set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn"
set g_minstagib 0 "enable minstagib"
-set g_minstagib_extralives 2 "how many extra lives you will get per powerup"
+set g_minstagib_extralives 1 "how many extra lives you will get per powerup"
set g_minstagib_ammo_start 10 "starting ammo"
set g_minstagib_ammo_drop 5 "how much ammo you'll get for weapons or cells"
set g_minstagib_invis_alpha 0.15
return 0;
}
-float g_minstagib;
float average_accuracy;
vector HUD_DrawScoreboardAccuracyStats(vector pos, vector rgb, vector bg_size)
{
float fontsize = height * 1/3;
float weapon_height = height * 2/3;
float weapon_width = sbwidth / weapon_cnt;
+ float g_minstagib = 0;
drawstring(pos, sprintf(_("Accuracy stats (average %d%%)"), average_accuracy), hud_fontsize, '1 1 1', scoreboard_alpha_fg, DRAWFLAG_NORMAL);
pos_y += 1.25 * hud_fontsize_y + autocvar_scoreboard_border_thickness;
MSG_CENTER_NOTIF(1, CENTER_LMS_CAMPCHECK, 0, 0, "", CPID_LMS_CAMP, "0 0", _("^F2Don't camp!"), "") \
MSG_CENTER_NOTIF(1, CENTER_MINSTA_FINDAMMO, 0, 0, "", CPID_MINSTA_FINDAMMO, "1 9", _("^F4^COUNT^BG left to find some ammo!"), "") \
MSG_CENTER_NOTIF(1, CENTER_MINSTA_FINDAMMO_FIRST, 0, 0, "", CPID_MINSTA_FINDAMMO, "1 10", _("^BGGet some ammo or you'll be dead in ^F4^COUNT^BG!"), _("^BGGet some ammo! ^F4^COUNT^BG left!")) \
+ MSG_CENTER_NOTIF(1, CENTER_MINSTA_LIVES_REMAINING, 0, 1, "f1", NO_CPID, "0 0", _("^F2Extra lives remaining: ^K1%s"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_MINSTA_SECONDARY, 0, 0, "", NO_CPID, "0 0", _("^BGSecondary fire inflicts no damage!"), "") \
MSG_CENTER_NOTIF(1, CENTER_MOTD, 1, 0, "s1", CPID_MOTD, "-1 0", _("^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NIX_COUNTDOWN, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NIX_NEWWEAPON, 0, 1, "item_wepname", CPID_NIX, "0 0", _("^F2Active weapon: ^F1%s"), "") \
float autocvar_g_minstagib_ammo_drop;
float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
+float autocvar_g_minstagib_invis_alpha;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
return FALSE;
if (e.BUTTON_CHAT)
return FALSE;
- if(g_minstagib)
- if(e.items & IT_STRENGTH)
- return FALSE;
if(e.flags & FL_NOTARGET)
return FALSE;
+
+ checkentity = e;
+ if(MUTATOR_CALLHOOK(BotShouldAttack))
+ return FALSE;
+
return TRUE;
}
MUTATOR_CALLHOOK(MakePlayerObserver);
- minstagib_stop_countdown(self);
-
Portal_ClearAll(self);
if(self.alivetime)
if(autocvar__notarget)
self.flags |= FL_NOTARGET;
self.takedamage = DAMAGE_AIM;
- if(g_minstagib)
- self.effects = EF_FULLBRIGHT;
- else
- self.effects = 0;
+ self.effects = 0;
self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
self.air_finished = time + 12;
self.dmg = 2;
Fire_ApplyDamage(self);
Fire_ApplyEffect(self);
- if (g_minstagib)
- {
- self.effects |= EF_FULLBRIGHT;
-
- if (self.items & IT_STRENGTH)
- {
- play_countdown(self.strength_finished, "misc/poweroff.wav");
- if (time > self.strength_finished)
- {
- self.alpha = default_player_alpha;
- self.exteriorweaponentity.alpha = default_weapon_alpha;
- self.items &~= IT_STRENGTH;
- //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_INVISIBILITY, self.netname);
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
- }
- }
- else
- {
- if (time < self.strength_finished)
- {
- self.alpha = g_minstagib_invis_alpha;
- self.exteriorweaponentity.alpha = g_minstagib_invis_alpha;
- self.items |= IT_STRENGTH;
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
- }
- }
-
- if (self.items & IT_INVINCIBLE)
- {
- play_countdown(self.invincible_finished, "misc/poweroff.wav");
- if (time > self.invincible_finished)
- {
- self.items = self.items - (self.items & IT_INVINCIBLE);
- //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SPEED, self.netname);
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
- }
- }
- else
- {
- if (time < self.invincible_finished)
- {
- self.items = self.items | IT_INVINCIBLE;
- Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
- }
- }
- }
- else // if we're not in minstagib, continue. I added this else to replace the "return" which was here that broke the callhook for this function -- This code is nasty.
+ if not(g_minstagib)
{
if (self.items & IT_STRENGTH)
{
player_powerups();
}
- if (g_minstagib)
- minstagib_ammocheck();
-
if (self.deadflag != DEAD_NO)
{
if(self.personal && g_race_qualifying)
W_PreviousWeapon (2);
break;
case 17:
- if (!g_minstagib)
- W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
+ W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18:
W_NextWeapon (1);
WarpZone_PlayerPhysics_FixVAngle();
maxspd_mod = 1;
- if(g_minstagib && (self.items & IT_INVINCIBLE))
- maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
if(self.ballcarried)
if(g_nexball)
maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
void SpawnThrownWeapon (vector org, float w)
{
- if(g_minstagib)
- if(self.ammo_cells <= 0)
- return;
-
if(g_pinata)
{
float j;
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- if (!g_minstagib)
- {
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
- take = v_x;
- save = v_y;
- }
- else
- {
- save = 0;
- take = damage;
- }
+
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ take = v_x;
+ save = v_y;
if(attacker == self)
{
.float prevstrengthsoundattempt;
void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
{
- if((!g_minstagib)
- && (player.items & IT_STRENGTH)
- && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
- || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ if((player.items & IT_STRENGTH)
+ && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTN_NORM);
player.prevstrengthsound = time;
// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
+float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
mirrorforce = autocvar_g_mirrordamage * vlen(force);
- if(g_minstagib)
- {
- if(autocvar_g_friendlyfire == 0)
- damage = 0;
- }
- else if(g_ca)
+ if(g_ca)
damage = 0;
else
damage = autocvar_g_friendlyfire * damage;
}
}
- if(targ.classname == "player")
- if (g_minstagib)
- {
- if ((deathtype == DEATH_FALL) ||
- (deathtype == DEATH_DROWN) ||
- (deathtype == DEATH_SLIME) ||
- (deathtype == DEATH_LAVA) ||
- (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
- {
- self = oldself;
- return;
- }
- if(damage > 0)
- damage = 10000;
- if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
- {
- targ.armorvalue -= 1;
- centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
- damage = 0;
- targ.hitsound += 1;
- attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
- }
- if (DEATH_ISWEAPON(deathtype, WEP_LASER))
- {
- damage = 0;
- mirrordamage = 0;
- complainteamdamage = 0;
- if (targ != attacker)
- {
- if ((targ.health >= 1) && (targ.classname == "player"))
- centerprint(attacker, "Secondary fire inflicts no damage!");
- force = '0 0 0';
- // keep mirrorforce
- attacker = targ;
- }
- }
- }
-
if not(DEATH_ISSPECIAL(deathtype))
{
damage *= g_weapondamagefactor;
frag_damage = damage;
frag_force = force;
frag_deathtype = deathtype;
+ frag_mirrordamage = mirrordamage;
MUTATOR_CALLHOOK(PlayerDamage_Calculate);
damage = frag_damage;
+ mirrordamage = frag_mirrordamage;
force = frag_force;
- // apply strength multiplier
- if ((attacker.items & IT_STRENGTH) && !g_minstagib)
+ if not(g_minstagib)
{
- if(targ == attacker)
+ // apply strength multiplier
+ if (attacker.items & IT_STRENGTH)
{
- damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
- force = force * autocvar_g_balance_powerup_strength_selfforce;
- }
- else
- {
- damage = damage * autocvar_g_balance_powerup_strength_damage;
- force = force * autocvar_g_balance_powerup_strength_force;
+ if(targ == attacker)
+ {
+ damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+ force = force * autocvar_g_balance_powerup_strength_selfforce;
+ }
+ else
+ {
+ damage = damage * autocvar_g_balance_powerup_strength_damage;
+ force = force * autocvar_g_balance_powerup_strength_force;
+ }
}
- }
- // apply invincibility multiplier
- if (targ.items & IT_INVINCIBLE && !g_minstagib)
- damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+ // apply invincibility multiplier
+ if (targ.items & IT_INVINCIBLE)
+ damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+ }
if (targ == attacker)
{
if not(DEATH_ISSPECIAL(deathtype))
{
if(targ.classname == "player") // don't do this for vehicles
- if(!g_minstagib)
if(IsFlying(victim))
yoda = 1;
-
- if(g_minstagib)
- if(victim.items & IT_STRENGTH)
- yoda = 1;
}
}
}
if(mirrordamage > 0 || mirrorforce > 0)
{
attacker = attacker_save;
- if(g_minstagib)
- if(mirrordamage > 0)
- {
- // just lose extra LIVES, don't kill the player for mirror damage
- if(attacker.armorvalue > 0)
- {
- attacker.armorvalue = attacker.armorvalue - 1;
- centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
- attacker.hitsound += 1;
- }
- mirrordamage = 0;
- }
force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
BADCVAR("g_minstagib");
BADCVAR("g_new_toys");
BADCVAR("g_nix");
-
- if(autocvar_g_minstagib)
- {
- BADCVAR("g_grappling_hook");
- BADCVAR("g_jetpack");
- }
+ BADCVAR("g_grappling_hook");
+ BADCVAR("g_jetpack");
+
#undef BADPREFIX
#undef BADCVAR
if(autocvar_g_midair)
s = strcat(s, ":midair");
- // TODO to mutator system
- if(autocvar_g_minstagib)
- s = strcat(s, ":minstagib");
-
// TODO to mutator system
if(autocvar_g_powerups == 0)
s = strcat(s, ":no_powerups");
modname = cvar_string("g_mod_balance");
if(cvar_string("g_mod_config") != cvar_defstring("g_mod_config"))
modname = cvar_string("g_mod_config");
- // weird mutators that deserve to count as mod
- if(autocvar_g_minstagib)
- modname = "MinstaGib";
// extra mutators that deserve to count as mod
MUTATOR_CALLHOOK(SetModname);
}
}
-void minstagib_stop_countdown(entity e);
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
GameLogClose();
FOR_EACH_PLAYER(other) {
- minstagib_stop_countdown(other);
FixIntermissionClient(other);
if(other.winning)
bprint(other.netname, " ^7wins.\n");
if (g_weaponarena)
{
- g_minstagib = 0; // incompatible
g_pinata = 0; // incompatible
g_weapon_stay = 0; // incompatible
WEPSET_COPY_AA(start_weapons, g_weaponarena_weapons);
start_items |= IT_UNLIMITED_AMMO;
}
- else if (g_minstagib)
- {
- g_pinata = 0; // incompatible
- g_weapon_stay = 0; // incompatible
- g_bloodloss = 0; // incompatible
- start_health = 100;
- start_armorvalue = 0;
- WEPSET_COPY_AW(start_weapons, WEP_MINSTANEX);
- g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
- start_items |= IT_UNLIMITED_SUPERWEAPONS;
-
- if (g_minstagib_invis_alpha <= 0)
- g_minstagib_invis_alpha = -1;
- }
else
{
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
if(cvar("g_nexball"))
start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
- if(g_minstagib)
- {
- start_ammo_cells = cvar("g_minstagib_ammo_start");
- start_ammo_fuel = cvar("g_start_ammo_fuel");
- }
- else if(start_items & IT_UNLIMITED_WEAPON_AMMO)
+ if(start_items & IT_UNLIMITED_WEAPON_AMMO)
{
start_ammo_rockets = 999;
start_ammo_shells = 999;
WEPSET_COPY_AA(warmup_start_weapons_default, start_weapons_default);
WEPSET_COPY_AA(warmup_start_weapons_defaultmask, start_weapons_defaultmask);
- if (!g_weaponarena && !g_minstagib && !g_ca)
+ if (!g_weaponarena && !g_ca)
{
warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
string GetGametype(); // g_world.qc
void readlevelcvars(void)
{
- g_minstagib = cvar("g_minstagib");
-
// load ALL the mutators
if(cvar("g_dodging"))
MUTATOR_ADD(mutator_dodging);
MUTATOR_ADD(mutator_physical_items);
if(cvar("g_touchexplode"))
MUTATOR_ADD(mutator_touchexplode);
- if(!g_minstagib)
- {
- if(cvar("g_invincible_projectiles"))
- MUTATOR_ADD(mutator_invincibleprojectiles);
- if(cvar("g_new_toys"))
- MUTATOR_ADD(mutator_new_toys);
- if(cvar("g_nix"))
- MUTATOR_ADD(mutator_nix);
- if(cvar("g_rocket_flying"))
- MUTATOR_ADD(mutator_rocketflying);
- if(cvar("g_vampire"))
- MUTATOR_ADD(mutator_vampire);
- if(cvar("g_superspectate"))
- MUTATOR_ADD(mutator_superspec);
- }
+ if(cvar("g_minstagib"))
+ MUTATOR_ADD(mutator_minstagib);
+ if(cvar("g_invincible_projectiles"))
+ MUTATOR_ADD(mutator_invincibleprojectiles);
+ if(cvar("g_new_toys"))
+ MUTATOR_ADD(mutator_new_toys);
+ if(!cvar("g_minstagib")) // TODO: nix support?
+ if(cvar("g_nix"))
+ MUTATOR_ADD(mutator_nix);
+ if(cvar("g_rocket_flying"))
+ MUTATOR_ADD(mutator_rocketflying);
+ if(cvar("g_vampire"))
+ MUTATOR_ADD(mutator_vampire);
+ if(cvar("g_superspectate"))
+ MUTATOR_ADD(mutator_superspec);
// is this a mutator? is this a mode?
if(cvar("g_sandbox"))
g_bugrigs_speed_ref = cvar("g_bugrigs_speed_ref");
g_bugrigs_speed_pow = cvar("g_bugrigs_speed_pow");
g_bugrigs_steer = cvar("g_bugrigs_steer");
+
+ g_minstagib = cvar("g_minstagib");
sv_clones = cvar("sv_clones");
sv_foginterval = cvar("sv_foginterval");
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_arena || g_assault || cvar("g_campaign"))
+ if ((g_race && g_race_qualifying == 2) || g_arena || g_minstagib || g_assault || cvar("g_campaign"))
inWarmupStage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
// appends ", Mutator name" to ret_string for display
// INPUT, OUTPUT:
string ret_string;
+
+MUTATOR_HOOKABLE(CustomizeWaypoint);
+ // called every frame
+ // customizes the waypoint for spectators
+ // INPUT: self = waypoint, other = player, other.enemy = spectator
MUTATOR_HOOKABLE(FilterItem);
// checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
float frag_deathtype;
// INPUT, OUTPUT:
float frag_damage;
+ float frag_mirrordamage;
vector frag_force;
MUTATOR_HOOKABLE(PlayerPowerups);
entity other; // weapon info
// IN+OUT
string ret_string;
+
+MUTATOR_HOOKABLE(Item_RespawnCountdown);
+ // called when an item is about to respawn
+ // INPUT+OUTPUT:
+ string item_name;
+ vector item_color;
+
+MUTATOR_HOOKABLE(BotShouldAttack);
+ // called when a bot checks a target to attack
+ // INPUT
+ entity checkentity;
MUTATOR_HOOKABLE(PortalTeleport);
// called whenever a player goes through a portal gun teleport
--- /dev/null
+void spawnfunc_item_minst_cells (void)
+{
+ if not(g_minstagib) { remove(self); return; }
+ if not(self.ammo_cells)
+ self.ammo_cells = autocvar_g_minstagib_ammo_drop;
+
+ StartItem ("models/items/a_cells.md3",
+ "misc/itempickup.wav", 45, 0,
+ "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
+}
+
+void minstagib_health_mega()
+{
+ self.max_health = 1;
+ StartItem ("models/items/g_h100.md3",
+ "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
+ "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
+}
+
+.float minstagib_nextthink;
+.float minstagib_needammo;
+void minstagib_stop_countdown(entity e)
+{
+ if (!e.minstagib_needammo)
+ return;
+ Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_MINSTA_FINDAMMO);
+ e.minstagib_needammo = FALSE;
+}
+void minstagib_ammocheck(void)
+{
+ if not(IS_PLAYER(self))
+ return; // not a player
+ if (time < self.minstagib_nextthink)
+ return;
+
+ if (self.deadflag || gameover)
+ minstagib_stop_countdown(self);
+ else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
+ minstagib_stop_countdown(self);
+ else
+ {
+ self.minstagib_needammo = TRUE;
+ if (self.health == 5)
+ {
+ Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_MINSTAGIB_TERMINATED);
+ }
+ else if (self.health == 10)
+ {
+ Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_1);
+ }
+ else if (self.health == 20)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_2);
+ }
+ else if (self.health == 30)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_3);
+ }
+ else if (self.health == 40)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_4);
+ }
+ else if (self.health == 50)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_5);
+ }
+ else if (self.health == 60)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_6);
+ }
+ else if (self.health == 70)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_7);
+ }
+ else if (self.health == 80)
+ {
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_8);
+ }
+ else if (self.health == 90)
+ {
+ Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MINSTA_FINDAMMO);
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_9);
+ }
+ else if (self.health == 100)
+ {
+ Send_Notification(NOTIF_ONE_ONLY, self, MSG_MULTI, MULTI_MINSTA_FINDAMMO);
+ Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
+ }
+ }
+ self.minstagib_nextthink = time + 1;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_MatchEnd)
+{
+ entity head;
+ FOR_EACH_PLAYER(head)
+ minstagib_stop_countdown(head);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_BotShouldAttack)
+{
+ if(checkentity.items & IT_STRENGTH)
+ return TRUE;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_MakePlayerObserver)
+{
+ minstagib_stop_countdown(self);
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_PlayerSpawn)
+{
+ self.effects |= EF_FULLBRIGHT;
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_PlayerPreThink)
+{
+ minstagib_ammocheck();
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_PlayerPowerups)
+{
+ if not(self.effects & EF_FULLBRIGHT)
+ self.effects |= EF_FULLBRIGHT;
+
+ if (self.items & IT_STRENGTH)
+ {
+ play_countdown(self.strength_finished, "misc/poweroff.wav");
+ if (time > self.strength_finished)
+ {
+ self.alpha = default_player_alpha;
+ self.exteriorweaponentity.alpha = default_weapon_alpha;
+ self.items &~= IT_STRENGTH;
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_INVISIBILITY);
+ }
+ }
+ else
+ {
+ if (time < self.strength_finished)
+ {
+ self.alpha = autocvar_g_minstagib_invis_alpha;
+ self.exteriorweaponentity.alpha = autocvar_g_minstagib_invis_alpha;
+ self.items |= IT_STRENGTH;
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_INVISIBILITY, self.netname);
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_INVISIBILITY);
+ }
+ }
+
+ if (self.items & IT_INVINCIBLE)
+ {
+ play_countdown(self.invincible_finished, "misc/poweroff.wav");
+ if (time > self.invincible_finished)
+ {
+ self.items &~= IT_INVINCIBLE;
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SPEED);
+ }
+ }
+ else
+ {
+ if (time < self.invincible_finished)
+ {
+ self.items |= IT_INVINCIBLE;
+ Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SPEED, self.netname);
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SPEED);
+ }
+ }
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_PlayerPhysics)
+{
+ if(self.items & IT_INVINCIBLE)
+ self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_minstagib_speed_highspeed;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_SplitHealthArmor)
+{
+ damage_save = 0;
+ //damage_take = frag_damage; // frag_damage isn't even set here?!
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_ForbidThrowing)
+{
+ if (self.health < 1)
+ return FALSE;
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_PlayerDamage)
+{
+ if(autocvar_g_friendlyfire == 0 && !IsDifferentTeam(frag_target, frag_attacker) && IS_PLAYER(frag_target))
+ frag_damage = 0;
+
+ if(IS_PLAYER(frag_target))
+ {
+ if ((frag_deathtype == DEATH_FALL) ||
+ (frag_deathtype == DEATH_DROWN) ||
+ (frag_deathtype == DEATH_SLIME) ||
+ (frag_deathtype == DEATH_LAVA))
+ {
+ frag_damage = 0;
+ }
+
+ if (frag_target.armorvalue && (frag_deathtype == WEP_MINSTANEX) && frag_damage)
+ {
+ frag_target.armorvalue -= 1;
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_MINSTA_LIVES_REMAINING, frag_target.armorvalue);
+ frag_damage = 0;
+ frag_target.hitsound += 1;
+ frag_attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
+ }
+ if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
+ {
+ frag_damage = 0;
+ frag_mirrordamage = 0;
+ if (frag_target != frag_attacker)
+ {
+ if ((frag_target.health >= 1) && IS_PLAYER(frag_target))
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_MINSTA_SECONDARY);
+ frag_force = '0 0 0';
+ // keep mirrorfrag_force
+ frag_attacker = frag_target;
+ }
+ }
+ }
+
+ if(frag_mirrordamage > 0)
+ {
+ // just lose extra LIVES, don't kill the player for mirror damage
+ if(frag_attacker.armorvalue > 0)
+ {
+ frag_attacker.armorvalue = frag_attacker.armorvalue - 1;
+ Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_MINSTA_LIVES_REMAINING, frag_attacker.armorvalue);
+ frag_attacker.hitsound += 1;
+ }
+ frag_mirrordamage = 0;
+ }
+
+ if(frag_target.items & IT_STRENGTH)
+ yoda = 1;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_SetStartItems)
+{
+ start_ammo_cells = cvar("g_minstagib_ammo_start");
+
+ start_health = 100;
+ start_armorvalue = 0;
+ WEPSET_COPY_AW(start_weapons, WEP_MINSTANEX);
+ start_items |= IT_UNLIMITED_SUPERWEAPONS;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_FilterItem)
+{
+ if(self.classname == "item_cells")
+ return TRUE; // no normal cells?
+
+ if(self.weapon == WEP_MINSTANEX && self.classname == "droppedweapon")
+ {
+ self.ammo_cells = autocvar_g_minstagib_ammo_drop;
+ return FALSE;
+ }
+
+ if(self.weapon == WEP_ROCKET_LAUNCHER || self.weapon == WEP_NEX)
+ {
+ entity e = spawn();
+ setorigin(e, self.origin);
+ entity oldself;
+ oldself = self;
+ self = e;
+ spawnfunc_item_minst_cells();
+ self = oldself;
+ return TRUE;
+ }
+
+ if(self.flags & FL_POWERUP)
+ return FALSE;
+
+ if(self.ammo_cells > autocvar_g_minstagib_ammo_drop && self.classname != "item_minst_cells")
+ self.ammo_cells = autocvar_g_minstagib_ammo_drop;
+
+ if(self.ammo_cells && !self.weapon)
+ return FALSE;
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_CustomizeWaypoint)
+{
+ entity e = WaypointSprite_getviewentity(other);
+
+ // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
+ // but only apply this to real players, not to spectators
+ if((self.owner.flags & FL_CLIENT) && (self.owner.items & IT_STRENGTH) && (e == other))
+ if(IsDifferentTeam(self.owner, e))
+ return TRUE;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_ItemCountdown)
+{
+ switch(self.items)
+ {
+ case IT_STRENGTH: item_name = "item-invis"; item_color = '0 0 1'; break;
+ case IT_NAILS: item_name = "item-extralife"; item_color = '1 0 0'; break;
+ case IT_INVINCIBLE: item_name = "item-speed"; item_color = '1 0 1'; break;
+ }
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_ItemTouch)
+{
+ if(self.ammo_cells)
+ {
+ // play some cool sounds ;)
+ if (IS_CLIENT(other))
+ {
+ if(other.health <= 5)
+ Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_MINSTAGIB_LASTSECOND);
+ else if(other.health < 50)
+ Send_Notification(NOTIF_ONE, other, MSG_ANNCE, ANNCE_MINSTAGIB_NARROWLY);
+ }
+
+ if(other.health < 100)
+ other.health = 100;
+ }
+
+ if(self.max_health)
+ {
+ other.armorvalue = bound(other.armorvalue, 999, other.armorvalue + autocvar_g_minstagib_extralives);
+ Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_EXTRALIVES);
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_OnEntityPreSpawn)
+{
+ if not(autocvar_g_powerups) { return FALSE; }
+ if not(self.classname == "item_strength" || self.classname == "item_invincible" || self.classname == "item_health_mega")
+ return FALSE;
+
+ entity e = spawn();
+
+ if(random() < 0.3)
+ e.think = spawnfunc_item_strength;
+ else if(random() < 0.6)
+ e.think = minstagib_health_mega;
+ else
+ e.think = spawnfunc_item_invincible;
+
+ e.nextthink = time + 0.1;
+ e.spawnflags = self.spawnflags;
+ e.noalign = self.noalign;
+ setorigin(e, self.origin);
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":MinstaGib");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(minstagib_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", MinstaGib");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_minstagib)
+{
+ MUTATOR_HOOK(MatchEnd, minstagib_MatchEnd, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BotShouldAttack, minstagib_BotShouldAttack, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPhysics, minstagib_PlayerPhysics, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, minstagib_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, minstagib_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MakePlayerObserver, minstagib_MakePlayerObserver, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetStartItems, minstagib_SetStartItems, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ItemTouch, minstagib_ItemTouch, CBC_ORDER_ANY);
+ MUTATOR_HOOK(FilterItem, minstagib_FilterItem, CBC_ORDER_ANY);
+ MUTATOR_HOOK(CustomizeWaypoint, minstagib_CustomizeWaypoint, CBC_ORDER_ANY);
+ MUTATOR_HOOK(Item_RespawnCountdown, minstagib_ItemCountdown, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_SplitHealthArmor, minstagib_SplitHealthArmor, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPowerups, minstagib_PlayerPowerups, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, minstagib_ForbidThrowing, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, minstagib_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(OnEntityPreSpawn, minstagib_OnEntityPreSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, minstagib_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, minstagib_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
if(g_minstagib)
{
// minstagib: each hit means +1 ammo
- frag_attacker.ammo_cells += 2; // note: 1 cell was deducted for the shot
+ if(frag_attacker != frag_target)
+ frag_attacker.ammo_cells += 2; // note: 1 cell was deducted for the shot
}
else
{
MUTATOR_DECLARATION(mutator_physical_items);
MUTATOR_DECLARATION(mutator_vampire);
MUTATOR_DECLARATION(mutator_superspec);
+MUTATOR_DECLARATION(mutator_minstagib);
MUTATOR_DECLARATION(mutator_touchexplode);
MUTATOR_DECLARATION(sandbox);
mutators/mutator_physical_items.qc
mutators/sandbox.qc
mutators/mutator_superspec.qc
+mutators/mutator_minstagib.qc
mutators/mutator_touchexplode.qc
../warpzonelib/anglestransform.qc
float have_pickup_item(void)
{
- // minstagib: only allow filtered items
- if(g_minstagib)
- if(self.classname != "minstagib")
- return FALSE;
-
if(self.flags & FL_POWERUP)
{
if(autocvar_g_powerups > 0)
void Item_Respawn (void)
{
Item_Show(self, 1);
- if(!g_minstagib && self.items == IT_STRENGTH)
+ // this is ugly...
+ if(self.items == IT_STRENGTH)
sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
- else if(!g_minstagib && self.items == IT_INVINCIBLE)
+ else if(self.items == IT_INVINCIBLE)
sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
else
sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
string name;
vector rgb = '1 0 1';
name = string_null;
- if(g_minstagib)
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
- case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
- case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
- }
- }
- else
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
- case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
- }
- }
switch(self.items)
{
- case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
- case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+ case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
+ case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+ case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
+ case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
}
+ item_name = name;
+ item_color = rgb;
+ MUTATOR_CALLHOOK(Item_RespawnCountdown);
+ name = item_name;
+ rgb = item_color;
if(self.flags & FL_WEAPON)
{
entity wi = get_weaponinfo(self.weapon);
// if nothing happens to player, just return without taking the item
pickedup = FALSE;
_switchweapon = FALSE;
+ // in case the player has autoswitch enabled do the following:
+ // if the player is using their best weapon before items are given, they
+ // probably want to switch to an even better weapon after items are given
+ if (player.autoswitch)
+ if (player.switchweapon == w_getbestweapon(player))
+ _switchweapon = TRUE;
- if (g_minstagib)
- {
- float prevcells = player.ammo_cells;
-
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
-
- if(player.ammo_cells > prevcells)
- {
- _switchweapon = TRUE;
-
- // play some cool sounds ;)
- if (clienttype(player) == CLIENTTYPE_REAL)
- {
- if(player.health <= 5)
- Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_LASTSECOND);
- else if(player.health < 50)
- Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_MINSTAGIB_NARROWLY);
- }
- // sound not available
- // else if(item.items == IT_CELLS)
- // AnnounceTo(player, "ammo");
+ if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
+ _switchweapon = TRUE;
- if (WEPSET_CONTAINS_EW(item, WEP_MINSTANEX))
- W_GiveWeapon (player, WEP_MINSTANEX);
- player.health = 100;
- }
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
+ pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
+ pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
- if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
- {
- pickedup = TRUE;
- player.items |= it;
- sprint (player, strcat("You got the ^2", item.netname, "\n"));
- }
+ if (item.flags & FL_WEAPON)
+ {
+ WEPSET_DECLARE_A(it);
+ WEPSET_COPY_AE(it, item);
+ WEPSET_ANDNOT_AE(it, player);
- // extralife powerup
- if (item.max_health)
+ if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && item.pickup_anyway))
{
pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "_lives");
- player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
- Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_EXTRALIVES);
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(WEPSET_CONTAINS_AW(it, i))
+ W_GiveWeapon(player, i);
}
+ }
- // invis powerup
- if (item.strength_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "invisible");
- player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
- }
+ if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
+ {
+ pickedup = TRUE;
+ player.items |= it;
+ sprint (player, strcat("You got the ^2", item.netname, "\n"));
+ }
- // speed powerup
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- // sound not available
- // AnnounceTo(player, "speed");
- player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
- }
+ if (item.strength_finished)
+ {
+ pickedup = TRUE;
+ player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
}
- else
+ if (item.invincible_finished)
{
- // in case the player has autoswitch enabled do the following:
- // if the player is using their best weapon before items are given, they
- // probably want to switch to an even better weapon after items are given
- if (player.autoswitch)
- if (player.switchweapon == w_getbestweapon(player))
- _switchweapon = TRUE;
-
- if not(WEPSET_CONTAINS_EW(player, player.switchweapon))
- _switchweapon = TRUE;
-
- pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
- pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
- pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
-
- if (item.flags & FL_WEAPON)
- {
- WEPSET_DECLARE_A(it);
- WEPSET_COPY_AE(it, item);
- WEPSET_ANDNOT_AE(it, player);
-
- if (!WEPSET_EMPTY_A(it) || (item.spawnshieldtime && self.pickup_anyway))
- {
- pickedup = TRUE;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- if(WEPSET_CONTAINS_AW(it, i))
- W_GiveWeapon(player, i);
- }
- }
-
- if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
- {
- pickedup = TRUE;
- player.items |= it;
- sprint (player, strcat("You got the ^2", item.netname, "\n"));
- }
-
- if (item.strength_finished)
- {
- pickedup = TRUE;
- player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
- }
- if (item.invincible_finished)
- {
- pickedup = TRUE;
- player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
- }
- if (item.superweapons_finished)
- {
- pickedup = TRUE;
- player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
- }
+ pickedup = TRUE;
+ player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
+ }
+ if (item.superweapons_finished)
+ {
+ pickedup = TRUE;
+ player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
}
:skip
+
// always eat teamed entities
if(item.team)
pickedup = TRUE;
precache_sound (self.item_pickupsound);
precache_sound ("misc/itemrespawncountdown.wav");
- if(!g_minstagib && itemid == IT_STRENGTH)
+ if(itemid == IT_STRENGTH)
precache_sound ("misc/strength_respawn.wav");
- else if(!g_minstagib && itemid == IT_INVINCIBLE)
+ else if(itemid == IT_INVINCIBLE)
precache_sound ("misc/shield_respawn.wav");
else
precache_sound ("misc/itemrespawn.wav");
}
}
-/* replace items in minstagib
- * IT_STRENGTH = invisibility
- * IT_NAILS = extra lives
- * IT_INVINCIBLE = speed
- */
-void minstagib_items (float itemid) // will be deleted soon.
-{
- float rnd;
- self.classname = "minstagib"; // ...?
-
- // replace rocket launchers and nex guns with ammo cells
- if (itemid == IT_CELLS)
- {
- self.ammo_cells = autocvar_g_minstagib_ammo_drop;
- StartItem ("models/items/a_cells.md3",
- "misc/itempickup.wav", 45, 0,
- "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
- return;
- }
-
- // randomize
- rnd = random() * 3;
- if (rnd <= 1)
- itemid = IT_STRENGTH;
- else if (rnd <= 2)
- itemid = IT_NAILS;
- else
- itemid = IT_INVINCIBLE;
-
- // replace with invis
- if (itemid == IT_STRENGTH)
- {
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
- StartItem ("models/items/g_strength.md3",
- "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
- }
- // replace with extra lives
- if (itemid == IT_NAILS)
- {
- self.max_health = 1;
- StartItem ("models/items/g_h100.md3",
- "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
- }
- // replace with speed
- if (itemid == IT_INVINCIBLE)
- {
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
- StartItem ("models/items/g_invincible.md3",
- "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
- "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
- }
-}
-
-float minst_no_auto_cells;
-void minst_remove_item (void) {
- if(minst_no_auto_cells)
- remove(self);
-}
-
float weaponswapping;
float internalteam;
if(self.team)
f |= FL_NO_WEAPON_STAY;
- // stupid minstagib hack, don't ask
- if(g_minstagib)
- if(self.ammo_cells)
- self.ammo_cells = autocvar_g_minstagib_ammo_drop;
-
StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
if (self.modelindex) // don't precache if self was removed
weapon_action(e.weapon, WR_PRECACHE);
void spawnfunc_weapon_nex (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS);
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_NEX);
}
void spawnfunc_weapon_minstanex (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS);
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_MINSTANEX);
}
void spawnfunc_weapon_rocketlauncher (void)
{
- if (g_minstagib)
- {
- minstagib_items(IT_CELLS); // replace rocketlauncher with cells
- self.think = minst_remove_item;
- self.nextthink = time;
- return;
- }
weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
}
}
void spawnfunc_item_health_mega (void) {
- if(g_minstagib) {
- minstagib_items(IT_NAILS);
- } else {
if(!self.max_health)
self.max_health = g_pickup_healthmega_max;
if(!self.health)
if(!self.pickup_anyway)
self.pickup_anyway = g_pickup_healthmega_anyway;
StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
- }
}
// support old misnamed entities
void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
void spawnfunc_item_strength (void) {
- if(g_minstagib) {
- minstagib_items(IT_STRENGTH);
- } else {
precache_sound("weapons/strength_fire.wav");
if(!self.strength_finished)
self.strength_finished = autocvar_g_balance_powerup_strength_time;
StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
- }
}
void spawnfunc_item_invincible (void) {
- if(g_minstagib) {
- minstagib_items(IT_INVINCIBLE);
- } else {
if(!self.invincible_finished)
self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
- }
-}
-
-void spawnfunc_item_minst_cells (void) {
- if (g_minstagib)
- {
- minst_no_auto_cells = TRUE;
- minstagib_items(IT_CELLS);
- }
- else
- remove(self);
}
// compatibility:
if(WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
e.superweapons_finished = autocvar_g_balance_superweapons_time;
- if (g_minstagib)
- {
- e.health = bound(0, e.health, 100);
- e.armorvalue = bound(0, e.armorvalue, 999);
- }
-
if(e.strength_finished <= 0)
e.strength_finished = 0;
else
ret_string = "";
MUTATOR_CALLHOOK(BuildMutatorsPrettyString);
modifications = ret_string;
-
- if(g_minstagib)
- modifications = strcat(modifications, ", MinstaGib");
+
if(g_weaponarena)
{
if(g_weaponarena_random)
oldself = self;
self = e;
- if not(g_minstagib)
if(other.classname == "player")
{ Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
entity missile;
vector s_forward;
float a;
- float nodamage;
-
- if(issecondary == 2) // minstanex shot
- nodamage = g_minstagib;
- else
- nodamage = FALSE;
a = autocvar_g_balance_laser_primary_shotangle;
s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
- if(nodamage)
- W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
- else if(issecondary == 1)
+ if(issecondary == 1)
W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
else
W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
missile.owner = missile.realowner = self;
missile.classname = "laserbolt";
missile.dmg = 0;
- if(!nodamage)
- {
- missile.bot_dodge = TRUE;
- missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
- }
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = autocvar_g_balance_laser_primary_damage;
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_LASER;
damage_goodhits = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
- if(g_minstagib)
+ if(yoda && flying)
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+ if(damage_goodhits && self.minstanex_lasthit)
{
- if(yoda)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- }
- else
- {
- if(yoda && flying)
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- if(damage_goodhits && self.minstanex_lasthit)
- {
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
- damage_goodhits = 0; // only every second time
- }
+ Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+ damage_goodhits = 0; // only every second time
}
self.minstanex_lasthit = damage_goodhits;
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- if(teamplay)
- {
- switch(self.team)
- {
- case NUM_TEAM_1: // Red
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
- break;
- case NUM_TEAM_2: // Blue
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
- break;
- case NUM_TEAM_3: // Yellow
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
- break;
- case NUM_TEAM_4: // Pink
- if(damage_goodhits)
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
- break;
- }
- }
- else
- WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
-
- if (g_minstagib)
- W_DecreaseAmmo(ammo_cells, 1, autocvar_g_balance_minstanex_reload_ammo);
- else
- W_DecreaseAmmo(ammo_cells, autocvar_g_balance_minstanex_ammo, autocvar_g_balance_minstanex_reload_ammo);
-}
-
-
-.float minstagib_nextthink;
-.float minstagib_needammo;
-void minstagib_stop_countdown(entity e)
-{
- if (!e.minstagib_needammo)
- return;
- Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_MINSTA_FINDAMMO);
- e.minstagib_needammo = FALSE;
-}
-void minstagib_ammocheck(void)
-{
- if (time < self.minstagib_nextthink)
- return;
-
- if (self.deadflag || gameover || (self.flags & FL_GODMODE))
- minstagib_stop_countdown(self);
- else if (self.ammo_cells > 0 || (self.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- if (self.minstagib_needammo)
- self.health = 100;
- minstagib_stop_countdown(self);
- }
- else
- {
- self.minstagib_needammo = TRUE;
- if (self.health == 5)
- {
- Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_MINSTAGIB_TERMINATED);
- }
- else if (self.health == 10)
- {
- Damage(self, self, self, 5, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_1);
- }
- else if (self.health == 20)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_2);
- }
- else if (self.health == 30)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_3);
- }
- else if (self.health == 40)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_4);
- }
- else if (self.health == 50)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_5);
- }
- else if (self.health == 60)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_6);
- }
- else if (self.health == 70)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_7);
- }
- else if (self.health == 80)
- {
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_8);
- }
- else if (self.health == 90)
- {
- Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MINSTA_FINDAMMO);
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_NUM_9);
- }
- else if (self.health == 100)
- {
- Send_Notification(NOTIF_ONE_ONLY, self, MSG_MULTI, MULTI_MINSTA_FINDAMMO);
- Damage(self, self, self, 10, DEATH_NOAMMO, self.origin, '0 0 0');
- }
- }
- self.minstagib_nextthink = time + 1;
+ switch(self.team)
+ {
+ case NUM_TEAM_1: // Red
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3RED"), w_shotorg, v);
+ break;
+ case NUM_TEAM_2: // Blue
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3BLUE"), w_shotorg, v);
+ break;
+ case NUM_TEAM_3: // Yellow
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3YELLOW"), w_shotorg, v);
+ break;
+ case NUM_TEAM_4: // Pink
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3PINK"), w_shotorg, v);
+ break;
+ default:
+ if(damage_goodhits)
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3_HIT"), w_shotorg, v);
+ else
+ WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), w_shotorg, v);
+ break;
+ }
+
+ W_DecreaseAmmo(ammo_cells, ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo), autocvar_g_balance_minstanex_reload_ammo);
}
void spawnfunc_weapon_minstanex (void); // defined in t_items.qc
float minstanex_ammo;
// now multiple WR_s use this
- if(g_minstagib)
- minstanex_ammo = 1;
- else
- minstanex_ammo = autocvar_g_balance_minstanex_ammo;
+ minstanex_ammo = ((g_minstagib) ? 1 : autocvar_g_balance_minstanex_ammo);
if (req == WR_AIM)
{
// make spectators see what the player would see
entity e;
e = WaypointSprite_getviewentity(other);
-
- // as a GENERAL rule:
- // if you have the invisibility powerup, sprites ALWAYS are restricted to your team
- // but only apply this to real players, not to spectators
- if(g_minstagib && (self.owner.flags & FL_CLIENT) && (self.owner.items & IT_STRENGTH) && (e == other))
- {
- if(!WaypointSprite_isteammate(self.owner, e))
- return FALSE;
- }
+
+ if(MUTATOR_CALLHOOK(CustomizeWaypoint))
+ return FALSE;
return self.waypointsprite_visible_for_player(e);
}
set g_vehicles_crush_dmg 70
set g_vehicles_crush_force 50
-set cl_vehicles_hudscale 0.5way
+set cl_vehicles_hudscale 0.5
set g_vehicles_delayspawn 1
set g_vehicles_delayspawn_jitter 10
set g_vehicles_nex_damagerate 0.5
set g_vehicles_uzi_damagerate 0.65
set g_vehicles_rifle_damagerate 1
-set g_vehicles_minstanex_damagerate 0.001
+set g_vehicles_minstanex_damagerate 0.007
set g_vehicles_tag_damagerate 2