) && !STAT(FROZEN, toucher) && !IS_DEAD(toucher) && (IS_PLAYER(attacker)))
{
- other.velocity = other.velocity + normalize(this.velocity) * other.damageforcescale * autocvar_g_balance_nexball_secondary_force;
- UNSET_ONGROUND(other);
+ toucher.velocity = toucher.velocity + normalize(this.velocity) * toucher.damageforcescale * autocvar_g_balance_nexball_secondary_force;
+ UNSET_ONGROUND(toucher);
if(!attacker.ballcarried)
{
LogNB("stole", attacker);
- _sound(other, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
+ _sound(toucher, CH_TRIGGER, ball.noise2, VOL_BASE, ATTEN_NORM);
- if(SAME_TEAM(attacker, other) && time > attacker.teamkill_complain)
+ if(SAME_TEAM(attacker, toucher) && time > attacker.teamkill_complain)
{
attacker.teamkill_complain = time + 5;
attacker.teamkill_soundtime = time + 0.4;
- attacker.teamkill_soundsource = other;
+ attacker.teamkill_soundsource = toucher;
}
- GiveBall(attacker, other.ballcarried);
+ GiveBall(attacker, toucher.ballcarried);
}
}
remove(this);
CSQCProjectile(missile, true, PROJECTILE_ELECTRO, true);
}
-float ball_customize(entity this)
+bool ball_customize(entity this, entity client)
{
if(!this.owner)
{
return true;
}
- if(other == this.owner)
+ if(client == this.owner)
{
this.scale = autocvar_g_nexball_viewmodel_scale;
if(this.enemy)
return false;
}
+MUTATOR_HOOKFUNCTION(nb, ItemTouch)
+{
+ entity item = M_ARGV(0, entity);
+ entity toucher = M_ARGV(1, entity);
+
+ if(item.weapon && toucher.ballcarried)
+ return MUT_ITEMTOUCH_RETURN; // no new weapons for you, mister!
+
+ return MUT_ITEMTOUCH_CONTINUE;
+}
+
MUTATOR_HOOKFUNCTION(nb, GetTeamCount)
{
M_ARGV(1, string) = "nexball_team";
// CaptureShield Functions
// =======================
-bool ons_CaptureShield_Customize(entity this)
+bool ons_CaptureShield_Customize(entity this, entity client)
{
- entity e = WaypointSprite_getviewentity(other);
+ entity e = WaypointSprite_getviewentity(client);
if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, e.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return false; }
if(SAME_TEAM(this, e)) { return false; }
return true;
}
-void ons_CaptureShield_Touch(entity this)
+void ons_CaptureShield_Touch(entity this, entity toucher)
{
- if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, other.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
- if(!IS_PLAYER(other)) { return; }
- if(SAME_TEAM(other, this)) { return; }
+ if(!this.enemy.isshielded && (ons_ControlPoint_Attackable(this.enemy, toucher.team) > 0 || this.enemy.classname != "onslaught_controlpoint")) { return; }
+ if(!IS_PLAYER(toucher)) { return; }
+ if(SAME_TEAM(toucher, this)) { return; }
vector mymid = (this.absmin + this.absmax) * 0.5;
- vector othermid = (other.absmin + other.absmax) * 0.5;
+ vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
- Damage(other, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ons_captureshield_force);
+ Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ons_captureshield_force);
- if(IS_REAL_CLIENT(other))
+ if(IS_REAL_CLIENT(toucher))
{
- play2(other, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
+ play2(toucher, SND(ONS_DAMAGEBLOCKEDBYSHIELD));
if(this.enemy.classname == "onslaught_generator")
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_GENERATOR_SHIELDED);
else
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_CONTROLPOINT_SHIELDED);
}
}
}
}
-void ons_ControlPoint_Touch(entity this)
+void ons_ControlPoint_Touch(entity this, entity toucher)
{
- entity toucher = other;
int attackable;
if(IS_VEHICLE(toucher) && toucher.owner)
}
-void onslaught_generator_touch(entity this)
+void onslaught_generator_touch(entity this, entity toucher)
{
- if ( IS_PLAYER(other) )
- if ( SAME_TEAM(this,other) )
+ if ( IS_PLAYER(toucher) )
+ if ( SAME_TEAM(this,toucher) )
if ( this.iscaptured )
{
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_ONS_TELEPORT);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_ONS_TELEPORT);
}
}
FOREACH_CLIENT(IS_PLAYER(it), {
it.ons_roundlost = false;
it.ons_deathloc = '0 0 0';
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
});
return false;
}
TC(Pickup, this);
bool b = Item_GiveTo(item, player);
if (b) {
- LOG_TRACEF("entity %i picked up %s\n", player, this.m_name);
+ LOG_DEBUGF("entity %i picked up %s\n", player, this.m_name);
player.inventory.inv_items[this.m_id]++;
Inventory_update(player);
}
{
minigame_self = this;
activate_minigame(this.owner);
+ minigame_self = this; // set it again (needed before, but may also be reset)
}
}
MINIGAME_SIMPLELINKED_ENTITIES
}
// allow some binds
- string con_keys;
- con_keys = findkeysforcommand("toggleconsole", 0);
+ string con_keys = findkeysforcommand("toggleconsole", 0);
int keys = tokenize(con_keys); // findkeysforcommand returns data for this
- for (int i = 0; i < keys; ++i)
+ int i;
+ for (i = 0; i < keys; ++i)
{
if(nPrimary == stof(argv(i)))
return false;
}
}
-bool minigame_CheckSend(entity this)
+bool minigame_CheckSend(entity this, entity client)
{
entity e;
for ( e = this.owner.minigame_players; e != NULL; e = e.list_next )
- if ( e.minigame_players == other )
+ if ( e.minigame_players == client )
return true;
return false;
}
// Only sends entities to players who joined the minigame
// Use on customizeentityforclient for gameplay entities
-bool minigame_CheckSend(entity this);
+bool minigame_CheckSend(entity this, entity client);
// Check for minigame impulses
bool MinigameImpulse(entity this, int imp);
LOG_WARNINGF("Missing model: \"%s\"\n", s);
return;
}
- LOG_DEBUGF("precache_model(\"%s\")\n", s);
+ profile(sprintf("precache_model(\"%s\")\n", s));
precache_model(s);
}
ENDCLASS(Model)
return false;
}
-void M_Mage_Attack_Spike_Explode(entity this)
+void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
this.realowner.mage_spike = NULL;
Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
- RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, other);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
remove (this);
}
-void M_Mage_Attack_Spike_Touch(entity this)
+void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
- M_Mage_Attack_Spike_Explode(this);
+ M_Mage_Attack_Spike_Explode(this, toucher);
}
.float wait;
{
if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
this.projectiledeathtype |= HITTYPE_SPLASH;
- M_Mage_Attack_Spike_Explode(this);
+ M_Mage_Attack_Spike_Explode(this, NULL);
}
float spd = vlen(this.velocity);
void M_Mage_Defend_Heal(entity this)
{
- entity head;
float washealed = false;
- for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
{
washealed = true;
string fx = "";
- if(IS_PLAYER(head))
+ if(IS_PLAYER(it))
{
switch(this.skin)
{
case 0:
- if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
+ if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
fx = EFFECT_HEALING.eent_eff_name;
break;
case 1:
- if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
- if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
- if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
- if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
- if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
+ if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
+ if(it.ammo_plasma) it.ammo_plasma = bound(it.ammo_plasma, it.ammo_plasma + 1, g_pickup_plasma_max);
+ if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
+ if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
+ if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
fx = "ammoregen_fx";
break;
case 2:
- if(head.armorvalue < autocvar_g_balance_armor_regenstable)
+ if(it.armorvalue < autocvar_g_balance_armor_regenstable)
{
- head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
+ it.armorvalue = bound(0, it.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
fx = "armorrepair_fx";
}
break;
case 3:
- head.health = bound(0, head.health - ((head == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+ it.health = bound(0, it.health - ((it == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
fx = EFFECT_RAGE.eent_eff_name;
break;
}
- Send_Effect_(fx, head.origin, '0 0 0', 1);
+ Send_Effect_(fx, it.origin, '0 0 0', 1);
}
else
{
- Send_Effect(EFFECT_HEALING, head.origin, '0 0 0', 1);
- head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
- if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE) && head.sprite)
- WaypointSprite_UpdateHealth(head.sprite, head.health);
+ Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
+ it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), it.max_health);
+ if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
+ WaypointSprite_UpdateHealth(it.sprite, it.health);
}
- }
+ });
if(washealed)
{
#include <common/effects/qc/all.qh>
-void M_Shambler_Attack_Lightning_Explode(entity this)
+void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
{
- entity head;
-
sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
+ NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
- for(head = findradius(this.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != this.realowner) if(head.takedamage)
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
{
- te_csqc_lightningarc(this.origin, head.origin);
- Damage(head, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0');
- }
+ te_csqc_lightningarc(this.origin, it.origin);
+ Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
+ });
setthink(this, SUB_Remove);
this.nextthink = time + 0.2;
void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
{
- M_Shambler_Attack_Lightning_Explode(this);
+ M_Shambler_Attack_Lightning_Explode(this, trigger);
}
void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void M_Shambler_Attack_Lightning_Touch(entity this)
+void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
- this.use(this, NULL, NULL);
+ this.use(this, NULL, toucher);
}
void M_Shambler_Attack_Lightning_Think(entity this)
this.nextthink = time;
if (time > this.cnt)
{
- other = NULL;
- M_Shambler_Attack_Lightning_Explode(this);
+ M_Shambler_Attack_Lightning_Explode(this, NULL);
return;
}
}
Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, NULL);
- for(entity e = findradius(this.origin, 25); e; e = e.chain) if(e != this) if(e.takedamage && !IS_DEAD(e)) if(e.health > 0) if(e.monsterid != MON_SPIDER.monsterid)
- e.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
+ FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && it.monsterid != MON_SPIDER.monsterid,
+ {
+ it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
+ });
remove(this);
}
M_Spider_Attack_Web_Explode(this);
}
-void M_Spider_Attack_Web_Touch(entity this)
+void M_Spider_Attack_Web_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
M_Spider_Attack_Web_Explode(this);
}
float autocvar_g_monster_wyvern_attack_fireball_speed;
void M_Wyvern_Attack_Fireball_Explode(entity this);
-void M_Wyvern_Attack_Fireball_Touch(entity this);
+void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
remove(this);
}
-void M_Wyvern_Attack_Fireball_Touch(entity this)
+void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
M_Wyvern_Attack_Fireball_Explode(this);
}
.vector moveto;
-void M_Zombie_Attack_Leap_Touch(entity this)
+void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
{
if (this.health <= 0)
return;
vector angles_face;
- if(other.takedamage)
+ if(toucher.takedamage)
{
angles_face = vectoangles(this.moveto - this.origin);
angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
- Damage(other, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
+ Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
this.state = 0;
}
{
if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
- entity head, closest_target = NULL;
- head = findradius(mon.origin, mon.target_range);
+ entity closest_target = NULL;
- while(head) // find the closest acceptable target to pass to
+ // find the closest acceptable target to pass to
+ FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
{
- if(head.monster_attack)
- if(Monster_ValidTarget(mon, head))
+ if(Monster_ValidTarget(mon, it))
{
// if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- vector head_center = CENTER_OR_VIEWOFS(head);
+ vector head_center = CENTER_OR_VIEWOFS(it);
vector ent_center = CENTER_OR_VIEWOFS(mon);
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
- { closest_target = head; }
+ { closest_target = it; }
}
- else { closest_target = head; }
+ else { closest_target = it; }
}
-
- head = head.chain;
- }
+ });
return closest_target;
}
if(delaytoo)
if(time < this.msound_delay)
return; // too early
- GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND);
+ GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
this.msound_delay = time + sound_delay;
}
return true;
}
-bool Monster_Attack_Leap(entity this, vector anm, void(entity this) touchfunc, vector vel, float animtime)
+bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
{
if(!Monster_Attack_Leap_Check(this, vel))
return false;
mon.mr_anim(mon, this);
}
-void Monster_Touch(entity this)
+void Monster_Touch(entity this, entity toucher)
{
- if(other == NULL) { return; }
+ if(toucher == NULL) { return; }
- if(other.monster_attack)
- if(this.enemy != other)
- if(!IS_MONSTER(other))
- if(Monster_ValidTarget(this, other))
- this.enemy = other;
+ if(toucher.monster_attack)
+ if(this.enemy != toucher)
+ if(!IS_MONSTER(toucher))
+ if(Monster_ValidTarget(this, toucher))
+ this.enemy = toucher;
}
void Monster_Miniboss_Check(entity this)
void monster_setupcolors(entity this);
-void Monster_Touch(entity this);
+void Monster_Touch(entity this, entity toucher);
void Monster_Move_2D(entity this, float mspeed, float allow_jumpoff);
float Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop);
-bool Monster_Attack_Leap(entity this, vector anm, void(entity this) touchfunc, vector vel, float animtime);
+bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime);
entity Monster_FindTarget(entity this);
void RegisterHooks() {};
void RegisterCallbacks() {};
-#define _MUTATOR_HOOKABLE(id, ...) CallbackChain HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__)
-#define MUTATOR_HOOKABLE(id, params) \
- _MUTATOR_HOOKABLE(id, int params(_MUTATOR_HANDLE_PARAMS, _MUTATOR_HANDLE_NOP)) { \
+#define MUTATOR_HOOKABLE(id, params) _MUTATOR_HOOKABLE(id, params)
+#define _MUTATOR_HOOKABLE(id, params) \
+ CallbackChain HOOK_##id; \
+ bool __Mutator_Send_##id(int params(_MUTATOR_HANDLE_PARAMS, _MUTATOR_HANDLE_NOP)) { \
params(_MUTATOR_HANDLE_PUSHTMP, _MUTATOR_HANDLE_NOP) \
params(_MUTATOR_HANDLE_PREPARE, _MUTATOR_HANDLE_NOP) \
bool ret = CallbackChain_Call(HOOK_##id); \
return ret; \
} \
[[accumulate]] void RegisterHooks() { HOOK_##id = NEW(CallbackChain, #id); }
+
+#define MUTATOR_CALLHOOK(id, ...) _MUTATOR_CALLHOOK(id, __VA_ARGS__)
#ifdef __STDC__
- #define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0 P99_IF_EMPTY(__VA_ARGS__)()(, __VA_ARGS__))
+ #define _MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0 P99_IF_EMPTY(__VA_ARGS__)()(, __VA_ARGS__))
#else
- #define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
+ #define _MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
#endif
enum {
}
}
-bool buffs_BuffModel_Customize(entity this)
+bool buffs_BuffModel_Customize(entity this, entity client)
{
entity player, myowner;
bool same_team;
- player = WaypointSprite_getviewentity(other);
+ player = WaypointSprite_getviewentity(client);
myowner = this.owner;
same_team = (SAME_TEAM(player, myowner) || SAME_TEAM(player, myowner));
if(MUTATOR_CALLHOOK(BuffModel_Customize, this, player))
return false;
- if(player == myowner || (IS_SPEC(other) && other.enemy == myowner))
+ if(player == myowner || (IS_SPEC(client) && client.enemy == myowner))
{
// somewhat hide the model, but keep the glow
this.effects = 0;
sound(this, CH_TRIGGER, SND_KA_RESPAWN, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
}
-void buff_Touch(entity this)
+void buff_Touch(entity this, entity toucher)
{
if(gameover) { return; }
return;
}
- if((this.team && DIFF_TEAM(other, this))
- || (STAT(FROZEN, other))
- || (other.vehicle)
+ if((this.team && DIFF_TEAM(toucher, this))
+ || (STAT(FROZEN, toucher))
+ || (toucher.vehicle)
|| (!this.buff_active)
)
{
return;
}
- if(MUTATOR_CALLHOOK(BuffTouch, this, other))
+ if(MUTATOR_CALLHOOK(BuffTouch, this, toucher))
return;
- other = M_ARGV(1, entity);
+ toucher = M_ARGV(1, entity);
- if(!IS_PLAYER(other))
- return; // incase mutator changed other
+ if(!IS_PLAYER(toucher))
+ return; // incase mutator changed toucher
- if (other.buffs)
+ if (toucher.buffs)
{
- if (other.cvar_cl_buffs_autoreplace && other.buffs != this.buffs)
+ if (toucher.cvar_cl_buffs_autoreplace && toucher.buffs != this.buffs)
{
- int buffid = buff_FirstFromFlags(other.buffs).m_id;
- //Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_DROP, other.buffs);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, other.netname, buffid);
+ int buffid = buff_FirstFromFlags(toucher.buffs).m_id;
+ //Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_DROP, toucher.buffs);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ITEM_BUFF_LOST, toucher.netname, buffid);
- other.buffs = 0;
- //sound(other, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
+ toucher.buffs = 0;
+ //sound(toucher, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
}
else { return; } // do nothing
}
- this.owner = other;
+ this.owner = toucher;
this.buff_active = false;
this.lifetime = 0;
int buffid = buff_FirstFromFlags(this.buffs).m_id;
- Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_BUFF_GOT, buffid);
- Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_INFO, INFO_ITEM_BUFF, other.netname, buffid);
+ Send_Notification(NOTIF_ONE, toucher, MSG_MULTI, ITEM_BUFF_GOT, buffid);
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_INFO, INFO_ITEM_BUFF, toucher.netname, buffid);
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
- sound(other, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
- other.buffs |= (this.buffs);
+ sound(toucher, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTN_NORM);
+ toucher.buffs |= (this.buffs);
}
float buff_Available(entity buff)
buff_Respawn(this);
}
-float buff_Customize(entity this)
+bool buff_Customize(entity this, entity client)
{
- entity player = WaypointSprite_getviewentity(other);
+ entity player = WaypointSprite_getviewentity(client);
if(!this.buff_active || (this.team && DIFF_TEAM(player, this)))
{
this.alpha = 0.3;
entity player = M_ARGV(0, entity);
player.buffs = 0;
+ player.buff_time = 0;
// reset timers here to prevent them continuing after re-spawn
player.buff_disability_time = 0;
player.buff_disability_effect_time = 0;
Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
player.buffs = 0;
+ player.buff_time = 0; // already notified
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
return true;
}
// 2: notify carrier as well
int buff_lost = 0;
- if(player.buff_time)
+ if(player.buff_time && player.buffs)
if(time >= player.buff_time)
+ {
+ player.buff_time = 0;
buff_lost = 2;
+ }
if(STAT(FROZEN, player)) { buff_lost = 1; }
if(player.buffs)
{
int buffid = buff_FirstFromFlags(player.buffs).m_id;
- Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
- if(buff_lost >= 2)
+ if(buff_lost == 2)
{
Send_Notification(NOTIF_ONE, player, MSG_MULTI, ITEM_BUFF_DROP, buffid); // TODO: special timeout message?
sound(player, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
}
+ else
+ Send_Notification(NOTIF_ALL_EXCEPT, player, MSG_INFO, INFO_ITEM_BUFF_LOST, player.netname, buffid);
player.buffs = 0;
}
}
if(boxesoverlap(player.absmin - pickup_size, player.absmax + pickup_size, it.absmin, it.absmax))
{
if(gettouch(it))
- {
- entity oldother = other;
- other = player;
- gettouch(it)(it);
- other = oldother;
- }
+ gettouch(it)(it, player);
}
});
}
#if defined(CSQC) || defined(MENUQC)
// no translatable cvar description please
-AUTOCVAR_SAVE(cl_damagetext, bool, false, "Draw damage dealt where you hit the enemy");
+AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
STATIC_INIT(DamageText_LegacyFormat) {
if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
#endif
#ifdef CSQC
CLASS(DamageText, Object)
ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
+ ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color)
ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
ATTRIB(DamageText, m_group, int, 0)
+ ATTRIB(DamageText, m_friendlyfire, bool, false)
ATTRIB(DamageText, m_damage, int, 0)
ATTRIB(DamageText, m_armordamage, int, 0)
ATTRIB(DamageText, m_deathtype, int, 0)
vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
if (pos.z >= 0 && this.m_size > 0) {
pos.z = 0;
- vector rgb = this.m_color;
+ vector rgb;
+ if (this.m_friendlyfire) {
+ rgb = this.m_color_friendlyfire;
+ }
+ else {
+ rgb = this.m_color;
+ }
if (autocvar_cl_damagetext_color_per_weapon) {
Weapon w = DEATH_WEAPONOF(this.m_deathtype);
if (w != WEP_Null) rgb = w.wpcolor;
this.alpha = 1;
}
- CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
+ CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
CONSTRUCT(DamageText);
this.m_group = _group;
+ this.m_friendlyfire = _friendlyfire;
DamageText_update(this, _origin, _health, _armor, _deathtype);
}
ENDCLASS(DamageText)
WriteCoord(MSG_ONE, location.y);
WriteCoord(MSG_ONE, location.z);
WriteInt24_t(MSG_ONE, deathtype);
+ WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
}
));
}
int group = ReadShort();
vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
int deathtype = ReadInt24_t();
+ bool friendlyfire = ReadByte();
return = true;
if (autocvar_cl_damagetext) {
+ if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
+ return;
+ }
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
if (e.instanceOfDamageText && e.m_group == group) {
}
}
}
- NEW(DamageText, group, location, health, armor, deathtype);
+ NEW(DamageText, group, location, health, armor, deathtype, friendlyfire);
}
}
#endif
setDependent(e, "cl_damagetext", 1, 1);
this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TR(this);
+ // friendly fire
+ this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
+ setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
+ this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
+ setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
+ this.TR(this);
}
ENDCLASS(XonoticDamageTextSettings)
#endif
#ifdef SVQC
if (autocvar_sv_dodging_sound)
- PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
animdecide_setaction(this, ANIMACTION_JUMP, true);
#endif
float current_freeze_time = this.ltime - time - 0.1;
- entity e;
- for(e = findradius(this.origin, autocvar_g_nades_nade_radius); e; e = e.chain)
- if(e != this)
- if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(e, this.realowner) || e == this.realowner))
- if(e.takedamage && !IS_DEAD(e))
- if(e.health > 0)
- if(!e.revival_time || ((time - e.revival_time) >= 1.5))
- if(!STAT(FROZEN, e))
- if(current_freeze_time > 0)
- nade_ice_freeze(this, e, current_freeze_time);
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_nades_nade_radius, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && current_freeze_time > 0,
+ {
+ if(!autocvar_g_nades_ice_teamcheck || (DIFF_TEAM(it, this.realowner) || it == this.realowner))
+ if(!it.revival_time || ((time - it.revival_time) >= 1.5))
+ if(!STAT(FROZEN, it))
+ nade_ice_freeze(this, it, current_freeze_time);
+ });
}
void nade_ice_boom(entity this)
return orb;
}
-void nade_entrap_touch(entity this)
+void nade_entrap_touch(entity this, entity toucher)
{
- if(DIFF_TEAM(other, this.realowner)) // TODO: what if realowner changes team or disconnects?
+ if(DIFF_TEAM(toucher, this.realowner)) // TODO: what if realowner changes team or disconnects?
{
- if (!isPushable(other))
+ if (!isPushable(toucher))
return;
- float pushdeltatime = time - other.lastpushtime;
+ float pushdeltatime = time - toucher.lastpushtime;
if (pushdeltatime > 0.15) pushdeltatime = 0;
- other.lastpushtime = time;
+ toucher.lastpushtime = time;
if(!pushdeltatime) return;
// div0: ticrate independent, 1 = identity (not 20)
#ifdef SVQC
- other.velocity = other.velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
+ toucher.velocity = toucher.velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(toucher);
#elif defined(CSQC)
- other.move_velocity = other.move_velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
+ toucher.move_velocity = toucher.move_velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
#endif
}
- if ( IS_REAL_CLIENT(other) || IS_VEHICLE(other) || IS_MONSTER(other) )
+ if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
{
- entity show_tint = (IS_VEHICLE(other)) ? other.owner : other;
+ entity show_tint = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
STAT(ENTRAP_ORB, show_tint) = time + 0.1;
float tint_alpha = 0.75;
- if(SAME_TEAM(other, this.realowner))
+ if(SAME_TEAM(toucher, this.realowner))
tint_alpha = 0.45;
STAT(ENTRAP_ORB_ALPHA, show_tint) = tint_alpha * (this.ltime - time) / this.orb_lifetime;
}
orb.colormod = NADE_TYPE_ENTRAP.m_color;
}
-void nade_heal_touch(entity this)
+void nade_heal_touch(entity this, entity toucher)
{
float maxhealth;
float health_factor;
- if(IS_PLAYER(other) || IS_MONSTER(other))
- if(!IS_DEAD(other))
- if(!STAT(FROZEN, other))
+ if(IS_PLAYER(toucher) || IS_MONSTER(toucher))
+ if(!IS_DEAD(toucher))
+ if(!STAT(FROZEN, toucher))
{
health_factor = autocvar_g_nades_heal_rate*frametime/2;
- if ( other != this.realowner )
+ if ( toucher != this.realowner )
{
- if ( SAME_TEAM(other,this) )
+ if ( SAME_TEAM(toucher,this) )
health_factor *= autocvar_g_nades_heal_friend;
else
health_factor *= autocvar_g_nades_heal_foe;
}
if ( health_factor > 0 )
{
- maxhealth = (IS_MONSTER(other)) ? other.max_health : g_pickup_healthmega_max;
- if ( other.health < maxhealth )
+ maxhealth = (IS_MONSTER(toucher)) ? toucher.max_health : g_pickup_healthmega_max;
+ if ( toucher.health < maxhealth )
{
if ( this.nade_show_particles )
- Send_Effect(EFFECT_HEALING, other.origin, '0 0 0', 1);
- other.health = min(other.health+health_factor, maxhealth);
+ Send_Effect(EFFECT_HEALING, toucher.origin, '0 0 0', 1);
+ toucher.health = min(toucher.health+health_factor, maxhealth);
}
- other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+ toucher.pauserothealth_finished = max(toucher.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
}
else if ( health_factor < 0 )
{
- Damage(other,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,other.origin,'0 0 0');
+ Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0');
}
}
- if ( IS_REAL_CLIENT(other) || IS_VEHICLE(other) )
+ if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) )
{
- entity show_red = (IS_VEHICLE(other)) ? other.owner : other;
+ entity show_red = (IS_VEHICLE(toucher)) ? toucher.owner : toucher;
show_red.stat_healing_orb = time+0.1;
show_red.stat_healing_orb_alpha = 0.75 * (this.ltime - time) / this.orb_lifetime;
}
}
bool CanThrowNade(entity this);
-void nade_touch(entity this)
+void nade_touch(entity this, entity toucher)
{
- if(other)
+ if(toucher)
UpdateCSQCProjectile(this);
- if(other == this.realowner)
+ if(toucher == this.realowner)
return; // no this impacts
if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
- if(!other.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
- if(!other.frozen)
- if(CanThrowNade(other)) // prevent some obvious things, like dead players
- if(IS_REAL_CLIENT(other)) // above checks for IS_PLAYER, don't need to do it here
+ if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
+ if(!STAT(FROZEN, toucher))
+ if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
+ if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
- nade_pickup(other, this);
+ nade_pickup(toucher, this);
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, 0.5 *(ATTEN_LARGE + ATTEN_MAX));
remove(this);
return;
return;
}
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
//setsize(this, '-2 -2 -2', '2 2 2');
//UpdateCSQCProjectile(this);
return;
}
- this.enemy = other;
+ this.enemy = toucher;
nade_boom(this);
}
nades_RemoveBonus(player);
}
-float nade_customize(entity this)
+bool nade_customize(entity this, entity client)
{
- //if(IS_SPEC(other)) { return false; }
- if(other == this.exteriormodeltoclient || (IS_SPEC(other) && other.enemy == this.exteriormodeltoclient))
+ //if(IS_SPEC(client)) { return false; }
+ if(client == this.exteriormodeltoclient || (IS_SPEC(client) && client.enemy == this.exteriormodeltoclient))
{
// somewhat hide the model, but keep the glow
//this.effects = 0;
return;
}
- if(!thiswep.wr_checkammo1(thiswep, actor))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if((!thiswep.wr_checkammo1(thiswep, actor) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
w_ready(thiswep, actor, weaponentity, fire);
#ifdef SVQC
spawnfunc(weapon_rpc) { weapon_defaultspawnfunc(this, WEP_RPC); }
-void W_RocketPropelledChainsaw_Explode(entity this)
+void W_RocketPropelledChainsaw_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, WEP_CVAR(rpc, damage), WEP_CVAR(rpc, edgedamage), WEP_CVAR(rpc, radius), NULL, NULL, WEP_CVAR(rpc, force), this.projectiledeathtype, directhitentity);
remove (this);
}
-void W_RocketPropelledChainsaw_Touch (entity this)
+void W_RocketPropelledChainsaw_Explode_think(entity this)
{
- if(WarpZone_Projectile_Touch(this))
+ W_RocketPropelledChainsaw_Explode(this, NULL);
+}
+
+void W_RocketPropelledChainsaw_Touch (entity this, entity toucher)
+{
+ if(WarpZone_Projectile_Touch(this, toucher))
if(wasfreed(this))
return;
- W_RocketPropelledChainsaw_Explode(this);
+ W_RocketPropelledChainsaw_Explode(this, toucher);
}
void W_RocketPropelledChainsaw_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.health = this.health - damage;
if (this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_RocketPropelledChainsaw_Explode_think);
}
void W_RocketPropelledChainsaw_Think(entity this)
remove(this); // the real item is gone, remove this
}
-void physical_item_touch(entity this)
+void physical_item_touch(entity this, entity toucher)
{
if(!this.cnt) // not for dropped items
if (ITEM_TOUCH_NEEDKILL())
.string material;
.float touch_timer;
-void sandbox_ObjectFunction_Touch(entity this)
+void sandbox_ObjectFunction_Touch(entity this, entity toucher)
{
// apply material impact effects
// make particle count and sound volume depend on impact speed
float intensity;
- intensity = vlen(this.velocity) + vlen(other.velocity);
+ intensity = vlen(this.velocity) + vlen(toucher.velocity);
if(intensity) // avoid divisions by 0
intensity /= 2; // average the two velocities
if (!(intensity >= autocvar_g_sandbox_object_material_velocity_min))
{
// detaches any object attached to e
- entity head;
- for(head = NULL; (head = find(head, classname, "object")); )
+ FOREACH_ENTITY_ENT(owner, e,
{
- if(head.owner == e)
- {
- vector org;
- org = gettaginfo(head, 0);
- setattachment(head, NULL, "");
- head.owner = NULL;
-
- // objects change origin and angles when detached, so apply previous position
- setorigin(head, org);
- head.angles = e.angles; // don't allow detached objects to spin or roll
-
- head.solid = head.old_solid; // restore persisted solidity
- head.movetype = head.old_movetype; // restore persisted physics
- head.takedamage = DAMAGE_AIM;
- }
- }
+ if(it.classname != "object") continue;
+
+ vector org;
+ org = gettaginfo(it, 0);
+ setattachment(it, NULL, "");
+ it.owner = NULL;
+
+ // objects change origin and angles when detached, so apply previous position
+ setorigin(it, org);
+ it.angles = e.angles; // don't allow detached objects to spin or roll
+
+ it.solid = it.old_solid; // restore persisted solidity
+ it.movetype = it.old_movetype; // restore persisted physics
+ it.takedamage = DAMAGE_AIM;
+ });
}
entity sandbox_ObjectSpawn(entity this, float database)
switch(argv(1))
{
entity e;
- float i;
+ int j;
string s;
// ---------------- COMMAND: HELP ----------------
if(e.material) strunzone(e.material);
if(argv(3))
{
- for (i = 1; i <= 5; i++) // precache material sounds, 5 in total
- precache_sound(strcat("object/impact_", argv(3), "_", ftos(i), ".wav"));
+ for (j = 1; j <= 5; j++) // precache material sounds, 5 in total
+ precache_sound(strcat("object/impact_", argv(3), "_", ftos(j), ".wav"));
e.material = strzone(argv(3));
}
else
case "attachments":
// this should show the same info as 'mesh' but for attachments
s = "";
- entity head;
- i = 0;
- for(head = NULL; (head = find(head, classname, "object")); )
+ j = 0;
+ FOREACH_ENTITY_ENT(owner, e,
{
- if(head.owner == e)
- {
- ++i; // start from 1
- gettaginfo(e, head.tag_index);
- s = strcat(s, "^1attachment ", ftos(i), "^7 has mesh \"^3", head.model, "^7\" at animation frame ^3", ftos(head.frame));
- s = strcat(s, "^7 and is attached to bone \"^5", gettaginfo_name, "^7\", ");
- }
- }
- if(i) // object contains attachments
- print_to(player, strcat("^2SANDBOX - INFO: ^7Object contains the following ^1", ftos(i), "^7 attachment(s): ", s));
+ if(it.classname != "object") continue;
+
+ ++j; // start from 1
+ gettaginfo(e, it.tag_index);
+ s = strcat(s, "^1attachment ", ftos(j), "^7 has mesh \"^3", it.model, "^7\" at animation frame ^3", ftos(it.frame));
+ s = strcat(s, "^7 and is attached to bone \"^5", gettaginfo_name, "^7\", ");
+ });
+ if(j) // object contains attachments
+ print_to(player, strcat("^2SANDBOX - INFO: ^7Object contains the following ^1", ftos(j), "^7 attachment(s): ", s));
else
print_to(player, "^2SANDBOX - INFO: ^7Object contains no attachments");
return true;
REGISTER_WAYPOINT(FlagBaseBlue, _("Blue base"), '0.8 0.8 0', 1);
REGISTER_WAYPOINT(FlagBaseYellow, _("Yellow base"), '0.8 0.8 0', 1);
REGISTER_WAYPOINT(FlagBasePink, _("Pink base"), '0.8 0.8 0', 1);
+REGISTER_WAYPOINT(FlagReturn, _("Return flag here"), '0 0.8 0.8', 1);
REGISTER_WAYPOINT(DomNeut, _("Control point"), '0 1 1', 1);
REGISTER_WAYPOINT(DomRed, _("Control point"), '0 1 1', 1);
f |= 2; // my own
MUTATOR_CALLHOOK(SendWaypoint, this, to, sendflags, f);
+ sendflags = M_ARGV(2, int);
+ f = M_ARGV(3, int);
WriteByte(MSG_ENTITY, sendflags);
WriteByte(MSG_ENTITY, this.wp_extra);
return 2;
}
if (s == WP_Item.netname) return Items_from(this.wp_extra).m_waypointblink;
+ if(s == WP_FlagReturn.netname) return 2;
return 1;
}
return e2 == e;
}
-float WaypointSprite_Customize(entity this)
+bool WaypointSprite_Customize(entity this, entity client)
{
// this is not in SendEntity because it shall run every frame, not just every update
// make spectators see what the player would see
- entity e = WaypointSprite_getviewentity(other);
+ entity e = WaypointSprite_getviewentity(client);
- if (MUTATOR_CALLHOOK(CustomizeWaypoint, this, other))
+ if (MUTATOR_CALLHOOK(CustomizeWaypoint, this, client))
return false;
- return this.waypointsprite_visible_for_player(this, other, e);
+ return this.waypointsprite_visible_for_player(this, client, e);
}
bool WaypointSprite_SendEntity(entity this, entity to, float sendflags);
float WaypointSprite_isteammate(entity e, entity e2);
-float WaypointSprite_Customize(entity this);
+bool WaypointSprite_Customize(entity this, entity client);
bool WaypointSprite_SendEntity(entity this, entity to, float sendflags);
return true;
}
entity cl_notices;
-STATIC_INIT(cl_notice)
-{
- cl_notices = LL_NEW();
-}
void cl_notice_read()
{
entity _notice = new_pure(sv_notice);
_notice.netname = strzone(ReadString());
_notice.alpha = ReadLong() + time;
_notice.skin = ReadByte();
+ if(!cl_notices)
+ cl_notices = LL_NEW();
LL_PUSH(cl_notices, _notice);
}
void cl_notice_run()
{
+ if (!cl_notices)
+ return;
+
bool flag = false;
LL_EACH(cl_notices, it.alpha > time, { flag = true; break; });
- if (!flag) return;
+ if (!flag)
+ {
+ LL_DELETE(cl_notices);
+ return;
+ }
+
const int M1 = 30;
const int M2 = 10;
vector v3 = v1 + '10 10 0';
#define OUT(s, z) MACRO_BEGIN { drawcolorcodedstring(v3, s, '1 1 0' * z, 1, DRAWFLAG_NORMAL); v3.y += z + 4; } MACRO_END
+ float cur_time = 0;
+ float time_width = 48;
OUT(_("^1Server notices:"), 32);
LL_EACH(cl_notices, it.alpha > time, {
- string s = sprintf(_("^7%s (^3%d sec left)"), it.netname , rint(it.alpha - time));
- OUT(s, 16);
+ if(it.alpha - cur_time > 0.1)
+ {
+ cur_time = it.alpha;
+ string s = sprintf("^3%d", ceil(cur_time - time));
+ drawcolorcodedstring(v3 + eX * 0.5 * (time_width - stringwidth(s, true, '1 1 0' * 16)), s, '1 1 0' * 16, 1, DRAWFLAG_NORMAL);
+ v3.x = v1.x + 10 + time_width;
+ }
+ OUT(it.netname, 16);
});
#undef OUT
}
MULTITEAM_CENTER(CTF_PICKUP_TEAM_VERBOSE, 4, 1, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_NEUTRAL, 1, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate^BG got the flag! Protect them!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_VERBOSE_NEUTRAL, 1, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the flag! Protect them!"), "")
+ MSG_CENTER_NOTIF(CTF_PICKUP_VISIBLE, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGEnemies can now see you on radar!"), "")
MULTITEAM_CENTER(CTF_RETURN, 4, 1, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou returned the ^TC^TT^BG flag!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_STALEMATE_CARRIER, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Enemies can now see you on radar!"), "")
MSG_CENTER_NOTIF(CTF_STALEMATE_OTHER, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Flag carriers can now be seen by enemies on radar!"), "")
void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow
{
- entity e = this.move_aiment; // TODO: networking?
+ entity e = this.aiment;
- // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
- if(this.move_angles == this.move_punchangle)
+ if(e.angles == this.punchangle)
{
- this.move_origin = e.move_origin + this.view_ofs;
+ this.move_origin = e.origin + this.view_ofs;
}
else
{
vector ang, v;
- ang_x = -this.move_punchangle_x;
- ang_y = this.move_punchangle_y;
- ang_z = this.move_punchangle_z;
+ ang_x = -this.punchangle_x;
+ ang_y = this.punchangle_y;
+ ang_z = this.punchangle_z;
makevectors(ang);
v_x = this.view_ofs_x * v_forward_x + this.view_ofs_y * v_right_x + this.view_ofs_z * v_up_x;
v_y = this.view_ofs_x * v_forward_y + this.view_ofs_y * v_right_y + this.view_ofs_z * v_up_y;
v_z = this.view_ofs_x * v_forward_z + this.view_ofs_y * v_right_z + this.view_ofs_z * v_up_z;
- ang_x = -e.move_angles_x;
- ang_y = e.move_angles_y;
- ang_z = e.move_angles_z;
+ ang = e.angles;
+ ang_x = -e.angles_x;
makevectors(ang);
- this.move_origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.move_origin_x;
- this.move_origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.move_origin_y;
- this.move_origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.move_origin_z;
+ this.move_origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
+ this.move_origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
+ this.move_origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
}
- this.move_angles = e.move_angles + this.v_angle;
+ this.move_angles = e.angles + this.v_angle;
_Movetype_LinkEdict(this, false);
}
void _Movetype_Impact(entity this, entity oth) // SV_Impact
{
- entity oldother = other;
-
if(gettouch(this))
- {
- other = oth;
-
- gettouch(this)(this);
-
- other = oldother;
- }
+ gettouch(this)(this, oth);
if(gettouch(oth))
- {
- other = this;
-
- gettouch(oth)(oth);
-
- other = oldother;
- }
+ gettouch(oth)(oth, this);
}
void _Movetype_LinkEdict_TouchAreaGrid(entity this) // SV_LinkEdict_TouchAreaGrid
if(this.solid == SOLID_NOT)
return;
- entity oldother = other;
-
FOREACH_ENTITY_RADIUS(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
if (it.solid == SOLID_TRIGGER && it != this)
if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax))
{
- other = this;
-
trace_allsolid = false;
trace_startsolid = false;
trace_fraction = 1;
trace_plane_dist = 0;
trace_ent = this;
- gettouch(it)(it);
+ gettouch(it)(it, this);
}
});
-
- other = oldother;
}
void _Movetype_LinkEdict(entity this, bool touch_triggers) // SV_LinkEdict
break;
case MOVETYPE_NOCLIP:
_Movetype_CheckWater(this);
- this.move_origin = this.move_origin + TICRATE * this.move_velocity;
- this.move_angles = this.move_angles + TICRATE * this.move_avelocity;
+ this.move_origin = this.move_origin + movedt * this.move_velocity;
+ this.move_angles = this.move_angles + movedt * this.move_avelocity;
_Movetype_LinkEdict(this, false);
break;
case MOVETYPE_STEP:
.float move_ltime;
.void(entity this) move_think;
.float move_nextthink;
-.void(entity this) move_blocked;
+.void(entity this, entity blocker) move_blocked;
.float move_movetype;
.float move_time;
.float move_bounce_stopspeed;
.float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
-.entity move_aiment;
-.vector move_punchangle;
+.entity aiment;
+.vector punchangle;
// should match sv_gameplayfix_fixedcheckwatertransition
float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
{
this.move_nextthink = 0;
this.move_time = time;
- other = NULL;
this.move_think(this);
}
}
_Movetype_CheckVelocity(this);
- if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
+ /*if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
{
this.move_didgravity = 1;
this.move_velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
* dt
* (this.gravity ? this.gravity : 1)
* PHYS_GRAVITY(this);
+ }*/
+
+ if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
+ {
+ this.move_didgravity = true;
+ this.move_velocity_z -= (((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this) * dt);
}
this.move_angles = this.move_angles + this.move_avelocity * dt;
break;
}
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE && this.move_didgravity > 0 && !(this.move_flags & FL_ONGROUND))
- this.move_velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
+ //if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE && this.move_didgravity > 0 && !(this.move_flags & FL_ONGROUND))
+ // this.move_velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
_Movetype_CheckWaterTransition(this);
}
return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
-float Physics_ClientOption(entity this, string option)
+float Physics_ClientOption(entity this, string option, float defaultval)
{
if(Physics_Valid(this.cvar_cl_physics))
{
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
- return cvar(strcat("sv_", option));
+ return defaultval;
}
void Physics_UpdateStats(entity this, float maxspd_mod)
{
- STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
- STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
- ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
+ STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
+ STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
+ ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
: 0;
- STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
- STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+ STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
+ STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
// old stats
// fix some new settings
- STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
- STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
- STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
- STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
- STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
- STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
- STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
- STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
- STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
- STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
- STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
- STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
- STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
- STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
- STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
- STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
- STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
- STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
- STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
- STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
+ STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
+ STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
+ STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+ STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
+ STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
+ STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
+ STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
+ STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
+ STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
+ STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
+ STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
+ STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
+ STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
+ STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
+ STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
+ STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
+ STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
+ STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
+ STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+ STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
}
#endif
return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
}
-float GeomLerp(float a, float lerp, float b)
+float GeomLerp(float a, float _lerp, float b)
{
- return a == 0 ? (lerp < 1 ? 0 : b)
- : b == 0 ? (lerp > 0 ? 0 : a)
- : a * pow(fabs(b / a), lerp);
+ return a == 0 ? (_lerp < 1 ? 0 : b)
+ : b == 0 ? (_lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), _lerp);
}
#define unstick_offsets(X) \
animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
- PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
#endif
return true;
}
entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
? GS_FALL_METAL
: GS_FALL;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
+ GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
#endif
}
entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
? GS_STEP_METAL
: GS_STEP;
- GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
}
#endif
}
float a_up = PHYS_JETPACK_ACCEL_UP(this);
float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+
float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
// finding the maximum over all vectors of above form
if (this.PlayerPhysplug)
if (this.PlayerPhysplug(this))
return;
+#elif defined(CSQC)
+ if(hud != HUD_NORMAL)
+ return; // no vehicle prediction (yet)
#endif
#ifdef SVQC
}
#if defined(SVQC)
-void SV_PlayerPhysics()
+void SV_PlayerPhysics(entity this)
#elif defined(CSQC)
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
{
-#ifdef SVQC
- ENGINE_EVENT();
-#endif
PM_Main(this);
}
#define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
#define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
#define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
+#define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
#define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
#define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP, s)
const float VOL_BASE = 0.7;
const float VOL_BASEVOICE = 1.0;
+const float VOL_MUFFLED = 0.35;
// Play all sounds via sound7, for access to the extra channels.
// Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
TC(Sound, this);
string s = Sound_fixpath(this);
if (!s) return;
- LOG_DEBUGF("precache_sound(\"%s\")\n", s);
+ profile(sprintf("precache_sound(\"%s\")\n", s));
precache_sound(s);
}
ENDCLASS(Sound)
PlayerState ps = PS(this);
if (!ps) return; // initial connect
PS(this) = NULL;
+
+ ps.m_switchweapon = WEP_Null;
+ ps.m_weapon = WEP_Null;
+ ps.m_switchingweapon = WEP_Null;
+ ps.ps_push(ps, this);
+
if (ps.m_client != this) return; // don't own state, spectator
FOREACH_CLIENT(PS(it) == ps, { PS(it) = NULL; });
remove(ps);
REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
+REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
REGISTER_STAT(MOVEVARS_HIGHSPEED, float, autocvar_g_movement_highspeed)
return 1;
}
-void Item_Touch(entity this)
+void Item_Touch(entity this, entity toucher)
{
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
}
}
- if(!(other.flags & FL_PICKUPITEMS)
- || STAT(FROZEN, other)
- || IS_DEAD(other)
+ if(!(toucher.flags & FL_PICKUPITEMS)
+ || STAT(FROZEN, toucher)
+ || IS_DEAD(toucher)
|| (this.solid != SOLID_TRIGGER)
- || (this.owner == other)
+ || (this.owner == toucher)
|| (time < this.item_spawnshieldtime)
) { return; }
- switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
+ switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
{
case MUT_ITEMTOUCH_RETURN: { return; }
- case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; }
+ case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
}
- other = M_ARGV(1, entity);
+ toucher = M_ARGV(1, entity);
if (this.classname == "droppedweapon")
{
this.superweapons_finished = max(0, this.superweapons_finished - time);
}
entity it = this.itemdef;
- bool gave = ITEM_HANDLE(Pickup, it, this, other);
+ bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
if (!gave)
{
if (this.classname == "droppedweapon")
LABEL(pickup)
- other.last_pickup = time;
+ toucher.last_pickup = time;
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
- _sound (other, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
+ _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
if (this.classname == "droppedweapon")
remove (this);
if(this.team)
{
RandomSelection_Init();
- for(entity head = NULL; (head = findfloat(head, team, this.team)); )
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- if(head.flags & FL_ITEM)
- if(head.classname != "item_flag_team" && head.classname != "item_key_team")
+ if(it.team == this.team)
+ if(it.classname != "item_flag_team" && it.classname != "item_key_team")
{
- Item_Show(head, -1);
- RandomSelection_Add(head, 0, string_null, head.cnt, 0);
+ Item_Show(it, -1);
+ RandomSelection_Add(it, 0, string_null, it.cnt, 0);
}
- }
+ });
e = RandomSelection_chosen_ent;
}
void target_items_use(entity this, entity actor, entity trigger)
{
- other = trigger; // TODO
-
if(actor.classname == "droppedweapon")
{
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, trigger);
remove(actor);
return;
}
return;
if(trigger.solid == SOLID_TRIGGER)
{
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, trigger);
}
FOREACH_ENTITY_ENT(enemy, actor,
spawnfunc(target_items)
{
- float n, i;
+ int n, j;
string s;
this.use = target_items_use;
}
else
{
- for(i = 0; i < n; ++i)
+ for(j = 0; j < n; ++j)
{
- if (argv(i) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
- else if(argv(i) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
- else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
- else if(argv(i) == "strength") this.items |= ITEM_Strength.m_itemid;
- else if(argv(i) == "invincible") this.items |= ITEM_Shield.m_itemid;
- else if(argv(i) == "superweapons") this.items |= IT_SUPERWEAPON;
- else if(argv(i) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
- else if(argv(i) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
+ if (argv(j) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
+ else if(argv(j) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
+ else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(j) == "strength") this.items |= ITEM_Strength.m_itemid;
+ else if(argv(j) == "invincible") this.items |= ITEM_Shield.m_itemid;
+ else if(argv(j) == "superweapons") this.items |= IT_SUPERWEAPON;
+ else if(argv(j) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
+ else if(argv(j) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
else
{
FOREACH(Weapons, it != WEP_Null, {
- s = W_UndeprecateName(argv(i));
+ s = W_UndeprecateName(argv(j));
if(s == it.netname)
{
this.weapons |= (it.m_wepset);
//print(this.netname, "\n");
n = tokenize_console(this.netname);
- for(i = 0; i < n; ++i)
+ for(j = 0; j < n; ++j)
{
- FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, {
+ FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
it.wr_init(it);
break;
});
got += GiveValue(e, ammo_fuel, op, val);
break;
default:
- FOREACH(Weapons, it != WEP_Null && cmd == it.netname, {
+ FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
got += GiveWeapon(e, it.m_id, op, val);
break;
});
float Item_GiveTo(entity item, entity player);
-void Item_Touch(entity this);
+void Item_Touch(entity this, entity toucher);
void Item_Reset(entity this);
}
-void button_blocked(entity this)
+void button_blocked(entity this, entity blocker)
{
// do nothing, just don't come all the way back out
}
button_fire(this);
}
-void button_touch(entity this)
+void button_touch(entity this, entity toucher)
{
- if (!other)
+ if (!toucher)
return;
- if (!other.iscreature)
+ if (!toucher.iscreature)
return;
- if(other.velocity * this.movedir < 0)
+ if(toucher.velocity * this.movedir < 0)
return;
- this.enemy = other;
- if (other.owner)
- this.enemy = other.owner;
+ this.enemy = toucher;
+ if (toucher.owner)
+ this.enemy = toucher.owner;
button_fire (this);
}
this.move_time = time;
if(dt <= 0) { return; }
#endif
- entity e;
// set mythis as current conveyor where possible
- for(e = NULL; (e = findentity(e, conveyor, this)); )
- e.conveyor = NULL;
+ FOREACH_ENTITY_ENT(conveyor, this,
+ {
+ it.conveyor = NULL;
+ });
if(this.state)
{
- for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
- if(!e.conveyor.state)
- if(isPushable(e))
- {
- vector emin = e.absmin;
- vector emax = e.absmax;
- if(this.solid == SOLID_BSP)
- {
- emin -= '1 1 1';
- emax += '1 1 1';
- }
- if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
- if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, e)) // accurate
- e.conveyor = this;
- }
-
- for(e = NULL; (e = findentity(e, conveyor, this)); )
+ FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.conveyor.state && isPushable(it),
+ {
+ vector emin = it.absmin;
+ vector emax = it.absmax;
+ if(this.solid == SOLID_BSP)
+ {
+ emin -= '1 1 1';
+ emax += '1 1 1';
+ }
+ if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+ if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
+ it.conveyor = this;
+ });
+
+ FOREACH_ENTITY_ENT(conveyor, this,
{
- if(IS_CLIENT(e)) // doing it via velocity has quite some advantages
+ if(IS_CLIENT(it)) // doing it via velocity has quite some advantages
continue; // done in SV_PlayerPhysics continue;
- setorigin(e, e.origin + this.movedir * PHYS_INPUT_FRAMETIME);
- move_out_of_solid(e);
+ setorigin(it, it.origin + this.movedir * PHYS_INPUT_FRAMETIME);
+ move_out_of_solid(it);
#ifdef SVQC
- UpdateCSQCProjectile(e);
+ UpdateCSQCProjectile(it);
#endif
/*
// stupid conveyor code
- tracebox(e.origin, e.mins, e.maxs, e.origin + this.movedir * sys_frametime, MOVE_NORMAL, e);
+ tracebox(it.origin, it.mins, it.maxs, it.origin + this.movedir * sys_frametime, MOVE_NORMAL, it);
if(trace_fraction > 0)
- setorigin(e, trace_endpos);
+ setorigin(it, trace_endpos);
*/
- }
+ });
}
#ifdef SVQC
void door_go_down(entity this);
void door_go_up(entity this);
void door_rotating_go_down(entity this);
-void door_rotating_go_up(entity this);
+void door_rotating_go_up(entity this, entity oth);
-void door_blocked(entity this)
+void door_blocked(entity this, entity blocker)
{
if((this.spawnflags & 8)
#ifdef SVQC
- && (other.takedamage != DAMAGE_NO)
+ && (blocker.takedamage != DAMAGE_NO)
#elif defined(CSQC)
- && !IS_DEAD(other)
+ && !IS_DEAD(blocker)
#endif
)
{ // KIll Kill Kill!!
#ifdef SVQC
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
- if((this.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
// don't change direction for dead or dying stuff
- if(IS_DEAD(other)
+ if(IS_DEAD(blocker)
#ifdef SVQC
- && (other.takedamage == DAMAGE_NO)
+ && (blocker.takedamage == DAMAGE_NO)
#endif
)
{
door_go_up (this);
} else
{
- door_rotating_go_up (this);
+ door_rotating_go_up(this, blocker);
}
else
if (this.classname == "door")
else
{
//gib dying stuff just to make sure
- if((this.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
}
door_go_up(e);
} else {
// if the BIDIR spawnflag (==2) is set and the trigger has set trigger_reverse, reverse the opening direction
- if ((e.spawnflags & 2) && other.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
+ if ((e.spawnflags & 2) && trigger.trigger_reverse!=0 && e.lip != 666 && e.state == STATE_BOTTOM) {
e.lip = 666; // e.lip is used to remember reverse opening direction for door_rotating
e.pos2 = '0 0 0' - e.pos2;
}
// if BIDIR_IN_DOWN (==8) is set, prevent the door from reoping during closing if it is triggered from the wrong side
if (!((e.spawnflags & 2) && (e.spawnflags & 8) && e.state == STATE_DOWN
- && (((e.lip == 666) && (other.trigger_reverse == 0)) || ((e.lip != 666) && (other.trigger_reverse != 0)))))
+ && (((e.lip == 666) && (trigger.trigger_reverse == 0)) || ((e.lip != 666) && (trigger.trigger_reverse != 0)))))
{
- door_rotating_go_up(e);
+ door_rotating_go_up(e, trigger);
}
}
e = e.enemy;
================
*/
-void door_touch(entity this)
+void door_touch(entity this, entity toucher)
{
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
if (this.owner.door_finished > time)
return;
#ifdef SVQC
if (!(this.owner.dmg) && (this.owner.message != ""))
{
- if (IS_CLIENT(other))
- centerprint(other, this.owner.message);
- play2(other, this.owner.noise);
+ if (IS_CLIENT(toucher))
+ centerprint(toucher, this.owner.message);
+ play2(toucher, this.owner.noise);
}
#endif
}
-void door_generic_plat_blocked(entity this)
+void door_generic_plat_blocked(entity this, entity blocker)
{
-
- if((this.spawnflags & 8) && (other.takedamage != DAMAGE_NO)) { // KIll Kill Kill!!
+ if((this.spawnflags & 8) && (blocker.takedamage != DAMAGE_NO)) { // Kill Kill Kill!!
#ifdef SVQC
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
- if((this.dmg) && (other.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
//Dont chamge direction for dead or dying stuff
- if(IS_DEAD(other) && (other.takedamage == DAMAGE_NO))
+ if(IS_DEAD(blocker) && (blocker.takedamage == DAMAGE_NO))
{
if (this.wait >= 0)
{
if (this.state == STATE_DOWN)
- door_rotating_go_up (this);
+ door_rotating_go_up (this, blocker);
else
door_rotating_go_down (this);
}
else
{
//gib dying stuff just to make sure
- if((this.dmg) && (other.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
}
SUB_CalcAngleMove (this, this.pos1, TSPEED_LINEAR, this.speed, door_rotating_hit_bottom);
}
-void door_rotating_go_up(entity this)
+void door_rotating_go_up(entity this, entity oth)
{
if (this.state == STATE_UP)
return; // already going up
string oldmessage;
oldmessage = this.message;
this.message = "";
- SUB_UseTargets(this, NULL, other); // TODO: is other needed here?
+ SUB_UseTargets(this, NULL, oth); // TODO: is oth needed here?
this.message = oldmessage;
}
=========================================
*/
-void door_trigger_touch(entity this)
+void door_trigger_touch(entity this, entity toucher)
{
- if (other.health < 1)
+ if (toucher.health < 1)
#ifdef SVQC
- if (!((other.iscreature || (other.flags & FL_PROJECTILE)) && !IS_DEAD(other)))
+ if (!((toucher.iscreature || (toucher.flags & FL_PROJECTILE)) && !IS_DEAD(toucher)))
#elif defined(CSQC)
- if(!((IS_CLIENT(other) || other.classname == "csqcprojectile") && !IS_DEAD(other)))
+ if(!((IS_CLIENT(toucher) || toucher.classname == "csqcprojectile") && !IS_DEAD(toucher)))
#endif
return;
return;
// check if door is locked
- if (!door_check_keys(this, other))
+ if (!door_check_keys(this, toucher))
return;
this.door_finished = time + 1;
- door_use(this.owner, other, NULL);
+ door_use(this.owner, toucher, NULL);
}
void door_spawnfield(entity this, vector fmins, vector fmaxs)
.float door_finished;
-void secret_blocked(entity this)
+void secret_blocked(entity this, entity blocker)
{
if (time < this.door_finished)
return;
Prints messages
================
*/
-void secret_touch(entity this)
+void secret_touch(entity this, entity toucher)
{
- if (!other.iscreature)
+ if (!toucher.iscreature)
return;
if (this.door_finished > time)
return;
if (this.message)
{
- if (IS_CLIENT(other))
- centerprint(other, this.message);
- play2(other, this.noise);
+ if (IS_CLIENT(toucher))
+ centerprint(toucher, this.message);
+ play2(toucher, this.noise);
}
}
REGISTER_NET_LINKED(ENT_CLIENT_LADDER)
-void func_ladder_touch(entity this)
+void func_ladder_touch(entity this, entity toucher)
{
#ifdef SVQC
- if (!other.iscreature)
+ if (!toucher.iscreature)
return;
- if(IS_VEHICLE(other))
+ if(IS_VEHICLE(toucher))
return;
#elif defined(CSQC)
- if(!other.isplayermodel)
+ if(!toucher.isplayermodel)
return;
#endif
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- other.ladder_time = time + 0.1;
- other.ladder_entity = this;
+ toucher.ladder_time = time + 0.1;
+ toucher.ladder_entity = this;
}
#ifdef SVQC
Net_LinkEntity(this, false, 0, rainsnow_SendEntity);
}
#elif defined(CSQC)
+float autocvar_cl_rainsnow_maxdrawdist = 2048;
+
void Draw_Rain(entity this)
{
- te_particlerain(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+ vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
+ maxdist.z = 5;
+ if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+ //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
+ te_particlerain(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
}
void Draw_Snow(entity this)
{
- te_particlesnow(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+ vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
+ maxdist.z = 5;
+ if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+ //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
+ te_particlesnow(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
}
NET_HANDLE(ENT_CLIENT_RAINSNOW, bool isnew)
-void generic_plat_blocked(entity this)
+void generic_plat_blocked(entity this, entity blocker)
{
#ifdef SVQC
- if(this.dmg && other.takedamage != DAMAGE_NO)
+ if(this.dmg && blocker.takedamage != DAMAGE_NO)
{
if(this.dmgtime2 < time)
{
- Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
this.dmgtime2 = time + this.dmgtime;
}
// Gib dead/dying stuff
- if(IS_DEAD(other))
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if(IS_DEAD(blocker))
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
}
SUB_CalcMove (this, this.pos1, TSPEED_LINEAR, this.speed, plat_hit_top);
}
-void plat_center_touch(entity this)
+void plat_center_touch(entity this, entity toucher)
{
#ifdef SVQC
- if (!other.iscreature)
+ if (!toucher.iscreature)
return;
- if (other.health <= 0)
+ if (toucher.health <= 0)
return;
#elif defined(CSQC)
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if(IS_DEAD(other))
+ if(IS_DEAD(toucher))
return;
#endif
this.enemy.SUB_NEXTTHINK = this.enemy.SUB_LTIME + 1;
}
-void plat_outside_touch(entity this)
+void plat_outside_touch(entity this, entity toucher)
{
#ifdef SVQC
- if (!other.iscreature)
+ if (!toucher.iscreature)
return;
- if (other.health <= 0)
+ if (toucher.health <= 0)
return;
#elif defined(CSQC)
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
#endif
}
-void plat_crush(entity this)
+void plat_crush(entity this, entity blocker)
{
- if((this.spawnflags & 4) && (other.takedamage != DAMAGE_NO))
+ if((this.spawnflags & 4) && (blocker.takedamage != DAMAGE_NO))
{ // KIll Kill Kill!!
#ifdef SVQC
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
- if((this.dmg) && (other.takedamage != DAMAGE_NO))
+ if((this.dmg) && (blocker.takedamage != DAMAGE_NO))
{ // Shall we bite?
- Damage (other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
// Gib dead/dying stuff
- if(IS_DEAD(other))
- Damage (other, this, this, 10000, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ if(IS_DEAD(blocker))
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
}
#endif
.float dmgtime2;
-void plat_center_touch(entity this);
-void plat_outside_touch(entity this);
+void plat_center_touch(entity this, entity toucher);
+void plat_outside_touch(entity this, entity toucher);
void plat_trigger_use(entity this, entity actor, entity trigger);
void plat_go_up(entity this);
void plat_go_down(entity this);
-void plat_crush(entity this);
+void plat_crush(entity this, entity blocker);
const float PLAT_LOW_TRIGGER = 1;
.float dmg;
}
void TargetMusic_RestoreGame()
{
- for(entity e = NULL; (e = find(e, classname, "target_music")); )
+ FOREACH_ENTITY_CLASS("target_music", true,
{
- if(e.targetname == "")
- target_music_sendto(e, MSG_INIT, 1);
+ if(it.targetname == "")
+ target_music_sendto(it, MSG_INIT, 1);
else
- target_music_sendto(e, MSG_INIT, 0);
- }
+ target_music_sendto(it, MSG_INIT, 0);
+ });
}
// values:
// volume
else
{
// edit entity
- for(entity e = NULL; (e = find(e, targetname, this.target)); )
- target_spawn_useon(e, this, actor, trigger);
+ FOREACH_ENTITY_STRING(targetname, this.target,
+ {
+ target_spawn_useon(it, this, actor, trigger);
+ });
}
}
else
{
RandomSelection_Init();
- for(e = NULL; (e = find(e, targetname, teleporter.target)); )
+ FOREACH_ENTITY_STRING(targetname, teleporter.target,
{
p = 1;
if(STAT(TELEPORT_TELEFRAG_AVOID, player))
{
#ifdef SVQC
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ locout = it.origin + '0 0 1' * (1 - player.mins.z - 24);
#elif defined(CSQC)
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ locout = it.origin + '0 0 1' * (1 - player.mins.z - 24);
#endif
if(check_tdeath(player, locout, '0 0 0', '0 0 0'))
p = 0;
}
- RandomSelection_Add(e, 0, string_null, (e.cnt ? e.cnt : 1), p);
- }
+ RandomSelection_Add(it, 0, string_null, (it.cnt ? it.cnt : 1), p);
+ });
e = RandomSelection_chosen_ent;
}
entity Simple_TeleportPlayer(entity teleporter, entity player);
-void Teleport_Touch (entity this);
+void Teleport_Touch(entity this, entity toucher);
void teleport_findtarget(entity this);
this.state = !this.state;
}
-void trigger_gravity_touch(entity this)
+void trigger_gravity_touch(entity this, entity toucher)
{
float g;
if(this.state != true)
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
g = this.gravity;
if (!(this.spawnflags & 1))
{
- if(other.trigger_gravity_check)
+ if(toucher.trigger_gravity_check)
{
- if(this == other.trigger_gravity_check.enemy)
+ if(this == toucher.trigger_gravity_check.enemy)
{
// same?
- other.trigger_gravity_check.count = 2; // gravity one more frame...
+ toucher.trigger_gravity_check.count = 2; // gravity one more frame...
return;
}
// compare prio
- if(this.cnt > other.trigger_gravity_check.enemy.cnt)
- trigger_gravity_remove(other);
+ if(this.cnt > toucher.trigger_gravity_check.enemy.cnt)
+ trigger_gravity_remove(toucher);
else
return;
}
- other.trigger_gravity_check = spawn();
- other.trigger_gravity_check.enemy = this;
- other.trigger_gravity_check.owner = other;
- other.trigger_gravity_check.gravity = other.gravity;
- setthink(other.trigger_gravity_check, trigger_gravity_check_think);
- other.trigger_gravity_check.nextthink = time;
- other.trigger_gravity_check.count = 2;
- if(other.gravity)
- g *= other.gravity;
+ toucher.trigger_gravity_check = spawn();
+ toucher.trigger_gravity_check.enemy = this;
+ toucher.trigger_gravity_check.owner = toucher;
+ toucher.trigger_gravity_check.gravity = toucher.gravity;
+ setthink(toucher.trigger_gravity_check, trigger_gravity_check_think);
+ toucher.trigger_gravity_check.nextthink = time;
+ toucher.trigger_gravity_check.count = 2;
+ if(toucher.gravity)
+ g *= toucher.gravity;
}
- if (other.gravity != g)
+ if (toucher.gravity != g)
{
- other.gravity = g;
+ toucher.gravity = g;
if(this.noise != "")
- _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
UpdateCSQCProjectile(this.owner);
}
}
#ifdef SVQC
.float triggerhealtime;
-void trigger_heal_touch(entity this)
+void trigger_heal_touch(entity this, entity toucher)
{
if (this.active != ACTIVE_ACTIVE)
return;
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
- if (other.iscreature)
+ if (toucher.iscreature)
{
- if (other.takedamage)
- if (!IS_DEAD(other))
- if (other.triggerhealtime < time)
+ if (toucher.takedamage)
+ if (!IS_DEAD(toucher))
+ if (toucher.triggerhealtime < time)
{
- EXACTTRIGGER_TOUCH;
- other.triggerhealtime = time + 1;
+ EXACTTRIGGER_TOUCH(this, toucher);
+ toucher.triggerhealtime = time + 1;
- if (other.health < this.max_health)
+ if (toucher.health < this.max_health)
{
- other.health = min(other.health + this.health, this.max_health);
- other.pauserothealth_finished = max(other.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
- _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ toucher.health = min(toucher.health + this.health, this.max_health);
+ toucher.pauserothealth_finished = max(toucher.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
+ _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
}
}
}
}
.float triggerhurttime;
-void trigger_hurt_touch(entity this)
+void trigger_hurt_touch(entity this, entity toucher)
{
if (this.active != ACTIVE_ACTIVE)
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (this.team != other.team))
+ if(((this.spawnflags & 4) == 0) == (this.team != toucher.team))
return;
// only do the EXACTTRIGGER_TOUCH checks when really needed (saves some cpu)
- if (other.iscreature)
+ if (toucher.iscreature)
{
- if (other.takedamage)
- if (other.triggerhurttime < time)
+ if (toucher.takedamage)
+ if (toucher.triggerhurttime < time)
{
- EXACTTRIGGER_TOUCH;
- other.triggerhurttime = time + 1;
+ EXACTTRIGGER_TOUCH(this, toucher);
+ toucher.triggerhurttime = time + 1;
entity own;
own = this.enemy;
this.enemy = NULL; // I still hate you all
}
- Damage (other, this, own, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ Damage (toucher, this, own, this.dmg, DEATH_HURTTRIGGER.m_id, toucher.origin, '0 0 0');
}
}
- else if(other.damagedbytriggers)
+ else if(toucher.damagedbytriggers)
{
- if(other.takedamage)
+ if(toucher.takedamage)
{
- EXACTTRIGGER_TOUCH;
- Damage(other, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, other.origin, '0 0 0');
+ EXACTTRIGGER_TOUCH(this, toucher);
+ Damage(toucher, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, toucher.origin, '0 0 0');
}
}
// targeted (directional) mode
-void trigger_impulse_touch1(entity this)
+void trigger_impulse_touch1(entity this, entity toucher)
{
entity targ;
float pushdeltatime;
if (this.active != ACTIVE_ACTIVE)
return;
- if (!isPushable(other))
+ if (!isPushable(toucher))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
targ = find(NULL, targetname, this.target);
if(!targ)
}
#ifdef SVQC
- str = min(this.radius, vlen(this.origin - other.origin));
+ str = min(this.radius, vlen(this.origin - toucher.origin));
#elif defined(CSQC)
- str = min(this.radius, vlen(this.origin - other.move_origin));
+ str = min(this.radius, vlen(this.origin - toucher.move_origin));
#endif
if(this.falloff == 1)
else
str = this.strength;
- pushdeltatime = time - other.lastpushtime;
+ pushdeltatime = time - toucher.lastpushtime;
if (pushdeltatime > 0.15) pushdeltatime = 0;
- other.lastpushtime = time;
+ toucher.lastpushtime = time;
if(!pushdeltatime) return;
if(this.spawnflags & 64)
{
#ifdef SVQC
- float addspeed = str - other.velocity * normalize(targ.origin - this.origin);
+ float addspeed = str - toucher.velocity * normalize(targ.origin - this.origin);
if (addspeed > 0)
{
float accelspeed = min(8 * pushdeltatime * str, addspeed);
- other.velocity += accelspeed * normalize(targ.origin - this.origin);
+ toucher.velocity += accelspeed * normalize(targ.origin - this.origin);
}
#elif defined(CSQC)
- float addspeed = str - other.move_velocity * normalize(targ.origin - this.origin);
+ float addspeed = str - toucher.move_velocity * normalize(targ.origin - this.origin);
if (addspeed > 0)
{
float accelspeed = min(8 * pushdeltatime * str, addspeed);
- other.move_velocity += accelspeed * normalize(targ.origin - this.origin);
+ toucher.move_velocity += accelspeed * normalize(targ.origin - this.origin);
}
#endif
}
else
#ifdef SVQC
- other.velocity = other.velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
+ toucher.velocity = toucher.velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
#elif defined(CSQC)
- other.move_velocity = other.move_velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
+ toucher.move_velocity = toucher.move_velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
#endif
#ifdef SVQC
- UNSET_ONGROUND(other);
+ UNSET_ONGROUND(toucher);
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(toucher);
#elif defined(CSQC)
- other.move_flags &= ~FL_ONGROUND;
+ toucher.move_flags &= ~FL_ONGROUND;
#endif
}
// Directionless (accelerator/decelerator) mode
-void trigger_impulse_touch2(entity this)
+void trigger_impulse_touch2(entity this, entity toucher)
{
float pushdeltatime;
if (this.active != ACTIVE_ACTIVE)
return;
- if (!isPushable(other))
+ if (!isPushable(toucher))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- pushdeltatime = time - other.lastpushtime;
+ pushdeltatime = time - toucher.lastpushtime;
if (pushdeltatime > 0.15) pushdeltatime = 0;
- other.lastpushtime = time;
+ toucher.lastpushtime = time;
if(!pushdeltatime) return;
// div0: ticrate independent, 1 = identity (not 20)
#ifdef SVQC
- other.velocity = other.velocity * pow(this.strength, pushdeltatime);
+ toucher.velocity = toucher.velocity * pow(this.strength, pushdeltatime);
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(toucher);
#elif defined(CSQC)
- other.move_velocity = other.move_velocity * pow(this.strength, pushdeltatime);
+ toucher.move_velocity = toucher.move_velocity * pow(this.strength, pushdeltatime);
#endif
}
// Spherical (gravity/repulsor) mode
-void trigger_impulse_touch3(entity this)
+void trigger_impulse_touch3(entity this, entity toucher)
{
float pushdeltatime;
float str;
if (this.active != ACTIVE_ACTIVE)
return;
- if (!isPushable(other))
+ if (!isPushable(toucher))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- pushdeltatime = time - other.lastpushtime;
+ pushdeltatime = time - toucher.lastpushtime;
if (pushdeltatime > 0.15) pushdeltatime = 0;
- other.lastpushtime = time;
+ toucher.lastpushtime = time;
if(!pushdeltatime) return;
setsize(this, '-1 -1 -1' * this.radius,'1 1 1' * this.radius);
#ifdef SVQC
- str = min(this.radius, vlen(this.origin - other.origin));
+ str = min(this.radius, vlen(this.origin - toucher.origin));
#elif defined(CSQC)
- str = min(this.radius, vlen(this.origin - other.move_origin));
+ str = min(this.radius, vlen(this.origin - toucher.move_origin));
#endif
if(this.falloff == 1)
str = this.strength;
#ifdef SVQC
- other.velocity = other.velocity + normalize(other.origin - this.origin) * str * pushdeltatime;
+ toucher.velocity = toucher.velocity + normalize(toucher.origin - this.origin) * str * pushdeltatime;
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(toucher);
#elif defined(CSQC)
- other.move_velocity = other.move_velocity + normalize(other.move_origin - this.origin) * str * pushdeltatime;
+ toucher.move_velocity = toucher.move_velocity + normalize(toucher.move_origin - this.origin) * str * pushdeltatime;
#endif
}
return sdir * vs + '0 0 1' * vz;
}
-void trigger_push_touch(entity this)
+void trigger_push_touch(entity this, entity toucher)
{
if (this.active == ACTIVE_NOT)
return;
- if (!isPushable(other))
+ if (!isPushable(toucher))
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
+ if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
if(this.enemy)
{
- other.velocity = trigger_push_calculatevelocity(other.origin, this.enemy, this.height);
- other.move_velocity = other.velocity;
+ toucher.velocity = trigger_push_calculatevelocity(toucher.origin, this.enemy, this.height);
+ toucher.move_velocity = toucher.velocity;
}
else if(this.target && this.target != "")
{
else
RandomSelection_Add(e, 0, string_null, 1, 1);
}
- other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, this.height);
- other.move_velocity = other.velocity;
+ toucher.velocity = trigger_push_calculatevelocity(toucher.origin, RandomSelection_chosen_ent, this.height);
+ toucher.move_velocity = toucher.velocity;
}
else
{
- other.velocity = this.movedir;
- other.move_velocity = other.velocity;
+ toucher.velocity = this.movedir;
+ toucher.move_velocity = toucher.velocity;
}
#ifdef SVQC
- UNSET_ONGROUND(other);
+ UNSET_ONGROUND(toucher);
#elif defined(CSQC)
- other.move_flags &= ~FL_ONGROUND;
+ toucher.move_flags &= ~FL_ONGROUND;
- if (other.flags & FL_PROJECTILE)
+ if (toucher.flags & FL_PROJECTILE)
{
- other.move_angles = vectoangles (other.move_velocity);
- switch(other.move_movetype)
+ toucher.move_angles = vectoangles (toucher.move_velocity);
+ switch(toucher.move_movetype)
{
case MOVETYPE_FLY:
- other.move_movetype = MOVETYPE_TOSS;
- other.gravity = 1;
+ toucher.move_movetype = MOVETYPE_TOSS;
+ toucher.gravity = 1;
break;
case MOVETYPE_BOUNCEMISSILE:
- other.move_movetype = MOVETYPE_BOUNCE;
- other.gravity = 1;
+ toucher.move_movetype = MOVETYPE_BOUNCE;
+ toucher.gravity = 1;
break;
}
}
#endif
#ifdef SVQC
- if (IS_PLAYER(other))
+ if (IS_PLAYER(toucher))
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
- other.oldvelocity = other.velocity;
+ toucher.oldvelocity = toucher.velocity;
if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
{
// flash when activated
- Send_Effect(EFFECT_JUMPPAD, other.origin, other.velocity, 1);
- _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_JUMPPAD, toucher.origin, toucher.velocity, 1);
+ _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
this.pushltime = time + 0.2;
}
- if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
+ if(IS_REAL_CLIENT(toucher) || IS_BOT_CLIENT(toucher))
{
bool found = false;
- for(int i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
- if(other.(jumppadsused[i]) == this)
+ for(int i = 0; i < toucher.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
+ if(toucher.(jumppadsused[i]) == this)
found = true;
if(!found)
{
- other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = this;
- other.jumppadcount = other.jumppadcount + 1;
+ toucher.(jumppadsused[toucher.jumppadcount % NUM_JUMPPADSUSED]) = this;
+ toucher.jumppadcount = toucher.jumppadcount + 1;
}
- if(IS_REAL_CLIENT(other))
+ if(IS_REAL_CLIENT(toucher))
{
if(this.message)
- centerprint(other, this.message);
+ centerprint(toucher, this.message);
}
else
- other.lastteleporttime = time;
+ toucher.lastteleporttime = time;
- if (!IS_DEAD(other))
- animdecide_setaction(other, ANIMACTION_JUMP, true);
+ if (!IS_DEAD(toucher))
+ animdecide_setaction(toucher, ANIMACTION_JUMP, true);
}
else
- other.jumppadcount = true;
+ toucher.jumppadcount = true;
// reset tracking of who pushed you into a hazard (for kill credit)
- other.pushltime = 0;
- other.istypefrag = 0;
+ toucher.pushltime = 0;
+ toucher.istypefrag = 0;
}
if(this.enemy.target)
- SUB_UseTargets(this.enemy, other, other); // TODO: do we need other as trigger too?
+ SUB_UseTargets(this.enemy, toucher, toucher); // TODO: do we need toucher as trigger too?
- if (other.flags & FL_PROJECTILE)
+ if (toucher.flags & FL_PROJECTILE)
{
- other.angles = vectoangles (other.velocity);
- switch(other.movetype)
+ toucher.angles = vectoangles (toucher.velocity);
+ switch(toucher.movetype)
{
case MOVETYPE_FLY:
- other.movetype = MOVETYPE_TOSS;
- other.gravity = 1;
+ toucher.movetype = MOVETYPE_TOSS;
+ toucher.gravity = 1;
break;
case MOVETYPE_BOUNCEMISSILE:
- other.movetype = MOVETYPE_BOUNCE;
- other.gravity = 1;
+ toucher.movetype = MOVETYPE_BOUNCE;
+ toucher.gravity = 1;
break;
}
- UpdateCSQCProjectile(other);
+ UpdateCSQCProjectile(toucher);
}
- /*if (other.flags & FL_ITEM)
+ /*if (toucher.flags & FL_ITEM)
{
- ItemUpdate(other);
- other.SendFlags |= ISF_DROP;
+ ItemUpdate(toucher);
+ toucher.SendFlags |= ISF_DROP;
}*/
if (this.spawnflags & PUSH_ONCE)
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-void trigger_push_touch(entity this);
+void trigger_push_touch(entity this, entity toucher);
.vector dest;
void trigger_push_findtarget(entity this);
remove(t);
}
-void trigger_keylock_touch(entity this)
+void trigger_keylock_touch(entity this, entity toucher)
{
bool key_used = false;
bool started_delay = false;
// only player may trigger the lock
- if(!IS_PLAYER(other))
+ if(!IS_PLAYER(toucher))
return;
// check silver key
if(this.itemkeys)
- key_used = item_keys_usekey(this, other);
+ key_used = item_keys_usekey(this, toucher);
if(this.itemkeys)
{
if(key_used)
{
// one or more keys were given, but others are still missing!
- play2(other, this.noise1);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(this.itemkeys));
- other.key_door_messagetime = time + 2;
+ play2(toucher, this.noise1);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(this.itemkeys));
+ toucher.key_door_messagetime = time + 2;
}
- else if(other.key_door_messagetime <= time)
+ else if(toucher.key_door_messagetime <= time)
{
// no keys were given
- play2(other, this.noise2);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(this.itemkeys));
- other.key_door_messagetime = time + 2;
+ play2(toucher, this.noise2);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(this.itemkeys));
+ toucher.key_door_messagetime = time + 2;
}
#endif
if(this.delay <= time || started_delay == true)
if(this.target2)
{
- trigger_keylock_trigger(this, other, this.target2);
+ trigger_keylock_trigger(this, toucher, this.target2);
started_delay = true;
this.delay = time + this.wait;
}
{
#ifdef SVQC
// all keys were given!
- play2(other, this.noise);
- centerprint(other, this.message);
+ play2(toucher, this.noise);
+ centerprint(toucher, this.message);
#endif
if(this.target)
- trigger_keylock_trigger(this, other, this.target);
+ trigger_keylock_trigger(this, toucher, this.target);
if(this.killtarget)
trigger_keylock_kill(this.killtarget);
multi_trigger(this);
}
-void multi_touch(entity this)
+void multi_touch(entity this, entity toucher)
{
if(!(this.spawnflags & 2))
- if(!other.iscreature)
+ if(!toucher.iscreature)
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (this.team != other.team))
+ if(((this.spawnflags & 4) == 0) == (this.team != toucher.team))
return;
// if the trigger has an angles field, check player's facing direction
if (this.movedir != '0 0 0')
{
- makevectors (other.angles);
+ makevectors (toucher.angles);
if (v_forward * this.movedir < 0)
return; // not facing the right way
}
// if the trigger has pressed keys, check that the player is pressing those keys
if(this.pressedkeys)
- if(IS_PLAYER(other)) // only for players
- if(!(other.pressedkeys & this.pressedkeys))
+ if(IS_PLAYER(toucher)) // only for players
+ if(!(toucher.pressedkeys & this.pressedkeys))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
- this.enemy = other;
- this.goalentity = other;
+ this.enemy = toucher;
+ this.goalentity = toucher;
multi_trigger(this);
}
/**
* A secret has been found (maybe :P)
*/
-void trigger_secret_touch(entity this)
+void trigger_secret_touch(entity this, entity toucher)
{
// only a player can trigger this
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
// update secrets found counter
//print(ftos(secret_counter.count), "\n");
// centerprint message (multi_touch() doesn't always call centerprint())
- centerprint(other, this.message);
+ centerprint(toucher, this.message);
this.message = "";
// handle normal trigger features
- multi_touch(this);
+ multi_touch(this, toucher);
remove(this);
}
#ifdef SVQC
spawnfunc(trigger_swamp);
#endif
-void swamp_touch(entity this);
+void swamp_touch(entity this, entity toucher);
void swampslug_think(entity this);
// Or we have exited it very recently.
// Do the damage and renew the timer.
#ifdef SVQC
- Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, other.origin, '0 0 0');
+ Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, this.owner.origin, '0 0 0');
#endif
this.nextthink = time + this.swamp_interval;
}
-void swamp_touch(entity this)
+void swamp_touch(entity this, entity toucher)
{
// If whatever thats touching the swamp is not a player
// or if its a dead player, just dont care abt it.
- if(!IS_PLAYER(other) || IS_DEAD(other))
+ if(!IS_PLAYER(toucher) || IS_DEAD(toucher))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
// Chech if player alredy got a swampslug.
- if(other.in_swamp != 1)
+ if(toucher.in_swamp != 1)
{
// If not attach one.
- //centerprint(other,"Entering swamp!\n");
- other.swampslug = spawn();
- other.swampslug.health = 2;
- setthink(other.swampslug, swampslug_think);
- other.swampslug.nextthink = time;
- other.swampslug.owner = other;
- other.swampslug.dmg = this.dmg;
- other.swampslug.swamp_interval = this.swamp_interval;
- other.swamp_slowdown = this.swamp_slowdown;
- other.in_swamp = 1;
+ //centerprint(toucher,"Entering swamp!\n");
+ toucher.swampslug = spawn();
+ toucher.swampslug.health = 2;
+ setthink(toucher.swampslug, swampslug_think);
+ toucher.swampslug.nextthink = time;
+ toucher.swampslug.owner = toucher;
+ toucher.swampslug.dmg = this.dmg;
+ toucher.swampslug.swamp_interval = this.swamp_interval;
+ toucher.swamp_slowdown = this.swamp_slowdown;
+ toucher.in_swamp = 1;
return;
}
- //other.in_swamp = 1;
+ //toucher.in_swamp = 1;
//Revitalize players swampslug
- other.swampslug.health = 2;
+ toucher.swampslug.health = 2;
}
REGISTER_NET_LINKED(ENT_CLIENT_SWAMP)
}
#endif
-void Teleport_Touch (entity this)
+void Teleport_Touch(entity this, entity toucher)
{
if (this.active != ACTIVE_ACTIVE)
return;
#ifdef SVQC
- if (!other.teleportable)
+ if (!toucher.teleportable)
return;
- if(other.vehicle)
- if(!other.vehicle.teleportable)
+ if(toucher.vehicle)
+ if(!toucher.vehicle.teleportable)
return;
- if(IS_TURRET(other))
+ if(IS_TURRET(toucher))
return;
#elif defined(CSQC)
- if(!IS_PLAYER(other))
+ if(!IS_PLAYER(toucher))
return;
#endif
- if(IS_DEAD(other))
+ if(IS_DEAD(toucher))
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
+ if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
return;
- EXACTTRIGGER_TOUCH;
+ EXACTTRIGGER_TOUCH(this, toucher);
#ifdef SVQC
- if(IS_PLAYER(other))
- RemoveGrapplingHook(other);
+ if(IS_PLAYER(toucher))
+ RemoveGrapplingHook(toucher);
#endif
entity e;
- e = Simple_TeleportPlayer(this, other);
+ e = Simple_TeleportPlayer(this, toucher);
#ifdef SVQC
string s = this.target; this.target = string_null;
- SUB_UseTargets(this, other, other); // TODO: should we be using other for trigger too?
+ SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for trigger too?
if (!this.target) this.target = s;
- SUB_UseTargets(e, other, other);
+ SUB_UseTargets(e, toucher, toucher);
#endif
}
remove(this);
}
-void turret_projectile_touch(entity this)
+void turret_projectile_touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
turret_projectile_explode(this);
}
spawnfunc(turret_targettrigger);
-void turret_targettrigger_touch(entity this);
+void turret_targettrigger_touch(entity this, entity toucher);
-void turret_targettrigger_touch(entity this)
+void turret_targettrigger_touch(entity this, entity toucher)
{
if (this.cnt > time) return;
FOREACH_ENTITY_STRING_ORDERED(targetname, this.target, {
if (!(it.turret_flags & TUR_FLAG_RECIEVETARGETS)) continue;
if (!it.turret_addtarget) continue;
- it.turret_addtarget(it, other, this);
+ it.turret_addtarget(it, toucher, this);
});
this.cnt = time + 0.5;
}
remove (this);
}
+void walker_rocket_touch(entity this, entity toucher)
+{
+ walker_rocket_explode(this);
+}
+
void walker_rocket_damage(entity this, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
{
this.health = this.health - damage;
rocket.movetype = MOVETYPE_FLY;
rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
rocket.angles = vectoangles(rocket.velocity);
- settouch(rocket, walker_rocket_explode);
+ settouch(rocket, walker_rocket_touch);
rocket.flags = FL_PROJECTILE;
rocket.solid = SOLID_BBOX;
rocket.max_health = time + 9;
#include "sv_vehicles.qh"
-#if 0
-bool vehicle_send(entity to, int sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_VEHICLE);
- WriteByte(MSG_ENTITY, sf);
-
- if(sf & VSF_SPAWN)
- {
- WriteByte(MSG_ENTITY, this.vehicleid);
- }
-
- if(sf & VSF_SETUP)
- {
- // send stuff?
- }
-
- if(sf & VSF_ENTER)
- {
- // player handles the .vehicle stuff, we need only set ourselves up for driving
-
- // send stuff?
- }
-
- if(sf & VSF_EXIT)
- {
- // senf stuff?
- }
-
- if(sf & VSF_PRECACHE)
- {
- // send stuff?!
- }
-
- return true;
-}
-#endif
-
bool SendAuxiliaryXhair(entity this, entity to, int sf)
{
-
WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
WriteByte(MSG_ENTITY, this.cnt);
if(!IS_REAL_CLIENT(own))
return;
- entity axh;
-
axh_id = bound(0, axh_id, MAX_AXH);
- axh = own.(AuxiliaryXhair[axh_id]);
+ entity axh = own.(AuxiliaryXhair[axh_id]);
- if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
+ if(axh == NULL || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist? Mario: because of sloppy code like this)
{
axh = spawn();
axh.cnt = axh_id;
}
}
+float vehicle_altitude(entity this, float amax)
+{
+ tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
+ return vlen(this.origin - trace_endpos);
+}
+
vector vehicles_force_fromtag_hover(entity this, string tag_name, float spring_length, float max_power)
{
force_fromtag_origin = gettaginfo(this, gettagindex(this, tag_name));
}
}
-void vehicles_projectile_explode(entity this)
+void vehicles_projectile_explode(entity this, entity toucher)
{
- if(this.owner && other != NULL)
+ if(this.owner && toucher != NULL)
{
- if(other == this.owner.vehicle)
+ if(toucher == this.owner.vehicle)
return;
- if(other == this.owner.vehicle.tur_head)
+ if(toucher == this.owner.vehicle.tur_head)
return;
}
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
- RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, other);
+ RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
remove (this);
}
+void vehicles_projectile_explode_think(entity this)
+{
+ vehicles_projectile_explode(this, NULL);
+}
+
void vehicles_projectile_explode_use(entity this, entity actor, entity trigger)
{
- vehicles_projectile_explode(this);
+ vehicles_projectile_explode(this, trigger);
}
entity vehicles_projectile(entity this, string _mzlfx, Sound _mzlsound,
remove(this);
}
+void vehicles_gib_touch(entity this, entity toucher)
+{
+ vehicles_gib_explode(this);
+}
+
void vehicles_gib_think(entity this)
{
this.alpha -= 0.1;
{
setthink(_gib, vehicles_gib_explode);
_gib.nextthink = time + random() * _explode;
- settouch(_gib, vehicles_gib_explode);
+ settouch(_gib, vehicles_gib_touch);
}
else
{
void vehicles_clearreturn(entity veh)
{
- // Remove "return helper", if any.
- for (entity ret = findchain(classname, "vehicle_return"); ret; ret = ret.chain)
+ // Remove "return helper" entities, if any.
+ FOREACH_ENTITY_ENT(wp00, veh,
{
- if(ret.wp00 == veh)
+ if(it.classname == "vehicle_return")
{
- ret.classname = "";
- setthink(ret, SUB_Remove);
- ret.nextthink = time + 0.1;
+ it.classname = "";
+ setthink(it, SUB_Remove);
+ it.nextthink = time + 0.1;
- if(ret.waypointsprite_attached)
- WaypointSprite_Kill(ret.waypointsprite_attached);
-
- return;
+ if(it.waypointsprite_attached)
+ WaypointSprite_Kill(it.waypointsprite_attached);
}
- }
+ });
}
void vehicles_spawn(entity this);
WaypointSprite_Kill(this.waypointsprite_attached);
remove(this);
-
}
void vehicles_showwp(entity this)
{
- vector rgb;
-
entity ent = this;
if(ent.cnt)
ent.nextthink = time + 1;
ent = spawn();
- setmodel(ent, MDL_Null);
ent.team = this.wp00.team;
ent.wp00 = this.wp00;
setorigin(ent, this.wp00.pos1);
setthink(ent, vehicles_showwp_goaway);
}
+ vector rgb;
if(teamplay && ent.team)
rgb = Team_ColorRGB(ent.team);
else
void vehicles_setreturn(entity veh)
{
- entity ret;
-
vehicles_clearreturn(veh);
- ret = new(vehicle_return);
+ entity ret = new(vehicle_return);
ret.wp00 = veh;
ret.team = veh.team;
setthink(ret, vehicles_showwp);
ret.nextthink = min(time + veh.respawntime, time + veh.respawntime - 1);
}
- setmodel(ret, MDL_Null);
setorigin(ret, veh.pos1 + '0 0 96');
-
}
void vehicle_use(entity this, entity actor, entity trigger)
{
- LOG_TRACE("vehicle ",this.netname, " used by ", actor.classname, "\n");
+ LOG_DEBUG("vehicle ", this.netname, " used by ", actor.classname, "\n");
this.tur_head.team = actor.team;
if(this.active == ACTIVE_ACTIVE && !IS_DEAD(this) && !gameover)
{
- LOG_TRACE("Respawning vehicle: ", this.netname, "\n");
+ LOG_DEBUG("Respawning vehicle: ", this.netname, "\n");
if(this.effects & EF_NODRAW)
{
setthink(this, vehicles_spawn);
// WEAPONTODO
if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
damage *= autocvar_g_vehicles_vortex_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage *= autocvar_g_vehicles_machinegun_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+ else if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
-
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+ else if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;
-
- if(DEATH_WEAPONOF(deathtype) != WEP_Null)
+ else if(DEATH_WEAPONOF(deathtype) != WEP_Null)
damage *= autocvar_g_vehicles_weapon_damagerate;
this.enemy = attacker;
}
}
-float vehicles_crushable(entity e)
+bool vehicles_crushable(entity e)
{
if(IS_PLAYER(e) && time >= e.vehicle_enter_delay)
return true;
// vehicle enter/exit handling
vector vehicles_findgoodexit(entity this, vector prefer_spot)
{
- //vector exitspot;
- float mysize;
-
tracebox(this.origin + '0 0 32', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), prefer_spot, MOVE_NORMAL, this.owner);
if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
return prefer_spot;
- mysize = 1.5 * vlen(this.maxs - this.mins);
- float i;
- vector v, v2;
- v2 = 0.5 * (this.absmin + this.absmax);
- for(i = 0; i < 100; ++i)
+ float mysize = 1.5 * vlen(this.maxs - this.mins);
+ vector v;
+ vector v2 = 0.5 * (this.absmin + this.absmax);
+ for(int i = 0; i < autocvar_g_vehicles_exit_attempts; ++i)
{
v = randomvec();
v_z = 0;
return v;
}
- /*
- exitspot = (this.origin + '0 0 48') + v_forward * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') - v_forward * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') + v_right * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
-
- exitspot = (this.origin + '0 0 48') - v_right * mysize;
- tracebox(this.origin + '0 0 32', PL_MIN, PL_MAX, exitspot, MOVE_NORMAL, this.owner);
- if(trace_fraction == 1.0 && !trace_startsolid && !trace_allsolid)
- return exitspot;
- */
-
return this.origin;
}
vehicles_exit_running = false;
}
-void vehicles_touch(entity this)
+void vehicles_touch(entity this, entity toucher)
{
- if(MUTATOR_CALLHOOK(VehicleTouch, this, other))
+ if(MUTATOR_CALLHOOK(VehicleTouch, this, toucher))
return;
// Vehicle currently in use
if(this.owner)
{
if(!forbidWeaponUse(this.owner))
- if(other != NULL)
- if((this.origin_z + this.maxs_z) > (other.origin_z))
- if(vehicles_crushable(other))
+ if(toucher != NULL)
+ if((this.origin_z + this.maxs_z) > (toucher.origin_z))
+ if(vehicles_crushable(toucher))
{
if(vdist(this.velocity, >=, 30))
- Damage(other, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - this.origin) * autocvar_g_vehicles_crush_force);
+ Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}
if(autocvar_g_vehicles_enter)
return;
- vehicles_enter(other, this);
+ vehicles_enter(toucher, this);
}
bool vehicle_impulse(entity this, int imp)
|| (pl.vehicle)
) { return; }
+ Vehicle info = Vehicles_from(veh.vehicleid);
+
if(autocvar_g_vehicles_enter) // vehicle's touch function should handle this if entering via use key is disabled (TODO)
if(veh.vehicle_flags & VHF_MULTISLOT)
- if(veh.owner)
+ if(veh.owner && SAME_TEAM(pl, veh))
{
- if(!veh.gunner1)
- if(time >= veh.gun1.phase)
- if(veh.gun1.vehicle_enter)
- if(veh.gun1.vehicle_enter(veh, pl))
- return;
-
- if(!veh.gunner2)
- if(time >= veh.gun2.phase)
- if(veh.gun2.vehicle_enter)
- if(veh.gun2.vehicle_enter(veh, pl))
- return;
+ // we don't need a return value or anything here
+ // if successful the owner check below will prevent anything weird
+ info.vr_gunner_enter(info, veh, pl);
}
+ if(veh.owner)
+ return; // got here and didn't enter the gunner, return
+
if(teamplay)
if(veh.team)
if(DIFF_TEAM(pl, veh))
veh.vehicle_hudmodel.viewmodelforclient = pl;
- tracebox(pl.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), pl.origin, false, pl);
pl.crouch = false;
pl.view_ofs = STAT(PL_VIEW_OFS, NULL);
setsize (pl, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
MUTATOR_CALLHOOK(VehicleEnter, pl, veh);
CSQCModel_UnlinkEntity(veh);
- Vehicle info = Vehicles_from(veh.vehicleid);
info.vr_enter(info, veh);
antilag_clear(pl, CS(pl));
void vehicles_think(entity this)
{
- this.nextthink = time;
+ this.nextthink = time + autocvar_g_vehicles_thinkrate;
if(this.owner)
this.owner.vehicle_weapon2mode = this.vehicle_weapon2mode;
CSQCMODEL_AUTOUPDATE(this);
}
+void vehicles_reset(entity this)
+{
+ if(this.owner)
+ vehicles_exit(this, VHEF_RELEASE);
+
+ vehicles_clearreturn(this);
+
+ if(this.active != ACTIVE_NOT)
+ vehicles_spawn(this);
+}
+
// initialization
void vehicles_spawn(entity this)
{
- LOG_TRACE("Spawning vehicle: ", this.classname, "\n");
+ LOG_DEBUG("Spawning vehicle: ", this.classname, "\n");
// disown & reset
this.vehicle_hudmodel.viewmodelforclient = this;
this.owner = NULL;
settouch(this, vehicles_touch);
this.event_damage = vehicles_damage;
+ this.reset = vehicles_reset;
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.damagedbycontents = true;
this.vehicle_controller = find(NULL, target, this.targetname);
if(!this.vehicle_controller)
{
- bprint("^1WARNING: ^7Vehicle with invalid .targetname\n");
+ LOG_DEBUG("^1WARNING: ^7Vehicle with invalid .targetname\n");
this.active = ACTIVE_ACTIVE;
}
else
setsize(this, info.mins, info.maxs);
+ info.vr_setup(info, this);
+
if(!nodrop)
{
setorigin(this, this.origin);
this.pos2 = this.angles;
this.tur_head.team = this.team;
- info.vr_setup(info, this);
-
if(this.active == ACTIVE_NOT)
this.nextthink = 0; // wait until activated
else if(autocvar_g_vehicles_delayspawn)
bool autocvar_g_vehicles_delayspawn = true;
float autocvar_g_vehicles_delayspawn_jitter = 10;
float autocvar_g_vehicles_allow_bots;
+int autocvar_g_vehicles_exit_attempts = 25;
+float autocvar_g_vehicles_thinkrate = 0.1;
AUTOCVAR(g_vehicles_teams, bool, true, "allow team specific vehicles");
float autocvar_g_vehicles_teleportable;
bool vehicle_initialize(entity this, Vehicle info, float nodrop);
bool vehicle_impulse(entity this, int imp);
bool vehicles_crushable(entity e);
+float vehicle_altitude(entity this, float amax);
#endif
#endif
METHOD(Vehicle, vr_precache, void(Vehicle this)) { }
/** (SERVER) called when a player enters this vehicle */
METHOD(Vehicle, vr_enter, void(Vehicle this, entity instance)) { }
+ /** (SERVER) called when a player enters this vehicle while occupied */
+ METHOD(Vehicle, vr_gunner_enter, void(Vehicle this, entity instance, entity actor)) { }
/** (SERVER) called when the vehicle re-spawns */
METHOD(Vehicle, vr_spawn, void(Vehicle this, entity instance)) { }
/** (SERVER) called when a vehicle hits something */
ENDCLASS(Vehicle)
// vehicle spawn flags (need them here for common registrations)
-const int VHF_ISVEHICLE = 2; /// Indicates vehicle
-const int VHF_HASSHIELD = 4; /// Vehicle has shileding
-const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
-const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
-const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
-const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
-const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
-const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
-const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
-const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
+const int VHF_ISVEHICLE = BIT(1); /// Indicates vehicle
+const int VHF_HASSHIELD = BIT(2); /// Vehicle has shileding
+const int VHF_SHIELDREGEN = BIT(3); /// Vehicles shield regenerates
+const int VHF_HEALTHREGEN = BIT(4); /// Vehicles health regenerates
+const int VHF_ENERGYREGEN = BIT(5); /// Vehicles energy regenerates
+const int VHF_DEATHEJECT = BIT(6); /// Vehicle ejects pilot upon fatal damage
+const int VHF_MOVE_GROUND = BIT(7); /// Vehicle moves on gound
+const int VHF_MOVE_HOVER = BIT(8); /// Vehicle hover close to gound
+const int VHF_MOVE_FLY = BIT(9); /// Vehicle is airborn
+const int VHF_DMGSHAKE = BIT(10); /// Add random velocity each frame if health < 50%
+const int VHF_DMGROLL = BIT(11); /// Add random angles each frame if health < 50%
+const int VHF_DMGHEADROLL = BIT(12); /// Add random head angles each frame if health < 50%
+const int VHF_MULTISLOT = BIT(13); /// Vehicle has multiple player slots
+const int VHF_PLAYERSLOT = BIT(14); /// This ent is a player slot on a multi-person vehicle
// fields:
.entity tur_head;
if(!vehic.gunner1 && !vehic.gunner2 && ((time >= vehic.gun1.phase) + (time >= vehic.gun2.phase)) == 2)
{
// we can have some fun
- if(vlen2(real_origin(vehic.gun2) - player.origin) < vlen2(real_origin(vehic.gun1) - player.origin))
+ vector v1 = gettaginfo(vehic, gettagindex(vehic, "cannon_right"));
+ vector v2 = gettaginfo(vehic, gettagindex(vehic, "cannon_left"));
+ if(vlen2(player.origin - v1) < vlen2(player.origin - v2))
{
- gunner = vehic.gun2;
- vehic.gunner2 = player;
+ gunner = vehic.gun1;
+ vehic.gunner1 = player;
}
else
{
- gunner = vehic.gun1;
- vehic.gunner1 = player;
+ gunner = vehic.gun2;
+ vehic.gunner2 = player;
}
}
else if(!vehic.gunner1 && time >= vehic.gun1.phase) { gunner = vehic.gun1; vehic.gunner1 = player; }
return true;
}
-void bumblebee_touch(entity this)
+void bumblebee_touch(entity this, entity toucher)
{
if(autocvar_g_vehicles_enter) { return; }
if(this.gunner1 != NULL && this.gunner2 != NULL)
{
- vehicles_touch(this);
+ vehicles_touch(this, toucher);
return;
}
- if(vehicles_valid_pilot(this, other))
+ if(vehicles_valid_pilot(this, toucher))
{
float phase_time = (time >= this.gun1.phase) + (time >= this.gun2.phase);
- if(time >= other.vehicle_enter_delay && phase_time)
- if(bumblebee_gunner_enter(this, other))
+ if(time >= toucher.vehicle_enter_delay && phase_time)
+ if(bumblebee_gunner_enter(this, toucher))
return;
}
- vehicles_touch(this);
+ vehicles_touch(this, toucher);
}
void bumblebee_regen(entity this)
if((teamplay && trace_ent.team == this.team) || !teamplay)
{
- if(trace_ent.vehicle_flags & VHF_ISVEHICLE)
+ if(IS_VEHICLE(trace_ent))
{
if(autocvar_g_vehicle_bumblebee_healgun_sps && trace_ent.vehicle_health <= trace_ent.max_health)
trace_ent.vehicle_shield = min(trace_ent.vehicle_shield + autocvar_g_vehicle_bumblebee_healgun_sps * frametime, trace_ent.tur_head.max_health);
{
float hgt;
- hgt = raptor_altitude(this, 512);
+ hgt = vehicle_altitude(this, 512);
this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
this.angles_x *= 0.95;
this.angles_z *= 0.95;
remove(this);
}
+void bumblebee_dead_touch(entity this, entity toucher)
+{
+ bumblebee_blowup(this);
+}
+
void bumblebee_diethink(entity this)
{
if(time >= this.wait)
instance.nextthink = 0;
instance.movetype = MOVETYPE_BOUNCEMISSILE;
}
+METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
+{
+ if(!instance.gunner1)
+ if(time >= instance.gun1.phase)
+ if(instance.gun1.vehicle_enter)
+ if(instance.gun1.vehicle_enter(instance, actor))
+ return;
+
+ if(!instance.gunner2)
+ if(time >= instance.gun2.phase)
+ if(instance.gun2.vehicle_enter)
+ if(instance.gun2.vehicle_enter(instance, actor))
+ return;
+}
METHOD(Bumblebee, vr_think, void(Bumblebee thisveh, entity instance))
{
instance.angles_z *= 0.8;
{
entity e = instance.gunner1;
instance.gun1.vehicle_exit(instance.gun1, VHEF_EJECT);
- entity oldother = other;
- other = e;
instance.phase = 0;
- gettouch(instance)(instance);
- other = oldother;
+ gettouch(instance)(instance, e);
return;
}
{
entity e = instance.gunner2;
instance.gun2.vehicle_exit(instance.gun2, VHEF_EJECT);
- entity oldother = other;
- other = e;
instance.phase = 0;
- gettouch(instance)(instance);
- other = oldother;
+ gettouch(instance)(instance, e);
return;
}
}
entity _body = vehicle_tossgib(instance, instance, instance.velocity + randomvec() * 200, "", rint(random()), rint(random()), 6, randomvec() * 100);
if(random() > 0.5)
- settouch(_body, bumblebee_blowup);
+ settouch(_body, bumblebee_dead_touch);
else
settouch(_body, func_null);
void CSQC_BUMBLE_GUN_HUD();
#endif
-#ifdef SVQC
-float raptor_altitude(entity this, float amax);
-#endif
-
#endif
traceline(vehic.origin, vehic.origin + '0 0 1', MOVE_NOMONSTERS, this);
int cont = trace_dpstartcontents;
- if(cont & DPCONTENTS_WATER)
+ if(!(cont & DPCONTENTS_WATER))
vehic.air_finished = time + autocvar_g_vehicle_racer_water_time;
if(IS_DEAD(vehic))
PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
- if(time >= vehic.vehicle_last_trace)
- {
- crosshair_trace(this);
- vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
- }
-
vehic.angles_x *= -1;
// Yaw
if(autocvar_g_vehicle_racer_rocket_locktarget)
{
- if(vehic.vehicle_last_trace == time + autocvar_g_vehicle_racer_thinkrate)
- vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
- (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
- autocvar_g_vehicle_racer_rocket_locked_time);
+ if(time >= vehic.vehicle_last_trace)
+ {
+ crosshair_trace(this);
+
+ vehicles_locktarget(vehic, (1 / autocvar_g_vehicle_racer_rocket_locking_time) * frametime,
+ (1 / autocvar_g_vehicle_racer_rocket_locking_releasetime) * frametime,
+ autocvar_g_vehicle_racer_rocket_locked_time);
+
+ vehic.vehicle_last_trace = time + autocvar_g_vehicle_racer_thinkrate;
+ }
if(vehic.lock_target)
{
CSQCMODEL_AUTOUPDATE(this);
}
-void racer_deadtouch(entity this)
+void racer_deadtouch(entity this, entity toucher)
{
this.avelocity_x *= 0.7;
this.cnt -= 1;
float autocvar_g_vehicle_raptor_speed_down = 1700;
float autocvar_g_vehicle_raptor_friction = 2;
+bool autocvar_g_vehicle_raptor_swim = false;
+
float autocvar_g_vehicle_raptor_cannon_turnspeed = 120;
float autocvar_g_vehicle_raptor_cannon_turnlimit = 20;
float autocvar_g_vehicle_raptor_cannon_pitchlimit_up = 12;
.entity bomb1;
.entity bomb2;
-float raptor_altitude(entity this, float amax)
-{
- tracebox(this.origin, this.mins, this.maxs, this.origin - ('0 0 1' * amax), MOVE_WORLDONLY, this);
- return vlen(this.origin - trace_endpos);
-}
-
void raptor_land(entity this)
{
float hgt;
- hgt = raptor_altitude(this, 512);
+ hgt = vehicle_altitude(this, 512);
this.velocity = (this.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
this.angles_x *= 0.95;
this.angles_z *= 0.95;
- if(hgt < 128)
- if(hgt > 0)
+ if(hgt < 128 && hgt > 0)
this.frame = (hgt / 128) * 25;
this.bomb1.gun1.avelocity_y = 90 + ((this.frame / 25) * 2000);
void raptor_exit(entity this, int eject)
{
- vector spot;
this.tur_head.exteriormodeltoclient = NULL;
if(!IS_DEAD(this))
{
setthink(this, raptor_land);
- this.nextthink = time;
+ this.nextthink = time;
}
if(!this.owner)
return;
makevectors(this.angles);
+ vector spot;
if(eject)
{
spot = this.origin + v_forward * 100 + '0 0 64';
vehicles_frame(vehic, this);
- float ftmp = 0;
/*
ftmp = vlen(vehic.velocity);
if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
vehic.sound_nexttime = time + 7.955812;
//sound (vehic.tur_head, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_FLY, 1 - ftmp, ATTEN_NORM );
sound (vehic, CH_TRIGGER_SINGLE, SND_VEH_RAPTOR_SPEED, 1, ATTEN_NORM);
- vehic.wait = ftmp;
+ vehic.wait = 0;
}
/*
else if(fabs(ftmp - vehic.wait) > 0.2)
if(df_y > 180) df_y -= 360;
if(df_y < -180) df_y += 360;
- ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
+ float ftmp = shortangle_f(this.v_angle_y - vang_y, vang_y);
if(ftmp > 180) ftmp -= 360; if(ftmp < -180) ftmp += 360;
vehic.avelocity_y = bound(-autocvar_g_vehicle_raptor_turnspeed, ftmp + vehic.avelocity_y * 0.9, autocvar_g_vehicle_raptor_turnspeed);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_CROUCH(this) = false;
}
-void raptor_blowup(entity this)
+void raptor_blowup(entity this, entity toucher)
{
this.deadflag = DEAD_DEAD;
this.vehicle_exit(this, VHEF_NORMAL);
void raptor_diethink(entity this)
{
if(time >= this.wait)
- setthink(this, raptor_blowup);
+ {
+ raptor_blowup(this, NULL);
+ return;
+ }
if(random() < 0.05)
{
instance.solid = SOLID_SLIDEBOX;
instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
- instance.velocity_z = 1; // Nudge upwards to takeoff sequense can work.
+ instance.velocity = '0 0 1'; // nudge upwards so takeoff sequence can work
instance.tur_head.exteriormodeltoclient = instance.owner;
instance.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
instance.solid = SOLID_SLIDEBOX;
instance.vehicle_energy = 1;
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
instance.PlayerPhysplug = raptor_frame;
instance.bomb1.gun1.avelocity_y = 90;
instance.vehicle_health = autocvar_g_vehicle_raptor_health;
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
instance.max_health = instance.vehicle_health;
+
+ if(!autocvar_g_vehicle_raptor_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
}
#endif
}
vector tmpSize = '0 0 0';
- if(weapon2mode != RSM_FLARE)
+ if(weapon2mode != RSM_FLARE && !spectatee_status)
{
vector where;
void raptor_flare_think(entity this);
void raptor_flare_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
-void raptor_flare_touch(entity this);
+void raptor_flare_touch(entity this, entity toucher);
METHOD(RaptorFlare, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) {
bool isPlayer = IS_PLAYER(actor);
remove(this);
}
-void raptor_bomblet_touch(entity this)
+void raptor_bomblet_touch(entity this, entity toucher)
{
- if(other == this.owner)
+ if(toucher == this.owner)
return;
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
setthink(this, raptor_bomblet_boom);
this.nextthink = time + random() * autocvar_g_vehicle_raptor_bomblet_explode_delay;
}
remove(this);
}
+void raptor_bomb_touch(entity this, entity toucher)
+{
+ raptor_bomb_burst(this);
+}
+
void raptor_bombdrop(entity this)
{
entity bomb_1, bomb_2;
bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
bomb_1.velocity = bomb_2.velocity = this.velocity;
- settouch(bomb_1, raptor_bomb_burst);
- settouch(bomb_2, raptor_bomb_burst);
+ settouch(bomb_1, raptor_bomb_touch);
+ settouch(bomb_2, raptor_bomb_touch);
setthink(bomb_1, raptor_bomb_burst);
setthink(bomb_2, raptor_bomb_burst);
bomb_1.cnt = bomb_2.cnt = time + 10;
CSQCProjectile(bomb_2, true, PROJECTILE_RAPTORBOMB, true);
}
-void raptor_flare_touch(entity this)
+void raptor_flare_touch(entity this, entity toucher)
{
remove(this);
}
void spiderbot_exit(entity this, int eject)
{
- entity e;
vector spot;
- e = findchain(classname,"spiderbot_rocket");
- while(e)
+ FOREACH_ENTITY_ENT(owner, this.owner,
{
- if(e.owner == this.owner)
- {
- e.realowner = this.owner;
- e.owner = NULL;
- }
- e = e.chain;
- }
+ if(it.classname != "spiderbot_rocket") continue;
+ it.realowner = this.owner;
+ it.owner = NULL;
+ });
setthink(this, vehicles_think);
this.nextthink = time;
}
void spiderbot_rocket_do(entity this)
-{;
+{
vector v;
entity rocket = NULL;
float _dist = (random() * autocvar_g_vehicle_spiderbot_rocket_radius) + vlen(v - trace_endpos);
_dist -= (random() * autocvar_g_vehicle_spiderbot_rocket_radius) ;
rocket.nextthink = time + (_dist / autocvar_g_vehicle_spiderbot_rocket_speed);
- setthink(rocket, vehicles_projectile_explode);
+ setthink(rocket, vehicles_projectile_explode_think);
if(PHYS_INPUT_BUTTON_ATCK2(this.owner) && this.tur_head.frame == 1)
this.wait = -10;
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Bolt_Explode(entity this)
+void W_Arc_Bolt_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
remove(this);
}
void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
{
- W_Arc_Bolt_Explode(this);
+ W_Arc_Bolt_Explode(this, trigger);
}
void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Arc_Bolt_Touch(entity this)
+void W_Arc_Bolt_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- this.use(this, NULL, NULL);
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
}
void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
}
METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
{
actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
}
+METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
+}
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ actor.arc_BUTTON_ATCK_prev = false;
+}
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;
spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch(entity this)
+void W_Blaster_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
NULL,
this.blaster_force,
this.projectiledeathtype,
- other
+ toucher
);
remove(this);
}
// force projectile to explode
-void W_Crylink_LinkExplode(entity e, entity e2)
+void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity)
{
float a;
float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, other);
+ RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius),
+ NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, directhitentity);
- W_Crylink_LinkExplode(e.queuenext, e2);
+ W_Crylink_LinkExplode(e.queuenext, e2, directhitentity);
e.classname = "spike_oktoremove";
remove(e);
NULL,
WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n,
e.projectiledeathtype,
- other
+ NULL
);
Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n);
}
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(entity this)
+void W_Crylink_Touch(entity this, entity toucher)
{
float finalhit;
float f;
float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
float a;
a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1);
- finalhit = ((this.cnt <= 0) || (other.takedamage != DAMAGE_NO));
+ finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO));
if(finalhit)
f = 1;
else
if(a)
f *= a;
- float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, other);
+ float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, toucher);
if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius)))))
{
if(this == this.realowner.crylink_lastgroup)
this.realowner.crylink_lastgroup = NULL;
- W_Crylink_LinkExplode(this.queuenext, this);
+ W_Crylink_LinkExplode(this.queuenext, this, toucher);
this.classname = "spike_oktoremove";
remove(this);
return;
}
}
-void W_Devastator_Explode(entity this)
+void W_Devastator_Explode(entity this, entity directhitentity)
{
W_Devastator_Unregister(this);
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
this.event_damage = func_null;
NULL,
WEP_CVAR(devastator, force),
this.projectiledeathtype,
- other
+ directhitentity
);
Weapon thiswep = WEP_DEVASTATOR;
remove(this);
}
+void W_Devastator_Explode_think(entity this)
+{
+ W_Devastator_Explode(this, NULL);
+}
+
void W_Devastator_DoRemoteExplode(entity this, .entity weaponentity)
{
W_Devastator_Unregister(this);
this.nextthink = time;
if(time > this.cnt)
{
- other = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Devastator_Explode(this);
+ W_Devastator_Explode(this, NULL);
return;
}
UpdateCSQCProjectile(this);
}
-void W_Devastator_Touch(entity this)
+void W_Devastator_Touch(entity this, entity toucher)
{
- if(WarpZone_Projectile_Touch(this))
+ if(WarpZone_Projectile_Touch(this, toucher))
{
if(wasfreed(this))
W_Devastator_Unregister(this);
return;
}
W_Devastator_Unregister(this);
- W_Devastator_Explode(this);
+ W_Devastator_Explode(this, toucher);
}
void W_Devastator_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Devastator_Explode_think);
}
void W_Devastator_Attack(Weapon thiswep, entity actor)
remove(this);
}
-void W_Electro_Explode(entity this)
+void W_Electro_Explode(entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
this.event_damage = func_null;
NULL,
WEP_CVAR_SEC(electro, force),
this.projectiledeathtype,
- other
+ directhitentity
);
}
else
NULL,
WEP_CVAR_PRI(electro, force),
this.projectiledeathtype,
- other
+ directhitentity
);
}
void W_Electro_Explode_use(entity this, entity actor, entity trigger)
{
- W_Electro_Explode(this);
+ W_Electro_Explode(this, trigger);
}
-void W_Electro_TouchExplode(entity this)
+void W_Electro_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- W_Electro_Explode(this);
+ PROJECTILE_TOUCH(this, toucher);
+ W_Electro_Explode(this, toucher);
}
void W_Electro_Bolt_Think(entity this)
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
-void W_Electro_Orb_Touch(entity this)
+void W_Electro_Orb_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } }
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM)
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
else
{
//UpdateCSQCProjectile(this);
#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode(entity this)
+void W_Fireball_Explode(entity this, entity directhitentity)
{
entity e;
float dist;
// 1. dist damage
d = (this.realowner.health + this.realowner.armorvalue);
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
if(this.realowner.health + this.realowner.armorvalue >= d)
if(!this.cnt)
{
remove(this);
}
+void W_Fireball_Explode_think(entity this)
+{
+ W_Fireball_Explode(this, NULL);
+}
+
void W_Fireball_Explode_use(entity this, entity actor, entity trigger)
{
- W_Fireball_Explode(this);
+ W_Fireball_Explode(this, trigger);
}
-void W_Fireball_TouchExplode(entity this)
+void W_Fireball_TouchExplode(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- W_Fireball_Explode(this);
+ PROJECTILE_TOUCH(this, toucher);
+ W_Fireball_Explode(this, toucher);
}
void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float edgedamage, float burntime)
{
this.cnt = 1;
this.projectiledeathtype |= HITTYPE_SPLASH;
- W_Fireball_Explode(this);
+ W_Fireball_Explode(this, NULL);
return;
}
if(this.health <= 0)
{
this.cnt = 1;
- W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
}
}
this.nextthink = time + 0.1;
}
-void W_Fireball_Firemine_Touch(entity this)
+void W_Fireball_Firemine_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM)
+ if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
{
remove(this);
return;
// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode(entity this)
+void W_Hagar_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
remove(this);
}
void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
{
- W_Hagar_Explode(this);
+ W_Hagar_Explode(this, trigger);
}
-void W_Hagar_Explode2(entity this)
+void W_Hagar_Explode2(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
remove(this);
}
void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
{
- W_Hagar_Explode2(this);
+ W_Hagar_Explode2(this, trigger);
}
void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Hagar_Touch(entity this)
+void W_Hagar_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- this.use(this, NULL, NULL);
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
}
-void W_Hagar_Touch2(entity this)
+void W_Hagar_Touch2(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
- if(this.cnt > 0 || other.takedamage == DAMAGE_AIM) {
- this.use(this, NULL, NULL);
+ if(this.cnt > 0 || toucher.takedamage == DAMAGE_AIM) {
+ this.use(this, NULL, toucher);
} else {
this.cnt++;
Send_Effect(EFFECT_HAGAR_BOUNCE, this.origin, this.velocity, 1);
#ifdef SVQC
spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
-void W_HLAC_Touch(entity this)
+void W_HLAC_Touch(entity this, entity toucher)
{
float isprimary;
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(hlac, isprimary, force), this.projectiledeathtype, toucher);
remove(this);
}
W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2(entity this)
+void W_Hook_Touch2(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
this.use(this, NULL, NULL);
}
break;
}
+ MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
+ tex = M_ARGV(1, string);
+ rgb = M_ARGV(2, vector);
+
Draw_GrapplingHook_trace_callback_tex = tex;
Draw_GrapplingHook_trace_callback_rnd = offset;
Draw_GrapplingHook_trace_callback_rgb = rgb;
SetMovetypeFollow(newmine, to);
}
-void W_MineLayer_Explode(entity this)
+void W_MineLayer_Explode(entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, directhitentity);
if(PS(this.realowner).m_weapon == WEP_MINE_LAYER)
{
remove(this);
}
+void W_MineLayer_Explode_think(entity this)
+{
+ W_MineLayer_Explode(this, NULL);
+}
+
void W_MineLayer_DoRemoteExplode(entity this)
{
this.event_damage = func_null;
}
this.mine_time = 0;
- W_MineLayer_Explode(this);
+ W_MineLayer_Explode(this, NULL);
}
int W_MineLayer_Count(entity e)
// TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner))
{
- other = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
- W_MineLayer_Explode(this);
+ W_MineLayer_Explode(this, NULL);
return;
}
W_MineLayer_RemoteExplode(this);
}
-void W_MineLayer_Touch(entity this)
+void W_MineLayer_Touch(entity this, entity toucher)
{
if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
- if(WarpZone_Projectile_Touch(this))
+ if(WarpZone_Projectile_Touch(this, toucher))
{
if(wasfreed(this))
this.realowner.minelayer_mines -= 1;
return;
}
- if(other && IS_PLAYER(other) && !IS_DEAD(other))
+ if(toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher))
{
// hit a player
// don't stick
}
else
{
- W_MineLayer_Stick(this, other);
+ W_MineLayer_Stick(this, toucher);
}
}
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
}
void W_MineLayer_Attack(Weapon thiswep, entity actor)
spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
-void W_Mortar_Grenade_Explode(entity this)
+void W_Mortar_Grenade_Explode(entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
this.event_damage = func_null;
if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
remove(this);
}
void W_Mortar_Grenade_Explode_use(entity this, entity actor, entity trigger)
{
- W_Mortar_Grenade_Explode(this);
+ W_Mortar_Grenade_Explode(this, trigger);
}
-void W_Mortar_Grenade_Explode2(entity this)
+void W_Mortar_Grenade_Explode2(entity this, entity directhitentity)
{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(this.realowner, other))
- if(!IS_DEAD(other))
- if(IsFlying(other))
+ if(directhitentity.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(directhitentity))
+ if(DIFF_TEAM(this.realowner, directhitentity))
+ if(!IS_DEAD(directhitentity))
+ if(IsFlying(directhitentity))
Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
this.event_damage = func_null;
if(this.movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
remove(this);
}
void W_Mortar_Grenade_Explode2_use(entity this, entity actor, entity trigger)
{
- W_Mortar_Grenade_Explode2(this);
+ W_Mortar_Grenade_Explode2(this, trigger);
}
void W_Mortar_Grenade_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
this.nextthink = time;
if(time > this.cnt)
{
- other = NULL;
this.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mortar_Grenade_Explode(this);
+ W_Mortar_Grenade_Explode(this, NULL);
return;
}
if(this.gl_detonate_later && this.gl_bouncecnt >= WEP_CVAR_PRI(mortar, remote_minbouncecnt))
- W_Mortar_Grenade_Explode(this);
+ W_Mortar_Grenade_Explode(this, NULL);
}
-void W_Mortar_Grenade_Touch1(entity this)
+void W_Mortar_Grenade_Touch1(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- this.use(this, NULL, NULL);
+ this.use(this, NULL, toucher);
}
else if(WEP_CVAR_PRI(mortar, type) == 1) // bounce
{
this.projectiledeathtype |= HITTYPE_BOUNCE;
this.gl_bouncecnt += 1;
}
- else if(WEP_CVAR_PRI(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
}
}
-void W_Mortar_Grenade_Touch2(entity this)
+void W_Mortar_Grenade_Touch2(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
+ PROJECTILE_TOUCH(this, toucher);
+ if(toucher.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
{
- this.use(this, NULL, NULL);
+ this.use(this, NULL, toucher);
}
else if(WEP_CVAR_SEC(mortar, type) == 1) // bounce
{
this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
}
- else if(WEP_CVAR_SEC(mortar, type) == 2 && (!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
W_Porto_Fail(this, 0);
}
-void W_Porto_Touch(entity this)
+void W_Porto_Touch(entity this, entity toucher)
{
vector norm;
// do not use PROJECTILE_TOUCH here
// FIXME but DO handle warpzones!
- if(other.classname == "portal")
+ if(toucher.classname == "portal")
return; // handled by the portal
norm = trace_plane_normal;
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void W_Seeker_Missile_Explode(entity this)
+void W_Seeker_Missile_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), NULL, NULL, WEP_CVAR(seeker, missile_force), this.projectiledeathtype, directhitentity);
remove(this);
}
-void W_Seeker_Missile_Touch(entity this)
+void W_Seeker_Missile_Explode_think(entity this)
{
- PROJECTILE_TOUCH(this);
+ W_Seeker_Missile_Explode(this, NULL);
+}
+
+void W_Seeker_Missile_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
- W_Seeker_Missile_Explode(this);
+ W_Seeker_Missile_Explode(this, toucher);
}
void W_Seeker_Missile_Think(entity this)
if(time > this.cnt)
{
this.projectiledeathtype |= HITTYPE_SPLASH;
- W_Seeker_Missile_Explode(this);
+ W_Seeker_Missile_Explode(this, NULL);
}
spd = vlen(this.velocity);
{
if(this.autoswitch <= time)
{
- W_Seeker_Missile_Explode(this);
+ W_Seeker_Missile_Explode(this, NULL);
this.autoswitch = 0;
}
}
this.health = this.health - damage;
if(this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode);
+ W_PrepareExplosionByDamage(this, attacker, W_Seeker_Missile_Explode_think);
}
/*
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode(entity this)
+void W_Seeker_Flac_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), NULL, NULL, WEP_CVAR(seeker, flac_force), this.projectiledeathtype, directhitentity);
remove(this);
}
+void W_Seeker_Flac_Touch(entity this, entity toucher)
+{
+ W_Seeker_Flac_Explode(this, toucher);
+}
+
void W_Seeker_Flac_Explode_use(entity this, entity actor, entity trigger)
{
- W_Seeker_Flac_Explode(this);
+ W_Seeker_Flac_Explode(this, trigger);
}
void W_Seeker_Fire_Flac(Weapon thiswep, entity actor)
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
- settouch(missile, W_Seeker_Flac_Explode);
+ settouch(missile, W_Seeker_Flac_Touch);
missile.use = W_Seeker_Flac_Explode_use;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
{
//if(other==this.realowner)
// return;
- Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, other.species, this);
+ Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE, 0, this);
remove(this);
}
W_Seeker_Tag_Explode(this);
}
-void W_Seeker_Tag_Touch(entity this)
+void W_Seeker_Tag_Touch(entity this, entity toucher)
{
vector dir;
vector org2;
entity e;
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
dir = normalize(this.realowner.origin - this.origin);
org2 = findbetterlocation(this.origin, 8);
te_knightspike(org2);
this.event_damage = func_null;
- Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, this);
+ Damage_DamageInfo(this.origin, 0, 0, 0, this.velocity, WEP_SEEKER.m_id | HITTYPE_BOUNCE | HITTYPE_SECONDARY, toucher.species, this);
- if(other.takedamage == DAMAGE_AIM && !IS_DEAD(other))
+ if(toucher.takedamage == DAMAGE_AIM && !IS_DEAD(toucher))
{
// check to see if this person is already tagged by me
- entity tag = W_Seeker_Tagged_Info(this.realowner, other);
+ entity tag = W_Seeker_Tagged_Info(this.realowner, toucher);
if(tag != NULL)
{
- if(other.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
- WaypointSprite_Kill(other.wps_tag_tracker);
+ if(toucher.wps_tag_tracker && (WEP_CVAR(seeker, type) == 1)) // don't attach another waypointsprite without killing the old one first
+ WaypointSprite_Kill(toucher.wps_tag_tracker);
tag.tag_time = time;
}
else
{
- //sprint(this.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
+ //sprint(this.realowner, strcat("You just tagged ^2", toucher.netname, "^7 with a tracking device!\n"));
e = new(tag_tracker);
e.cnt = WEP_CVAR(seeker, missile_count);
e.owner = this.owner;
if(WEP_CVAR(seeker, type) == 1)
{
- e.tag_target = other;
+ e.tag_target = toucher;
e.tag_time = time;
setthink(e, W_Seeker_Tracker_Think);
}
else
{
- e.enemy = other;
+ e.enemy = toucher;
setthink(e, W_Seeker_Vollycontroller_Think);
}
if(WEP_CVAR(seeker, type) == 1)
{
- WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', this.realowner, 0, other, wps_tag_tracker, true, RADARICON_TAGGED);
- WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_Spawn(WP_Seeker, WEP_CVAR(seeker, tag_tracker_lifetime), 0, toucher, '0 0 64', this.realowner, 0, toucher, wps_tag_tracker, true, RADARICON_TAGGED);
+ WaypointSprite_UpdateRule(toucher.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
}
}
W_RocketMinsta_Laser_Explode(this);
}
-void W_RocketMinsta_Laser_Touch (entity this)
+void W_RocketMinsta_Laser_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
//W_RocketMinsta_Laser_Explode ();
- RadiusDamage (this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, this.rm_damage, this.rm_edmg, autocvar_g_rm_laser_radius, NULL, NULL, this.rm_force, this.projectiledeathtype, toucher);
remove(this);
}
bool CSQC_InputEvent(int eventtype, int x, int y);
void CSQC_UpdateView(int width, int height);
+// catch commands registered with registercommand
bool CSQC_ConsoleCommand(string cmd);
bool CSQC_Parse_TempEntity();
bool CSQC_Parse_StuffCmd(string msg);
void GameCommand(string cmd);
```
+
+# Misc
+
+## Trace
+
+### tracebox
+
+ void tracebox(vector v1, vector min, vector max, vector v2, int tryents, entity ignoreentity);
+
+attempt to move an object from v1 to v2 of given size
+
+tryents:
+ * MOVE_NORMAL (0)
+ * MOVE_NOMONSTERS (1): ignore monsters
+ * MOVE_MISSILE (2): +15 to every extent
+ * MOVE_WORLDONLY (3): ignore everything except bsp
+ * MOVE_HITMODEL (4): hit model, not bbox
+
+### traceline
+
+ void traceline(vector v1, vector v2, int tryents, entity ignoreentity);
+
+degenerate case of tracebox when min and max are equal
+
+### result globals
+
+ bool trace_allsolid;
+
+trace never left solid
+
+ bool trace_startsolid;
+
+trace started inside solid
+
+ float trace_fraction;
+
+distance before collision: 0..1, 1 if no collision
+
+ vector trace_endpos;
+
+v1 + (v2 - v1) * trace_fraction
+
+ vector trace_plane_normal;
+
+normalized plane normal, '0 0 0' if no collision.
+May be present if edges touch without clipping, use `trace_fraction < 1` as a determinant instead
+
+ float trace_plane_dist;
+
+
+
+ entity trace_ent;
+
+entity hit, if any
+
+ bool trace_inopen;
+
+
+
+ bool trace_inwater;
+
+
+
+ int trace_dpstartcontents;
+
+DPCONTENTS_ value at start position of trace
+
+ int trace_dphitcontents;
+
+DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
+
+ int trace_dphitq3surfaceflags;
+
+Q3SURFACEFLAG_ value of impacted surface
+
+ string trace_dphittexturename;
+
+texture name of impacted surface
+
+ int trace_networkentity;
+
+
--- /dev/null
+# Xonotic entity component system
+
+## guidelines
+
+* avoid #if and #ifdef
+* avoid string
+* avoid declaring entity fields outside of components
+* uncrustify relentlessly
+* shared code in $file, prog specific code uses prefix: { client: cl_, server: sv_, menu: ui_ }. $file must exist
+* component naming =~ com_$component_$name
+* system naming =~ sys_$system_$name
+* event naming =~ evt_$component_$name
+* global naming =~ g_$name
+* cvar naming =~ xon_$name
+
+## components
+
+ COMPONENT($component);
+ .int com_$component_$property;
+
+## entities
+
+ entity e = new(foo);
+ e.com_$component = true;
+ e.com_$component_$property = 42;
+
+## systems
+
+ SYSTEM($system, 30, 10);
+ sys_$system_update(entity this, float dt) {
+ code;
+ }
+
+## events
+
+### declaring
+
+ EVENT($component_$name, (entity this));
+
+### emitting
+
+ emit($event, it);
+
+### listening
+
+ entity listener = new_pure(someListener);
+ listener.evt_$event = void(entity this) { code; };
+ subscribe(listener, $event);
--- /dev/null
+/** Components always interpolate from the previous state */
+#define COMPONENT(com) \
+ void com_##com##_interpolate(entity it, float a); \
+ .bool com_##com
+
+#define FOREACH_COMPONENT(com, body) FOREACH_ENTITY_FLOAT(com_##com, true, body)
+
+
+#define EVENT(T, args) .bool evt_##T##_listener; .void args evt_##T
+
+#define emit(T, ...) \
+ MACRO_BEGIN \
+ FOREACH_ENTITY_FLOAT_ORDERED(evt_##T##_listener, true, it.evt_##T(__VA_ARGS__)); \
+ MACRO_END
+
+#define subscribe(listener, T) \
+ MACRO_BEGIN \
+ listener.evt_##T##_listener = true; \
+ MACRO_END
+
+
+/**
+ * framelimit 0 is no limit, interpolation does not apply
+ * framerate below minfps will result in less than 100% speed
+ */
+#define SYSTEM(sys, frameLimit, minfps) \
+ void sys_##sys##_update(entity this, float dt); \
+ float autocvar_xon_sys_##sys##_dt = ((frameLimit) ? (1 / (frameLimit)) : 0); \
+ float autocvar_xon_sys_##sys##_minfps = (1 / (1 / (minfps)))
+
+#define SYSTEM_UPDATE(sys) \
+ MACRO_BEGIN \
+ static float t = 0; \
+ float dt = autocvar_xon_sys_##sys##_dt; \
+ float minfps = autocvar_xon_sys_##sys##_minfps; \
+ static float accumulator = 0; \
+ float a = 0; \
+ if (dt) { \
+ accumulator += min(frametime, 1 / (minfps)); \
+ } else { \
+ accumulator += frametime; \
+ dt = accumulator; \
+ a = 1; \
+ } \
+ while (accumulator >= dt) \
+ { \
+ time = t; \
+ FOREACH_COMPONENT(sys, sys_##sys##_update(it, dt)); \
+ t += dt; \
+ accumulator -= dt; \
+ } \
+ if (!a) a = accumulator / dt; \
+ FOREACH_COMPONENT(sys, com_##sys##_interpolate(it, a)); \
+ MACRO_END
+
+
+#include "_mod.inc"
+#include "components/_mod.inc"
+#include "events/_mod.inc"
+#include "systems/_mod.inc"
--- /dev/null
+// generated file; do not modify
+#include <ecs/main.qc>
--- /dev/null
+// generated file; do not modify
+#include <ecs/main.qh>
--- /dev/null
+// generated file; do not modify
+#include <ecs/components/input.qc>
+#include <ecs/components/physics.qc>
--- /dev/null
+// generated file; do not modify
+#include <ecs/components/input.qh>
+#include <ecs/components/physics.qh>
--- /dev/null
+#include "input.qh"
+
+void com_in_interpolate(entity it, float a) { }
--- /dev/null
+#pragma once
+
+COMPONENT(in);
+.vector com_in_move;
+.vector com_in_angles;
+.bool com_in_jump;
--- /dev/null
+#include "physics.qh"
+
+bool autocvar_xon_com_phys_interpolate = true;
+
+void com_phys_interpolate(entity it, float a)
+{
+ if (!autocvar_xon_com_phys_interpolate) a = 1;
+ it.origin = it.com_phys_pos_prev * (1 - a) + it.com_phys_pos * a;
+ it.angles = it.com_phys_ang_prev * (1 - a) + it.com_phys_ang * a; // TODO: slerp, not lerp
+}
--- /dev/null
+#pragma once
+
+COMPONENT(phys);
+.vector com_phys_pos, com_phys_pos_prev;
+.vector com_phys_ang, com_phys_ang_prev;
+.vector com_phys_vel;
+.vector com_phys_acc;
--- /dev/null
+// generated file; do not modify
--- /dev/null
+// generated file; do not modify
--- /dev/null
+#include "main.qh"
+
+#include "components/_mod.qh"
+#include "events/_mod.qh"
+#include "systems/_mod.qh"
+
+void systems_update()
+{
+ float realtime = time;
+ SYSTEM_UPDATE(phys);
+ time = realtime;
+}
--- /dev/null
+#pragma once
+
+void systems_update();
--- /dev/null
+// generated file; do not modify
+#include <ecs/systems/physics.qc>
--- /dev/null
+// generated file; do not modify
+#include <ecs/systems/physics.qh>
--- /dev/null
+#include "physics.qh"
+
+void sys_phys_update(entity this, float dt)
+{
+ PM_Main(this);
+}
--- /dev/null
+#pragma once
+
+SYSTEM(phys, 30, 10);
#include "macro.qh"
#if NDEBUG
- #define TC(T, sym) MACRO_BEGIN MACRO_END
+ #define TC(T, sym) MACRO_BEGIN MACRO_END
#else
- #define TC(T, sym) MACRO_BEGIN \
- if (!is_##T(sym)) { \
- LOG_WARNINGF("Type check failed: " #sym " :: " #T); \
- isnt_##T(sym); \
- } \
- MACRO_END
+ #define TC(T, sym) MACRO_BEGIN \
+ if (!is_##T(sym)) { \
+ LOG_WARNINGF("Type check failed: " #sym " :: " #T); \
+ isnt_##T(sym); \
+ } \
+ MACRO_END
#endif
-#define is_float( this) (true || ftoe(this))
-#define isnt_float( this)
-#define is_vector( this) (true || vtos(this))
-#define isnt_vector( this)
-#define is_string( this) (true || stof(this))
-#define isnt_string( this)
-#define is_entity( this) (true || etof(this))
-#define isnt_entity( this)
-bool is_int( float this) { return this == floor(this); }
-void isnt_int( float this) { print(ftos(this)); }
-bool is_bool( float this) { return this == true || this == false; }
-void isnt_bool( float this) { print(ftos(this)); }
+#define is_float(this) (true || ftoe(this))
+#define isnt_float(this)
+#define is_vector(this) (true || vtos(this))
+#define isnt_vector(this)
+#define is_string(this) (true || stof(this))
+#define isnt_string(this)
+#define is_entity(this) (true || etof(this))
+#define isnt_entity(this)
+bool is_int(float this) { return this == floor(this); }
+void isnt_int(float this) { print(ftos(this)); }
+bool is_bool(float this) { return this == true || this == false; }
+void isnt_bool(float this) { print(ftos(this)); }
#include "warpzone/mathlib.qc"
#include "yenc.qh"
#include "matrix/_mod.inc"
+
+#ifdef MENUQC
+ void _m_init();
+ void m_init() { if (_m_init) _m_init(); }
+ #define m_init _m_init
+
+ void _m_shutdown();
+ void m_shutdown() { if (_m_shutdown) _m_shutdown(); }
+ #define m_shutdown _m_shutdown
+
+ void _m_draw(float width, float height);
+ void m_draw(float width, float height) { if (_m_draw) _m_draw(width, height); }
+ #define m_draw _m_draw
+
+ void _m_keydown(int keynr, int ascii);
+ void m_keydown(int keynr, int ascii) { if (_m_keydown) _m_keydown(keynr, ascii); }
+ #define m_keydown _m_keydown
+
+ void _m_toggle(int mode);
+ void m_toggle(int mode) { if (_m_toggle) _m_toggle(mode); }
+ #define m_toggle _m_toggle
+#endif
+
+#ifdef SVQC
+ void _main();
+ void main() { if (_main) _main(); }
+ #define main _main
+
+ void _SV_Shutdown();
+ void SV_Shutdown() { if (_SV_Shutdown) _SV_Shutdown(); }
+ #define SV_Shutdown _SV_Shutdown
+
+ void _StartFrame();
+ void StartFrame() { if (_StartFrame) _StartFrame(); }
+ #define StartFrame _StartFrame
+
+ void _SetNewParms();
+ void SetNewParms() { if (_SetNewParms) _SetNewParms(); }
+ #define SetNewParms _SetNewParms
+
+ void _SetChangeParms(entity this);
+ void SetChangeParms() { ENGINE_EVENT(); if (_SetChangeParms) _SetChangeParms(this); }
+ #define SetChangeParms _SetChangeParms
+
+ void _ClientConnect(entity this);
+ void ClientConnect() { ENGINE_EVENT(); if (_ClientConnect) _ClientConnect(this); }
+ #define ClientConnect _ClientConnect
+
+ void _ClientDisconnect(entity this);
+ void ClientDisconnect() { ENGINE_EVENT(); if (_ClientDisconnect) _ClientDisconnect(this); }
+ #define ClientDisconnect _ClientDisconnect
+
+ void _PutClientInServer(entity this);
+ void PutClientInServer() { ENGINE_EVENT(); if (_PutClientInServer) _PutClientInServer(this); }
+ #define PutClientInServer _PutClientInServer
+
+ void _ClientKill(entity this);
+ void ClientKill() { ENGINE_EVENT(); if (_ClientKill) _ClientKill(this); }
+ #define ClientKill _ClientKill
+
+ void _PlayerPreThink(entity this);
+ void PlayerPreThink() { ENGINE_EVENT(); if (_PlayerPreThink) _PlayerPreThink(this); }
+ #define PlayerPreThink _PlayerPreThink
+
+ void _PlayerPostThink(entity this);
+ void PlayerPostThink() { ENGINE_EVENT(); if (_PlayerPostThink) _PlayerPostThink(this); }
+ #define PlayerPostThink _PlayerPostThink
+
+ void _SV_PlayerPhysics(entity this);
+ void SV_PlayerPhysics() { ENGINE_EVENT(); if (_SV_PlayerPhysics) _SV_PlayerPhysics(this); }
+ #define SV_PlayerPhysics _SV_PlayerPhysics
+
+ void _SV_OnEntityPreSpawnFunction(entity this);
+ void SV_OnEntityPreSpawnFunction()
+ {
+ ENGINE_EVENT();
+ if (_SV_OnEntityPreSpawnFunction) _SV_OnEntityPreSpawnFunction(this);
+ }
+ #define SV_OnEntityPreSpawnFunction _SV_OnEntityPreSpawnFunction
+
+ void _SV_ChangeTeam(entity this, int _color);
+ void SV_ChangeTeam(int _color) { ENGINE_EVENT(); if (_SV_ChangeTeam) _SV_ChangeTeam(this, _color); }
+ #define SV_ChangeTeam _SV_ChangeTeam
+
+ void _SV_ParseClientCommand(entity this, string command);
+ void SV_ParseClientCommand(string command)
+ {
+ ENGINE_EVENT();
+ if (_SV_ParseClientCommand) _SV_ParseClientCommand(this, command);
+ }
+ #define SV_ParseClientCommand _SV_ParseClientCommand
+#endif
+
+#ifdef CSQC
+ void _CSQC_Init();
+ void CSQC_Init() { if (_CSQC_Init) _CSQC_Init(); }
+ #define CSQC_Init _CSQC_Init
+
+ void _CSQC_Shutdown();
+ void CSQC_Shutdown() { if (_CSQC_Shutdown) _CSQC_Shutdown(); }
+ #define CSQC_Shutdown _CSQC_Shutdown
+
+ void _CSQC_UpdateView(entity this, float w, float h);
+ void CSQC_UpdateView(float w, float h) { ENGINE_EVENT(); if (_CSQC_UpdateView) _CSQC_UpdateView(this, w, h); }
+ #define CSQC_UpdateView _CSQC_UpdateView
+
+ bool _CSQC_InputEvent(int inputType, float nPrimary, float nSecondary);
+ bool CSQC_InputEvent(int inputType, float nPrimary, float nSecondary)
+ {
+ return _CSQC_InputEvent ? _CSQC_InputEvent(inputType, nPrimary, nSecondary) : false;
+ }
+ #define CSQC_InputEvent _CSQC_InputEvent
+
+ bool _CSQC_ConsoleCommand(string s);
+ bool CSQC_ConsoleCommand(string s) { return _CSQC_ConsoleCommand ? _CSQC_ConsoleCommand(s) : false; }
+ #define CSQC_ConsoleCommand _CSQC_ConsoleCommand
+
+ void _CSQC_Ent_Update(entity this, bool isNew);
+ void CSQC_Ent_Update(bool isNew) { ENGINE_EVENT(); if (_CSQC_Ent_Update) _CSQC_Ent_Update(this, isNew); }
+ #define CSQC_Ent_Update _CSQC_Ent_Update
+
+ void _CSQC_Ent_Remove(entity this);
+ void CSQC_Ent_Remove() { ENGINE_EVENT(); if (_CSQC_Ent_Remove) _CSQC_Ent_Remove(this); }
+ #define CSQC_Ent_Remove _CSQC_Ent_Remove
+#endif
+#undef ENGINE_EVENT
#include <common/viewloc.qh>
float autocvar_cl_movement_errorcompensation = 0;
+bool autocvar_cl_movement_intermissionrunning = false;
// engine stuff
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
/** Called once per CSQC_UpdateView() */
void CSQCPlayer_SetCamera()
{
- const vector v0 = pmove_vel; // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
+ const vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
const float vh = STAT(VIEWHEIGHT);
const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);
#define _STR(it) #it
#define STR(it) _STR(it)
+
+#define EMPTY()
+#define DEFER(id) id EMPTY()
#pragma once
#ifdef __STDC__
- #define EMPTY()
- #define DEFER(id) id EMPTY()
-
#define EVAL(...) EVAL1(EVAL1(EVAL1(__VA_ARGS__)))
#define EVAL1(...) EVAL2(EVAL2(EVAL2(__VA_ARGS__)))
#define EVAL2(...) EVAL3(EVAL3(EVAL3(__VA_ARGS__)))
.void(entity this) uncustomizeentityforclient;
.float uncustomizeentityforclient_set;
- void SetCustomizer(entity e, bool(entity this) customizer, void(entity this) uncustomizer)
+ void SetCustomizer(entity e, bool(entity this, entity client) customizer, void(entity this) uncustomizer)
{
setcefc(e, customizer);
e.uncustomizeentityforclient = uncustomizer;
} MACRO_END
#endif
+// serialization: new style
+
+USING(Stream, int);
+#if defined(SVQC)
+ #define stream_reading(stream) false
+ #define stream_writing(stream) true
+#elif defined(CSQC)
+ #define stream_reading(stream) true
+ #define stream_writing(stream) false
+#endif
+
+#define serialize(T, stream, ...) serialize_##T(stream, __VA_ARGS__)
+
+#if defined(SVQC)
+ #define serialize_byte(stream, this) \
+ MACRO_BEGIN \
+ WriteByte(stream, this); \
+ MACRO_END
+#elif defined(CSQC)
+ #define serialize_byte(stream, this) \
+ MACRO_BEGIN \
+ this = ReadByte(); \
+ MACRO_END
+#endif
+
+#if defined(SVQC)
+ #define serialize_float(stream, this) \
+ MACRO_BEGIN \
+ WriteCoord(stream, this); \
+ MACRO_END
+#elif defined(CSQC)
+ #define serialize_float(stream, this) \
+ MACRO_BEGIN \
+ this = ReadCoord(); \
+ MACRO_END
+#endif
+
+#define serialize_vector(stream, this) \
+ MACRO_BEGIN \
+ vector _v = this; \
+ serialize_float(stream, _v.x); \
+ serialize_float(stream, _v.y); \
+ serialize_float(stream, _v.z); \
+ this = _v; \
+ MACRO_END
+
+// serialization: old
+
#define ReadRegistered(r) r##_from(Read_byte())
#define WriteRegistered(r, to, it) Write_byte(to, it.m_id)
#define setthink(e, f) SELFWRAP_SET(think, e, f)
#define getthink(e) SELFWRAP_GET(think, e)
-SELFWRAP(touch, void, (), (entity this), (this))
+#ifndef MENUQC
+SELFWRAP(touch, void, (), (entity this, entity toucher), (this, other))
#define settouch(e, f) SELFWRAP_SET(touch, e, f)
#define gettouch(e) SELFWRAP_GET(touch, e)
+#endif
-SELFWRAP(blocked, void, (), (entity this), (this))
+#ifndef MENUQC
+SELFWRAP(blocked, void, (), (entity this, entity blocker), (this, other))
#define setblocked(e, f) SELFWRAP_SET(blocked, e, f)
#define blocked stopusingthis
+#endif
SELFWRAP(predraw, void, (), (entity this), (this))
#define setpredraw(e, f) SELFWRAP_SET(predraw, e, f)
-SELFWRAP(customizeentityforclient, bool, (), (entity this), (this))
+#ifndef MENUQC
+SELFWRAP(customizeentityforclient, bool, (), (entity this, entity client), (this, other))
#define setcefc(e, f) SELFWRAP_SET(customizeentityforclient, e, f)
#define getcefc(e) SELFWRAP_GET(customizeentityforclient, e)
+#endif
SELFWRAP(camera_transform, vector, (vector org, vector ang), (entity this, vector org, vector ang), (this, org, ang))
#define setcamera_transform(e, f) SELFWRAP_SET(camera_transform, e, f)
void __shutdown() {}
#define shutdownhooks() CALL_ACCUMULATED_FUNCTION(__shutdown)
+#define GETTIME_REALTIME 1
+#ifdef MENUQC
+float(int tmr) _gettime = #67;
+#else
+float(int tmr) _gettime = #519;
+#endif
+
+void profile(string s)
+{
+ static float g_starttime;
+ float rt = _gettime(GETTIME_REALTIME);
+ if (!g_starttime) g_starttime = rt;
+ LOG_TRACEF("[%f] %s", rt - g_starttime, s);
+}
+
#define _STATIC_INIT(where, func) \
- void _static_##func(); \
+ [[accumulate]] void _static_##func() { profile(#func); } \
ACCUMULATE_FUNCTION(where, _static_##func) \
void _static_##func()
#pragma once
#define reinterpret_cast(T, it) _unsafe_cast_##T(0, it)
-#define X(T) T _unsafe_cast_##T(int dummy, ...) { return ...(0, T); }
+#define X(T) \
+ T _unsafe_cast_##T(int dummy, ...) { return ...(0, T); } \
+ USING(T##_fld, .T); T##_fld _unsafe_cast_##T##_fld(int dummy, ...) { return ...(0, T##_fld); }
X(bool)
X(int)
X(float)
+X(vector)
X(entity)
X(string)
USING(rawfunc, float(...));
{
INTEGER_ONE = reinterpret_cast(int, _unsafe_fld2) - reinterpret_cast(int, _unsafe_fld1);
}
+
+#define ARRAY_INDEX(T, arr, idx) (reinterpret_cast(T##_fld, reinterpret_cast(int, arr[0]) + FTOI(idx)))
return dir - 2 * (dir * norm) * norm;
}
+/**
+ * clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1
+ */
+vector vec_reflect(vector vel, vector norm, float bounce)
+{
+ return vel - (1 + bounce) * (vel * norm) * norm;
+}
+
#ifndef MENUQC
vector get_corner_position(entity box, int corner)
{
this.drawmask = MASK_NORMAL;
}
-void WarpZone_Touch (entity this);
+void WarpZone_Touch(entity this, entity toucher);
NET_HANDLE(ENT_CLIENT_WARPZONE, bool isnew)
{
warpzone_warpzones_exist = 1;
#ifndef KEEP_ROLL
float rick;
float f;
- if(autocvar_cl_rollkillspeed)
- f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
- else
+ static float rollkill;
+ if (STAT(HEALTH) > 0 || STAT(HEALTH) == -666 || STAT(HEALTH) == -2342)
+ {
f = 0;
+ // reset roll when passing through a warpzone that change player's roll angle
+ if(autocvar_cl_rollkillspeed)
+ f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
+ if(rollkill)
+ rollkill = 0;
+ }
+ else
+ {
+ f = 1;
+ // roll the view when killed (v_deathtilt)
+ if(autocvar_cl_rollkillspeed)
+ {
+ rollkill += frametime * autocvar_cl_rollkillspeed;
+ f = min(1, rollkill);
+ }
+ else if(rollkill)
+ rollkill = 0;
+ }
rick = getproperty(VF_CL_VIEWANGLES_Z);
rick *= f;
void WarpZoneLib_ExactTrigger_Init(entity this);
// WARNING: this kills the trace globals
-#define EXACTTRIGGER_TOUCH if(WarpZoneLib_ExactTrigger_Touch(this, other)) return
+#define EXACTTRIGGER_TOUCH(e,t) if(WarpZoneLib_ExactTrigger_Touch((e), (t))) return
#define EXACTTRIGGER_INIT WarpZoneLib_ExactTrigger_Init(this)
#endif
return 1;
}
-void WarpZone_Touch (entity this)
+void WarpZone_Touch(entity this, entity toucher)
{
- if(other.classname == "trigger_warpzone")
+ if(toucher.classname == "trigger_warpzone")
return;
- if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
+ if(time <= toucher.warpzone_teleport_finishtime) // already teleported this frame
return;
// FIXME needs a better check to know what is safe to teleport and what not
#ifdef SVQC
- if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
+ if(toucher.movetype == MOVETYPE_NONE || toucher.movetype == MOVETYPE_FOLLOW || toucher.tag_entity)
#elif defined(CSQC)
- if(other.move_movetype == MOVETYPE_NONE || other.move_movetype == MOVETYPE_FOLLOW || other.tag_networkentity)
+ if(toucher.move_movetype == MOVETYPE_NONE || toucher.move_movetype == MOVETYPE_FOLLOW || toucher.tag_networkentity)
#endif
return;
- if(WarpZoneLib_ExactTrigger_Touch(this, other))
+ if(WarpZoneLib_ExactTrigger_Touch(this, toucher))
return;
#ifdef SVQC
- if(WarpZone_PlaneDist(this, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+ if(WarpZone_PlaneDist(this, toucher.origin + toucher.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
#elif defined(CSQC)
- if(WarpZone_PlaneDist(this, other.move_origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+ if(WarpZone_PlaneDist(this, toucher.move_origin + toucher.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
#endif
return;
// 24/(0.25/frametime)
// 96*frametime
float d;
- d = 24 + max(vlen(other.mins), vlen(other.maxs));
- if(IS_NOT_A_CLIENT(other))
+ d = 24 + max(vlen(toucher.mins), vlen(toucher.maxs));
+ if(IS_NOT_A_CLIENT(toucher))
#ifdef SVQC
- f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
+ f = -d / bound(frametime * d * 1, frametime * vlen(toucher.velocity), d);
#elif defined(CSQC)
- f = -d / bound(frametime * d * 1, frametime * vlen(other.move_velocity), d);
+ f = -d / bound(frametime * d * 1, frametime * vlen(toucher.move_velocity), d);
#endif
else
f = -1;
- if(WarpZone_Teleport(this, other, f, 0))
+ if(WarpZone_Teleport(this, toucher, f, 0))
{
#ifdef SVQC
string save1, save2;
save1 = this.target; this.target = string_null;
save2 = this.target3; this.target3 = string_null;
- SUB_UseTargets(this, other, other); // use other too?
+ SUB_UseTargets(this, toucher, toucher); // use toucher too?
if (!this.target) this.target = save1;
if (!this.target3) this.target3 = save2;
save1 = this.target; this.target = string_null;
save2 = this.target2; this.target2 = string_null;
- SUB_UseTargets(this.enemy, other, other); // use other too?
+ SUB_UseTargets(this.enemy, toucher, toucher); // use toucher too?
if (!this.target) this.target = save1;
if (!this.target2) this.target2 = save2;
#endif
#endif
#endif
-float WarpZone_Projectile_Touch(entity this)
+float WarpZone_Projectile_Touch(entity this, entity toucher)
{
- if(other.classname == "trigger_warpzone")
+ if(toucher.classname == "trigger_warpzone")
return true;
// no further impacts if we teleported this frame!
}
#endif
- if(WarpZone_Projectile_Touch_ImpactFilter_Callback(this, other))
+ if(WarpZone_Projectile_Touch_ImpactFilter_Callback(this, toucher))
return true;
#endif
WarpZone_PostInitialize_Callback();
}
- entity oldother = other;
-
FOREACH_ENTITY(!is_pure(it),
{
if(warpzone_warpzones_exist)
if(IS_OBSERVER(it) || it.solid == SOLID_NOT)
if(IS_CLIENT(it)) // we don't care about it being a bot
{
- other = it; // player
-
// warpzones
if (warpzone_warpzones_exist) {
entity e = WarpZone_Find(it.origin + it.mins, it.origin + it.maxs);
if (e)
- if (!WarpZoneLib_ExactTrigger_Touch(e, other))
+ if (!WarpZoneLib_ExactTrigger_Touch(e, it))
if (WarpZone_PlaneDist(e, it.origin + it.view_ofs) <= 0)
WarpZone_Teleport(e, it, -1, 0); // NOT triggering targets by this!
}
// teleporters
- if(other.teleportable)
+ if(it.teleportable)
{
entity ent = Teleport_Find(it.origin + it.mins, it.origin + it.maxs);
if (ent)
- if (!WarpZoneLib_ExactTrigger_Touch(ent, other))
- Simple_TeleportPlayer(ent, other); // NOT triggering targets by this!
+ if (!WarpZoneLib_ExactTrigger_Touch(ent, it))
+ Simple_TeleportPlayer(ent, it); // NOT triggering targets by this!
}
}
});
- other = oldother;
}
.float warpzone_reconnecting;
#ifdef SVQC
void WarpZone_StartFrame();
-float WarpZone_Projectile_Touch(entity this);
+float WarpZone_Projectile_Touch(entity this, entity toucher);
// THESE must be defined by calling QC code:
void WarpZone_PostTeleportPlayer_Callback(entity pl);
return 1;
}
}
- return SUPER(Dialog).keyDown(me, key, ascii, shift);
+ float r = SUPER(Dialog).keyDown(me, key, ascii, shift);
+ if (!me.closable && key == K_ESCAPE)
+ return 1;
+ return r;
}
float InputContainer_keyDown(entity me, float scan, float ascii, float shift)
{
entity f, ff;
- if (SUPER(InputContainer).keyDown(me, scan, ascii, shift)) return 1;
+ if (SUPER(InputContainer).keyDown(me, scan, ascii, shift))
+ return 1;
if (scan == K_ESCAPE)
{
f = me.focusedChild;
else
{
draw_reset_cropped();
- if (!mouseButtonsPressed && key >= K_MOUSE1 && key <= K_MOUSE3) main.mousePress(main, menuMousePos);
+ if (!mouseButtonsPressed && key >= K_MOUSE1 && key <= K_MOUSE3)
+ main.mousePress(main, menuMousePos);
if (!main.keyDown(main, key, ascii, menuShiftState))
{
// disable menu on unhandled ESC
#include <lib/_all.inc>
+#if XONOTIC
+
#include "../menu/_mod.inc"
#include "anim/_mod.inc"
#include "command/_mod.inc"
#include <common/_all.inc>
+#endif
+
#if BUILD_MOD
#include "../../mod/menu/progs.inc"
#endif
#include <menu/xonotic/dialog_singleplayer.qc>
#include <menu/xonotic/dialog_singleplayer_winner.qc>
#include <menu/xonotic/dialog_teamselect.qc>
+#include <menu/xonotic/dialog_uid2name.qc>
#include <menu/xonotic/gametypelist.qc>
#include <menu/xonotic/hudskinlist.qc>
#include <menu/xonotic/image.qc>
#include <menu/xonotic/dialog_singleplayer.qh>
#include <menu/xonotic/dialog_singleplayer_winner.qh>
#include <menu/xonotic/dialog_teamselect.qh>
+#include <menu/xonotic/dialog_uid2name.qh>
#include <menu/xonotic/gametypelist.qh>
#include <menu/xonotic/hudskinlist.qh>
#include <menu/xonotic/image.qh>
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Maximum:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider("cl_maxfps"));
- ADDVALUE_FPS(5);
- ADDVALUE_FPS(10);
- ADDVALUE_FPS(20);
ADDVALUE_FPS(30);
ADDVALUE_FPS(40);
ADDVALUE_FPS(50);
ADDVALUE_FPS(60);
ADDVALUE_FPS(70);
+ ADDVALUE_FPS(80);
ADDVALUE_FPS(100);
ADDVALUE_FPS(125);
+ ADDVALUE_FPS(150);
ADDVALUE_FPS(200);
e.addValue(e, ZCTX(_("MAXFPS^Unlimited")), "0");
e.configureXonoticTextSliderValues(e);
ADDVALUE_FPS(40);
ADDVALUE_FPS(50);
ADDVALUE_FPS(60);
+ ADDVALUE_FPS(80);
ADDVALUE_FPS(100);
ADDVALUE_FPS(125);
+ ADDVALUE_FPS(150);
ADDVALUE_FPS(200);
e.configureXonoticTextSliderValues(e);
me.TR(me);
e.addValue(e, ZCTX(_("SZ^Gigantic")), "0.75");
e.addValue(e, ZCTX(_("SZ^Colossal")), "1");
e.configureXonoticTextSliderValues(e);
+ e.applyButton = videoApplyButton;
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Color depth:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider_T("vid_bitsperpixel",
--- /dev/null
+#include "dialog_uid2name.qh"
+
+#include "textlabel.qh"
+#include "commandbutton.qh"
+
+void XonoticUid2NameDialog_fill(entity me)
+{
+ entity e;
+ me.TR(me);
+ me.TD(me, 1, 2, makeXonoticTextLabel(0.5, _("Allow player statistics to use your nickname?")));
+ me.TR(me);
+ me.TD(me, 1, 2, makeXonoticTextLabel(0.5, _("Answering \"No\" you will appear as \"Anonymous player\"")));
+ me.TR(me);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticCommandButton(_("Yes"), '0 0 0', "vyes; setreport cl_allow_uid2name 1", COMMANDBUTTON_CLOSE));
+ e.preferredFocusPriority = 1;
+ me.TD(me, 1, 1, e = makeXonoticCommandButton(_("No"), '0 0 0', "vno; setreport cl_allow_uid2name 0", COMMANDBUTTON_CLOSE));
+}
--- /dev/null
+#pragma once
+
+#include "rootdialog.qh"
+CLASS(XonoticUid2NameDialog, XonoticRootDialog)
+ METHOD(XonoticUid2NameDialog, fill, void(entity));
+ ATTRIB(XonoticUid2NameDialog, title, string, string_null)
+ ATTRIB(XonoticUid2NameDialog, color, vector, SKINCOLOR_DIALOG_TEAMSELECT)
+ ATTRIB(XonoticUid2NameDialog, intendedWidth, float, 0.5)
+ ATTRIB(XonoticUid2NameDialog, rows, float, 4)
+ ATTRIB(XonoticUid2NameDialog, columns, float, 2)
+ ATTRIB(XonoticUid2NameDialog, name, string, "Uid2Name")
+ ATTRIB(XonoticUid2NameDialog, closable, float, 0)
+ENDCLASS(XonoticUid2NameDialog)
#include "dialog_sandboxtools.qh"
#include "dialog_monstertools.qh"
#include "dialog_teamselect.qh"
+#include "dialog_uid2name.qh"
#include "dialog_singleplayer.qh"
#include "dialog_multiplayer.qh"
#include "dialog_settings.qh"
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+ i = NEW(XonoticUid2NameDialog);
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+
i = NEW(XonoticMonsterToolsDialog);
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z * SKINALPHA_DIALOG_SANDBOXTOOLS);
t = strcat(t, _("encryption:"), " ", (q ? sprintf(_("AES level %d"), q) : ZCTX(_("ENC^none"))), ", ");
t = strcat(t, sprintf(_("mod: %s"), ((modname == "xonotic") ? ZCTX(_("MOD^Default")) : original_modname)));
if(pure_available)
- t = strcat(t, sprintf(_(" (%s)"), (pure) ? _("official settings") : _("modified settings")));
+ t = strcat(t, sprintf(" (%s)", (pure) ? _("official settings") : _("modified settings")));
t = strcat(t, ", ");
t = strcat(t, ((sflags >= 0 && (sflags & SERVERFLAG_PLAYERSTATS)) ? _("stats enabled") : _("stats disabled")));
setZonedTooltip(me, t, string_null);
bestdenom = denom;
}
}
- me.insertValue(me, i, strzone(sprintf(_("%dx%d (%d:%d)"), w, h, bestnum, bestdenom)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
+ me.insertValue(me, i, strzone(sprintf("%dx%d (%d:%d)", w, h, bestnum, bestdenom)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
}
else
- me.insertValue(me, i, strzone(sprintf(_("%dx%d"), w, h)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
+ me.insertValue(me, i, strzone(sprintf("%dx%d", w, h)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
}
float autocvar_menu_vid_allowdualscreenresolution;
void XonoticResolutionSlider_configureXonoticResolutionSlider(entity me)
}
}
+ if(un_bannedservers != "")
+ {
+ _Nex_ExtResponseSystem_BannedServers = strzone(un_bannedservers);
+ _Nex_ExtResponseSystem_BannedServersNeedsRefresh = 1;
+ }
+
if(un_emergency_pk3s != "")
{
_Nex_ExtResponseSystem_Packs = strzone(un_emergency_pk3s);
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
if (cvar("developer")) GAMETYPE(MAPINFO_TYPE_RACE) \
- GAMETYPE(MAPINFO_TYPE_CTS) \
+ if (cvar("developer")) GAMETYPE(MAPINFO_TYPE_CTS) \
/* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
/**/
int autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
+float autocvar_g_jetpack_reverse_thrust;
#define autocvar_g_maplist cvar_string("g_maplist")
bool autocvar_g_maplist_check_waypoints;
int autocvar_g_maplist_index;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
+float autocvar_sv_airaccel_qw;
+float autocvar_sv_airstrafeaccel_qw;
+float autocvar_sv_airspeedlimit_nonqw;
+float autocvar_sv_airaccel_qw_stretchfactor;
+float autocvar_sv_maxairstrafespeed;
+float autocvar_sv_airstrafeaccelerate;
+float autocvar_sv_warsowbunny_turnaccel;
+float autocvar_sv_airaccel_sideways_friction;
+float autocvar_sv_aircontrol;
+float autocvar_sv_aircontrol_power;
+float autocvar_sv_aircontrol_penalty;
+float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_warsowbunny_topspeed;
+float autocvar_sv_warsowbunny_accel;
+float autocvar_sv_warsowbunny_backtosideratio;
+float autocvar_sv_friction;
+float autocvar_sv_accelerate;
+float autocvar_sv_stopspeed;
+float autocvar_sv_airaccelerate;
+float autocvar_sv_airstopaccelerate;
+float autocvar_sv_track_canjump;
{
currentbots = currentbots + 1;
bot_setnameandstuff(bot);
- WITHSELF(bot, ClientConnect());
- WITHSELF(bot, PutClientInServer());
+ ClientConnect(bot);
+ PutClientInServer(bot);
}
return bot;
}
this.aistatus |= AI_STATUS_WAYPOINT_PERSONAL_LINKING;
// if pos is inside a teleport, then let's mark it as teleport waypoint
- entity head;
- for(head = NULL; (head = find(head, classname, "trigger_teleport")); )
+ FOREACH_ENTITY_CLASS("trigger_teleport", WarpZoneLib_BoxTouchesBrush(pos, pos, it, NULL),
{
- if(WarpZoneLib_BoxTouchesBrush(pos, pos, head, NULL))
- {
- wp.wpflags |= WAYPOINTFLAG_TELEPORT;
- this.lastteleporttime = 0;
- }
- }
+ wp.wpflags |= WAYPOINTFLAG_TELEPORT;
+ this.lastteleporttime = 0;
+ });
/*
if(wp.wpflags & WAYPOINTFLAG_TELEPORT)
// Commands code
.int bot_exec_status;
-void SV_ParseClientCommand(string s);
float bot_cmd_cc(entity this)
{
- WITHSELF(this, SV_ParseClientCommand(bot_cmd.bot_cmd_parm_string));
+ SV_ParseClientCommand(this, bot_cmd.bot_cmd_parm_string);
return CMD_STATUS_FINISHED;
}
// (suitable for spawnfunc_waypoint editor)
entity waypoint_spawn(vector m1, vector m2, float f)
{
- entity w;
- w = find(NULL, classname, "waypoint");
-
- if (!(f & WAYPOINTFLAG_PERSONAL))
- while (w)
+ if(!(f & WAYPOINTFLAG_PERSONAL))
{
- // if a matching spawnfunc_waypoint already exists, don't add a duplicate
- if (boxesoverlap(m1, m2, w.absmin, w.absmax))
- return w;
- w = find(w, classname, "waypoint");
+ for(entity wp = findchain(classname, "waypoint"); wp; wp = wp.chain)
+ {
+ // if a matching spawnfunc_waypoint already exists, don't add a duplicate
+ if(boxesoverlap(m1, m2, wp.absmin, wp.absmax))
+ return wp;
+ }
}
+
- w = new(waypoint);
+ entity w = new(waypoint);
w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
w.wpflags = f;
w.solid = SOLID_TRIGGER;
// (SLOW!)
void waypoint_think(entity this)
{
- entity e;
vector sv, sm1, sm2, ev, em1, em2, dv;
bot_calculate_stepheightvec();
//dprint("waypoint_think wpisbox = ", ftos(this.wpisbox), "\n");
sm1 = this.origin + this.mins;
sm2 = this.origin + this.maxs;
- for(e = NULL; (e = find(e, classname, "waypoint")); )
+ FOREACH_ENTITY_CLASS("waypoint", true,
{
- if (boxesoverlap(this.absmin, this.absmax, e.absmin, e.absmax))
+ if (boxesoverlap(this.absmin, this.absmax, it.absmin, it.absmax))
{
- waypoint_addlink(this, e);
- waypoint_addlink(e, this);
+ waypoint_addlink(this, it);
+ waypoint_addlink(it, this);
}
else
{
++relink_total;
- if(!checkpvs(this.origin, e))
+ if(!checkpvs(this.origin, it))
{
++relink_pvsculled;
continue;
}
- sv = e.origin;
+ sv = it.origin;
sv.x = bound(sm1_x, sv.x, sm2_x);
sv.y = bound(sm1_y, sv.y, sm2_y);
sv.z = bound(sm1_z, sv.z, sm2_z);
ev = this.origin;
- em1 = e.origin + e.mins;
- em2 = e.origin + e.maxs;
+ em1 = it.origin + it.mins;
+ em2 = it.origin + it.maxs;
ev.x = bound(em1_x, ev.x, em2_x);
ev.y = bound(em1_y, ev.y, em2_y);
ev.z = bound(em1_z, ev.z, em2_z);
sv = trace_endpos + '0 0 1';
}
}
- if (!e.wpisbox)
+ if (!it.wpisbox)
{
- tracebox(ev - STAT(PL_MIN, NULL).z * '0 0 1', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), ev, false, e);
+ tracebox(ev - STAT(PL_MIN, NULL).z * '0 0 1', STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), ev, false, it);
if (!trace_startsolid)
{
//dprint("ev deviation", vtos(trace_endpos - ev), "\n");
ev = trace_endpos + '0 0 1';
}
}
- //traceline(this.origin, e.origin, false, NULL);
+ //traceline(this.origin, it.origin, false, NULL);
//if (trace_fraction == 1)
if (!this.wpisbox && tracewalk(this, sv, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), ev, MOVE_NOMONSTERS))
- waypoint_addlink(this, e);
+ waypoint_addlink(this, it);
else
relink_walkculled += 0.5;
- if (!e.wpisbox && tracewalk(e, ev, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), sv, MOVE_NOMONSTERS))
- waypoint_addlink(e, this);
+ if (!it.wpisbox && tracewalk(it, ev, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), sv, MOVE_NOMONSTERS))
+ waypoint_addlink(it, this);
else
relink_walkculled += 0.5;
}
- }
+ });
navigation_testtracewalk = 0;
this.wplinked = true;
}
if(this.maycheat || (gamestart_sv_cheats && autocvar_sv_cheats))
{
// use cheat dragging if cheats are enabled
- crosshair_trace_plusvisibletriggers(this);
+ //if(Drag_IsDragging(this))
+ //crosshair_trace_plusvisibletriggers(this);
Drag(this, true, true);
}
else
STATIC_METHOD(Client, Add, void(Client this, int _team))
{
- WITHSELF(this, ClientConnect());
+ ClientConnect(this);
TRANSMUTE(Player, this);
this.frame = 12; // 7
this.team = _team;
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
}
void PutObserverInServer(entity this);
-void ClientDisconnect();
STATIC_METHOD(Client, Remove, void(Client this))
{
TRANSMUTE(Observer, this);
- WITHSELF(this, PutClientInServer());
- WITHSELF(this, ClientDisconnect());
+ PutClientInServer(this);
+ ClientDisconnect(this);
}
void send_CSQC_teamnagger() {
/** Called when a client spawns in the server */
-void PutClientInServer()
-{ENGINE_EVENT();
+void PutClientInServer(entity this)
+{
if (IS_BOT_CLIENT(this)) {
TRANSMUTE(Player, this);
} else if (IS_REAL_CLIENT(this)) {
if (IS_OBSERVER(this)) {
PutObserverInServer(this);
} else if (IS_PLAYER(this)) {
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
PlayerState_attach(this);
accuracy_resend(this);
SetChangeParms
=============
*/
-void SetChangeParms ()
-{ENGINE_EVENT();
+void SetChangeParms (entity this)
+{
// save parms for level change
parm1 = this.parm_idlesince - time;
PutObserverInServer(this);
}
else
- WITHSELF(this, SV_ChangeTeam(this.killindicator_teamchange - 1));
+ SV_ChangeTeam(this, this.killindicator_teamchange - 1);
this.killindicator_teamchange = 0;
}
if(this.killindicator_teamchange)
ClientKill_Now_TeamChange(this);
- if(IS_PLAYER(this))
+ if(!IS_SPEC(this) && !IS_OBSERVER(this))
Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
// now I am sure the player IS dead
{
float killtime;
float starttime;
- entity e;
if (gameover)
return;
this.killindicator.count = bound(0, ceil(killtime), 10);
//sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
- for(e = NULL; (e = find(e, classname, "body")) != NULL; )
+ FOREACH_ENTITY_ENT(enemy, this,
{
- if(e.enemy != this)
+ if(it.classname != "body")
continue;
- e.killindicator = spawn();
- e.killindicator.owner = e;
- e.killindicator.scale = 0.5;
- setattachment(e.killindicator, e, "");
- setorigin(e.killindicator, '0 0 52');
- setthink(e.killindicator, KillIndicator_Think);
- e.killindicator.nextthink = starttime + (e.lip) * 0.05;
- clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
- e.killindicator.cnt = ceil(killtime);
- }
+ it.killindicator = spawn();
+ it.killindicator.owner = it;
+ it.killindicator.scale = 0.5;
+ setattachment(it.killindicator, it, "");
+ setorigin(it.killindicator, '0 0 52');
+ setthink(it.killindicator, KillIndicator_Think);
+ it.killindicator.nextthink = starttime + (it.lip) * 0.05;
+ //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
+ it.killindicator.cnt = ceil(killtime);
+ });
this.lip = 0;
}
}
}
-void ClientKill ()
-{ENGINE_EVENT();
+void ClientKill (entity this)
+{
if(gameover) return;
if(this.player_blocked) return;
if(STAT(FROZEN, this)) return;
Called when a client connects to the server
=============
*/
-void ClientConnect()
-{ENGINE_EVENT();
+void ClientConnect(entity this)
+{
if (Ban_MaybeEnforceBanOnce(this)) return;
assert(!IS_CLIENT(this), return);
this.flags |= FL_CLIENT;
*/
.entity chatbubbleentity;
void ReadyCount();
-void ClientDisconnect()
-{ENGINE_EVENT();
+void ClientDisconnect(entity this)
+{
assert(IS_CLIENT(this), return);
PlayerStats_GameReport_FinalizePlayer(this);
CopyBody(this, 1);
this.effects |= EF_NODRAW; // prevent another CopyBody
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
}
void play_countdown(entity this, float finished, Sound samp)
this.hud = spectatee.hud;
if(spectatee.vehicle)
{
- this.fixangle = false;
+ this.angles = spectatee.v_angle;
+
+ //this.fixangle = false;
//this.velocity = spectatee.vehicle.velocity;
this.vehicle_health = spectatee.vehicle_health;
this.vehicle_shield = spectatee.vehicle_shield;
this.vehicle_reload1 = spectatee.vehicle_reload1;
this.vehicle_reload2 = spectatee.vehicle_reload2;
- msg_entity = this;
+ //msg_entity = this;
- WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
- WriteAngle(MSG_ONE, spectatee.v_angle.x);
- WriteAngle(MSG_ONE, spectatee.v_angle.y);
- WriteAngle(MSG_ONE, spectatee.v_angle.z);
+ // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ //WriteAngle(MSG_ONE, spectatee.v_angle.x);
+ // WriteAngle(MSG_ONE, spectatee.v_angle.y);
+ // WriteAngle(MSG_ONE, spectatee.v_angle.z);
//WriteByte (MSG_ONE, SVC_SETVIEW);
// WriteEntity(MSG_ONE, this);
bool SpectateNext(entity this)
{
- other = find(this.enemy, classname, STR_PLAYER);
+ entity ent = find(this.enemy, classname, STR_PLAYER);
- if (MUTATOR_CALLHOOK(SpectateNext, this, other))
- other = M_ARGV(1, entity);
- else if (!other)
- other = find(other, classname, STR_PLAYER);
+ if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
+ ent = M_ARGV(1, entity);
+ else if (!ent)
+ ent = find(ent, classname, STR_PLAYER);
- if(other) { SetSpectatee(this, other); }
+ if(ent) { SetSpectatee(this, ent); }
return SpectateSet(this);
}
bool SpectatePrev(entity this)
{
// NOTE: chain order is from the highest to the lower entnum (unlike find)
- other = findchain(classname, STR_PLAYER);
- if (!other) // no player
+ entity ent = findchain(classname, STR_PLAYER);
+ if (!ent) // no player
return false;
- entity first = other;
+ entity first = ent;
// skip players until current spectated player
if(this.enemy)
- while(other && other != this.enemy)
- other = other.chain;
+ while(ent && ent != this.enemy)
+ ent = ent.chain;
- switch (MUTATOR_CALLHOOK(SpectatePrev, this, other, first))
+ switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
{
case MUT_SPECPREV_FOUND:
- other = M_ARGV(1, entity);
+ ent = M_ARGV(1, entity);
break;
case MUT_SPECPREV_RETURN:
- other = M_ARGV(1, entity);
return true;
case MUT_SPECPREV_CONTINUE:
default:
{
- if(other.chain)
- other = other.chain;
+ if(ent.chain)
+ ent = ent.chain;
else
- other = first;
+ ent = first;
break;
}
}
- SetSpectatee(this, other);
+ SetSpectatee(this, ent);
return SpectateSet(this);
}
Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
}
TRANSMUTE(Spectator, this);
} else {
TRANSMUTE(Observer, this);
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
}
this.impulse = 0;
} else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
TRANSMUTE(Spectator, this);
} else {
TRANSMUTE(Observer, this);
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
}
this.impulse = 0;
} else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
this.flags &= ~FL_JUMPRELEASED;
TRANSMUTE(Observer, this);
- WITHSELF(this, PutClientInServer());
+ PutClientInServer(this);
} else {
if(!SpectateUpdate(this))
PutObserverInServer(this);
while(head) // find the closest acceptable target to enter
{
- if(head.vehicle_flags & VHF_ISVEHICLE)
+ if(IS_VEHICLE(head))
if(!IS_DEAD(head))
if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
if(head.takedamage != DAMAGE_NO)
.float usekeypressed;
.float last_vehiclecheck;
.int items_added;
-void PlayerPreThink ()
-{ENGINE_EVENT();
+void PlayerPreThink (entity this)
+{
WarpZone_PlayerPhysics_FixVAngle(this);
STAT(GAMESTARTTIME, this) = game_starttime;
MUTATOR_CALLHOOK(PlayerPreThink, this);
- if(autocvar_g_vehicles_enter)
- if(time > this.last_vehiclecheck)
- if(IS_PLAYER(this))
- if(!gameover)
- if(!STAT(FROZEN, this))
- if(!this.vehicle)
- if(!IS_DEAD(this))
- {
- entity veh;
- for(veh = NULL; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
- if(vdist(veh.origin - this.origin, <, autocvar_g_vehicles_enter_radius))
- if(!IS_DEAD(veh))
- if(veh.takedamage != DAMAGE_NO)
- if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, this))
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
- else if(!veh.owner)
- if(!veh.team || SAME_TEAM(this, veh))
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
- else if(autocvar_g_vehicles_steal)
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+ if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
+ if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
+ {
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+ {
+ if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
+ if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+ {
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+ }
+ else if(!it.owner)
+ {
+ if(!it.team || SAME_TEAM(this, it))
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
+ else if(autocvar_g_vehicles_steal)
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+ }
+ });
this.last_vehiclecheck = time + 1;
}
if (frametime) player_anim(this);
bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
- if (this.deadflag == DEAD_DYING) {
- if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max)) {
- this.deadflag = DEAD_RESPAWNING;
- } else if (!button_pressed) {
- this.deadflag = DEAD_DEAD;
- }
- } else if (this.deadflag == DEAD_DEAD) {
- if (button_pressed) {
- this.deadflag = DEAD_RESPAWNABLE;
- } else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)) {
- this.deadflag = DEAD_RESPAWNING;
- }
- } else if (this.deadflag == DEAD_RESPAWNABLE) {
- if (!button_pressed) {
- this.deadflag = DEAD_RESPAWNING;
- }
- } else if (this.deadflag == DEAD_RESPAWNING) {
- if (time > this.respawn_time) {
- this.respawn_time = time + 1; // only retry once a second
- this.respawn_time_max = this.respawn_time;
- respawn(this);
+ switch(this.deadflag)
+ {
+ case DEAD_DYING:
+ {
+ if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
+ this.deadflag = DEAD_RESPAWNING;
+ else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_DEAD;
+ break;
+ }
+ case DEAD_DEAD:
+ {
+ if (button_pressed)
+ this.deadflag = DEAD_RESPAWNABLE;
+ else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNABLE:
+ {
+ if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNING:
+ {
+ if (time > this.respawn_time)
+ {
+ this.respawn_time = time + 1; // only retry once a second
+ this.respawn_time_max = this.respawn_time;
+ respawn(this);
+ }
+ break;
}
}
entity e = this.teamkill_soundsource;
entity oldpusher = e.pusher;
e.pusher = this;
- PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
+ PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
e.pusher = oldpusher;
}
if (this.taunt_soundtime && time > this.taunt_soundtime) {
this.taunt_soundtime = 0;
- PlayerSound(this, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
+ PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
}
target_voicescript_next(this);
if(IS_DEAD(this))
return;
- if (this.waterlevel != WATERLEVEL_SUBMERGED)
+ if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
{
if(this.air_finished < time)
- PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
this.air_finished = time + autocvar_g_balance_contents_drowndelay;
this.dmg = 2;
}
=============
*/
.float idlekick_lasttimeleft;
-void PlayerPostThink ()
-{ENGINE_EVENT();
+void PlayerPostThink (entity this)
+{
if (sv_maxidle > 0)
if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
if (IS_REAL_CLIENT(this))
if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
{
- if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
+ int totalClients = 0;
+ if(sv_maxidle_slots > 0)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
+ {
+ ++totalClients;
+ });
+ }
+
+ if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
+ { /* do nothing */ }
+ else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
{
if (this.idlekick_lasttimeleft)
{
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
if(deathtype == DEATH_FALL.m_id)
- PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else if(this.health > 75)
- PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else if(this.health > 50)
- PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else if(this.health > 25)
- PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
}
}
}
valid_damage_for_weaponstats = 1;
}
+ dh = dh - max(this.health, 0);
+ da = da - max(this.armorvalue, 0);
if(valid_damage_for_weaponstats)
{
- dh = dh - max(this.health, 0);
- da = da - max(this.armorvalue, 0);
WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
+ }
+ if (dh + da)
+ {
MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
}
if(sound_allowed(MSG_BROADCAST, attacker))
{
if(deathtype == DEATH_DROWN.m_id)
- PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
}
// get rid of kill indicator
PlayerScore_Clear(caller);
Kill_Notification(NOTIF_ONE_ONLY, caller, MSG_CENTER, CPID_PREVENT_JOIN);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && caller.team != -1) ? APP_TEAM_ENT(caller, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), caller.netname);
- WITHSELF(caller, PutClientInServer());
+ PutClientInServer(caller);
}
else
{
// ======================================
// If this function exists, server game code parses clientcommand before the engine code gets it.
-void SV_ParseClientCommand(string command)
-{ENGINE_EVENT();
+void SV_ParseClientCommand(entity this, string command)
+{
// If invalid UTF-8, don't even parse it
string command2 = "";
float len = strlen(command);
it.velocity = '0 0 0';
it.avelocity = '0 0 0';
it.movement = '0 0 0';
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
}
}
));
.float parm_idlesince;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
+int sv_maxidle_slots;
+bool sv_maxidle_slots_countbots;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
.float player_blocked;
.float weapon_blocked; // weapon use disabled
-.float frozen = _STAT(FROZEN); // for freeze attacks
.float revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
}
}
-void GrapplingHookTouch (entity this)
+void GrapplingHookTouch(entity this, entity toucher)
{
- if(other.movetype == MOVETYPE_FOLLOW)
+ if(toucher.movetype == MOVETYPE_FOLLOW)
return;
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
GrapplingHook_Stop(this);
- if(other)
- if(other.movetype != MOVETYPE_NONE)
+ if(toucher)
+ if(toucher.movetype != MOVETYPE_NONE)
{
- SetMovetypeFollow(this, other);
+ SetMovetypeFollow(this, toucher);
WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
}
return org;
}
-float LOD_customize(entity this)
+bool LOD_customize(entity this, entity client)
{
if(autocvar_loddebug)
{
}
// TODO csqc network this so it only gets sent once
- vector near_point = NearestPointOnBox(this, other.origin);
- if(vdist(near_point - other.origin, <, this.loddistance1))
+ vector near_point = NearestPointOnBox(this, client.origin);
+ if(vdist(near_point - client.origin, <, this.loddistance1))
this.modelindex = this.lodmodelindex0;
- else if(!this.lodmodelindex2 || vdist(near_point - other.origin, <, this.loddistance2))
+ else if(!this.lodmodelindex2 || vdist(near_point - client.origin, <, this.loddistance2))
this.modelindex = this.lodmodelindex1;
else
this.modelindex = this.lodmodelindex2;
.float loddistance1;
.float loddistance2;
-float LOD_customize(entity this);
+bool LOD_customize(entity this, entity client);
void LOD_uncustomize(entity this);
return 0;
}
else
- LOG_TRACE( "Couldn't select '", filename, "'..\n" );
+ LOG_DEBUG( "Couldn't select '", filename, "'...\n" );
return 0;
}
void IntermissionThink(entity this)
{
FixIntermissionClient(this);
+ CSQCMODEL_AUTOUPDATE(this); // PlayerPostThink returns before calling this during intermission, so run it here
float server_screenshot = (autocvar_sv_autoscreenshot && this.cvar_cl_autoscreenshot);
float client_screenshot = (this.cvar_cl_autoscreenshot == 2);
/**
* Key touch handler.
*/
-void item_key_touch(entity this)
+void item_key_touch(entity this, entity toucher)
{
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
// player already picked up this key
- if (other.itemkeys & this.itemkeys)
+ if (toucher.itemkeys & this.itemkeys)
return;
- other.itemkeys |= this.itemkeys;
- play2(other, this.noise);
+ toucher.itemkeys |= this.itemkeys;
+ play2(toucher, this.noise);
- centerprint(other, this.message);
+ centerprint(toucher, this.message);
string oldmsg = this.message;
this.message = "";
- SUB_UseTargets(this, other, other); // TODO: should we be using other for the trigger here?
+ SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for the trigger here?
this.message = oldmsg;
};
#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))
-#define PROJECTILE_TOUCH(this) MACRO_BEGIN if (WarpZone_Projectile_Touch(this)) return; MACRO_END
+#define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
g_jetpack = cvar("g_jetpack");
sv_maxidle = cvar("sv_maxidle");
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
+ sv_maxidle_slots = cvar("sv_maxidle_slots");
+ sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
MUTATOR_HOOKABLE(DecodeLevelParms, EV_NO_ARGS);
#define EV_GetRecords(i, o) \
- /** page */ i(int, MUTATOR_ARGV_1_int) \
+ /** page */ i(int, MUTATOR_ARGV_0_int) \
/** record list */ i(string, MUTATOR_ARGV_1_string) \
/**/ o(string, MUTATOR_ARGV_1_string) \
/**/
void assault_setenemytoobjective(entity this)
{
- entity objective;
- for(objective = NULL; (objective = find(objective, targetname, this.target)); )
+ FOREACH_ENTITY_STRING(targetname, this.target,
{
- if(objective.classname == "target_objective")
+ if(it.classname == "target_objective")
{
if(this.enemy == NULL)
- this.enemy = objective;
+ this.enemy = it;
else
objerror(this, "more than one objective as target - fix the map!");
break;
}
- }
+ });
if(this.enemy == NULL)
objerror(this, "no objective as target - fix the map!");
void target_objective_decrease_activate(entity this)
{
- entity ent, spr;
+ entity spr;
this.owner = NULL;
- for(ent = NULL; (ent = find(ent, target, this.targetname)); )
+ FOREACH_ENTITY_STRING(target, this.targetname,
{
- if(ent.assault_sprite != NULL)
+ if(it.assault_sprite != NULL)
{
- WaypointSprite_Disown(ent.assault_sprite, waypointsprite_deadlifetime);
- if(ent.classname == "func_assault_destructible")
- ent.sprite = NULL; // TODO: just unsetting it?!
+ WaypointSprite_Disown(it.assault_sprite, waypointsprite_deadlifetime);
+ if(it.classname == "func_assault_destructible")
+ it.sprite = NULL; // TODO: just unsetting it?!
}
- spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (ent.absmin + ent.absmax), ent, assault_sprite, RADARICON_OBJECTIVE);
+ spr = WaypointSprite_SpawnFixed(WP_Assault, 0.5 * (it.absmin + it.absmax), it, assault_sprite, RADARICON_OBJECTIVE);
spr.assault_decreaser = this;
spr.waypointsprite_visible_for_player = assault_decreaser_sprite_visible;
spr.classname = "sprite_waypoint";
WaypointSprite_UpdateRule(spr, assault_attacker_team, SPRITERULE_TEAMPLAY);
- if(ent.classname == "func_assault_destructible")
+ if(it.classname == "func_assault_destructible")
{
WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultDestroy, WP_AssaultDestroy);
- WaypointSprite_UpdateMaxHealth(spr, ent.max_health);
- WaypointSprite_UpdateHealth(spr, ent.health);
- ent.sprite = spr;
+ WaypointSprite_UpdateMaxHealth(spr, it.max_health);
+ WaypointSprite_UpdateHealth(spr, it.health);
+ it.sprite = spr;
}
else
WaypointSprite_UpdateSprites(spr, WP_AssaultDefend, WP_AssaultPush, WP_AssaultPush);
- }
+ });
}
void target_objective_decrease_findtarget(entity this)
// legacy bot code
void havocbot_goalrating_ast_targets(entity this, float ratingscale)
{
- entity ad, best, wp, tod;
- float radius, found, bestvalue;
+ entity ad, best, wp;
+ float radius, bestvalue;
+ bool found;
vector p;
ad = findchain(classname, "func_assault_destructible");
continue;
found = false;
- for(tod = NULL; (tod = find(tod, targetname, ad.target)); )
+ FOREACH_ENTITY_STRING(targetname, ad.target,
{
- if(tod.classname == "target_objective_decrease")
+ if(it.classname == "target_objective_decrease")
{
- if(tod.enemy.health > 0 && tod.enemy.health < ASSAULT_VALUE_INACTIVE)
+ if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
{
// dprint(etos(ad),"\n");
found = true;
break;
}
}
- }
+ });
if(!found)
{
{
TRANSMUTE(Player, it);
it.caplayer = 1;
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
}
});
return true;
MUTATOR_HOOKFUNCTION(ca, PlayerDies)
{
entity frag_target = M_ARGV(2, entity);
-
+
ca_LastPlayerForTeam_Notify(frag_target);
if (!allowed_to_spawn)
frag_target.respawn_flags = RESPAWN_SILENT;
player.caplayer = 0;
if (player.caplayer)
player.frags = FRAGS_LMS_LOSER;
+ else
+ player.frags = FRAGS_SPECTATOR;
if (!warmup_stage)
eliminatedPlayers.SendFlags |= 1;
return true; // prevent team reset
MUTATOR_HOOKFUNCTION(ca, SpectateNext)
{
entity client = M_ARGV(0, entity);
- entity targ = M_ARGV(1, entity);
if (!autocvar_g_ca_spectate_enemies && client.caplayer)
{
- targ = CA_SpectateNext(client, targ);
+ entity targ = M_ARGV(1, entity);
+ M_ARGV(1, entity) = CA_SpectateNext(client, targ);
return true;
}
}
}
}
+ M_ARGV(1, entity) = targ;
+
return MUT_SPECPREV_FOUND;
}
}
}
+bool ctf_Return_Customize(entity this, entity client)
+{
+ // only to the carrier
+ return boolean(client == this.owner);
+}
+
void ctf_FlagcarrierWaypoints(entity player)
{
WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
+
+ if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
+ {
+ if(!player.wps_enemyflagcarrier)
+ {
+ entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
+ wp.colormod = WPCOLOR_ENEMYFC(player.team);
+ setcefc(wp, ctf_Stalemate_Customize);
+
+ if(IS_REAL_CLIENT(player) && !ctf_stalemate)
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
+ }
+
+ if(!player.wps_flagreturn)
+ {
+ entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
+ owp.colormod = '0 0.8 0.8';
+ //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
+ setcefc(owp, ctf_Return_Customize);
+ }
+ }
}
void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
}
}
-bool ctf_CaptureShield_Customize(entity this)
+bool ctf_CaptureShield_Customize(entity this, entity client)
{
- if(!other.ctf_captureshielded) { return false; }
- if(CTF_SAMETEAM(this, other)) { return false; }
+ if(!client.ctf_captureshielded) { return false; }
+ if(CTF_SAMETEAM(this, client)) { return false; }
return true;
}
-void ctf_CaptureShield_Touch(entity this)
+void ctf_CaptureShield_Touch(entity this, entity toucher)
{
- if(!other.ctf_captureshielded) { return; }
- if(CTF_SAMETEAM(this, other)) { return; }
+ if(!toucher.ctf_captureshielded) { return; }
+ if(CTF_SAMETEAM(this, toucher)) { return; }
vector mymid = (this.absmin + this.absmax) * 0.5;
- vector othermid = (other.absmin + other.absmax) * 0.5;
+ vector theirmid = (toucher.absmin + toucher.absmax) * 0.5;
- Damage(other, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(othermid - mymid) * ctf_captureshield_force);
- if(IS_REAL_CLIENT(other)) { Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
+ Damage(toucher, this, this, 0, DEATH_HURTTRIGGER.m_id, mymid, normalize(theirmid - mymid) * ctf_captureshield_force);
+ if(IS_REAL_CLIENT(toucher)) { Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_CTF_CAPTURESHIELD_SHIELDED); }
}
void ctf_CaptureShield_Spawn(entity flag)
if(player.wps_enemyflagcarrier)
WaypointSprite_Kill(player.wps_enemyflagcarrier);
+ if(player.wps_flagreturn)
+ WaypointSprite_Kill(player.wps_flagreturn);
+
// captureshield
ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
}
}
}
-bool ctf_Stalemate_Customize(entity this)
+bool ctf_Stalemate_Customize(entity this, entity client)
{
// make spectators see what the player would see
- entity e, wp_owner;
- e = WaypointSprite_getviewentity(other);
- wp_owner = this.owner;
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
// team waypoints
- if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
+ //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
if(SAME_TEAM(wp_owner, e)) { return false; }
if(!IS_PLAYER(e)) { return false; }
if((this.pass_target == NULL)
|| (IS_DEAD(this.pass_target))
|| (this.pass_target.flagcarried)
- || (vdist(this.origin - targ_origin, <, autocvar_g_ctf_pass_radius))
+ || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
|| ((trace_fraction < 1) && (trace_ent != this.pass_target))
|| (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
{
if((flag.owner) && (flag.owner.flagcarried == flag))
{
WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
+ WaypointSprite_Kill(flag.owner.wps_flagreturn);
WaypointSprite_Kill(flag.wps_flagcarrier);
flag.owner.flagcarried = NULL;
ctf_RespawnFlag(this);
}
+bool ctf_FlagBase_Customize(entity this, entity client)
+{
+ if(client.flagcarried && CTF_SAMETEAM(client, client.flagcarried))
+ return false;
+ return true;
+}
+
void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
{
// bot waypoints
entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
+ setcefc(wp, ctf_FlagBase_Customize);
// captureshield setup
ctf_CaptureShield_Spawn(this);
| CTF_YELLOW_FLAG_CARRYING | CTF_YELLOW_FLAG_TAKEN | CTF_YELLOW_FLAG_LOST
| CTF_PINK_FLAG_CARRYING | CTF_PINK_FLAG_TAKEN | CTF_PINK_FLAG_LOST
| CTF_NEUTRAL_FLAG_CARRYING | CTF_NEUTRAL_FLAG_TAKEN | CTF_NEUTRAL_FLAG_LOST
- | CTF_FLAG_NEUTRAL | CTF_SHIELDED);
+ | CTF_FLAG_NEUTRAL | CTF_SHIELDED | CTF_STALEMATE);
// scan through all the flags and notify the client about them
for(entity flag = ctf_worldflaglist; flag; flag = flag.ctf_worldflagnext)
if(player.ctf_captureshielded)
player.ctf_flagstatus |= CTF_SHIELDED;
+ if(ctf_stalemate)
+ player.ctf_flagstatus |= CTF_STALEMATE;
+
// update the health of the flag carrier waypointsprite
if(player.wps_flagcarrier)
WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
if(player.flagcarried)
{
- player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
-
if(!autocvar_g_ctf_allow_vehicle_carry && !autocvar_g_ctf_allow_vehicle_touch)
{
ctf_Handle_Throw(player, NULL, DROP_NORMAL);
}
else
{
+ player.flagcarried.nodrawtoclient = player; // hide the flag from the driver
setattachment(player.flagcarried, veh, "");
setorigin(player.flagcarried, VEHICLE_FLAG_OFFSET);
player.flagcarried.scale = VEHICLE_FLAG_SCALE;
{
entity this = new_pure(ctf_team);
this.netname = teamname;
- this.cnt = teamcolor;
+ this.cnt = teamcolor - 1;
this.spawnfunc_checked = true;
- spawnfunc_ctf_team(this);
+ this.team = teamcolor;
}
void ctf_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
if(find(NULL, classname, "ctf_team") == NULL)
{
LOG_TRACE("No \"ctf_team\" entities found on this map, creating them anyway.\n");
- ctf_SpawnTeam("Red", NUM_TEAM_1 - 1);
- ctf_SpawnTeam("Blue", NUM_TEAM_2 - 1);
+ ctf_SpawnTeam("Red", NUM_TEAM_1);
+ ctf_SpawnTeam("Blue", NUM_TEAM_2);
if(ctf_teams >= 3)
- ctf_SpawnTeam("Yellow", NUM_TEAM_3 - 1);
+ ctf_SpawnTeam("Yellow", NUM_TEAM_3);
if(ctf_teams >= 4)
- ctf_SpawnTeam("Pink", NUM_TEAM_4 - 1);
+ ctf_SpawnTeam("Pink", NUM_TEAM_4);
}
ctf_ScoreRules(ctf_teams);
ATTRIB(Flag, m_maxs, vector, PL_MAX_CONST + '0 0 -13')
ENDCLASS(Flag)
Flag CTF_FLAG; STATIC_INIT(Flag) { CTF_FLAG = NEW(Flag); }
-void ctf_FlagTouch(entity this) { ITEM_HANDLE(Pickup, CTF_FLAG, this, other); }
+void ctf_FlagTouch(entity this, entity toucher) { ITEM_HANDLE(Pickup, CTF_FLAG, this, toucher); }
// flag constants // for most of these, there is just one question to be asked: WHYYYYY?
.entity wps_flagbase;
.entity wps_flagcarrier;
.entity wps_flagdropped;
+.entity wps_flagreturn;
.entity wps_enemyflagcarrier;
.float wps_helpme_time;
bool wpforenemy_announced;
const int RETURN_SPEEDRUN = 4;
const int RETURN_NEEDKILL = 5;
+bool ctf_Stalemate_Customize(entity this, entity client);
+
void ctf_Handle_Throw(entity player, entity receiver, float droptype);
// flag properties
const int CTF_NEUTRAL_FLAG_CARRYING = 768;
const int CTF_FLAG_NEUTRAL = 2048;
const int CTF_SHIELDED = 4096;
+const int CTF_STALEMATE = 8192;
WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
- for(head = NULL; (head = find(head, classname, "dom_controlpoint")) != NULL; )
FOREACH_ENTITY_CLASS("dom_controlpoint", true, LAMBDA(
if (autocvar_g_domination_point_amt)
points = autocvar_g_domination_point_amt;
}
}
-void dompointtouch(entity this)
+void dompointtouch(entity this, entity toucher)
{
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if (other.health < 1)
+ if (toucher.health < 1)
return;
if(round_handler_IsActive() && !round_handler_IsRoundStarted())
// only valid teams can claim it
entity head = find(NULL, classname, "dom_team");
- while (head && head.team != other.team)
+ while (head && head.team != toucher.team)
head = find(head, classname, "dom_team");
if (!head || head.netname == "" || head == this.goalentity)
return;
this.team = this.goalentity.team; // this stores the PREVIOUS team!
- this.cnt = other.team;
+ this.cnt = toucher.team;
this.owner = head; // team to switch to after the delay
- this.dmg_inflictor = other;
+ this.dmg_inflictor = toucher;
// this.state = 1;
// this.delay = time + cvar("g_domination_point_capturetime");
this.modelindex = head.dmg;
this.skin = head.skin;
- this.enemy = other; // individual player scoring
- this.enemy_playerid = other.playerid;
+ this.enemy = toucher; // individual player scoring
+ this.enemy_playerid = toucher.playerid;
dompoint_captured(this);
}
float total_controlpoints;
void Domination_count_controlpoints()
{
- entity e;
total_controlpoints = redowned = blueowned = yellowowned = pinkowned = 0;
- for(e = NULL; (e = find(e, classname, "dom_controlpoint")) != NULL; )
+ FOREACH_ENTITY_CLASS("dom_controlpoint", true,
{
++total_controlpoints;
- redowned += (e.goalentity.team == NUM_TEAM_1);
- blueowned += (e.goalentity.team == NUM_TEAM_2);
- yellowowned += (e.goalentity.team == NUM_TEAM_3);
- pinkowned += (e.goalentity.team == NUM_TEAM_4);
- }
+ redowned += (it.goalentity.team == NUM_TEAM_1);
+ blueowned += (it.goalentity.team == NUM_TEAM_2);
+ yellowowned += (it.goalentity.team == NUM_TEAM_3);
+ pinkowned += (it.goalentity.team == NUM_TEAM_4);
+ });
}
float Domination_GetWinnerTeam()
{
total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
if(domination_roundbased)
it.player_blocked = 1;
if(IS_REAL_CLIENT(it))
FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
it.killcount = 0;
it.freezetag_frozen_timeout = -1;
- WITHSELF(it, PutClientInServer());
+ PutClientInServer(it);
it.freezetag_frozen_timeout = 0;
));
freezetag_count_alive_players();
entity invasion_PickSpawn()
{
- entity e;
-
RandomSelection_Init();
- for(e = NULL;(e = find(e, classname, "invasion_spawnpoint")); )
+ FOREACH_ENTITY_CLASS("invasion_spawnpoint", true,
{
- RandomSelection_Add(e, 0, string_null, 1, ((time >= e.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
- e.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
- }
+ RandomSelection_Add(it, 0, string_null, 1, ((time >= it.spawnshieldtime) ? 0.2 : 1)); // give recently used spawnpoints a very low rating
+ it.spawnshieldtime = time + autocvar_g_invasion_spawnpoint_spawn_delay;
+ });
return RandomSelection_chosen_ent;
}
GameLogEcho(strcat(":ka:", mode, ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
}
-void ka_TouchEvent(entity this);
+void ka_TouchEvent(entity this, entity toucher);
void ka_RespawnBall(entity this);
void ka_RespawnBall(entity this) // runs whenever the ball needs to be relocated
{
}
}
-void ka_TouchEvent(entity this) // runs any time that the ball comes in contact with something
+void ka_TouchEvent(entity this, entity toucher) // runs any time that the ball comes in contact with something
{
if(gameover) { return; }
if(!this) { return; }
ka_RespawnBall(this);
return;
}
- if(IS_DEAD(other)) { return; }
- if(STAT(FROZEN, other)) { return; }
- if (!IS_PLAYER(other))
+ if(IS_DEAD(toucher)) { return; }
+ if(STAT(FROZEN, toucher)) { return; }
+ if (!IS_PLAYER(toucher))
{ // The ball just touched an object, most likely the world
Send_Effect(EFFECT_BALL_SPARKS, this.origin, '0 0 0', 1);
sound(this, CH_TRIGGER, SND_KA_TOUCH, VOL_BASE, ATTEN_NORM);
else if(this.wait > time) { return; }
// attach the ball to the player
- this.owner = other;
- other.ballcarried = this;
- setattachment(this, other, "");
+ this.owner = toucher;
+ toucher.ballcarried = this;
+ setattachment(this, toucher, "");
setorigin(this, '0 0 0');
// make the ball invisible/unable to do anything/set up time scoring
this.takedamage = DAMAGE_NO;
// apply effects to player
- other.glow_color = autocvar_g_keepawayball_trail_color;
- other.glow_trail = true;
- other.effects |= autocvar_g_keepaway_ballcarrier_effects;
+ toucher.glow_color = autocvar_g_keepawayball_trail_color;
+ toucher.glow_trail = true;
+ toucher.effects |= autocvar_g_keepaway_ballcarrier_effects;
// messages and sounds
- ka_EventLog("pickup", other);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, other.netname);
- Send_Notification(NOTIF_ALL_EXCEPT, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, other.netname);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
+ ka_EventLog("pickup", toucher);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ALL_EXCEPT, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP, toucher.netname);
+ Send_Notification(NOTIF_ONE, toucher, MSG_CENTER, CENTER_KEEPAWAY_PICKUP_SELF);
sound(this.owner, CH_TRIGGER, SND_KA_PICKEDUP, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
- PlayerScore_Add(other, SP_KEEPAWAY_PICKUPS, 1);
+ PlayerScore_Add(toucher, SP_KEEPAWAY_PICKUPS, 1);
// waypoints
- WaypointSprite_AttachCarrier(WP_KaBallCarrier, other, RADARICON_FLAGCARRIER);
- other.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
- WaypointSprite_UpdateRule(other.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
- WaypointSprite_Ping(other.waypointsprite_attachedforcarrier);
+ WaypointSprite_AttachCarrier(WP_KaBallCarrier, toucher, RADARICON_FLAGCARRIER);
+ toucher.waypointsprite_attachedforcarrier.waypointsprite_visible_for_player = ka_ballcarrier_waypointsprite_visible_for_player;
+ WaypointSprite_UpdateRule(toucher.waypointsprite_attachedforcarrier, 0, SPRITERULE_DEFAULT);
+ WaypointSprite_Ping(toucher.waypointsprite_attachedforcarrier);
WaypointSprite_Kill(this.waypointsprite_attachedforcarrier);
}
ka_EventLog("dropped", plyr);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_KEEPAWAY_DROPPED, plyr.netname);
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_KEEPAWAY_DROPPED, plyr.netname);
- sound(other, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
+ sound(NULL, CH_TRIGGER, SND_KA_DROPPED, VOL_BASE, ATTEN_NONE); // ATTEN_NONE (it's a sound intended to be heard anywhere)
// scoring
// PlayerScore_Add(plyr, SP_KEEPAWAY_DROPS, 1); Not anymore, this is 100% the same as pickups and is useless.
kh_Key_AssignTo(key, player); // this also updates .kh_state
}
-void kh_Key_Touch(entity this) // runs many, many times when a key has been dropped and can be picked up
+void kh_Key_Touch(entity this, entity toucher) // runs many, many times when a key has been dropped and can be picked up
{
if(intermission_running)
return;
// maybe start a shorter countdown?
}
- if (!IS_PLAYER(other))
+ if (!IS_PLAYER(toucher))
return;
- if(IS_DEAD(other))
+ if(IS_DEAD(toucher))
return;
- if(other == this.enemy)
+ if(toucher == this.enemy)
if(time < this.kh_droptime + autocvar_g_balance_keyhunt_delay_collect)
return; // you just dropped it!
- kh_Key_Collect(this, other);
+ kh_Key_Collect(this, toucher);
}
void kh_Key_Remove(entity key) // runs after when all the keys have been collected or when a key has been dropped for more than X seconds
// code from here on is just to support maps that don't have team entities
void tdm_SpawnTeam (string teamname, float teamcolor)
{
- entity this = new(tdm_team);
+ entity this = new_pure(tdm_team);
this.netname = teamname;
this.cnt = teamcolor;
+ this.team = this.cnt + 1;
this.spawnfunc_checked = true;
- spawnfunc_tdm_team(this);
+ //spawnfunc_tdm_team(this);
}
void tdm_DelayedInit(entity this)
PLAYERDEMO_FIELDS(this, playerdemo_read_)
{
time = this.playerdemo_time;
- WITHSELF(this, PlayerPreThink());
+ PlayerPreThink(this);
// not running physics though... this is just so we can run weapon stuff
- WITHSELF(this, PlayerPostThink());
+ PlayerPostThink(this);
}
this.playerdemo_time = stof(fgets(this.playerdemo_fh));
if(this.playerdemo_time == 0)
#endif
}
-void Portal_Touch(entity this)
+void Portal_Touch(entity this, entity toucher)
{
vector g;
if(this.solid != SOLID_TRIGGER)
return; // possibly engine bug
- if(IS_PLAYER(other))
+ if(IS_PLAYER(toucher))
return; // handled by think
#endif
- if(other.classname == "item_flag_team")
+ if(toucher.classname == "item_flag_team")
return; // never portal these
- if(other.classname == "grapplinghook")
+ if(toucher.classname == "grapplinghook")
return; // handled by think
if(!autocvar_g_vehicles_teleportable)
- if(other.vehicle_flags & VHF_ISVEHICLE)
+ if(IS_VEHICLE(toucher))
return; // no teleporting vehicles?
if(!this.enemy)
return; // only handle impacts
#endif
- if(other.classname == "porto")
+ if(toucher.classname == "porto")
{
- if(other.portal_id == this.portal_id)
+ if(toucher.portal_id == this.portal_id)
return;
}
if(time < this.portal_activatetime)
- if(other == this.aiment)
+ if(toucher == this.aiment)
{
this.portal_activatetime = time + 0.1;
return;
}
- if(other != this.aiment)
- if(IS_PLAYER(other))
- if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(this.aiment))
+ if(toucher != this.aiment)
+ if(IS_PLAYER(toucher))
+ if(IS_INDEPENDENT_PLAYER(toucher) || IS_INDEPENDENT_PLAYER(this.aiment))
return; // cannot go through someone else's portal
- if(other.aiment != this.aiment)
- if(IS_PLAYER(other.aiment))
- if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(this.aiment))
+ if(toucher.aiment != this.aiment)
+ if(IS_PLAYER(toucher.aiment))
+ if(IS_INDEPENDENT_PLAYER(toucher.aiment) || IS_INDEPENDENT_PLAYER(this.aiment))
return; // cannot go through someone else's portal
fixedmakevectors(this.mangle);
g = frametime * '0 0 -1' * autocvar_sv_gravity;
- if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, this.origin, v_forward, this.maxs.x))
+ if(!Portal_WillHitPlane(toucher.origin, toucher.mins, toucher.maxs, toucher.velocity + g, this.origin, v_forward, this.maxs.x))
return;
/*
- if(other.mins_x < PL_MIN.x || other.mins_y < PL_MIN.y || other.mins_z < PL_MIN.z
- || other.maxs_x > PL_MAX.x || other.maxs_y > PL_MAX.y || other.maxs_z > PL_MAX.z)
+ if(toucher.mins_x < PL_MIN.x || toucher.mins_y < PL_MIN.y || toucher.mins_z < PL_MIN.z
+ || toucher.maxs_x > PL_MAX.x || toucher.maxs_y > PL_MAX.y || toucher.maxs_z > PL_MAX.z)
{
// can't teleport this
return;
}
*/
- if(Portal_TeleportPlayer(this, other))
- if(other.classname == "porto")
- if(other.effects & EF_RED)
- other.effects += EF_BLUE - EF_RED;
+ if(Portal_TeleportPlayer(this, toucher))
+ if(toucher.classname == "porto")
+ if(toucher.effects & EF_RED)
+ toucher.effects += EF_BLUE - EF_RED;
}
void Portal_Think(entity this);
Portal_Remove(this, 0);
}
-float Portal_Customize(entity this)
+bool Portal_Customize(entity this, entity client)
{
- if(IS_SPEC(other))
- other = other.enemy;
- if(other == this.aiment)
+ if(IS_SPEC(client))
+ client = client.enemy;
+ if(client == this.aiment)
{
this.modelindex = this.savemodelindex;
}
- else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(this.aiment))
+ else if(IS_INDEPENDENT_PLAYER(client) || IS_INDEPENDENT_PLAYER(this.aiment))
{
this.modelindex = 0;
}
#endif
#include <lib/_all.inc>
+
+#if XONOTIC
+
#include "_all.qh"
#include "../server/_mod.inc"
#include <lib/warpzone/server.qc>
#include <lib/warpzone/util_server.qc>
+#endif
+
+#include <ecs/_lib.inc>
+
#if BUILD_MOD
#include "../../mod/server/progs.inc"
#endif
}
}
-void checkpoint_touch(entity this)
+void checkpoint_touch(entity this, entity toucher)
{
- EXACTTRIGGER_TOUCH;
- checkpoint_passed(this, other);
+ EXACTTRIGGER_TOUCH(this, toucher);
+ checkpoint_passed(this, toucher);
}
void checkpoint_use(entity this, entity actor, entity trigger)
}
}
-void penalty_touch(entity this)
+void penalty_touch(entity this, entity toucher)
{
- EXACTTRIGGER_TOUCH;
- if(other.race_lastpenalty != this)
+ EXACTTRIGGER_TOUCH(this, toucher);
+ if(toucher.race_lastpenalty != this)
{
- other.race_lastpenalty = this;
- race_ImposePenaltyTime(other, this.race_penalty, this.race_penalty_reason);
+ toucher.race_lastpenalty = this;
+ race_ImposePenaltyTime(toucher, this.race_penalty, this.race_penalty_reason);
}
}
vector spawn_score = prio * '1 0 0' + shortest * '0 1 0';
// filter out spots for assault
- if(spot.target != "") {
- entity ent;
- float found;
-
- found = 0;
- for(ent = NULL; (ent = find(ent, targetname, spot.target)); )
+ if(spot.target != "")
+ {
+ int found = 0;
+ for(entity targ = findchain(targetname, spot.target); targ; targ = targ.chain)
{
++found;
- if(ent.spawn_evalfunc)
+ if(targ.spawn_evalfunc)
{
- spawn_score = ent.spawn_evalfunc(ent, this, spot, spawn_score);
+ spawn_score = targ.spawn_evalfunc(targ, this, spot, spawn_score);
if(spawn_score.x < 0)
return spawn_score;
}
void CreatureFrame_FallDamage(entity this)
{
if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ if(this.velocity || this.oldvelocity) // moving or has moved
{
// check for falling damage
float velocity_len = vlen(this.velocity);
{
// TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PM_Main(it));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPreThink()));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
MUTATOR_CALLHOOK(SV_StartFrame);
FOREACH_CLIENT(true, GlobalStats_update(it));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPostThink()));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
}
.vector originjitter;
.string gametypefilter;
.string cvarfilter;
bool DoesQ3ARemoveThisEntity(entity this);
-void SV_OnEntityPreSpawnFunction()
-{ENGINE_EVENT();
+void SV_OnEntityPreSpawnFunction(entity this)
+{
__spawnfunc_expecting = true;
__spawnfunc_expect = this;
if (this)
}
//void() ctf_playerchanged;
-void SV_ChangeTeam(float _color)
-{ENGINE_EVENT();
+void SV_ChangeTeam(entity this, float _color)
+{
float scolor, dcolor, steam, dteam; //, dbotcount, scount, dcount;
// in normal deathmatch we can just apply the color and we're done
int JoinBestTeam(entity this, bool only_return_best, bool forcebestteam);
//void() ctf_playerchanged;
-void SV_ChangeTeam(float _color);
void ShufflePlayerOutOfTeam (float source_team);
void Weapon_whereis(Weapon this, entity cl)
{
if (!autocvar_g_showweaponspawns) return;
- for (entity it = NULL; (it = findfloat(it, weapon, this.m_id)); )
+ FOREACH_ENTITY_FLOAT(weapon, this.m_id,
{
if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
continue;
RADARICON_NONE
);
wp.wp_extra = this.m_id;
- }
+ });
}
bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
}
-bool CL_Weaponentity_CustomizeEntityForClient(entity this)
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
{
this.viewmodelforclient = this.owner;
- if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+ if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
return true;
}
if (ammo) return true;
// always keep the Mine Layer if we placed mines, so that we can detonate them
if (thiswep == WEP_MINE_LAYER)
- for (entity mine; (mine = find(mine, classname, "mine")); )
- if (mine.owner == actor) return false;
+ {
+ FOREACH_ENTITY_ENT(owner, actor,
+ {
+ if(it.classname != "mine") continue;
+ if(it.owner == actor) return false;
+ });
+ }
if (thiswep == WEP_SHOTGUN)
if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
if (player.player_blocked) return true;
+ if (gameover) return true;
if (STAT(FROZEN, player)) return true;
if (player.weapon_blocked) return true;
return false;
-#!/bin/bash
+#!/usr/bin/env bash
set -eu
-cd "$(dirname "$0")"
+cd ${0%/*}
WORKDIR=../.tmp
declare -a QCCDEFS=(
-DNDEBUG=1
+ -DXONOTIC=1
-DWATERMARK="\"$(git describe --tags --dirty='~')\""
-DDEBUGPATHING=0
)
-#!/bin/bash
+#!/usr/bin/env bash
set -eu
-cd "$(dirname "$0")"
+cd ${0%/*}
cd ..
ROOT=$PWD/
(cd lib; genmod)
(cd common; genmod)
+(cd ecs; genmod)
(cd client; genmod)
(cd server; genmod)
(cd menu; genmod)
include="#include \"${include}\""
startswith "$file" "$include"
done
- find "$base" -type f -name '*.qh' -print0 | sort -z | while read -r -d '' file; do
+ find "$base" -type f -name '*.qh' -a \! -name '_mod.qh' -print0 | sort -z | while read -r -d '' file; do
echo "$file"
startswith "$file" "#pragma once"
done
-fireball
+fireball_plasma
{
- {
- map textures/fireball
- tcgen environment
- }
- {
- map $lightmap
- }
+ {
+ map textures/fireball_plasma.tga
+ tcMod scroll 0.03 0.001
+ }
}
blendfunc blend
}
}
+
+g_ok_hmg_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/weapons/g_ok_hmg_luma
+ blendfunc blend
+ }
+}
+
+g_ok_rl_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/weapons/g_ok_rl_luma
+ blendfunc blend
+ }
+}
rgbgen lightingDiffuse
}
}
+gakfullbright
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/gakfullbright.tga
+ rgbgen lightingDiffuse
+ }
+}
gakarmor
{
rgbgen lightingDiffuse
}
}
+gakarmorfb
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/gakarmorfb.tga
+ rgbgen lightingDiffuse
+ }
+}
rgbgen lightingDiffuse
}
}
+ignisfullbright
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/ignisfullbright.tga
+ rgbgen lightingDiffuse
+ }
+}
ignishead
{
rgbgen lightingDiffuse
}
}
+nyxfullbright
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/nyxfullbright.tga
+ rgbgen lightingDiffuse
+ }
+}
rgbgen lightingDiffuse
}
}
+pyriafullbright
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/pyriafullbright.tga
+ rgbgen lightingDiffuse
+ }
+}
pyriahair
{
rgbgen lightingDiffuse
}
}
+umbrafullbright
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/umbrafullbright.tga
+ rgbgen lightingDiffuse
+ }
+}
}
}
+g_ok_hmg_simple // heavy machinegun
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+
+ {
+ map models/weapons/g_ok_hmg_simple
+ blendfunc blend
+
+ }
+}
+
+g_ok_rl_simple // rocket propelled chainsaw
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+
+ {
+ map models/weapons/g_ok_rl_simple
+ blendfunc blend
+
+ }
+}
+
////////// ARMOR + HEALTH ITEMS //////////
///// ARMOR /////