set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
-set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
+set g_start_weapon_mortar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default" // UNTIL IT CAN BE REMOVED FROM CODE
-set g_start_weapon_rocketlauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
+set g_start_weapon_devastator -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_minstanex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_porto -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
set g_start_weapon_hook -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default"
// {{{ weapon properties
// {{{ laser
+set g_balance_laser_melee_animtime 0.3
+set g_balance_laser_melee_damage 80
+set g_balance_laser_melee_delay 0.25
+set g_balance_laser_melee_force 200
+set g_balance_laser_melee_multihit 1
+set g_balance_laser_melee_no_doubleslap 1
+set g_balance_laser_melee_nonplayerdamage 40
+set g_balance_laser_melee_range 120
+set g_balance_laser_melee_refire 1.25
+set g_balance_laser_melee_swing_side 120
+set g_balance_laser_melee_swing_up 30
+set g_balance_laser_melee_time 0.15
+set g_balance_laser_melee_traces 10
+
+set g_balance_laser_primary 0 // 0 = shockwave attack, 1 = projectile primary
set g_balance_laser_primary_damage 25
set g_balance_laser_primary_edgedamage 12.5
set g_balance_laser_primary_force 300
set g_balance_laser_primary_lifetime 5
set g_balance_laser_primary_shotangle 0
set g_balance_laser_primary_delay 0
-set g_balance_laser_primary_gauntlet 0
set g_balance_laser_primary_force_zscale 1.2
set g_balance_laser_primary_force_velocitybias 0
set g_balance_laser_primary_force_other_scale 1
-set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
+
+set g_balance_laser_secondary 2 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = melee secondary
set g_balance_laser_secondary_damage 25
set g_balance_laser_secondary_edgedamage 12.5
set g_balance_laser_secondary_force 400
set g_balance_laser_secondary_lifetime 5
set g_balance_laser_secondary_shotangle -90
set g_balance_laser_secondary_delay 0
-set g_balance_laser_secondary_gauntlet 0
set g_balance_laser_secondary_force_zscale 1.25
set g_balance_laser_secondary_force_velocitybias 0
set g_balance_laser_secondary_force_other_scale 1
+
+set g_balance_laser_shockwave_damage 20
+set g_balance_laser_shockwave_distance 2000
+set g_balance_laser_shockwave_edgedamage 0
+set g_balance_laser_shockwave_force 200
+set g_balance_laser_shockwave_force_forwardbias 50
+set g_balance_laser_shockwave_force_zscale 2
+set g_balance_laser_shockwave_jump_damage 20
+set g_balance_laser_shockwave_jump_edgedamage 0
+set g_balance_laser_shockwave_jump_force 300
+set g_balance_laser_shockwave_jump_force_velocitybias 0
+set g_balance_laser_shockwave_jump_force_zscale 1.25
+set g_balance_laser_shockwave_jump_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_jump_multiplier_distance 0.5
+set g_balance_laser_shockwave_jump_multiplier_min 0
+set g_balance_laser_shockwave_jump_radius 150
+set g_balance_laser_shockwave_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_multiplier_distance 0.5
+set g_balance_laser_shockwave_multiplier_min 0
+set g_balance_laser_shockwave_splash_damage 15
+set g_balance_laser_shockwave_splash_edgedamage 0
+set g_balance_laser_shockwave_splash_force 100
+set g_balance_laser_shockwave_splash_force_forwardbias 50
+set g_balance_laser_shockwave_splash_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_splash_multiplier_distance 0.5
+set g_balance_laser_shockwave_splash_multiplier_min 0
+set g_balance_laser_shockwave_splash_radius 70
+set g_balance_laser_shockwave_spread_max 120
+set g_balance_laser_shockwave_spread_min 25
+
set g_balance_laser_switchdelay_drop 0.15
set g_balance_laser_switchdelay_raise 0.15
set g_balance_laser_reload_ammo 0 //default: 6
set g_balance_uzi_reload_time 2
// }}}
// {{{ mortar
-set g_balance_grenadelauncher_primary_type 0
-set g_balance_grenadelauncher_primary_damage 50
-set g_balance_grenadelauncher_primary_edgedamage 25
-set g_balance_grenadelauncher_primary_force 250
-set g_balance_grenadelauncher_primary_radius 120
-set g_balance_grenadelauncher_primary_speed 1900
-set g_balance_grenadelauncher_primary_speed_up 225
-set g_balance_grenadelauncher_primary_speed_z 0
-set g_balance_grenadelauncher_primary_spread 0
-set g_balance_grenadelauncher_primary_lifetime 5
-set g_balance_grenadelauncher_primary_lifetime2 1
-set g_balance_grenadelauncher_primary_refire 0.8
-set g_balance_grenadelauncher_primary_animtime 0.3
-set g_balance_grenadelauncher_primary_ammo 2
-set g_balance_grenadelauncher_primary_health 15
-set g_balance_grenadelauncher_primary_damageforcescale 0
-set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+set g_balance_mortar_primary_type 0
+set g_balance_mortar_primary_damage 50
+set g_balance_mortar_primary_edgedamage 25
+set g_balance_mortar_primary_force 250
+set g_balance_mortar_primary_radius 120
+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_lifetime 5
+set g_balance_mortar_primary_lifetime2 1
+set g_balance_mortar_primary_refire 0.8
+set g_balance_mortar_primary_animtime 0.3
+set g_balance_mortar_primary_ammo 2
+set g_balance_mortar_primary_health 15
+set g_balance_mortar_primary_damageforcescale 0
+set g_balance_mortar_primary_remote_minbouncecnt 0
-set g_balance_grenadelauncher_secondary_type 1
-set g_balance_grenadelauncher_secondary_damage 60
-set g_balance_grenadelauncher_secondary_edgedamage 30
-set g_balance_grenadelauncher_secondary_force 250
-set g_balance_grenadelauncher_secondary_radius 120
-set g_balance_grenadelauncher_secondary_speed 1400
-set g_balance_grenadelauncher_secondary_speed_up 150
-set g_balance_grenadelauncher_secondary_speed_z 0
-set g_balance_grenadelauncher_secondary_spread 0
-set g_balance_grenadelauncher_secondary_lifetime 5
-set g_balance_grenadelauncher_secondary_lifetime_bounce 0.5
-set g_balance_grenadelauncher_secondary_lifetime_stick 0
-set g_balance_grenadelauncher_secondary_refire 0.7
-set g_balance_grenadelauncher_secondary_animtime 0.3
-set g_balance_grenadelauncher_secondary_ammo 2
-set g_balance_grenadelauncher_secondary_health 30
-set g_balance_grenadelauncher_secondary_damageforcescale 4
-set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
+set g_balance_mortar_secondary_type 1
+set g_balance_mortar_secondary_damage 60
+set g_balance_mortar_secondary_edgedamage 30
+set g_balance_mortar_secondary_force 250
+set g_balance_mortar_secondary_radius 120
+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_lifetime 5
+set g_balance_mortar_secondary_lifetime_bounce 0.5
+set g_balance_mortar_secondary_lifetime_stick 0
+set g_balance_mortar_secondary_refire 0.7
+set g_balance_mortar_secondary_animtime 0.3
+set g_balance_mortar_secondary_ammo 2
+set g_balance_mortar_secondary_health 30
+set g_balance_mortar_secondary_damageforcescale 4
+set g_balance_mortar_secondary_remote_detonateprimary 0
-set g_balance_grenadelauncher_bouncefactor 0.5
-set g_balance_grenadelauncher_bouncestop 0.075
+set g_balance_mortar_bouncefactor 0.5
+set g_balance_mortar_bouncestop 0.075
-set g_balance_grenadelauncher_switchdelay_drop 0.2
-set g_balance_grenadelauncher_switchdelay_raise 0.2
+set g_balance_mortar_switchdelay_drop 0.2
+set g_balance_mortar_switchdelay_raise 0.2
-set g_balance_grenadelauncher_reload_ammo 0 //default: 12
-set g_balance_grenadelauncher_reload_time 2
+set g_balance_mortar_reload_ammo 0 //default: 12
+set g_balance_mortar_reload_time 2
// }}}
// {{{ electro
set g_balance_electro_lightning 0
set g_balance_electro_reload_ammo 0 //default: 20
set g_balance_electro_reload_time 2
// }}}
-// {{{ crylink
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
+// {{{ crylink
set g_balance_crylink_primary_damage 12
set g_balance_crylink_primary_edgedamage 6
set g_balance_crylink_primary_force -50
set g_balance_crylink_secondary_middle_lifetime 5 // range: 35000 full, fades to 70000
set g_balance_crylink_secondary_middle_fadetime 5
-set g_balance_crylink_secondary_line_lifetime 5
-set g_balance_crylink_secondary_line_fadetime 5
+set g_balance_crylink_secondary_other_lifetime 5
+set g_balance_crylink_secondary_other_fadetime 5
set g_balance_crylink_switchdelay_drop 0.2
set g_balance_crylink_switchdelay_raise 0.2
set g_balance_nex_primary_damagefalloff_forcehalflife 0 // 1500
set g_balance_nex_secondary 0
-set g_balance_nex_secondary_charge 0
-set g_balance_nex_secondary_charge_rate 0.1
set g_balance_nex_secondary_chargepool 0
set g_balance_nex_secondary_chargepool_regen 0.15
set g_balance_nex_secondary_chargepool_pause_regen 1
set g_balance_hagar_reload_ammo 0 //default: 25
set g_balance_hagar_reload_time 2
// }}}
-// {{{ rocketlauncher
-set g_balance_rocketlauncher_damage 70
-set g_balance_rocketlauncher_edgedamage 35
-set g_balance_rocketlauncher_force 450
-set g_balance_rocketlauncher_radius 110
-set g_balance_rocketlauncher_speed 1300
-set g_balance_rocketlauncher_speedaccel 1300
-set g_balance_rocketlauncher_speedstart 1000
-set g_balance_rocketlauncher_lifetime 10
-set g_balance_rocketlauncher_refire 1.2
-set g_balance_rocketlauncher_animtime 0.4
-set g_balance_rocketlauncher_ammo 4
-set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
-set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
-set g_balance_rocketlauncher_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
-set g_balance_rocketlauncher_guiderate 70 // max degrees per second
-set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
-set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
-set g_balance_rocketlauncher_guidedelay 0.2 // delay before guiding kicks in
-set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
-set g_balance_rocketlauncher_remote_damage 70
-set g_balance_rocketlauncher_remote_edgedamage 35
-set g_balance_rocketlauncher_remote_radius 110
-set g_balance_rocketlauncher_remote_force 400
-set g_balance_rocketlauncher_switchdelay_drop 0.3
-set g_balance_rocketlauncher_switchdelay_raise 0.2
-set g_balance_rocketlauncher_reload_ammo 0 //default: 25
-set g_balance_rocketlauncher_reload_time 2
+// {{{ devastator
- set g_balance_devastator_damage 80
- set g_balance_devastator_edgedamage 40
++set g_balance_devastator_damage 70
++set g_balance_devastator_edgedamage 35
+set g_balance_devastator_force 450
+set g_balance_devastator_radius 110
+set g_balance_devastator_speed 1300
+set g_balance_devastator_speedaccel 1300
+set g_balance_devastator_speedstart 1000
+set g_balance_devastator_lifetime 10
- set g_balance_devastator_refire 1.1
++set g_balance_devastator_refire 1.2
+set g_balance_devastator_animtime 0.4
+set g_balance_devastator_ammo 4
+set g_balance_devastator_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but mortar still can most the time.
+set g_balance_devastator_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
+set g_balance_devastator_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
- set g_balance_devastator_guiderate 90 // max degrees per second
++set g_balance_devastator_guiderate 70 // max degrees per second
+set g_balance_devastator_guideratedelay 0.01 // immediate
+set g_balance_devastator_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
+set g_balance_devastator_guidedelay 0.2 // delay before guiding kicks in
+set g_balance_devastator_guidestop 0 // stop guiding when firing again
+set g_balance_devastator_remote_damage 70
+set g_balance_devastator_remote_edgedamage 35
+set g_balance_devastator_remote_radius 110
+set g_balance_devastator_remote_force 400
- set g_balance_devastator_switchdelay_drop 0.2
++set g_balance_devastator_switchdelay_drop 0.3
+set g_balance_devastator_switchdelay_raise 0.2
+set g_balance_devastator_reload_ammo 0 //default: 25
+set g_balance_devastator_reload_time 2
// }}}
// {{{ porto
set g_balance_porto_primary_refire 1.5
set g_balance_portal_lifetime 15 // these get recharged whenever the portal is used
// }}}
// {{{ hook
-set g_balance_hook_primary_fuel 5 // hook monkeys set 0
+set g_balance_hook_primary_ammo 5 // hook monkeys set 0
set g_balance_hook_primary_refire 0 // hook monkeys set 0
set g_balance_hook_primary_animtime 0.3 // good shoot anim
set g_balance_hook_primary_hooked_time_max 0 // infinite
set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
-set g_balance_hook_primary_hooked_fuel 5 // fuel per second hooked
+set g_balance_hook_primary_hooked_ammo 5 // fuel per second hooked
set g_balance_hook_secondary_damage 25 // not much
set g_balance_hook_secondary_edgedamage 5 // not much
set g_balance_hook_secondary_radius 500 // LOTS
--- /dev/null
- set g_balance_rocketlauncher_damage 80
- set g_balance_rocketlauncher_edgedamage 40
+g_mod_balance XPM
+
+// {{{ starting gear
+set g_start_weapon_laser -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_shotgun -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_uzi -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_grenadelauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_electro -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_crylink -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_nex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hagar -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms" // UNTIL IT CAN BE REMOVED FROM CODE
+set g_start_weapon_rocketlauncher -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_minstanex -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_porto -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_hook -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_tuba -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_start_weapon_fireball -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
+set g_balance_health_start 100
+set g_balance_armor_start 0
+set g_start_ammo_shells 15
+set g_start_ammo_nails 0
+set g_start_ammo_rockets 0
+set g_start_ammo_cells 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_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_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_fuel 0
+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_fuel 2
+// }}}
+
+// {{{ pickup items
+set g_pickup_ammo_anyway 1
+set g_pickup_weapons_anyway 1
+set g_pickup_shells 15
+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_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 0
+set g_pickup_armormedium 25
+set g_pickup_armormedium_max 100
+set g_pickup_armormedium_anyway 0
+set g_pickup_armorbig 50
+set g_pickup_armorbig_max 100
+set g_pickup_armorbig_anyway 0
+set g_pickup_armorlarge 100
+set g_pickup_armorlarge_max 200
+set g_pickup_armorlarge_anyway 0
+set g_pickup_healthsmall 5
+set g_pickup_healthsmall_max 200
+set g_pickup_healthsmall_anyway 0
+set g_pickup_healthmedium 25
+set g_pickup_healthmedium_max 100
+set g_pickup_healthmedium_anyway 0
+set g_pickup_healthlarge 50
+set g_pickup_healthlarge_max 100
+set g_pickup_healthlarge_anyway 0
+set g_pickup_healthmega 100
+set g_pickup_healthmega_max 200
+set g_pickup_healthmega_anyway 0
+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 15
+set g_pickup_respawntimejitter_short 0
+set g_pickup_respawntimejitter_medium 0
+set g_pickup_respawntimejitter_long 0
+set g_pickup_respawntimejitter_powerup 30
+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 0.03
+set g_balance_health_rotlinear 0.75
+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 0.03
+set g_balance_armor_rotlinear 0.75
+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 0.6
+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 0.65
+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 1
+// 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 0
+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 0.20
+set g_balance_falldamage_maxdamage 40
+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_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 0.25 // only 1/4th 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_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
+// }}}
+
+// {{{ weapon properties
+// {{{ laser
+set g_balance_laser_melee_animtime 0.3
+set g_balance_laser_melee_damage 80
+set g_balance_laser_melee_delay 0.25
+set g_balance_laser_melee_force 200
+set g_balance_laser_melee_multihit 1
+set g_balance_laser_melee_no_doubleslap 1
+set g_balance_laser_melee_nonplayerdamage 40
+set g_balance_laser_melee_range 120
+set g_balance_laser_melee_refire 1.25
+set g_balance_laser_melee_swing_side 120
+set g_balance_laser_melee_swing_up 30
+set g_balance_laser_melee_time 0.15
+set g_balance_laser_melee_traces 10
+
+set g_balance_laser_primary 0 // 0 = shockwave attack, 1 = projectile primary
+set g_balance_laser_primary_damage 25
+set g_balance_laser_primary_edgedamage 12.5
+set g_balance_laser_primary_force 300
+set g_balance_laser_primary_radius 70
+set g_balance_laser_primary_speed 6000
+set g_balance_laser_primary_spread 0
+set g_balance_laser_primary_refire 0.7
+set g_balance_laser_primary_animtime 0.2
+set g_balance_laser_primary_lifetime 5
+set g_balance_laser_primary_shotangle 0
+set g_balance_laser_primary_delay 0
+set g_balance_laser_primary_force_zscale 1.2
+set g_balance_laser_primary_force_velocitybias 0
+set g_balance_laser_primary_force_other_scale 1
+
+set g_balance_laser_secondary 2 // 0 = switch away to last used weapon, 1 = projectile secondary, 2 = melee secondary
+set g_balance_laser_secondary_damage 25
+set g_balance_laser_secondary_edgedamage 12.5
+set g_balance_laser_secondary_force 400
+set g_balance_laser_secondary_radius 70
+set g_balance_laser_secondary_speed 12000
+set g_balance_laser_secondary_spread 0
+set g_balance_laser_secondary_refire 0.7
+set g_balance_laser_secondary_animtime 0.2
+set g_balance_laser_secondary_lifetime 5
+set g_balance_laser_secondary_shotangle -90
+set g_balance_laser_secondary_delay 0
+set g_balance_laser_secondary_force_zscale 1.25
+set g_balance_laser_secondary_force_velocitybias 0
+set g_balance_laser_secondary_force_other_scale 1
+
+set g_balance_laser_shockwave_damage 20
+set g_balance_laser_shockwave_distance 2000
+set g_balance_laser_shockwave_edgedamage 0
+set g_balance_laser_shockwave_force 200
+set g_balance_laser_shockwave_force_forwardbias 50
+set g_balance_laser_shockwave_force_zscale 2
+set g_balance_laser_shockwave_jump_damage 20
+set g_balance_laser_shockwave_jump_edgedamage 0
+set g_balance_laser_shockwave_jump_force 300
+set g_balance_laser_shockwave_jump_force_velocitybias 0
+set g_balance_laser_shockwave_jump_force_zscale 1.25
+set g_balance_laser_shockwave_jump_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_jump_multiplier_distance 0.5
+set g_balance_laser_shockwave_jump_multiplier_min 0
+set g_balance_laser_shockwave_jump_radius 150
+set g_balance_laser_shockwave_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_multiplier_distance 0.5
+set g_balance_laser_shockwave_multiplier_min 0
+set g_balance_laser_shockwave_splash_damage 15
+set g_balance_laser_shockwave_splash_edgedamage 0
+set g_balance_laser_shockwave_splash_force 100
+set g_balance_laser_shockwave_splash_force_forwardbias 50
+set g_balance_laser_shockwave_splash_multiplier_accuracy 0.5
+set g_balance_laser_shockwave_splash_multiplier_distance 0.5
+set g_balance_laser_shockwave_splash_multiplier_min 0
+set g_balance_laser_shockwave_splash_radius 70
+set g_balance_laser_shockwave_spread_max 120
+set g_balance_laser_shockwave_spread_min 25
+
+set g_balance_laser_switchdelay_drop 0.15
+set g_balance_laser_switchdelay_raise 0.15
+set g_balance_laser_reload_ammo 0 //default: 6
+set g_balance_laser_reload_time 2
+// }}}
+// {{{ shotgun
+set g_balance_shotgun_primary_bullets 14
+set g_balance_shotgun_primary_damage 4
+set g_balance_shotgun_primary_force 15
+set g_balance_shotgun_primary_spread 0.12
+set g_balance_shotgun_primary_refire 0.75
+set g_balance_shotgun_primary_animtime 0.2
+set g_balance_shotgun_primary_ammo 1
+set g_balance_shotgun_primary_speed 8000
+set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
+set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_melee_delay 0.25 // 0.35 was too slow
+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_melee_no_doubleslap 1
+set g_balance_shotgun_secondary_melee_nonplayerdamage 40
+set g_balance_shotgun_secondary_melee_multihit 1
+set g_balance_shotgun_secondary_damage 80
+set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_refire 1.25
+set g_balance_shotgun_secondary_animtime 1
+set g_balance_shotgun_switchdelay_drop 0.2
+set g_balance_shotgun_switchdelay_raise 0.2
+set g_balance_shotgun_reload_ammo 0 //default: 5
+set g_balance_shotgun_reload_time 2
+// }}}
+// {{{ uzi
+set g_balance_uzi_mode 1 // Activates varible spread for sustained & burst mode secondary
+set g_balance_uzi_spread_min 0.02
+set g_balance_uzi_spread_max 0.05
+set g_balance_uzi_spread_add 0.012
+
+set g_balance_uzi_burst 3 // # of bullets in a burst (if set to 2 or more)
+set g_balance_uzi_burst_animtime 0.3
+set g_balance_uzi_burst_refire 0.06 // refire between burst bullets
+set g_balance_uzi_burst_refire2 0.45 // refire after burst
+set g_balance_uzi_burst_spread 0.02
+set g_balance_uzi_burst_damage 25
+set g_balance_uzi_burst_force 20
+set g_balance_uzi_burst_ammo 3
+
+set g_balance_uzi_first 1
+set g_balance_uzi_first_damage 14
+set g_balance_uzi_first_force 5
+set g_balance_uzi_first_spread 0.03
+set g_balance_uzi_first_refire 0.125
+set g_balance_uzi_first_ammo 1
+
+set g_balance_uzi_sustained_damage 10 // 100 dps
+set g_balance_uzi_sustained_force 5
+set g_balance_uzi_sustained_spread 0.03
+set g_balance_uzi_sustained_refire 0.1
+set g_balance_uzi_sustained_ammo 1
+
+set g_balance_uzi_speed 18000
+set g_balance_uzi_bulletconstant 115 // 13.1qu
+
+set g_balance_uzi_switchdelay_drop 0.2
+set g_balance_uzi_switchdelay_raise 0.2
+
+set g_balance_uzi_reload_ammo 60 //default: 30
+set g_balance_uzi_reload_time 2
+// }}}
+// {{{ mortar
+set g_balance_grenadelauncher_primary_type 0
+set g_balance_grenadelauncher_primary_damage 50
+set g_balance_grenadelauncher_primary_edgedamage 25
+set g_balance_grenadelauncher_primary_force 250
+set g_balance_grenadelauncher_primary_radius 120
+set g_balance_grenadelauncher_primary_speed 1900
+set g_balance_grenadelauncher_primary_speed_up 225
+set g_balance_grenadelauncher_primary_speed_z 0
+set g_balance_grenadelauncher_primary_spread 0
+set g_balance_grenadelauncher_primary_lifetime 5
+set g_balance_grenadelauncher_primary_lifetime2 1
+set g_balance_grenadelauncher_primary_refire 0.8
+set g_balance_grenadelauncher_primary_animtime 0.3
+set g_balance_grenadelauncher_primary_ammo 2
+set g_balance_grenadelauncher_primary_health 15
+set g_balance_grenadelauncher_primary_damageforcescale 0
+set g_balance_grenadelauncher_primary_remote_minbouncecnt 0
+
+set g_balance_grenadelauncher_secondary_type 1
+set g_balance_grenadelauncher_secondary_damage 60
+set g_balance_grenadelauncher_secondary_edgedamage 30
+set g_balance_grenadelauncher_secondary_force 250
+set g_balance_grenadelauncher_secondary_radius 120
+set g_balance_grenadelauncher_secondary_speed 1400
+set g_balance_grenadelauncher_secondary_speed_up 150
+set g_balance_grenadelauncher_secondary_speed_z 0
+set g_balance_grenadelauncher_secondary_spread 0
+set g_balance_grenadelauncher_secondary_lifetime 5
+set g_balance_grenadelauncher_secondary_lifetime_bounce 0.5
+set g_balance_grenadelauncher_secondary_lifetime_stick 0
+set g_balance_grenadelauncher_secondary_refire 0.7
+set g_balance_grenadelauncher_secondary_animtime 0.3
+set g_balance_grenadelauncher_secondary_ammo 2
+set g_balance_grenadelauncher_secondary_health 30
+set g_balance_grenadelauncher_secondary_damageforcescale 4
+set g_balance_grenadelauncher_secondary_remote_detonateprimary 0
+
+set g_balance_grenadelauncher_bouncefactor 0.5
+set g_balance_grenadelauncher_bouncestop 0.075
+
+set g_balance_grenadelauncher_switchdelay_drop 0.2
+set g_balance_grenadelauncher_switchdelay_raise 0.2
+
+set g_balance_grenadelauncher_reload_ammo 0 //default: 12
+set g_balance_grenadelauncher_reload_time 2
+// }}}
+// {{{ electro
+set g_balance_electro_lightning 0
+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_force_up 0
+set g_balance_electro_primary_radius 100
+set g_balance_electro_primary_comboradius 300
+set g_balance_electro_primary_speed 2500
+set g_balance_electro_primary_spread 0
+set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_refire 0.6
+set g_balance_electro_primary_animtime 0.3
+set g_balance_electro_primary_ammo 4
+set g_balance_electro_primary_range 0
+set g_balance_electro_primary_falloff_mindist 255 // 0.3 * radius
+set g_balance_electro_primary_falloff_maxdist 850
+set g_balance_electro_primary_falloff_halflifedist 425
+set g_balance_electro_secondary_damage 40
+set g_balance_electro_secondary_edgedamage 20
+set g_balance_electro_secondary_force 50
+set g_balance_electro_secondary_radius 150
+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_lifetime 4
+set g_balance_electro_secondary_refire 0.2
+set g_balance_electro_secondary_refire2 1.6
+set g_balance_electro_secondary_animtime 0.2
+set g_balance_electro_secondary_ammo 2
+set g_balance_electro_secondary_health 5
+set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 1
+set g_balance_electro_secondary_count 3
+set g_balance_electro_secondary_bouncefactor 0.3
+set g_balance_electro_secondary_bouncestop 0.05
+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_comboradius 300
+set g_balance_electro_combo_speed 2000
+set g_balance_electro_combo_safeammocheck 1
+set g_balance_electro_switchdelay_drop 0.2
+set g_balance_electro_switchdelay_raise 0.2
+set g_balance_electro_reload_ammo 0 //default: 20
+set g_balance_electro_reload_time 2
+// }}}
+// {{{ lightning
+set g_balance_lightning_primary_ammo 5
+set g_balance_lightning_primary_animtime 0.2
+set g_balance_lightning_primary_damage 100
+set g_balance_lightning_primary_edgedamage 0
+set g_balance_lightning_primary_falloff_mindist 0
+set g_balance_lightning_primary_falloff_maxdist 0
+set g_balance_lightning_primary_falloff_halflifedist 0
+set g_balance_lightning_primary_force 425
+set g_balance_lightning_primary_lifetime 0
+set g_balance_lightning_primary_radius 850
+set g_balance_lightning_primary_range 800
+set g_balance_lightning_primary_refire 0.4
+set g_balance_lightning_primary_speed 0
+set g_balance_lightning_primary_spread 0
+set g_balance_lightning_secondary_ammo 5
+set g_balance_lightning_secondary_animtime 0.5
+set g_balance_lightning_secondary_damage 100
+set g_balance_lightning_secondary_damageforcescale 4
+set g_balance_lightning_secondary_edgedamage 80
+set g_balance_lightning_secondary_flyingdamage 1
+set g_balance_lightning_secondary_flyingforce -80
+set g_balance_lightning_secondary_flyingradius 200
+set g_balance_lightning_secondary_force -200
+set g_balance_lightning_secondary_health 1
+set g_balance_lightning_secondary_lifetime 30
+set g_balance_lightning_secondary_radius 300
+set g_balance_lightning_secondary_refire 5
+set g_balance_lightning_secondary_speed 600
+// }}}
+// {{{ crylink
+set g_balance_crylink_primary_damage 12
+set g_balance_crylink_primary_edgedamage 6
+set g_balance_crylink_primary_force -50
+set g_balance_crylink_primary_radius 80
+set g_balance_crylink_primary_speed 2000
+set g_balance_crylink_primary_spread 0.08
+set g_balance_crylink_primary_shots 6
+set g_balance_crylink_primary_bounces 1
+set g_balance_crylink_primary_refire 0.7
+set g_balance_crylink_primary_animtime 0.3
+set g_balance_crylink_primary_ammo 3
+set g_balance_crylink_primary_bouncedamagefactor 0.5
+set g_balance_crylink_primary_joindelay 0.1
+set g_balance_crylink_primary_joinspread 0.2
+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_radius 0
+set g_balance_crylink_primary_joinexplode_force 0
+set g_balance_crylink_primary_linkexplode 1
+
+set g_balance_crylink_primary_middle_lifetime 5 // range: 35000 full, fades to 70000
+set g_balance_crylink_primary_middle_fadetime 5
+set g_balance_crylink_primary_other_lifetime 5
+set g_balance_crylink_primary_other_fadetime 5
+
+set g_balance_crylink_secondary 1
+set g_balance_crylink_secondary_damage 10
+set g_balance_crylink_secondary_edgedamage 5
+set g_balance_crylink_secondary_force -250
+set g_balance_crylink_secondary_radius 100
+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_secondary_shots 5
+set g_balance_crylink_secondary_bounces 0
+set g_balance_crylink_secondary_refire 0.7
+set g_balance_crylink_secondary_animtime 0.2
+set g_balance_crylink_secondary_ammo 2
+set g_balance_crylink_secondary_bouncedamagefactor 0.5
+set g_balance_crylink_secondary_joindelay 0
+set g_balance_crylink_secondary_joinspread 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_radius 0
+set g_balance_crylink_secondary_joinexplode_force 0
+set g_balance_crylink_secondary_linkexplode 1
+
+set g_balance_crylink_secondary_middle_lifetime 5 // range: 35000 full, fades to 70000
+set g_balance_crylink_secondary_middle_fadetime 5
+set g_balance_crylink_secondary_line_lifetime 5
+set g_balance_crylink_secondary_line_fadetime 5
+
+set g_balance_crylink_switchdelay_drop 0.2
+set g_balance_crylink_switchdelay_raise 0.2
+
+set g_balance_crylink_reload_ammo 0 //default: 10
+set g_balance_crylink_reload_time 2
+// }}}
+// {{{ nex
+set g_balance_nex_primary_damage 80
+set g_balance_nex_primary_force 400
+set g_balance_nex_primary_refire 1.5
+set g_balance_nex_primary_animtime 0.6
+set g_balance_nex_primary_ammo 6
+set g_balance_nex_primary_damagefalloff_mindist 0 // 1000 For tZork ;3
+set g_balance_nex_primary_damagefalloff_maxdist 0 // 3000
+set g_balance_nex_primary_damagefalloff_halflife 0 // 1500
+set g_balance_nex_primary_damagefalloff_forcehalflife 0 // 1500
+
+set g_balance_nex_secondary 0
+set g_balance_nex_secondary_charge 0
+set g_balance_nex_secondary_charge_rate 0.1
+set g_balance_nex_secondary_chargepool 0
+set g_balance_nex_secondary_chargepool_regen 0.15
+set g_balance_nex_secondary_chargepool_pause_regen 1
+set g_balance_nex_secondary_chargepool_pause_health_regen 1
+set g_balance_nex_secondary_damage 0
+set g_balance_nex_secondary_force 0
+set g_balance_nex_secondary_refire 0
+set g_balance_nex_secondary_animtime 0
+set g_balance_nex_secondary_ammo 2
+set g_balance_nex_secondary_damagefalloff_mindist 0
+set g_balance_nex_secondary_damagefalloff_maxdist 0
+set g_balance_nex_secondary_damagefalloff_halflife 0
+set g_balance_nex_secondary_damagefalloff_forcehalflife 0
+
+set g_balance_nex_charge 1
+set g_balance_nex_charge_mindmg 40
+set g_balance_nex_charge_start 0.5
+set g_balance_nex_charge_rate 0.4
+set g_balance_nex_charge_animlimit 0.5
+set g_balance_nex_charge_limit 1
+set g_balance_nex_charge_rot_rate 0
+set g_balance_nex_charge_rot_pause 0 // Dont rot down until this long after release of charge button
+set g_balance_nex_charge_shot_multiplier 0
+set g_balance_nex_charge_velocity_rate 0
+set g_balance_nex_charge_minspeed 400
+set g_balance_nex_charge_maxspeed 800
+
+set g_balance_nex_switchdelay_drop 0.3
+set g_balance_nex_switchdelay_raise 0.25
+
+set g_balance_nex_reload_ammo 0 //default: 25
+set g_balance_nex_reload_time 2
+// }}}
+// {{{ minstanex
+set g_balance_minstanex_refire 1
+set g_balance_minstanex_animtime 0.3
+set g_balance_minstanex_ammo 10
+set g_balance_minstanex_laser_ammo 0
+set g_balance_minstanex_laser_animtime 0.3
+set g_balance_minstanex_laser_refire 0.7
+set g_balance_minstanex_switchdelay_drop 0.2
+set g_balance_minstanex_switchdelay_raise 0.2
+set g_balance_minstanex_reload_ammo 0 //default: 50
+set g_balance_minstanex_reload_time 2
+// }}}
+// {{{ hagar
+set g_balance_hagar_primary_damage 25
+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_damageforcescale 0
+set g_balance_hagar_primary_radius 65
+set g_balance_hagar_primary_spread 0.03
+set g_balance_hagar_primary_speed 2500
+set g_balance_hagar_primary_lifetime 5
+set g_balance_hagar_primary_refire 0.16667 // 6 rockets per second
+set g_balance_hagar_primary_ammo 1
+set g_balance_hagar_secondary 1
+set g_balance_hagar_secondary_load 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_load_max 4
+set g_balance_hagar_secondary_load_hold 4
+set g_balance_hagar_secondary_load_releasedeath 0
+set g_balance_hagar_secondary_load_abort 0
+set g_balance_hagar_secondary_load_linkexplode 0
+set g_balance_hagar_secondary_load_animtime 0.2
+set g_balance_hagar_secondary_damage 40
+set g_balance_hagar_secondary_edgedamage 20
+set g_balance_hagar_secondary_force 75
+set g_balance_hagar_secondary_health 15
+set g_balance_hagar_secondary_damageforcescale 0
+set g_balance_hagar_secondary_radius 80
+set g_balance_hagar_secondary_spread 0.05
+set g_balance_hagar_secondary_speed 2000
+set g_balance_hagar_secondary_lifetime_min 10
+set g_balance_hagar_secondary_lifetime_rand 0
+set g_balance_hagar_secondary_refire 0.5
+set g_balance_hagar_secondary_ammo 1
+set g_balance_hagar_switchdelay_drop 0.2
+set g_balance_hagar_switchdelay_raise 0.2
+set g_balance_hagar_reload_ammo 0 //default: 25
+set g_balance_hagar_reload_time 2
+// }}}
+// {{{ rocketlauncher
- set g_balance_rocketlauncher_refire 1.1
++set g_balance_rocketlauncher_damage 70
++set g_balance_rocketlauncher_edgedamage 35
+set g_balance_rocketlauncher_force 450
+set g_balance_rocketlauncher_radius 110
+set g_balance_rocketlauncher_speed 1300
+set g_balance_rocketlauncher_speedaccel 1300
+set g_balance_rocketlauncher_speedstart 1000
+set g_balance_rocketlauncher_lifetime 10
- set g_balance_rocketlauncher_guiderate 90 // max degrees per second
++set g_balance_rocketlauncher_refire 1.2
+set g_balance_rocketlauncher_animtime 0.4
+set g_balance_rocketlauncher_ammo 4
+set g_balance_rocketlauncher_health 30 // 30 // 5 hitpoints above maximum laser value -- this way lasers can't blow it up, but grenadelauncher still can most the time.
+set g_balance_rocketlauncher_damageforcescale 1 // low damage force scale so that it can still be affected by other hits, but not so much that it does a 90 degree turn
+set g_balance_rocketlauncher_detonatedelay 0.02 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
- set g_balance_rocketlauncher_switchdelay_drop 0.2
++set g_balance_rocketlauncher_guiderate 70 // max degrees per second
+set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
+set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
+set g_balance_rocketlauncher_guidedelay 0.2 // delay before guiding kicks in
+set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
+set g_balance_rocketlauncher_remote_damage 70
+set g_balance_rocketlauncher_remote_edgedamage 35
+set g_balance_rocketlauncher_remote_radius 110
+set g_balance_rocketlauncher_remote_force 400
++set g_balance_rocketlauncher_switchdelay_drop 0.3
+set g_balance_rocketlauncher_switchdelay_raise 0.2
+set g_balance_rocketlauncher_reload_ammo 0 //default: 25
+set g_balance_rocketlauncher_reload_time 2
+// }}}
+// {{{ porto
+set g_balance_porto_primary_refire 1.5
+set g_balance_porto_primary_animtime 0.3
+set g_balance_porto_primary_speed 1000
+set g_balance_porto_primary_lifetime 5
+set g_balance_porto_secondary 1
+set g_balance_porto_secondary_refire 1.5
+set g_balance_porto_secondary_animtime 0.3
+set g_balance_porto_secondary_speed 1000
+set g_balance_porto_secondary_lifetime 5
+set g_balance_porto_switchdelay_drop 0.2
+set g_balance_porto_switchdelay_raise 0.2
+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
+// }}}
+// {{{ hook
+set g_balance_hook_primary_fuel 5 // hook monkeys set 0
+set g_balance_hook_primary_refire 0 // hook monkeys set 0
+set g_balance_hook_primary_animtime 0.3 // good shoot anim
+set g_balance_hook_primary_hooked_time_max 0 // infinite
+set g_balance_hook_primary_hooked_time_free 2 // 2s being hooked are free
+set g_balance_hook_primary_hooked_fuel 5 // fuel per second hooked
+set g_balance_hook_secondary_damage 25 // not much
+set g_balance_hook_secondary_edgedamage 5 // not much
+set g_balance_hook_secondary_radius 500 // LOTS
+set g_balance_hook_secondary_force -2000 // LOTS
+set g_balance_hook_secondary_ammo 30 // a whole pack
+set g_balance_hook_secondary_lifetime 5 // infinite
+set g_balance_hook_secondary_speed 0 // not much throwing
+set g_balance_hook_secondary_gravity 5 // fast falling
+set g_balance_hook_secondary_refire 3 // don't drop too many bombs...
+set g_balance_hook_secondary_animtime 0.3 // good shoot anim
+set g_balance_hook_secondary_power 3 // effect behaves like a square function
+set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_damageforcescale 0
+set g_balance_hook_switchdelay_drop 0.2
+set g_balance_hook_switchdelay_raise 0.2
+// }}}
+// {{{ tuba
+set g_balance_tuba_refire 0.05
+set g_balance_tuba_animtime 0.05
+set g_balance_tuba_attenuation 0.5
+set g_balance_tuba_volume 1
+set g_balance_tuba_fadetime 0.25
+set g_balance_tuba_damage 5
+set g_balance_tuba_edgedamage 0
+set g_balance_tuba_radius 200
+set g_balance_tuba_force 40
+set g_balance_tuba_pitchstep 6
+set g_balance_tuba_switchdelay_drop 0.2
+set g_balance_tuba_switchdelay_raise 0.2
+// }}}
+// {{{ fireball // this is a superweapon -- lets make it behave as one.
+set g_balance_fireball_primary_animtime 0.2
+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_force 100
+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
+// }}}
entity clearentity_ent;
void clearentity(entity e)
{
- if not(clearentity_ent)
+ if (!clearentity_ent)
{
clearentity_ent = spawn();
clearentity_ent.classname = "clearentity";
//registercommand("hud_configure");
//registercommand("hud_save");
//registercommand("menu_action");
-
+
ConsoleCommand_macro_init();
registercvar("hud_usecsqc", "1");
Hook_Precache();
GibSplash_Precache();
Casings_Precache();
- DamageInfo_Precache();
Vehicles_Precache();
turrets_precache();
Tuba_Precache();
CSQCPlayer_Precache();
-
+
if(autocvar_cl_reticle)
{
if(autocvar_cl_reticle_item_normal) { precache_pic("gfx/reticle_normal"); }
if(autocvar_cl_reticle_item_nex) { precache_pic("gfx/reticle_nex"); }
}
-
+
get_mi_min_max_texcoords(1); // try the CLEVER way first
minimapname = strcat("gfx/", mi_shortname, "_radar.tga");
shortmapname = mi_shortname;
if(autocvar_chase_active < 0)
cvar_set("chase_active", "0");
- if not(isdemo())
+ if (!isdemo())
{
- if not(calledhooks & HOOK_START)
+ if (!(calledhooks & HOOK_START))
localcmd("\n_cl_hook_gamestart nop\n");
- if not(calledhooks & HOOK_END)
+ if (!(calledhooks & HOOK_END))
localcmd("\ncl_hook_gameend\n");
}
}
}
else
{
- if not(o.has_team)
+ if (!o.has_team)
{
o.team = Team;
tm = GetTeam(Team, true);
}
else
{
- if not(e.sort_prev)
+ if (!e.sort_prev)
{
// player connected
- if not(e)
+ if (!e)
playerslots[i] = e = spawn();
e.sv_entnum = i;
e.ping = 0;
self.sv_entnum = n;
- if not(playerslots[self.sv_entnum])
+ if (!(playerslots[self.sv_entnum]))
playerslots[self.sv_entnum] = spawn();
o = self.owner = playerslots[self.sv_entnum];
o.sv_entnum = self.sv_entnum;
o.gotscores = 1;
- //if not(o.sort_prev)
+ //if (!o.sort_prev)
// RegisterPlayer(o);
//playerchecker will do this for us later, if it has not already done so
{
f = ReadByte();
for(j = i-1, b = 1; b < 256; b *= 2, ++j)
- if not(f & b)
+ if (!(f & b))
if(playerslots[j])
playerslots[j].ready = 0;
}
spn_origin_x = ReadShort();
spn_origin_y = ReadShort();
spn_origin_z = ReadShort();
-
+
if(is_new)
{
self.origin = spn_origin;
}
}
else { self.cnt = particleeffectnum("spawn_point_neutral"); }
-
+
self.draw = Spawn_Draw;
}
}
// this way the server can disable the sending of
// spawn origin or such to clients if wanted.
float entnum = ReadByte();
-
+
if(entnum)
{
self.origin_x = ReadShort();
}
}
}
-
+
// local spawn actions
if(is_new && (!entnum || (entnum == player_localentnum)))
{
button_zoom = FALSE;
}
}
-
+
//print(sprintf("Ent_ReadSpawnEvent(is_new = %d); origin = %s, entnum = %d, localentnum = %d\n", is_new, vtos(self.origin), entnum, player_localentnum));
}
case ENT_CLIENT_WARPZONE_TELEPORTED: WarpZone_Teleported_Read(bIsNewEntity); break;
case ENT_CLIENT_TRIGGER_MUSIC: Ent_ReadTriggerMusic(); break;
case ENT_CLIENT_HOOK: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_HOOK); break;
- case ENT_CLIENT_LGBEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_LGBEAM); break;
- case ENT_CLIENT_GAUNTLET: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_GAUNTLET); break;
+ case ENT_CLIENT_ELECTRO_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ELECTRO_BEAM); break;
+ case ENT_CLIENT_ARC_BEAM: Ent_ReadHook(bIsNewEntity, ENT_CLIENT_ARC_BEAM); break;
case ENT_CLIENT_ACCURACY: Ent_ReadAccuracy(); break;
case ENT_CLIENT_AUXILIARYXHAIR: Net_AuXair2(bIsNewEntity); break;
- case ENT_CLIENT_TURRET: ent_turret(); break;
+ case ENT_CLIENT_TURRET: ent_turret(); break;
case ENT_CLIENT_MODEL: CSQCModel_Read(bIsNewEntity); break;
- case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;
+ case ENT_CLIENT_ITEM: ItemRead(bIsNewEntity); break;
case ENT_CLIENT_BUMBLE_RAYGUN: bumble_raygun_read(bIsNewEntity); break;
case ENT_CLIENT_SPAWNPOINT: Ent_ReadSpawnPoint(bIsNewEntity); break;
case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
void Gamemode_Init()
{
- if not(isdemo())
+ if (!isdemo())
{
if(!(calledhooks & HOOK_START))
localcmd("\n_cl_hook_gamestart ", MapInfo_Type_ToString(gametype), "\n");
electro_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
electro_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
- gauntlet_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[0] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[1] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[2] = decompressShotOrigin(ReadInt24_t());
+ arc_shotorigin[3] = decompressShotOrigin(ReadInt24_t());
if(forcefog)
strunzone(forcefog);
pi = ReadShort();
pl = ReadByte();
ml = ReadByte();
- if not(playerslots[e])
+ if (!(playerslots[e]))
return;
playerslots[e].ping = pi;
playerslots[e].ping_packetloss = pl / 255.0;
Net_TeamNagger();
bHandled = true;
break;
- case TE_CSQC_LIGHTNINGARC:
- Net_ReadLightningarc();
+ case TE_CSQC_ARC:
+ Net_ReadArc();
bHandled = true;
break;
case TE_CSQC_PINGPLREPORT:
cl_notice_read();
bHandled = true;
break;
+ case TE_CSQC_SHOCKWAVEPARTICLE:
+ Net_ReadShockwaveParticle();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;
else if(autocvar_cl_spawnzoom && zoomin_effect)
{
float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
-
- current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
if(current_viewzoom == 1) { zoomin_effect = 0; }
}
setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
else
setsensitivityscale(1);
-
+
makevectors(view_angles);
if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
case 1: default: curspeed = vlen(v); break;
}
}
-
+
velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-
+
//print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
}
else
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon)
+ switch(activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
return EnemyHitCheck();
}
break;
- case WEP_ROCKET_LAUNCHER: // projectile has a size!
+ case WEP_DEVASTATOR: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
- if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
+ if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
{
// apply night vision effect
vector tc_00, tc_01, tc_10, tc_11;
R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
-
+
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
reticle_type = 1; // normal zoom
else if((activeweapon == WEP_NEX) && button_attack2)
reticle_type = 2; // nex zoom
-
+
if(reticle_type && autocvar_cl_reticle)
{
if(autocvar_cl_reticle_stretch)
old_bluralpha = 0;
}
- // edge detection postprocess handling done second (used by hud_powerup)
+ // edge detection postprocess handling done second (used by hud_powerup)
float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
-
+
sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
-
+
if(autocvar_hud_powerup && sharpen_intensity > 0)
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{
if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
-
+
nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
}
typehit_time = getstatf(STAT_TYPEHIT_TIME);
- if(typehit_time > nextsound_typehit_time)
+ if(typehit_time > nextsound_typehit_time)
{
if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
-
+
nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
}
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
{
- if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
-
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
if(autocvar_crosshair_pickup)
{
float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
-
+
if(pickup_crosshair_time < stat_pickup_time)
{
if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
pickup_crosshair_size = 1;
-
+
pickup_crosshair_time = stat_pickup_time;
}
if(autocvar_crosshair_hitindication)
{
vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
+
if(hitindication_crosshair_time < hit_time)
{
if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
hitindication_crosshair_size = 1;
-
+
hitindication_crosshair_time = hit_time;
}
// handle the values
if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
{
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
+ if (nex_chargepool || use_nex_chargepool) {
+ use_nex_chargepool = 1;
ring_inner_value = nex_chargepool;
- } else {
+ } else {
nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_image = "gfx/crosshair_ring.tga";
}
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ring_scale = autocvar_crosshair_ring_reload_size;
if(autocvar_crosshair_effect_time > 0)
{
f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if not(f < 1)
+ if (!(f < 1))
{
wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
}
-
+
if(wcross_ring_prev)
{
if(f < 1)
{
vector wcross_color_old;
wcross_color_old = wcross_color;
-
+
if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
wcross_color = stov(autocvar_crosshair_dot_color);
-
+
CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
// FIXME why don't we use wcross_alpha here?cl_notice_run();
wcross_color = wcross_color_old;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
-
+
if(hud && !intermission)
- {
+ {
if(hud == HUD_SPIDERBOT)
CSQC_SPIDER_HUD();
else if(hud == HUD_WAKIZASHI)
else if(hud == HUD_BUMBLEBEE_GUN)
CSQC_BUMBLE_GUN_HUD();
}
-
+
cl_notice_run();
-
+
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
e = get_weaponinfo(type);
effectname = strcat("damage_", e.netname);
-
+
// if damage was dealt with a bullet weapon, our effect is blood
// since blood is species dependent, include the species tag
if(type == WEP_SHOTGUN || type == WEP_UZI || type == WEP_RIFLE)
force = decompressShortVector(ReadShort());
species = ReadByte();
- if not(isNew)
+ if (!isNew)
return;
if(rad < 0)
}
else
forcemul = 1;
-
+
for(self = findradius(w_org, rad + MAX_DAMAGEEXTRARADIUS); self; self = self.chain)
{
// attached ents suck
}
self = oldself;
-
+
if(DEATH_ISVEHICLE(w_deathtype))
{
traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
-
+
setorigin(self, w_org + w_backoff * 2); // for sound() calls
-
+
switch(w_deathtype)
{
case DEATH_VH_CRUSH:
break;
-
+
// spiderbot
case DEATH_VH_SPID_MINIGUN:
string _snd;
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_VH_WAKI_GUN:
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum("wakizashi_gun_impact"), self.origin, w_backoff * 1000, 1);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("explosion_big"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_VH_RAPT_CANNON:
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum("raptor_cannon_impact"), self.origin, w_backoff * 1000, 1);
break;
}
}
-
-
+
+
if(DEATH_ISTURRET(w_deathtype))
{
string _snd;
w_backoff = trace_plane_normal;
else
w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
-
+
setorigin(self, w_org + w_backoff * 2); // for sound() calls
-
+
switch(w_deathtype)
- {
+ {
case DEATH_TURRET_EWHEEL:
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("laser_impact"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_TURRET_FLAC:
pointparticles(particleeffectnum("hagar_explode"), w_org, '0 0 0', 1);
_snd = strcat("weapons/hagexp", ftos(1 + rint(random() * 2)), ".waw");
sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
break;
-
+
case DEATH_TURRET_MLRS:
case DEATH_TURRET_HK:
case DEATH_TURRET_WALK_ROCKET:
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("rocket_explode"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_TURRET_MACHINEGUN:
case DEATH_TURRET_WALK_GUN:
_snd = strcat("weapons/ric", ftos(1 + rint(random() * 2)), ".waw");
sound(self, CH_SHOTS, _snd, VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum("machinegun_impact"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_TURRET_PLASMA:
sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
break;
-
+
case DEATH_TURRET_WALK_MEELE:
sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
case DEATH_TURRET_PHASER:
break;
-
+
case DEATH_TURRET_TESLA:
te_smallflash(self.origin);
break;
}
}
-
+
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
- if not(hitplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit
+ if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
{
float hitwep;
w_backoff = -1 * normalize(force);
setorigin(self, w_org + w_backoff * 2); // for sound() calls
- (get_weaponinfo(hitwep)).weapon_func(WR_IMPACTEFFECT);
+ WEP_ACTION(hitwep, WR_IMPACTEFFECT);
}
}
-
-void DamageInfo_Precache()
-{
- float i;
- for(i = WEP_FIRST; i <= WEP_LAST; ++i)
- (get_weaponinfo(i)).weapon_func(WR_PRECACHE);
-}
{
// I want to draw a quad...
// from and to are MIDPOINTS.
-
+
vector axis, thickdir, A, B, C, D;
float length_tex;
case ENT_CLIENT_HOOK:
vs = hook_shotorigin[s];
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
vs = electro_shotorigin[s];
break;
- case ENT_CLIENT_GAUNTLET:
- vs = gauntlet_shotorigin[s];
+ case ENT_CLIENT_ARC_BEAM:
+ vs = lightning_shotorigin[s];
break;
}
a = view_origin + view_forward * vs_x + view_right * -vs_y + view_up * vs_z;
b = self.origin;
break;
- case ENT_CLIENT_LGBEAM:
- case ENT_CLIENT_GAUNTLET:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_ARC_BEAM:
if(self.HookRange)
b = view_origin + view_forward * self.HookRange;
else
a = self.velocity;
b = self.origin;
break;
- case ENT_CLIENT_LGBEAM:
- case ENT_CLIENT_GAUNTLET:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_ARC_BEAM:
a = self.origin;
b = self.velocity;
break;
rgb = '.3 1 .3';
}
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
offset = Noise_Brown(self, frametime) * 10;
tex = "particles/lgbeam";
rgb = '1 1 1';
break;
- case ENT_CLIENT_GAUNTLET:
- intensity = 1;
- offset = Noise_White(self, frametime);
- tex = "particles/gauntletbeam";
+ case ENT_CLIENT_ARC_BEAM: // todo
+ intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
+ offset = Noise_Brown(self, frametime) * 10;
+ tex = "particles/lgbeam";
rgb = '1 1 1';
break;
}
self.drawmask = 0;
}
break;
- case ENT_CLIENT_LGBEAM:
- case ENT_CLIENT_GAUNTLET:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_ARC_BEAM:
setorigin(self, a); // beam origin!
break;
}
default:
case ENT_CLIENT_HOOK:
break;
- case ENT_CLIENT_LGBEAM:
- pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity);
+ case ENT_CLIENT_ELECTRO_BEAM:
+ pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
break;
- case ENT_CLIENT_GAUNTLET:
- pointparticles(particleeffectnum("gauntlet_lightning"), b, normalize(a - b), frametime * intensity);
+ case ENT_CLIENT_ARC_BEAM:
+ pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
break;
}
}
{
default:
case ENT_CLIENT_HOOK:
- case ENT_CLIENT_GAUNTLET:
self.HookRange = 0;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
+ case ENT_CLIENT_ARC_BEAM:
self.HookRange = ReadCoord();
break;
}
setmodel(self, "models/hook.md3");
self.drawmask = MASK_NORMAL;
break;
- case ENT_CLIENT_LGBEAM:
+ case ENT_CLIENT_ELECTRO_BEAM:
sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
break;
- case ENT_CLIENT_GAUNTLET:
- sound (self, CH_SHOTS_SINGLE, "weapons/gauntletbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+ case ENT_CLIENT_ARC_BEAM:
+ sound (self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
break;
}
}
void Hook_Precache()
{
precache_sound("weapons/lgbeam_fly.wav");
- precache_sound("weapons/gauntletbeam_fly.wav");
precache_model("models/hook.md3");
}
return stringwidth(s, FALSE, theSize);
}
- void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
+ void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
{
- position_x -= 2 / 3 * strlen(text) * scale_x;
- drawstring(position, text, scale, rgb, theAlpha, flag);
+ position_x -= 2 / 3 * strlen(text) * theScale_x;
+ drawstring(position, text, theScale, rgb, theAlpha, flag);
}
- void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
+ void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
{
- position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
- drawstring(position, text, scale, rgb, theAlpha, flag);
+ position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale_x);
+ drawstring(position, text, theScale, rgb, theAlpha, flag);
}
// return the string of the onscreen race timer
float GetPlayerColor(float i)
{
- if not(playerslots[i].gotscores) // unconnected
+ if(!playerslots[i].gotscores) // unconnected
return NUM_SPECTATOR;
else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
return NUM_SPECTATOR;
}
}
-float GetAmmoTypeForWep(float i)
+float GetAmmoTypeForWep(float i) // WEAPONTODO
{
switch(i)
{
case WEP_NEX: return 3;
case WEP_RIFLE: return 1;
case WEP_HAGAR: return 2;
- case WEP_ROCKET_LAUNCHER: return 2;
+ case WEP_DEVASTATOR: return 2;
case WEP_SEEKER: return 2;
case WEP_FIREBALL: return 4;
case WEP_HOOK: return 3;
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if(autocvar_hud_panel_weapons_onlyowned)
- if not((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon))
+ if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
continue;
// figure out the drawing position of weapon
- weapon_pos = (panel_pos
- + eX * column * weapon_size_x
+ weapon_pos = (panel_pos
+ + eX * column * weapon_size_x
+ eY * row * weapon_size_y);
// draw background behind currently selected weapon
{
if(!autocvar_hud_panel_powerups) return;
if(spectatee_status == -1) return;
- if not(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) return;
+ if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
if (getstati(STAT_HEALTH) <= 0) return;
strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
{
vector v;
- v = healtharmor_maxdamage(health, armor, armorblockpercent);
+ v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
float x;
x = floor(v_x + 1);
{
float BLINK_FACTOR = 0.15;
float BLINK_BASE = 0.85;
- float BLINK_FREQ = 9;
+ float BLINK_FREQ = 9;
pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
}
}
float entries, height;
entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
height = mySize_y/entries;
-
+
vector fontsize;
float fontheight = height * autocvar_hud_panel_notify_fontsize;
fontsize = '0.5 0.5 0' * fontheight;
{
break;
}
-
+
attacker = notify_attackers[j];
victim = notify_victims[j];
icon = notify_icon[j];
panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
panel_pos_x = (vid_conwidth - panel_size_x) / 2;
panel_pos_y = (vid_conheight - panel_size_y) / 2;
-
+
panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
-
+
switch(hud_panel_radar_maximized_zoommode)
{
default:
f = 1;
break;
}
-
+
switch(hud_panel_radar_maximized_rotation)
{
case 0:
f = 1;
break;
}
-
+
switch(hud_panel_radar_rotation)
{
case 0:
score = tm.(teamscores[ts_primary]);
if(autocvar__hud_configure)
score = 123;
-
+
if (score > max_fragcount)
max_fragcount = score;
stat_items = getstati(STAT_ITEMS, 0, 24);
redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
-
+
if(redflag || blueflag)
mod_active = 1;
else
float kaball_prevstatus; // last remembered status
float kaball_statuschange_time; // time when the status changed
- // we don't need to reset for keepaway since it immediately
+ // we don't need to reset for keepaway since it immediately
// autocorrects prevstatus as to if the player has the ball or not
void HUD_Mod_Keepaway(vector pos, vector mySize)
{
mod_active = 1; // keepaway should always show the mod HUD
-
+
float BLINK_FACTOR = 0.15;
float BLINK_BASE = 0.85;
- float BLINK_FREQ = 5;
+ float BLINK_FREQ = 5;
float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
-
+
float stat_items = getstati(STAT_ITEMS, 0, 24);
float kaball = (stat_items/IT_KEY1) & 1;
-
+
if(kaball != kaball_prevstatus)
{
kaball_statuschange_time = time;
kaball_prevstatus = kaball;
}
-
+
vector kaball_pos, kaball_size;
-
+
if(mySize_x > mySize_y) {
kaball_pos = pos + eX * 0.25 * mySize_x;
kaball_size = eX * 0.5 * mySize_x + eY * mySize_y;
kaball_pos = pos + eY * 0.25 * mySize_y;
kaball_size = eY * 0.5 * mySize_y + eX * mySize_x;
}
-
+
float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
-
+
if(kaball_prevstatus && f < 1)
drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
-
+
if(kaball)
drawpic_aspect_skin(pos, "keepawayball_carrying", eX * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
}
float f; // yet another function has this
score = me.(scores[ps_primary]);
- if not((scores_flags[ps_primary] & SFL_TIME) && !teamplay) // race/cts record display on HUD
+ if(!(scores_flags[ps_primary] & SFL_TIME) || teamplay) // race/cts record display on HUD
return; // no records in the actual race
// clientside personal record
frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + currentframetime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
frametimeavg2 = frametimeavg1;
frametimeavg1 = frametimeavg;
-
+
float weight;
weight = cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight");
if(currentframetime > 0.0001) // filter out insane values which sometimes seem to occur and throw off the average? If you are getting 10,000 fps or more, then you don't need a framerate counter.
vector fontsize;
fontsize = '0.20 0.20 0' * mySize_y;
-
+
float a;
a = panel_fg_alpha;
s = sprintf(_("^1Press ^3%s^1 for gamemode info"), getcommandkey("server info", "+show_info"));
drawInfoMessage(s)
- if(gametype == MAPINFO_TYPE_ARENA)
- s = _("^1Wait for your turn to join");
- else if(gametype == MAPINFO_TYPE_LMS)
+ if(gametype == MAPINFO_TYPE_LMS)
{
entity sk;
sk = playerslots[player_localnum];
}
}
}
- else
+ else
{
s = _("^7Press ^3ESC ^7to show HUD options.");
drawInfoMessage(s)
conversion_factor = 0.0254 * 1.943844492; // 1 m/s = 1.943844492 knots, because 1 knot = 1.852 km/h
break;
}
-
+
vector vel = (csqcplayer ? csqcplayer.velocity : pmove_vel);
float max_speed = floor( autocvar_hud_panel_physics_speed_max * conversion_factor + 0.5 );
acceleration = (vlen(vel) - vlen(acc_prevspeed));
else
acceleration = (vlen(vel - '0 0 1' * vel_z) - vlen(acc_prevspeed - '0 0 1' * acc_prevspeed_z));
-
+
acceleration = acceleration * (1 / max(0.0001, f)) * (0.0254 / 9.80665);
-
+
acc_prevspeed = vel;
acc_prevtime = time;
if (scoreboard_bottom >= 0.96 * vid_conheight)
return;
vector target_pos;
-
+
target_pos = eY * scoreboard_bottom + eX * 0.5 * (vid_conwidth - panel_size_x);
-
+
if(target_pos_y > panel_pos_y)
{
panel_pos = panel_pos + (target_pos - panel_pos) * sqrt(scoreboard_fade_alpha);
}
- // fade the centerprint_hud in/out
+ // fade the centerprint_hud in/out
if(centerprint_time[j] < 0)
a = bound(0, (time - centerprint_expire_time[j]) / max(0.0001, autocvar_hud_panel_centerprint_fade_in), 1);
else if(centerprint_expire_time[j] - autocvar_hud_panel_centerprint_fade_out > time)
a = (centerprint_expire_time[j] - time) / max(0.0001, autocvar_hud_panel_centerprint_fade_out);
else
a = 0;
-
+
// set the size from fading in/out before subsequent fading
- sz = autocvar_hud_panel_centerprint_fade_minfontsize + a * (1 - autocvar_hud_panel_centerprint_fade_minfontsize);
-
+ sz = autocvar_hud_panel_centerprint_fade_minfontsize + a * (1 - autocvar_hud_panel_centerprint_fade_minfontsize);
+
// 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
}
-
+
// finally set the size based on the new theAlpha from subsequent fading
- sz = sz * (autocvar_hud_panel_centerprint_fade_subsequent_minfontsize + a * (1 - autocvar_hud_panel_centerprint_fade_subsequent_minfontsize));
+ sz = sz * (autocvar_hud_panel_centerprint_fade_subsequent_minfontsize + a * (1 - autocvar_hud_panel_centerprint_fade_subsequent_minfontsize));
drawfontscale = sz * '1 1 0';
-
+
if (centerprint_countdown_num[j])
n = tokenizebyseparator(strreplace("^COUNT", count_seconds(centerprint_countdown_num[j]), centerprint_messages[j]), "\n");
else
}
}
- ++g; // move next position number up
-
+ ++g; // move next position number up
+
msg_size = pos_y - msg_size;
if (autocvar_hud_panel_centerprint_flip)
{
pos_y = current_msg_pos_y - CENTERPRINT_SPACING * fontsize_y;
if (a < 1 && centerprint_msgID[j] == 0) // messages with id can be replaced just after they are faded out, so never move over them the next messages
pos_y += (msg_size + CENTERPRINT_SPACING * fontsize_y) * (1 - sqrt(sz));
-
+
if (pos_y < panel_pos_y) // check if the next message can be shown
{
drawfontscale = '1 1 0';
pos_y += CENTERPRINT_SPACING * fontsize_y;
if (a < 1 && centerprint_msgID[j] == 0) // messages with id can be replaced just after they are faded out, so never move over them the next messages
pos_y -= (msg_size + CENTERPRINT_SPACING * fontsize_y) * (1 - sqrt(sz));
-
+
if(pos_y > panel_pos_y + panel_size_y - fontsize_y) // check if the next message can be shown
{
drawfontscale = '1 1 0';
num = (Team == NUM_SPECTATOR) ? 16 : Team;
if(teamslots[num])
return teamslots[num];
- if not(add)
+ if (!add)
return world;
tm = spawn();
tm.team = Team;
_drawpic_picpath = string_null;\
} while(0)
- void drawpic_aspect_skin_expanding(vector position, string pic, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+ void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
- drawpic_aspect_skin(position + expandingbox_resize_centered_box_offset(sz, scale, 1), pic, scale * sz, rgb, theAlpha * (1 - fadelerp), flag);
+ drawpic_aspect_skin(position + expandingbox_resize_centered_box_offset(sz, theScale, 1), pic, theScale * sz, rgb, theAlpha * (1 - fadelerp), flag);
}
- void drawpic_aspect_skin_expanding_two(vector position, string pic, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+ void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
- drawpic_aspect_skin_expanding(position, pic, scale, rgb, theAlpha, flag, fadelerp);
- drawpic_skin(position, pic, scale, rgb, theAlpha * fadelerp, flag);
+ drawpic_aspect_skin_expanding(position, pic, theScale, rgb, theAlpha, flag, fadelerp);
+ drawpic_skin(position, pic, theScale, rgb, theAlpha * fadelerp, flag);
}
#define SET_POS_AND_SZ_Y_ASPECT(allow_colors)\
float textaspect, oldsz;\
}
vector drawfontscale;
- void drawstring_expanding(vector position, string text, vector scale, vector rgb, float theAlpha, float flag, float fadelerp)
+ void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
drawfontscale = sz * '1 1 0';
dummyfunction(0, 0, 0, 0, 0, 0, 0, 0);
- drawstring(position + expandingbox_resize_centered_box_offset(sz, scale, stringwidth(text, FALSE, scale * (sz / drawfontscale_x)) / (scale_x * sz)), text, scale * (sz / drawfontscale_x), rgb, theAlpha * (1 - fadelerp), flag);
+ drawstring(position + expandingbox_resize_centered_box_offset(sz, theScale, stringwidth(text, FALSE, theScale * (sz / drawfontscale_x)) / (theScale_x * sz)), text, theScale * (sz / drawfontscale_x), rgb, theAlpha * (1 - fadelerp), flag);
// width parameter:
// (scale_x * sz / drawfontscale_x) * drawfontscale_x * SIZE1 / (scale_x * sz)
// SIZE1
drawstring_expanding(pos, text, '1 1 0' * sz_y, color, theAlpha, drawflag, fadelerp);
}
- void drawcolorcodedstring_expanding(vector position, string text, vector scale, float theAlpha, float flag, float fadelerp)
+ void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp)
{
float sz;
sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
drawfontscale = sz * '1 1 0';
dummyfunction(0, 0, 0, 0, 0, 0, 0, 0);
- drawcolorcodedstring(position + expandingbox_resize_centered_box_offset(sz, scale, stringwidth(text, TRUE, scale * (sz / drawfontscale_x)) / (scale_x * sz)), text, scale * (sz / drawfontscale_x), theAlpha * (1 - fadelerp), flag);
+ drawcolorcodedstring(position + expandingbox_resize_centered_box_offset(sz, theScale, stringwidth(text, TRUE, theScale * (sz / drawfontscale_x)) / (theScale_x * sz)), text, theScale * (sz / drawfontscale_x), theAlpha * (1 - fadelerp), flag);
drawfontscale = '1 1 0';
}
vector tri;
string tex;
tex = getsurfacetexture(e, i_s);
- if not(tex)
+ if (!tex)
return 0; // this is beyond the last one
n_t = getsurfacenumtriangles(e, i_s);
for(i_t = 0; i_t < n_t; ++i_t)
return GETPLAYERORIGIN_ERROR;
}
+vector getcsqcplayercolor(float pl)
+{
+ entity e;
+
+ e = CSQCModel_server2csqc(pl);
+ if(e)
+ {
+ if(e.colormap > 0)
+ return colormapPaletteColor(((e.colormap >= 1024) ? e.colormap : stof(getplayerkeyvalue(e.colormap - 1, "colors"))) & 0x0F, TRUE);
+ }
+
+ return '1 1 1';
+}
+
float getplayerisdead(float pl)
{
entity e;
-
+
e = CSQCModel_server2csqc(pl + 1);
if(e)
return e.csqcmodel_isdead;
-
+
return FALSE;
}
shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
charge = ReadByte() / 255.0;
-
+
pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
-
+
//draw either the old v2.3 beam or the new beam
charge = sqrt(charge); // divide evenly among trail spacing and alpha
particles_alphamin = particles_alphamax = particles_fade = charge;
else
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
}
+
+.vector sw_shotorg;
+.vector sw_endpos;
+.float sw_spread_max;
+.float sw_spread_min;
+.float sw_time;
+
+void Draw_Shockwave()
+{
+ float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
+
+ if not(a) { remove(self); }
+
+ vector deviation, angle;
+
+ vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
+
+ vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
+ vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
+
+ float new_max_dist, new_min_dist;
+
+ vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
+ vectorvectors(shotdir);
+ vector right = v_right;
+ vector up = v_up;
+
+ float counter, dist_before_normal = 200, shots = 20;
+
+ vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
+ vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
+
+ float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
+ float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
+
+ for(counter = 0; counter < shots; ++counter)
+ {
+ // perfect circle effect lines
+ angle = '0 0 0';
+ makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
+ angle_y = v_forward_x;
+ angle_z = v_forward_y;
+
+ // first do the spread_to_min effect
+ deviation = angle * spread_to_min;
+ deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_min_dist = dist_before_normal;
+ new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
+ //te_lightning2(world, new_min_end, self.sw_shotorg);
+
+ // then calculate spread_to_max effect
+ deviation = angle * spread_to_max;
+ deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
+ new_max_dist = vlen(new_min_end - self.sw_endpos);
+ new_max_end = (new_min_end + (deviation * new_max_dist));
+ //te_lightning2(world, new_end, prev_min_end);
+
+
+ if(counter == 0)
+ {
+ first_min_end = new_min_end;
+ first_max_end = new_max_end;
+ }
+
+ if(counter >= 1)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+
+ prev_min_end = new_min_end;
+ prev_max_end = new_max_end;
+
+ if((counter + 1) == shots)
+ {
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
+ R_EndPolygon();
+
+ R_BeginPolygon("", DRAWFLAG_NORMAL);
+ R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
+ R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
+ R_EndPolygon();
+ }
+ }
+}
+
+void Net_ReadShockwaveParticle()
+{
+ entity shockwave;
+ shockwave = spawn();
+ shockwave.draw = Draw_Shockwave;
+
+ shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
+ shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord();
+
+ shockwave.sw_spread_max = ReadByte();
+ shockwave.sw_spread_min = ReadByte();
+
+ shockwave.sv_entnum = ReadByte();
+
+ shockwave.sw_time = time;
+}
+
../common/util.qh
../common/test.qh
../common/counting.qh
-../common/items.qh
-../common/explosion_equation.qh
+../common/weapons/weapons.qh // TODO
../common/mapinfo.qh
../common/command/markup.qh
../common/command/rpn.qh
../csqcmodellib/common.qh
../csqcmodellib/cl_model.qh
../csqcmodellib/cl_player.qh
-projectile.qh
+weapons/projectile.qh // TODO
player_skeleton.qh
sortlist.qc
miscfunctions.qc
+../server/t_items.qh
../server/t_items.qc
teamradar.qc
hook.qc
particles.qc
laser.qc
-projectile.qc
+weapons/projectile.qc // TODO
gibs.qc
damage.qc
casings.qc
../common/command/rpn.qc
../common/command/generic.qc
../common/mapinfo.qc
-../common/items.qc
-../server/w_all.qc
-../common/explosion_equation.qc
+../common/weapons/weapons.qc // TODO
../common/urllib.qc
command/cl_cmd.qc
player_skeleton.qc
../common/animdecide.qc
-
- ../common/if-this-file-errors-scroll-up-and-fix-the-warnings.fteqccfail
--- /dev/null
- rot = self.avelocity;
+.vector iorigin1, iorigin2;
+.float spawntime;
+.vector trail_oldorigin;
+.float trail_oldtime;
+.float fade_time, fade_rate;
+
+void SUB_Stop()
+{
+ self.move_velocity = self.move_avelocity = '0 0 0';
+ self.move_movetype = MOVETYPE_NONE;
+}
+
+.float alphamod;
+.float count; // set if clientside projectile
+.float cnt; // sound index
+.float gravity;
+.float snd_looping;
+.float silent;
+
+void Projectile_ResetTrail(vector to)
+{
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+}
+
+void Projectile_DrawTrail(vector to)
+{
+ vector from;
+ float t0;
+
+ from = self.trail_oldorigin;
+ t0 = self.trail_oldtime;
+ self.trail_oldorigin = to;
+ self.trail_oldtime = time;
+
+ // force the effect even for stationary firemine
+ if(self.cnt == PROJECTILE_FIREMINE)
+ if(from == to)
+ from_z += 1;
+
+ if (self.traileffect)
+ {
+ particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
+ boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
+ }
+}
+
+void Projectile_Draw()
+{
+ vector rot;
+ vector trailorigin;
+ float f;
+ float drawn;
+ float t;
+ float a;
+
+ f = self.move_flags;
+
+ if(self.count & 0x80)
+ {
+ //self.move_flags &= ~FL_ONGROUND;
+ if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
+ Movetype_Physics_NoMatchServer();
+ // the trivial movetypes do not have to match the
+ // server's ticrate as they are ticrate independent
+ // NOTE: this assumption is only true if MOVETYPE_FLY
+ // projectiles detonate on impact. If they continue
+ // moving, we might still be ticrate dependent.
+ else
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+ if(!(self.move_flags & FL_ONGROUND))
+ if(self.velocity != '0 0 0')
+ self.move_angles = self.angles = vectoangles(self.velocity);
+ }
+ else
+ {
+ InterpolateOrigin_Do();
+ }
+
+ if(self.count & 0x80)
+ {
+ drawn = (time >= self.spawntime - 0.02);
+ t = max(time, self.spawntime);
+ }
+ else
+ {
+ drawn = (self.iflags & IFLAG_VALID);
+ t = time;
+ }
+
+ if(!(f & FL_ONGROUND))
+ {
+ rot = '0 0 0';
+ switch(self.cnt)
+ {
+ /*
+ case PROJECTILE_GRENADE:
+ rot = '-2000 0 0'; // forward
+ break;
+ */
+ case PROJECTILE_GRENADE_BOUNCING:
+ rot = '0 -1000 0'; // sideways
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
- case PROJECTILE_BULLET_GLOWING:
- case PROJECTILE_BULLET_GLOWING_TRACER:
- adddynamiclight(self.origin, 50 * a, '1 1 0');
- break;
++ rot = self.avelocity;
+ break;
+ case PROJECTILE_HOOKBOMB:
+ rot = '1000 0 0'; // forward
+ break;
+ default:
+ break;
+ }
+ self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
+ }
+
+ vector ang;
+ ang = self.angles;
+ ang_x = -ang_x;
+ makevectors(ang);
+
+ a = 1 - (time - self.fade_time) * self.fade_rate;
+ self.alpha = bound(0, self.alphamod * a, 1);
+ if(self.alpha <= 0)
+ drawn = 0;
+ self.renderflags = 0;
+
+ trailorigin = self.origin;
+ switch(self.cnt)
+ {
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ trailorigin += v_up * 4;
+ break;
+ case PROJECTILE_GRENADE:
+ case PROJECTILE_GRENADE_BOUNCING:
+ trailorigin += v_right * 1 + v_forward * -10;
+ break;
+ default:
+ break;
+ }
+ if(drawn)
+ Projectile_DrawTrail(trailorigin);
+ else
+ Projectile_ResetTrail(trailorigin);
+
+ self.drawmask = 0;
+
+ if(!drawn)
+ return;
+
+ switch(self.cnt)
+ {
- case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
- case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle_weak"); break;
- case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
++ // Possibly add dlights here.
+ default:
+ break;
+ }
+
+ self.drawmask = MASK_NORMAL;
+}
+
+void loopsound(entity e, float ch, string samp, float vol, float attn)
+{
+ if(self.silent)
+ return;
+
+ sound(e, ch, samp, vol, attn);
+ e.snd_looping = ch;
+}
+
+void Ent_RemoveProjectile()
+{
+ if(self.count & 0x80)
+ {
+ tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
+ Projectile_DrawTrail(trace_endpos);
+ }
+}
+
+void Ent_Projectile()
+{
+ float f;
+
+ // projectile properties:
+ // kind (interpolated, or clientside)
+ //
+ // modelindex
+ // origin
+ // scale
+ // if clientside:
+ // velocity
+ // gravity
+ // soundindex (hardcoded list)
+ // effects
+ //
+ // projectiles don't send angles, because they always follow the velocity
+
+ f = ReadByte();
+ self.count = (f & 0x80);
+ self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
+ self.solid = SOLID_TRIGGER;
+ //self.effects = EF_NOMODELFLAGS;
+
+ // this should make collisions with bmodels more exact, but it leads to
+ // projectiles no longer being able to lie on a bmodel
+ self.move_nomonsters = MOVE_WORLDONLY;
+ if(f & 0x40)
+ self.move_flags |= FL_ONGROUND;
+ else
+ self.move_flags &= ~FL_ONGROUND;
+
+ if(!self.move_time)
+ {
+ // for some unknown reason, we don't need to care for
+ // sv_gameplayfix_delayprojectiles here.
+ self.move_time = time;
+ self.spawntime = time;
+ }
+ else
+ self.move_time = max(self.move_time, time);
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Undo();
+
+ if(f & 1)
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
+ if(self.count & 0x80)
+ {
+ self.velocity_x = ReadCoord();
+ self.velocity_y = ReadCoord();
+ self.velocity_z = ReadCoord();
+ if(f & 0x10)
+ self.gravity = ReadCoord();
+ else
+ self.gravity = 0; // none
+ self.move_origin = self.origin;
+ self.move_velocity = self.velocity;
+ }
+
+ if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
+ {
+ self.trail_oldorigin = self.origin;
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Reset();
+ }
+
+ if(f & 0x20)
+ {
+ self.fade_time = time + ReadByte() * ticrate;
+ self.fade_rate = 1 / (ReadByte() * ticrate);
+ }
+ else
+ {
+ self.fade_time = 0;
+ self.fade_rate = 0;
+ }
+ }
+
+ if(f & 2)
+ {
+ self.cnt = ReadByte();
+
+ self.silent = (self.cnt & 0x80);
+ self.cnt = (self.cnt & 0x7F);
+
+ self.scale = 1;
+ self.traileffect = 0;
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
-
+ case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+ case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
+ case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
+ case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
+ case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
+ case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
+ case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
+ case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
+ case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
+ case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
+ case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
+
+ case PROJECTILE_RAPTORBOMB: setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
+ case PROJECTILE_RAPTORCANNON: setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
+
+ case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
+ case PROJECTILE_WAKIROCKET: setmodel(self, "models/vehicles/rocket01.md3"); self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
+ case PROJECTILE_WAKICANNON: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum(""); break;
+
+ case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+ case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
- break;
++
+ case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
+ case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
+ case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
+ case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
+ case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
+ case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
+ case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
+ case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
+ case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
+ case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
+
+ default:
+ error("Received invalid CSQC projectile, can't work with this!");
+ break;
+ }
+
+ self.mins = '0 0 0';
+ self.maxs = '0 0 0';
+ self.colormod = '0 0 0';
+ self.move_touch = SUB_Stop;
+ self.move_movetype = MOVETYPE_TOSS;
+ self.alphamod = 1;
+
+ switch(self.cnt)
+ {
+ case PROJECTILE_ELECTRO:
+ // only new engines support sound moving with object
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ case PROJECTILE_ROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_GRENADE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
+ case PROJECTILE_GRENADE_BOUNCING:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
+ break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
+ case PROJECTILE_MINE:
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_PORTO_RED:
+ self.colormod = '2 1 1';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_PORTO_BLUE:
+ self.colormod = '1 1 2';
+ self.alphamod = 0.5;
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_HAGAR_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_CRYLINK_BOUNCING:
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ break;
+ case PROJECTILE_FIREBALL:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ break;
+ case PROJECTILE_FIREMINE:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_TAG:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_FLAC:
+ self.mins = '-2 -2 -2';
+ self.maxs = '2 2 2';
+ break;
+ case PROJECTILE_SEEKER:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '-4 -4 -4';
+ self.maxs = '4 4 4';
+ break;
+ case PROJECTILE_RAPTORBOMB:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ break;
+ case PROJECTILE_RAPTORBOMBLET:
+ break;
+ case PROJECTILE_RAPTORCANNON:
+ break;
+ case PROJECTILE_SPIDERROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
+ break;
+ case PROJECTILE_WAKIROCKET:
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
-
++ break;
+ /*
+ case PROJECTILE_WAKICANNON:
+ break;
+ case PROJECTILE_BUMBLE_GUN:
+ // only new engines support sound moving with object
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.mins = '0 0 -4';
+ self.maxs = '0 0 -4';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
+ self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
+ break;
+ */
+ default:
+ break;
+ }
+ setsize(self, self.mins, self.maxs);
+ }
+
+ if(self.gravity)
+ {
+ if(self.move_movetype == MOVETYPE_FLY)
+ self.move_movetype = MOVETYPE_TOSS;
+ if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
+ self.move_movetype = MOVETYPE_BOUNCE;
+ }
+ else
+ {
+ if(self.move_movetype == MOVETYPE_TOSS)
+ self.move_movetype = MOVETYPE_FLY;
+ if(self.move_movetype == MOVETYPE_BOUNCE)
+ self.move_movetype = MOVETYPE_BOUNCEMISSILE;
+ }
+
+ if(!(self.count & 0x80))
+ InterpolateOrigin_Note();
+
+ self.draw = Projectile_Draw;
+ self.entremove = Ent_RemoveProjectile;
+}
+
+void Projectile_Precache()
+{
+ precache_model("models/ebomb.mdl");
+ precache_model("models/elaser.mdl");
+ precache_model("models/grenademodel.md3");
+ precache_model("models/mine.md3");
+ precache_model("models/hagarmissile.mdl");
+ precache_model("models/hlac_bullet.md3");
+ precache_model("models/laser.mdl");
+ precache_model("models/plasmatrail.mdl");
+ precache_model("models/rocket.md3");
+ precache_model("models/tagrocket.md3");
+ precache_model("models/tracer.mdl");
++
+ precache_model("models/weapons/v_ok_grenade.md3");
+
+ precache_sound("weapons/electro_fly.wav");
+ precache_sound("weapons/rocket_fly.wav");
+ precache_sound("weapons/fireball_fly.wav");
+ precache_sound("weapons/fireball_fly2.wav");
+ precache_sound("weapons/tag_rocket_fly.wav");
+
+}
strunzone(do_cvar);
}
if(!do_exec)
- if not(do_cvar)
+ if (!do_cvar)
print(data);
}
case CMD_REQUEST_COMMAND:
{
float i;
-
+
if(argc >= 2)
{
string original_cvar = argv(1);
string tmp_string = argv(2);
-
+
if(cvar_string(original_cvar) == "") // cvar was empty
{
cvar_set(original_cvar, tmp_string);
else // add it to the end of the list if the list doesn't already have it
{
argc = tokenizebyseparator(cvar_string(original_cvar), " ");
-
+
for(i = 0; i < argc; ++i)
if(argv(i) == tmp_string)
return; // already in list
-
+
cvar_set(original_cvar, strcat(tmp_string, " ", cvar_string(original_cvar)));
}
return;
}
}
-
+
default:
print("Incorrect parameters for ^2addtolist^7\n");
case CMD_REQUEST_USAGE:
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
float fh;
string filename = strcat(GetProgramCommandPrefix(), "_dump.txt");
fh = fopen(filename, FILE_WRITE);
-
+
if(fh >= 0)
{
#ifdef SVQC
CMD_Write("dump of server console commands:\n");
GameCommand_macro_write_aliases(fh);
-
+
CMD_Write("\ndump of networked client only commands:\n");
ClientCommand_macro_write_aliases(fh);
-
+
CMD_Write("\ndump of common commands:\n");
CommonCommand_macro_write_aliases(fh);
CMD_Write("\ndump of ban commands:\n");
BanCommand_macro_write_aliases(fh);
#endif
-
+
#ifdef CSQC
CMD_Write("dump of client commands:\n");
LocalCommand_macro_write_aliases(fh);
#endif
-
+
CMD_Write("\ndump of generic commands:\n");
GenericCommand_macro_write_aliases(fh);
-
+
print("Completed dump of aliases in ^2data/data/", GetProgramCommandPrefix(), "_dump.txt^7.\n");
-
+
fclose(fh);
}
else
}
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
#ifndef MENUQC
float fh, alsoprint = FALSE;
string filename = argv(1);
-
+
if(filename == "")
{
- filename = "notifications.cfg";
+ filename = "notifications_dump.cfg";
alsoprint = FALSE;
}
else if(filename == "-")
{
- filename = "notifications.cfg";
+ filename = "notifications_dump.cfg";
alsoprint = TRUE;
}
fh = fopen(filename, FILE_WRITE);
-
+
if(fh >= 0)
{
Dump_Notifications(fh, alsoprint);
#endif
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
print(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpnotifs [filename]"));
- print(" Where 'filename' is the file to write (default is notifications.cfg),\n");
+ print(" Where 'filename' is the file to write (default is notifications_dump.cfg),\n");
+ print(" if supplied with '-' output to console as well as default,\n");
+ print(" if left blank, it will only write to default.\n");
+ return;
+ }
+ }
+}
+
+void GenericCommand_dumpweapons(float request) // WEAPONTODO: make this work with other progs than just server
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ #ifdef SVQC
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ string filename = argv(1);
+
+ if(filename == "")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = FALSE;
+ }
+ else if(filename == "-")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = TRUE;
+ }
+ wep_config_file = fopen(filename, FILE_WRITE);
+
+ if(wep_config_file >= 0)
+ {
+ Dump_Weapon_Settings();
+ print(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ fclose(wep_config_file);
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ }
+ else
+ {
+ print(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ }
+ #else
+ print(_("Weapons dump command only works with sv_cmd.\n"));
+ #endif
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ print(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
+ print(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
print(" if supplied with '-' output to console as well as default,\n");
print(" if left blank, it will only write to default.\n");
return;
{
string tmp_string;
float i;
-
+
switch(argv(1))
{
case "add": // appends new maps to the maplist
print("maplist: ERROR: ", argv(2), " does not exist!\n");
break;
}
-
+
if(cvar_string("g_maplist") == "")
cvar_set("g_maplist", argv(2));
else
cvar_set("g_maplist", strcat(argv(2), " ", cvar_string("g_maplist")));
-
+
return;
}
break; // go to usage
}
-
+
case "cleanup": // scans maplist and only adds back the ones which are really usable
{
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
argc = tokenizebyseparator(cvar_string("g_maplist"), " ");
-
+
tmp_string = "";
for(i = 0; i < argc; ++i)
if(MapInfo_CheckMap(argv(i)))
tmp_string = strcat(tmp_string, " ", argv(i));
-
+
tmp_string = substring(tmp_string, 1, strlen(tmp_string) - 1);
cvar_set("g_maplist", tmp_string);
-
+
return;
}
-
+
case "remove": // scans maplist and only adds back whatever maps were not provided in argv(2)
{
if(argc == 3)
{
argc = tokenizebyseparator(cvar_string("g_maplist"), " ");
-
+
tmp_string = "";
for(i = 0; i < argc; ++i)
if(argv(i) != argv(2))
tmp_string = strcat(tmp_string, " ", argv(i));
-
+
tmp_string = substring(tmp_string, 1, strlen(tmp_string) - 1);
cvar_set("g_maplist", tmp_string);
-
+
return;
}
break; // go to usage
}
-
+
case "shuffle": // randomly shuffle the maplist
{
cvar_set("g_maplist", shufflewords(cvar_string("g_maplist")));
return;
}
-
+
default: break;
}
}
-
+
default:
print("Incorrect parameters for ^2maplist^7\n");
case CMD_REQUEST_USAGE:
queue_to_execute_next_frame(substring(command, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)));
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
string original_cvar = argv(1);
string removal = argv(2);
string tmp_string;
-
+
argc = tokenizebyseparator(cvar_string(original_cvar), " ");
-
+
tmp_string = "";
for(i = 0; i < argc; ++i)
if(argv(i) != removal)
tmp_string = strcat(tmp_string, " ", argv(i));
-
+
tmp_string = substring(tmp_string, 1, strlen(tmp_string) - 1);
cvar_set(original_cvar, tmp_string);
-
+
return;
}
}
-
+
default:
print("Incorrect parameters for ^2removefromlist^7\n");
case CMD_REQUEST_USAGE:
NOTIF_CENTER_COUNT,
NOTIF_MULTI_COUNT,
NOTIF_CHOICE_COUNT
- ));
+ ));
Destroy_All_Notifications();
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
#else
#endif
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
{
float f = cvar_settemp(argv(1), argv(2));
if(f == 1)
- dprint("Creating new settemp tracker for ", argv(1), " and setting it to \"", argv(2), "\" temporarily.\n");
+ dprint("Creating new settemp tracker for ", argv(1), " and setting it to \"", argv(2), "\" temporarily.\n");
else if(f == -1)
dprint("Already had a tracker for ", argv(1), ", updating it to \"", argv(2), "\".\n");
// else cvar_settemp itself errors out
case CMD_REQUEST_COMMAND:
{
float i = cvar_settemp_restore();
-
+
if(i)
dprint("Restored ", ftos(i), " temporary cvar settings to their original values.\n");
else
dprint("Nothing to restore.\n");
-
+
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
TEST_RunAll();
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
{
case CMD_REQUEST_COMMAND:
{
-
+
return;
}
-
+
default:
case CMD_REQUEST_USAGE:
{
GENERIC_COMMAND("addtolist", GenericCommand_addtolist(request, arguments), "Add a string to a cvar") \
GENERIC_COMMAND("dumpcommands", GenericCommand_dumpcommands(request), "Dump all commands on the program to *_cmd_dump.txt") \
GENERIC_COMMAND("dumpnotifs", GenericCommand_dumpnotifs(request), "Dump all notifications into notifications_dump.txt") \
+ GENERIC_COMMAND("dumpweapons", GenericCommand_dumpweapons(request), "Dump all weapons into weapons_dump.txt") \
GENERIC_COMMAND("maplist", GenericCommand_maplist(request, arguments), "Automatic control of maplist") \
GENERIC_COMMAND("nextframe", GenericCommand_nextframe(request, arguments, command), "Execute the given command next frame of this VM") \
GENERIC_COMMAND("qc_curl", GenericCommand_qc_curl(request, arguments), "Queries a URL") \
{
#define GENERIC_COMMAND(name,function,description) \
{ print(" ^2", name, "^7: ", description, "\n"); }
-
+
GENERIC_COMMANDS(0, 0, "")
#undef GENERIC_COMMAND
-
+
return;
}
{
#define GENERIC_COMMAND(name,function,description) \
{ if(name == strtolower(argv(0))) { function; return TRUE; } }
-
+
GENERIC_COMMANDS(CMD_REQUEST_COMMAND, argc, command)
#undef GENERIC_COMMAND
-
+
return FALSE;
}
{
#define GENERIC_COMMAND(name,function,description) \
{ if(name == strtolower(argv(1))) { function; return TRUE; } }
-
+
GENERIC_COMMANDS(CMD_REQUEST_USAGE, argc, "")
#undef GENERIC_COMMAND
-
+
return FALSE;
}
{
#define GENERIC_COMMAND(name,function,description) \
{ CMD_Write_Alias("qc_cmd_svmenu", name, description); }
-
+
GENERIC_COMMANDS(0, 0, "")
#undef GENERIC_COMMAND
-
+
return;
}
-
+
// ===========================================
// Main Common Function For Generic Commands
// ===========================================
- // Commands spread out among all programs (menu, client, and server)
+ // Commands spread out among all programs (menu, client, and server)
float GenericCommand(string command)
{
// Guide for working with argc arguments by example:
// argc: 1 - 2 - 3 - 4
- // argv: 0 - 1 - 2 - 3
+ // argv: 0 - 1 - 2 - 3
// cmd vote - master - login - password
-
+
if(GenericCommand_macro_command(argc, command)) // continue as usual and scan for normal commands
{
return TRUE; // handled by one of the above GenericCommand_* functions
// test case for terencehill's color codes
s = strdecolorize(substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)));
s2 = "";
-
+
n = strlen(s);
j = ((6 * max(1, floor(strlen(s)/32 + random() * 2 - 1))) / n) * (1 - 2 * (random() > 0.5));
f = random() * 6;
const float TE_CSQC_RACE = 101;
const float TE_CSQC_ZCURVEPARTICLES = 102;
const float TE_CSQC_NEXGUNBEAMPARTICLE = 103;
-const float TE_CSQC_LIGHTNINGARC = 104;
+const float TE_CSQC_ARC = 104;
const float TE_CSQC_TEAMNAGGER = 105;
const float TE_CSQC_PINGPLREPORT = 106;
const float TE_CSQC_TARGET_MUSIC = 107;
const float TE_CSQC_HAGAR_MAXROCKETS = 111;
const float TE_CSQC_VEHICLESETUP = 112;
const float TE_CSQC_SVNOTICE = 113;
+const float TE_CSQC_SHOCKWAVEPARTICLE = 114;
const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
const float RACE_NET_CHECKPOINT_CLEAR = 1;
const float ENT_CLIENT_WARPZONE_CAMERA = 25;
const float ENT_CLIENT_TRIGGER_MUSIC = 26;
const float ENT_CLIENT_HOOK = 27;
-const float ENT_CLIENT_LGBEAM = 28;
-const float ENT_CLIENT_GAUNTLET = 29;
+const float ENT_CLIENT_ELECTRO_BEAM = 28;
+const float ENT_CLIENT_ARC_BEAM = 29;
const float ENT_CLIENT_ACCURACY = 30;
const float ENT_CLIENT_SHOWNAMES = 31;
const float ENT_CLIENT_WARPZONE_TELEPORTED = 32;
const float PROJECTILE_ELECTRO = 1;
const float PROJECTILE_ROCKET = 2;
const float PROJECTILE_TAG = 3;
- const float PROJECTILE_BULLET = 4;
const float PROJECTILE_CRYLINK = 5;
const float PROJECTILE_ELECTRO_BEAM = 6;
const float PROJECTILE_GRENADE = 7;
const float PROJECTILE_HOOKBOMB = 16;
const float PROJECTILE_HAGAR = 17;
const float PROJECTILE_HAGAR_BOUNCING = 18;
- const float PROJECTILE_BULLET_GLOWING = 19;
const float PROJECTILE_CRYLINK_BOUNCING = 20;
const float PROJECTILE_FIREBALL = 21;
const float PROJECTILE_FIREMINE = 22;
- const float PROJECTILE_BULLET_GLOWING_TRACER = 23;
const float PROJECTILE_RAPTORCANNON = 24;
const float PROJECTILE_RAPTORBOMB = 25;
const float WATERLEVEL_WETFEET = 1;
const float WATERLEVEL_SWIMMING = 2;
const float WATERLEVEL_SUBMERGED = 3;
-
-const float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests
-const float WR_SETUP = 1; // (SVQC) setup weapon data
-const float WR_THINK = 2; // (SVQC) logic to run every frame
-const float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
-const float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
-const float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
-const float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
-const float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
-const float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
-const float WR_RELOAD = 9; // (SVQC) does not need to do anything
-const float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
-const float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
-const float WR_SWITCHABLE = 12; // (CSQC) impact effect
-const float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
-const float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4
float dist_point_line(vector p, vector l0, vector ldir)
{
ldir = normalize(ldir);
-
+
// remove the component in line direction
p = p - (p * ldir) * ldir;
string fstrunzone(string s)
{
string sc;
- if not(s)
+ if (!s)
return s;
sc = strcat(s, "");
strunzone(s);
{
float fh, i, n;
fh = fopen(pFilename, FILE_WRITE);
- if(fh < 0)
+ if(fh < 0)
{
print(strcat("^1Can't write DB to ", pFilename));
return;
valstr = TIME_ENCODED_TOSTRING(pValue);
else
valstr = ftos(pValue);
-
+
return valstr;
}
neworder = strcat(neworder, ftos(w), " ");
}
}
-
+
return substring(neworder, 0, strlen(neworder) - 1);
}
neworder = "";
for(i = 0; i < n; ++i)
neworder = strcat(neworder, mapfunc(argv(i)), " ");
-
+
return substring(neworder, 0, strlen(neworder) - 1);
}
}
return substring(s, 0, strlen(s) - 1);
}
-
+
return order;
}
created_saved_value = 0;
- if not(tmp_cvar || tmp_value)
+ if (!(tmp_cvar || tmp_value))
{
dprint("Error: Invalid usage of cvar_settemp(string, string); !\n");
return 0;
hsv_y = 0;
else
hsv_y = 1 - mi/ma;
-
+
return hsv;
}
ma = max(rgb_x, rgb_y, rgb_z);
hsl_x = rgb_mi_ma_to_hue(rgb, mi, ma);
-
+
hsl_z = 0.5 * (mi + ma);
if(mi == ma)
hsl_y = 0;
hsl_y = (ma - mi) / (2*hsl_z);
else // if(hsl_z > 0.5)
hsl_y = (ma - mi) / (2 - 2*hsl_z);
-
+
return hsl;
}
maminusmi = hsl_y * 2 * hsl_z;
else
maminusmi = hsl_y * (2 - 2 * hsl_z);
-
+
// hsl_z = 0.5 * mi + 0.5 * ma
// maminusmi = - mi + ma
mi = hsl_z - 0.5 * maminusmi;
// terminate, as the range still halves each time - but nevertheless, it is
// guaranteed that it finds ONE valid cutoff place (where "left" is in
// range, and "right" is outside).
-
+
// terencehill: the following code detects truncated ^xrgb tags (e.g. ^x or ^x4)
// and decrease left on the basis of the chars detected of the truncated tag
// Even if the ^xrgb tag is not complete/correct, left is decreased
}
}
}
-
+
return left;
}
// terminate, as the range still halves each time - but nevertheless, it is
// guaranteed that it finds ONE valid cutoff place (where "left" is in
// range, and "right" is outside).
-
+
// terencehill: the following code detects truncated ^xrgb tags (e.g. ^x or ^x4)
// and decrease left on the basis of the chars detected of the truncated tag
// Even if the ^xrgb tag is not complete/correct, left is decreased
}
}
}
-
+
return left;
}
string s;
s = getWrappedLine_remaining;
-
+
if(w <= 0)
{
getWrappedLine_remaining = string_null;
string s;
s = getWrappedLine_remaining;
-
+
if(w <= 0)
{
getWrappedLine_remaining = string_null;
if(strstrofs(strcat(",", pattern, ","), subpattern2, 0) < 0)
if(strstrofs(strcat(",", pattern, ","), subpattern3, 0) < 0)
{
- if not(subpattern4)
+ if (!subpattern4)
return 0;
if(strstrofs(strcat(",", pattern, ","), subpattern4, 0) < 0)
return 0;
error("fteqcc bug introduced with revision 3178 detected. Please upgrade fteqcc to a later revision, downgrade fteqcc to revision 3177, or pester Spike until he fixes it. You can set _allow_unacceptable_compiler_bugs 1 to skip this check, but expect stuff to be horribly broken then.");
string s = "";
- if not(s)
+ if (!s)
error("The empty string counts as false. We do not want that!");
}
}
}
- vector healtharmor_maxdamage(float h, float a, float armorblock)
+ #ifndef MENUQC
+ vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype)
{
// NOTE: we'll always choose the SMALLER value...
float healthdamage, armordamage, armorideal;
+ if (deathtype == DEATH_DROWN) // Why should armor help here...
+ armorblock = 0;
vector v;
healthdamage = (h - 1) / (1 - armorblock); // damage we can take if we could use more health
armordamage = a + (h - 1); // damage we can take if we could use more armor
return v;
}
- vector healtharmor_applydamage(float a, float armorblock, float damage)
+ vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage)
{
vector v;
+ if (deathtype == DEATH_DROWN) // Why should armor help here...
+ armorblock = 0;
v_y = bound(0, damage * armorblock, a); // save
v_x = bound(0, damage - v_y, damage); // take
v_z = 0;
return v;
}
+ #endif
string getcurrentmod()
{
}
get_model_parameters_fixbone = 0;
- if not(m)
+ if (!m)
return 1;
if(substring(m, -9, 5) == "_lod1" || substring(m, -9, 5) == "_lod2")
case "true":
case "on":
return TRUE;
-
+
case "no":
case "false":
case "off":
return FALSE;
-
+
default: return stof(input);
}
}
/*
// if this is the case, the possible zeros of the first derivative are outside
// 0..1
- We can calculate this condition as condition
+ We can calculate this condition as condition
if(se <= 3)
return TRUE;
*/
// (3, [0..3])
// (3.5, [0.2..2.3])
// (4, 1)
+
+ /*
+ On another note:
+ inflection point is always at (2s + e - 3) / (3s + 3e - 6).
+
+ s + e - 2 == 0: no inflection
+
+ s + e > 2:
+ 0 < inflection < 1 if:
+ 0 < 2s + e - 3 < 3s + 3e - 6
+ 2s + e > 3 and 2e + s > 3
+
+ s + e < 2:
+ 0 < inflection < 1 if:
+ 0 > 2s + e - 3 > 3s + 3e - 6
+ 2s + e < 3 and 2e + s < 3
+
+ Therefore: there is an inflection point iff:
+ e outside (3 - s)/2 .. 3 - s*2
+
+ in other words, if (s,e) in triangle (1,1)(0,3)(0,1.5) or in triangle (1,1)(3,0)(1.5,0)
+ */
}
.float FindConnectedComponent_processing;
queue_start.FindConnectedComponent_processing = 0;
}
+#ifdef SVQC
+vector combine_to_vector(float x, float y, float z)
+{
+ vector result; result_x = x; result_y = y; result_z = z;
+ return result;
+}
+
+vector get_corner_position(entity box, float corner)
+{
+ switch(corner)
+ {
+ case 1: return combine_to_vector(box.absmin_x, box.absmin_y, box.absmin_z);
+ case 2: return combine_to_vector(box.absmax_x, box.absmin_y, box.absmin_z);
+ case 3: return combine_to_vector(box.absmin_x, box.absmax_y, box.absmin_z);
+ case 4: return combine_to_vector(box.absmin_x, box.absmin_y, box.absmax_z);
+ case 5: return combine_to_vector(box.absmax_x, box.absmax_y, box.absmin_z);
+ case 6: return combine_to_vector(box.absmin_x, box.absmax_y, box.absmax_z);
+ case 7: return combine_to_vector(box.absmax_x, box.absmin_y, box.absmax_z);
+ case 8: return combine_to_vector(box.absmax_x, box.absmax_y, box.absmax_z);
+ default: return '0 0 0';
+ }
+}
+#endif
+
// todo: this sucks, lets find a better way to do backtraces?
#ifndef MENUQC
void backtrace(string msg)
string CCR(string input)
{
// See the autocvar declarations in util.qh for default values
-
+
// foreground/normal colors
- input = strreplace("^F1", strcat("^", autocvar_hud_colorset_foreground_1), input);
- input = strreplace("^F2", strcat("^", autocvar_hud_colorset_foreground_2), input);
- input = strreplace("^F3", strcat("^", autocvar_hud_colorset_foreground_3), input);
- input = strreplace("^F4", strcat("^", autocvar_hud_colorset_foreground_4), input);
+ input = strreplace("^F1", strcat("^", autocvar_hud_colorset_foreground_1), input);
+ input = strreplace("^F2", strcat("^", autocvar_hud_colorset_foreground_2), input);
+ input = strreplace("^F3", strcat("^", autocvar_hud_colorset_foreground_3), input);
+ input = strreplace("^F4", strcat("^", autocvar_hud_colorset_foreground_4), input);
// "kill" colors
input = strreplace("^K1", strcat("^", autocvar_hud_colorset_kill_1), input);
switch(num)
{
case 10: return ANNCE_NUM_GAMESTART_10;
- case 9: return ANNCE_NUM_GAMESTART_9;
- case 8: return ANNCE_NUM_GAMESTART_8;
- case 7: return ANNCE_NUM_GAMESTART_7;
- case 6: return ANNCE_NUM_GAMESTART_6;
- case 5: return ANNCE_NUM_GAMESTART_5;
- case 4: return ANNCE_NUM_GAMESTART_4;
- case 3: return ANNCE_NUM_GAMESTART_3;
- case 2: return ANNCE_NUM_GAMESTART_2;
- case 1: return ANNCE_NUM_GAMESTART_1;
+ case 9: return ANNCE_NUM_GAMESTART_9;
+ case 8: return ANNCE_NUM_GAMESTART_8;
+ case 7: return ANNCE_NUM_GAMESTART_7;
+ case 6: return ANNCE_NUM_GAMESTART_6;
+ case 5: return ANNCE_NUM_GAMESTART_5;
+ case 4: return ANNCE_NUM_GAMESTART_4;
+ case 3: return ANNCE_NUM_GAMESTART_3;
+ case 2: return ANNCE_NUM_GAMESTART_2;
+ case 1: return ANNCE_NUM_GAMESTART_1;
}
break;
}
switch(num)
{
case 10: return ANNCE_NUM_IDLE_10;
- case 9: return ANNCE_NUM_IDLE_9;
- case 8: return ANNCE_NUM_IDLE_8;
- case 7: return ANNCE_NUM_IDLE_7;
- case 6: return ANNCE_NUM_IDLE_6;
- case 5: return ANNCE_NUM_IDLE_5;
- case 4: return ANNCE_NUM_IDLE_4;
- case 3: return ANNCE_NUM_IDLE_3;
- case 2: return ANNCE_NUM_IDLE_2;
- case 1: return ANNCE_NUM_IDLE_1;
+ case 9: return ANNCE_NUM_IDLE_9;
+ case 8: return ANNCE_NUM_IDLE_8;
+ case 7: return ANNCE_NUM_IDLE_7;
+ case 6: return ANNCE_NUM_IDLE_6;
+ case 5: return ANNCE_NUM_IDLE_5;
+ case 4: return ANNCE_NUM_IDLE_4;
+ case 3: return ANNCE_NUM_IDLE_3;
+ case 2: return ANNCE_NUM_IDLE_2;
+ case 1: return ANNCE_NUM_IDLE_1;
}
break;
}
switch(num)
{
case 10: return ANNCE_NUM_KILL_10;
- case 9: return ANNCE_NUM_KILL_9;
- case 8: return ANNCE_NUM_KILL_8;
- case 7: return ANNCE_NUM_KILL_7;
- case 6: return ANNCE_NUM_KILL_6;
- case 5: return ANNCE_NUM_KILL_5;
- case 4: return ANNCE_NUM_KILL_4;
- case 3: return ANNCE_NUM_KILL_3;
- case 2: return ANNCE_NUM_KILL_2;
- case 1: return ANNCE_NUM_KILL_1;
+ case 9: return ANNCE_NUM_KILL_9;
+ case 8: return ANNCE_NUM_KILL_8;
+ case 7: return ANNCE_NUM_KILL_7;
+ case 6: return ANNCE_NUM_KILL_6;
+ case 5: return ANNCE_NUM_KILL_5;
+ case 4: return ANNCE_NUM_KILL_4;
+ case 3: return ANNCE_NUM_KILL_3;
+ case 2: return ANNCE_NUM_KILL_2;
+ case 1: return ANNCE_NUM_KILL_1;
}
break;
}
switch(num)
{
case 10: return ANNCE_NUM_RESPAWN_10;
- case 9: return ANNCE_NUM_RESPAWN_9;
- case 8: return ANNCE_NUM_RESPAWN_8;
- case 7: return ANNCE_NUM_RESPAWN_7;
- case 6: return ANNCE_NUM_RESPAWN_6;
- case 5: return ANNCE_NUM_RESPAWN_5;
- case 4: return ANNCE_NUM_RESPAWN_4;
- case 3: return ANNCE_NUM_RESPAWN_3;
- case 2: return ANNCE_NUM_RESPAWN_2;
- case 1: return ANNCE_NUM_RESPAWN_1;
+ case 9: return ANNCE_NUM_RESPAWN_9;
+ case 8: return ANNCE_NUM_RESPAWN_8;
+ case 7: return ANNCE_NUM_RESPAWN_7;
+ case 6: return ANNCE_NUM_RESPAWN_6;
+ case 5: return ANNCE_NUM_RESPAWN_5;
+ case 4: return ANNCE_NUM_RESPAWN_4;
+ case 3: return ANNCE_NUM_RESPAWN_3;
+ case 2: return ANNCE_NUM_RESPAWN_2;
+ case 1: return ANNCE_NUM_RESPAWN_1;
}
break;
}
switch(num)
{
case 10: return ANNCE_NUM_ROUNDSTART_10;
- case 9: return ANNCE_NUM_ROUNDSTART_9;
- case 8: return ANNCE_NUM_ROUNDSTART_8;
- case 7: return ANNCE_NUM_ROUNDSTART_7;
- case 6: return ANNCE_NUM_ROUNDSTART_6;
- case 5: return ANNCE_NUM_ROUNDSTART_5;
- case 4: return ANNCE_NUM_ROUNDSTART_4;
- case 3: return ANNCE_NUM_ROUNDSTART_3;
- case 2: return ANNCE_NUM_ROUNDSTART_2;
- case 1: return ANNCE_NUM_ROUNDSTART_1;
+ case 9: return ANNCE_NUM_ROUNDSTART_9;
+ case 8: return ANNCE_NUM_ROUNDSTART_8;
+ case 7: return ANNCE_NUM_ROUNDSTART_7;
+ case 6: return ANNCE_NUM_ROUNDSTART_6;
+ case 5: return ANNCE_NUM_ROUNDSTART_5;
+ case 4: return ANNCE_NUM_ROUNDSTART_4;
+ case 3: return ANNCE_NUM_ROUNDSTART_3;
+ case 2: return ANNCE_NUM_ROUNDSTART_2;
+ case 1: return ANNCE_NUM_ROUNDSTART_1;
}
break;
}
switch(num)
{
case 10: return ANNCE_NUM_10;
- case 9: return ANNCE_NUM_9;
- case 8: return ANNCE_NUM_8;
- case 7: return ANNCE_NUM_7;
- case 6: return ANNCE_NUM_6;
- case 5: return ANNCE_NUM_5;
- case 4: return ANNCE_NUM_4;
- case 3: return ANNCE_NUM_3;
- case 2: return ANNCE_NUM_2;
- case 1: return ANNCE_NUM_1;
+ case 9: return ANNCE_NUM_9;
+ case 8: return ANNCE_NUM_8;
+ case 7: return ANNCE_NUM_7;
+ case 6: return ANNCE_NUM_6;
+ case 5: return ANNCE_NUM_5;
+ case 4: return ANNCE_NUM_4;
+ case 3: return ANNCE_NUM_3;
+ case 2: return ANNCE_NUM_2;
+ case 1: return ANNCE_NUM_1;
}
break;
}
// a dummy macro that prevents the "hanging ;" warning
#define ENDS_WITH_CURLY_BRACE
+ #ifdef GMQCC
+ # define ACCUMULATE_FUNCTION(func,otherfunc) \
+ [[accumulate]] void func() { otherfunc(); }
+ # define CALL_ACCUMULATED_FUNCTION(func) \
+ func()
+ #else
#ifdef HAVE_YO_DAWG_CPP
// TODO make ascii art pic of xzibit
// YO DAWG!
func()
#else
# define ACCUMULATE_FUNCTION(func,otherfunc) \
- .void _ACCUMULATE_##func##__##otherfunc;
+ .float _ACCUMULATE_##func##__##otherfunc
void ACCUMULATE_call(string func)
{
float i;
# define CALL_ACCUMULATED_FUNCTION(func) \
ACCUMULATE_call(#func)
#endif
+ #endif
// used for simplifying ACCUMULATE_FUNCTIONs
#define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
#define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
- #define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", #name, ": ", ftos(count), ".\n")); }
+ #define CHECK_MAX_COUNT(name,max,count,type) if(count > max) { error(strcat("Maximum ", type, " hit: ", #name, ": ", ftos(count), ".\n")); }
// this returns a tempstring containing a copy of s with additional \n newlines added, it also replaces \n in the text with a real newline
// NOTE: s IS allowed to be a tempstring
// modulo function
#ifndef MENUQC
- float mod(float a, float b) { return a - (floor(a / b) * b); }
+ float mod(float a, float b) { return a - (floor(a / b) * b); }
#endif
#define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
void RandomSelection_Init();
void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
- vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
- vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
+ #ifndef MENUQC
+ vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
+ vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
+ #endif
string getcurrentmod();
typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
+#ifdef SVQC
+vector get_corner_position(entity box, float corner);
+#endif
+
// expand multiple arguments into one argument by stripping parenthesis
#define XPD(...) __VA_ARGS__
--- /dev/null
-
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ ELECTRO,
+/* function */ w_electro,
+/* ammotype */ IT_CELLS,
+/* impulse */ 5,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "electro",
+/* netname */ "electro",
+/* fullname */ _("Electro")
+);
+
+#ifdef SVQC
+void ElectroInit();
+vector electro_shotorigin[4];
+var float autocvar_g_balance_electro_combo_comboradius_thruwall = 200;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_electro() { weapon_defaultspawnfunc(WEP_ELECTRO); }
+
+.float electro_count;
+.float electro_secondarytime;
+
+void W_Plasma_Explode_Combo (void);
+
+void W_Plasma_TriggerCombo(vector org, float rad, entity own)
+{
+ entity e;
+ e = WarpZone_FindRadius(org, rad, !autocvar_g_balance_electro_combo_comboradius_thruwall);
+ while (e)
+ {
+ if (e.classname == "plasma")
+ {
+ // change owner to whoever caused the combo explosion
+ WarpZone_TraceLine(org, e.origin, MOVE_NOMONSTERS, e);
+
+ if((trace_fraction == 1) || (autocvar_g_balance_electro_combo_comboradius_thruwall > e.WarpZone_findradius_dist))
+ {
+ e.realowner = own;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "plasma_chain";
+ e.think = W_Plasma_Explode_Combo;
+ e.nextthink = time + vlen(e.WarpZone_findradius_dist) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ }
+ }
+ e = e.chain;
+ }
+}
+
+void W_Plasma_Explode (void)
+{
+ if(other.takedamage == DAMAGE_AIM)
+ if(IS_PLAYER(other))
+ if(DIFF_TEAM(self.realowner, other))
+ if(other.deadflag == DEAD_NO)
+ if(IsFlying(other))
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ if (self.movetype == MOVETYPE_BOUNCE)
+ {
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_secondary_damage, autocvar_g_balance_electro_secondary_edgedamage, autocvar_g_balance_electro_secondary_radius, world, world, autocvar_g_balance_electro_secondary_force, self.projectiledeathtype, other);
+ }
+ else
+ {
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_primary_comboradius, self.realowner);
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_primary_damage, autocvar_g_balance_electro_primary_edgedamage, autocvar_g_balance_electro_primary_radius, world, world, autocvar_g_balance_electro_primary_force, self.projectiledeathtype, other);
+ }
+
+ remove (self);
+}
+
+void W_Plasma_Explode_Combo (void)
+{
+ W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
+
+ self.event_damage = func_null;
+ RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
+
+ remove (self);
+}
+
+void W_Plasma_Touch (void)
+{
+ //self.velocity = self.velocity * 0.1;
+
+ PROJECTILE_TOUCH;
+ if (other.takedamage == DAMAGE_AIM) {
+ W_Plasma_Explode ();
+ } else {
+ //UpdateCSQCProjectile(self);
+ spamsound (self, CH_SHOTS, "weapons/electro_bounce.wav", VOL_BASE, ATTEN_NORM);
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
+}
+
+void W_Plasma_TouchExplode (void)
+{
+ PROJECTILE_TOUCH;
+ W_Plasma_Explode ();
+}
+
+void W_Plasma_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
+
+ // note: combos are usually triggered by W_Plasma_TriggerCombo, not damage
+ float is_combo = (inflictor.classname == "plasma_chain" || inflictor.classname == "plasma_prim");
- return; // g_projectiles_damage says to halt
-
++
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_combo ? 1 : -1)))
- if not(owner_player.items & IT_UNLIMITED_WEAPON_AMMO)
++ return; // g_projectiles_damage says to halt
++
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ {
+ self.takedamage = DAMAGE_NO;
+ self.nextthink = time;
+ if (is_combo)
+ {
+ // change owner to whoever caused the combo explosion
+ self.realowner = inflictor.realowner;
+ self.classname = "plasma_chain";
+ self.think = W_Plasma_Explode_Combo;
+ self.nextthink = time + min(autocvar_g_balance_electro_combo_radius, vlen(self.origin - inflictor.origin)) / autocvar_g_balance_electro_combo_speed; // delay combo chains, looks cooler
+ // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ bounding the length, because inflictor may be in a galaxy far far away (warpzones)
+ }
+ else
+ {
+ self.use = W_Plasma_Explode;
+ self.think = adaptor_think2use; // not _hittype_splash, as this runs "immediately"
+ }
+ }
+}
+
+void W_Electro_Attack()
+{
+ entity proj;
+
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire.wav", CH_WEAPON_A, autocvar_g_balance_electro_primary_damage);
+
+ pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+ proj.use = W_Plasma_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.nextthink = time + autocvar_g_balance_electro_primary_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(proj, g_balance_electro_primary);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_Plasma_TouchExplode;
+ setsize(proj, '0 0 -3', '0 0 -3');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO_BEAM, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Electro_Attack2()
+{
+ entity proj;
+
+ W_DecreaseAmmo(ammo_cells, autocvar_g_balance_electro_secondary_ammo, autocvar_g_balance_electro_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, autocvar_g_balance_electro_secondary_damage);
+
+ w_shotdir = v_forward; // no TrueAim for grenades please
+
+ pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma";
+ proj.owner = proj.realowner = self;
+ proj.use = W_Plasma_Explode;
+ proj.think = adaptor_think2use_hittype_splash;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = autocvar_g_balance_electro_secondary_damage;
+ proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
+ setorigin(proj, w_shotorg);
+
+ //proj.glow_size = 50;
+ //proj.glow_color = 45;
+ proj.movetype = MOVETYPE_BOUNCE;
+ W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
+ proj.touch = W_Plasma_Touch;
+ setsize(proj, '0 0 -4', '0 0 -4');
+ proj.takedamage = DAMAGE_YES;
+ proj.damageforcescale = autocvar_g_balance_electro_secondary_damageforcescale;
+ proj.health = autocvar_g_balance_electro_secondary_health;
+ proj.event_damage = W_Plasma_Damage;
+ proj.flags = FL_PROJECTILE;
+ proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
+
+ proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
+ proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;
+ proj.missile_flags = MIF_SPLASH | MIF_ARC;
+
+#if 0
+ entity p2;
+ p2 = spawn();
+ copyentity(proj, p2);
+ setmodel(p2, "models/ebomb.mdl");
+ setsize(p2, proj.mins, proj.maxs);
+#endif
+
+ CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+.vector hook_start, hook_end;
+float lgbeam_send(entity to, float sf)
+{
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ELECTRO_BEAM);
+ sf = sf & 0x7F;
+ if(sound_allowed(MSG_BROADCAST, self.realowner))
+ sf |= 0x80;
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & 1)
+ {
+ WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
+ WriteCoord(MSG_ENTITY, autocvar_g_balance_electro_primary_range);
+ }
+ if(sf & 2)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_start_x);
+ WriteCoord(MSG_ENTITY, self.hook_start_y);
+ WriteCoord(MSG_ENTITY, self.hook_start_z);
+ }
+ if(sf & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.hook_end_x);
+ WriteCoord(MSG_ENTITY, self.hook_end_y);
+ WriteCoord(MSG_ENTITY, self.hook_end_z);
+ }
+ return TRUE;
+}
+.entity lgbeam;
+.float prevlgfire;
+float lgbeam_checkammo()
+{
+ if(self.realowner.items & IT_UNLIMITED_WEAPON_AMMO)
+ return TRUE;
+ else if(autocvar_g_balance_electro_reload_ammo)
+ return self.realowner.clip_load > 0;
+ else
+ return self.realowner.ammo_cells > 0;
+}
+
+entity lgbeam_owner_ent;
+void lgbeam_think()
+{
+ entity owner_player;
+ owner_player = self.realowner;
+
+ owner_player.prevlgfire = time;
+ if (self != owner_player.lgbeam)
+ {
+ remove(self);
+ return;
+ }
+
+ if (owner_player.weaponentity.state != WS_INUSE || !lgbeam_checkammo() || owner_player.deadflag != DEAD_NO || !owner_player.BUTTON_ATCK || owner_player.freezetag_frozen)
+ {
+ if(self == owner_player.lgbeam)
+ owner_player.lgbeam = world;
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time;
+
+ makevectors(owner_player.v_angle);
+
+ float dt, f;
+ dt = frametime;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
++ if (!(owner_player.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ if(autocvar_g_balance_electro_primary_ammo)
+ {
+ if(autocvar_g_balance_electro_reload_ammo)
+ {
+ dt = min(dt, owner_player.clip_load / autocvar_g_balance_electro_primary_ammo);
+ owner_player.clip_load = max(0, owner_player.clip_load - autocvar_g_balance_electro_primary_ammo * frametime);
+ owner_player.(weapon_load[WEP_ELECTRO]) = owner_player.clip_load;
+ }
+ else
+ {
+ dt = min(dt, owner_player.ammo_cells / autocvar_g_balance_electro_primary_ammo);
+ owner_player.ammo_cells = max(0, owner_player.ammo_cells - autocvar_g_balance_electro_primary_ammo * frametime);
+ }
+ }
+ }
+
+ W_SetupShot_Range(owner_player, TRUE, 0, "", 0, autocvar_g_balance_electro_primary_damage * dt, autocvar_g_balance_electro_primary_range);
+ if(!lgbeam_owner_ent)
+ {
+ lgbeam_owner_ent = spawn();
+ lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ }
+ WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(owner_player));
+
+ // apply the damage
+ if(trace_ent)
+ {
+ vector force;
+ force = w_shotdir * autocvar_g_balance_electro_primary_force + '0 0 1' * autocvar_g_balance_electro_primary_force_up;
+
+ f = ExponentialFalloff(autocvar_g_balance_electro_primary_falloff_mindist, autocvar_g_balance_electro_primary_falloff_maxdist, autocvar_g_balance_electro_primary_falloff_halflifedist, vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - w_shotorg));
+
+ if(accuracy_isgooddamage(owner_player, trace_ent))
+ accuracy_add(owner_player, WEP_ELECTRO, 0, autocvar_g_balance_electro_primary_damage * dt * f);
+ Damage (trace_ent, owner_player, owner_player, autocvar_g_balance_electro_primary_damage * dt * f, WEP_ELECTRO, trace_endpos, force * dt);
+ }
+ W_Plasma_TriggerCombo(trace_endpos, autocvar_g_balance_electro_primary_comboradius, owner_player);
+
+ // draw effect
+ if(w_shotorg != self.hook_start)
+ {
+ self.SendFlags |= 2;
+ self.hook_start = w_shotorg;
+ }
+ if(w_shotend != self.hook_end)
+ {
+ self.SendFlags |= 4;
+ self.hook_end = w_shotend;
+ }
+}
+
+// experimental lightning gun
+void W_Electro_Attack3 (void)
+{
+ // only play fire sound if 0.5 sec has passed since player let go the fire button
+ if(time - self.prevlgfire > 0.5)
+ sound (self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTEN_NORM);
+
+ entity beam, oldself;
+
+ self.lgbeam = beam = spawn();
+ beam.classname = "lgbeam";
+ beam.solid = SOLID_NOT;
+ beam.think = lgbeam_think;
+ beam.owner = beam.realowner = self;
+ beam.movetype = MOVETYPE_NONE;
+ beam.shot_spread = 0;
+ beam.bot_dodge = TRUE;
+ beam.bot_dodgerating = autocvar_g_balance_electro_primary_damage;
+ Net_LinkEntity(beam, FALSE, 0, lgbeam_send);
+
+ oldself = self;
+ self = beam;
+ self.think();
+ self = oldself;
+}
+
+void ElectroInit()
+{
+ WEP_ACTION(WEP_ELECTRO, WR_INIT);
+ electro_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 1);
+ electro_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 2);
+ electro_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 3);
+ electro_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ELECTRO), FALSE, FALSE, 4);
+}
+
+void w_electro_checkattack()
+{
+ if(self.electro_count > 1)
+ if(self.BUTTON_ATCK2)
+ if(weapon_prepareattack(1, -1))
+ {
+ W_Electro_Attack2();
+ self.electro_count -= 1;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ return;
+ }
+
+ w_ready();
+}
+
+.float bot_secondary_electromooth;
+.float BUTTON_ATCK_prev;
+float w_electro(float req)
+{
+ float ammo_amount;
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK=FALSE;
+ self.BUTTON_ATCK2=FALSE;
+ if(vlen(self.origin-self.enemy.origin) > 1000)
+ self.bot_secondary_electromooth = 0;
+ if(self.bot_secondary_electromooth == 0)
+ {
+ float shoot;
+
+ if(autocvar_g_balance_electro_primary_speed)
+ shoot = bot_aim(autocvar_g_balance_electro_primary_speed, 0, autocvar_g_balance_electro_primary_lifetime, FALSE);
+ else
+ shoot = bot_aim(1000000, 0, 0.001, FALSE);
+
+ if(shoot)
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.01) self.bot_secondary_electromooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(autocvar_g_balance_electro_secondary_speed, autocvar_g_balance_mortar_secondary_speed_up, autocvar_g_balance_electro_secondary_lifetime, TRUE)) // WHAT THE ACTUAL FUUUUUUUUUCK?!?!? WEAPONTODO
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ if(random() < 0.03) self.bot_secondary_electromooth = 0;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_electro_reload_ammo) // forced reload
+ {
+ ammo_amount = 0;
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if(self.clip_load > 0)
+ ammo_amount = 1;
+ }
+ else if(self.clip_load >= autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ if(self.clip_load >= autocvar_g_balance_electro_secondary_ammo)
+ ammo_amount += 1;
+
+ if(!ammo_amount)
+ {
+ WEP_ACTION(self.weapon, WR_RELOAD);
+ return FALSE;
+ }
+
+ return TRUE;
+ }
+ if (self.BUTTON_ATCK)
+ {
+ if(autocvar_g_balance_electro_lightning)
+ if(self.BUTTON_ATCK_prev)
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+
+ if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
+ {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if ((!self.lgbeam) || wasfreed(self.lgbeam))
+ {
+ W_Electro_Attack3();
+ }
+ if(!self.BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ self.BUTTON_ATCK_prev = 1;
+ }
+ }
+ else
+ {
+ W_Electro_Attack();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ }
+ }
+ } else {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if (self.BUTTON_ATCK_prev != 0)
+ {
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_electro_primary_refire * W_WeaponRateFactor();
+ }
+ self.BUTTON_ATCK_prev = 0;
+ }
+
+ if (self.BUTTON_ATCK2)
+ {
+ if (time >= self.electro_secondarytime)
+ if (weapon_prepareattack(1, autocvar_g_balance_electro_secondary_refire))
+ {
+ W_Electro_Attack2();
+ self.electro_count = autocvar_g_balance_electro_secondary_count;
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_electro_secondary_animtime, w_electro_checkattack);
+ self.electro_secondarytime = time + autocvar_g_balance_electro_secondary_refire2 * W_WeaponRateFactor();
+ }
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_electro.md3");
+ precache_model ("models/weapons/v_electro.md3");
+ precache_model ("models/weapons/h_electro.iqm");
+ precache_sound ("weapons/electro_bounce.wav");
+ precache_sound ("weapons/electro_fire.wav");
+ precache_sound ("weapons/electro_fire2.wav");
+ precache_sound ("weapons/electro_impact.wav");
+ precache_sound ("weapons/electro_impact_combo.wav");
+
+ if(autocvar_g_balance_electro_lightning)
+ precache_sound ("weapons/lgbeam_fire.wav");
+
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_cells;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
+ if(autocvar_g_balance_electro_lightning)
+ {
+ if(!autocvar_g_balance_electro_primary_ammo)
+ ammo_amount = 1;
+ else
+ ammo_amount = self.ammo_cells > 0;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) > 0;
+ }
+ else
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_primary_ammo;
+ }
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
+ if(autocvar_g_balance_electro_combo_safeammocheck) // true if you can fire at least one secondary blob AND one primary shot after it, otherwise false.
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo + autocvar_g_balance_electro_primary_ammo;
+ }
+ else
+ {
+ ammo_amount = self.ammo_cells >= autocvar_g_balance_electro_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_ELECTRO]) >= autocvar_g_balance_electro_secondary_ammo;
+ }
+ return ammo_amount;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.electro_secondarytime = time;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(min(autocvar_g_balance_electro_primary_ammo, autocvar_g_balance_electro_secondary_ammo), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ELECTRO_SUICIDE_ORBS;
+ else
+ return WEAPON_ELECTRO_SUICIDE_BOLT;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ return WEAPON_ELECTRO_MURDER_ORBS;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_ELECTRO_MURDER_COMBO;
+ else
+ return WEAPON_ELECTRO_MURDER_BOLT;
+ }
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_electro(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ pointparticles(particleeffectnum("electro_ballexplode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ // this is sent as "primary (w_deathtype & HITTYPE_BOUNCE)" to distinguish it from (w_deathtype & HITTYPE_SECONDARY) bounced balls
+ pointparticles(particleeffectnum("electro_combo"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/electro_impact_combo.wav", VOL_BASE, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("electro_impact"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/electro_impact.wav");
+ precache_sound("weapons/electro_impact_combo.wav");
+ return TRUE;
+ }
+ }
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
-
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ FIREBALL,
+/* function */ w_fireball,
+/* ammotype */ 0,
+/* impulse */ 9,
+/* flags */ WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "fireball",
+/* netname */ "fireball",
+/* fullname */ _("Fireball")
+);
+#define FIREBALL_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserburntime) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserdamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laseredgedamage) \
+ WEP_ADD_CVAR(weapon, MO_BOTH, laserradius) \
+ WEP_ADD_CVAR(weapon, MO_PRI, edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_PRI, force) \
+ WEP_ADD_CVAR(weapon, MO_PRI, radius) \
+ WEP_ADD_CVAR(weapon, MO_PRI, health) \
+ WEP_ADD_CVAR(weapon, MO_PRI, refire2) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgdamage) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgforce) \
+ WEP_ADD_CVAR(weapon, MO_PRI, bfgradius) \
+ WEP_ADD_CVAR(weapon, MO_SEC, damagetime) \
+ WEP_ADD_CVAR(weapon, MO_SEC, speed_up) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+FIREBALL_SETTINGS(fireball)
+.float bot_primary_fireballmooth; // whatever a mooth is
+.vector fireball_impactvec;
+.float fireball_primarytime;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_fireball() { weapon_defaultspawnfunc(WEP_FIREBALL); }
+
+void W_Fireball_Explode (void)
+{
+ entity e;
+ float dist;
+ float points;
+ vector dir;
+ float d;
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+
+ // 1. dist damage
+ d = (self.realowner.health + self.realowner.armorvalue);
+ RadiusDamage (self, self.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), world, world, WEP_CVAR_PRI(fireball, force), self.projectiledeathtype, other);
+ if(self.realowner.health + self.realowner.armorvalue >= d)
+ if(!self.cnt)
+ {
+ modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
+
+ // 2. bfg effect
+ // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
+ for(e = findradius(self.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
+ {
+ // can we see fireball?
+ traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
+ if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
+ continue;
+ // can we see player who shot fireball?
+ traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
+ if(trace_ent != self.realowner)
+ if(/* trace_startsolid || */ trace_fraction != 1)
+ continue;
+ dist = vlen(self.origin - e.origin - e.view_ofs);
+ points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+ if(points <= 0)
+ continue;
+ dir = normalize(e.origin + e.view_ofs - self.origin);
+
+ if(accuracy_isgooddamage(self.realowner, e))
+ accuracy_add(self.realowner, WEP_FIREBALL, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+
+ Damage(e, self, self.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
+ pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
+ }
+ }
+
+ remove (self);
+}
+
+void W_Fireball_TouchExplode (void)
+{
+ PROJECTILE_TOUCH;
+ W_Fireball_Explode ();
+}
+
+void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
+{
+ entity e;
+ float d;
+ vector p;
+
+ if(damage <= 0)
+ return;
+
+ RandomSelection_Init();
+ for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
+ if(e != self.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !self.realowner || DIFF_TEAM(e, self))
+ {
+ p = e.origin;
+ p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
+ p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
+ p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
+ d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
+ if(d < dist)
+ {
+ e.fireball_impactvec = p;
+ RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+ }
+ }
+ if(RandomSelection_chosen_ent)
+ {
+ d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
+ d = damage + (edgedamage - damage) * (d / dist);
+ Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
+ //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
+ pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
+ }
+}
+
+void W_Fireball_Think()
+{
+ if(time > self.pushltime)
+ {
+ self.cnt = 1;
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ W_Fireball_Explode();
+ return;
+ }
+
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_PRI(fireball, laserradius), WEP_CVAR_PRI(fireball, laserdamage), WEP_CVAR_PRI(fireball, laseredgedamage), WEP_CVAR_PRI(fireball, laserburntime));
+
+ self.nextthink = time + 0.1;
+}
+
+void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(self.health <= 0)
+ return;
-
++
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
-
++
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ {
+ self.cnt = 1;
+ W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
+ }
+}
+
+void W_Fireball_Attack1()
+{
+ entity proj;
+
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CH_WEAPON_A, WEP_CVAR_PRI(fireball, damage) + WEP_CVAR_PRI(fireball, bfgdamage));
+
+ pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.classname = "plasma_prim";
+ proj.owner = proj.realowner = self;
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = WEP_CVAR_PRI(fireball, damage);
+ proj.pushltime = time + WEP_CVAR_PRI(fireball, lifetime);
+ proj.use = W_Fireball_Explode;
+ proj.think = W_Fireball_Think;
+ proj.nextthink = time;
+ proj.health = WEP_CVAR_PRI(fireball, health);
+ proj.team = self.team;
+ proj.event_damage = W_Fireball_Damage;
+ proj.takedamage = DAMAGE_YES;
+ proj.damageforcescale = WEP_CVAR_PRI(fireball, damageforcescale);
+ PROJECTILE_MAKETRIGGER(proj);
+ proj.projectiledeathtype = WEP_FIREBALL;
+ setorigin(proj, w_shotorg);
+
+ proj.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
+ proj.angles = vectoangles(proj.velocity);
+ proj.touch = W_Fireball_TouchExplode;
+ setsize(proj, '-16 -16 -16', '16 16 16');
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-
++
+ CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+void W_Fireball_AttackEffect(float i, vector f_diff)
+{
+ W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
+ w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
+ pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+}
+
+void W_Fireball_Attack1_Frame4()
+{
+ W_Fireball_Attack1();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), w_ready);
+}
+
+void W_Fireball_Attack1_Frame3()
+{
+ W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame4);
+}
+
+void W_Fireball_Attack1_Frame2()
+{
+ W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame3);
+}
+
+void W_Fireball_Attack1_Frame1()
+{
+ W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame2);
+}
+
+void W_Fireball_Attack1_Frame0()
+{
+ W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
+ sound (self, CH_WEAPON_SINGLE, "weapons/fireball_prefire2.wav", VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
+}
+
+void W_Firemine_Think()
+{
+ if(time > self.pushltime)
+ {
+ remove(self);
+ return;
+ }
+
+ // make it "hot" once it leaves its owner
+ if(self.owner)
+ {
+ if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > WEP_CVAR_SEC(fireball, laserradius))
+ {
+ self.cnt += 1;
+ if(self.cnt == 3)
+ self.owner = world;
+ }
+ else
+ self.cnt = 0;
+ }
+
+ W_Fireball_LaserPlay(0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
+
+ self.nextthink = time + 0.1;
+}
+
+void W_Firemine_Touch (void)
+{
+ PROJECTILE_TOUCH;
+ if (other.takedamage == DAMAGE_AIM)
+ if(Fire_AddDamage(other, self.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), self.projectiledeathtype) >= 0)
+ {
+ remove(self);
+ return;
+ }
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void W_Fireball_Attack2()
+{
+ entity proj;
+ vector f_diff;
+ float c;
+
+ c = mod(self.bulletcounter, 4);
+ switch(c)
+ {
+ case 0:
+ f_diff = '-1.25 -3.75 0';
+ break;
+ case 1:
+ f_diff = '+1.25 -3.75 0';
+ break;
+ case 2:
+ f_diff = '-1.25 +3.75 0';
+ break;
+ case 3:
+ default:
+ f_diff = '+1.25 +3.75 0';
+ break;
+ }
+ W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(fireball, damage));
+ traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
+ w_shotorg = trace_endpos;
+
+ pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ proj = spawn ();
+ proj.owner = proj.realowner = self;
+ proj.classname = "grenade";
+ proj.bot_dodge = TRUE;
+ proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
+ proj.movetype = MOVETYPE_BOUNCE;
+ proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
+ proj.touch = W_Firemine_Touch;
+ PROJECTILE_MAKETRIGGER(proj);
+ setsize(proj, '-4 -4 -4', '4 4 4');
+ setorigin(proj, w_shotorg);
+ proj.think = W_Firemine_Think;
+ proj.nextthink = time;
+ proj.damageforcescale = WEP_CVAR_SEC(fireball, damageforcescale);
+ proj.pushltime = time + WEP_CVAR_SEC(fireball, lifetime);
+ W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
+
+ proj.angles = vectoangles(proj.velocity);
+ proj.flags = FL_PROJECTILE;
+ proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
++
+ CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+float w_fireball(float req)
+{
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ self.BUTTON_ATCK = FALSE;
+ self.BUTTON_ATCK2 = FALSE;
+ if (self.bot_primary_fireballmooth == 0)
+ {
+ if(bot_aim(WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), FALSE))
+ {
+ self.BUTTON_ATCK = TRUE;
+ if(random() < 0.02) self.bot_primary_fireballmooth = 0;
+ }
+ }
+ else
+ {
+ if(bot_aim(WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), TRUE))
+ {
+ self.BUTTON_ATCK2 = TRUE;
+ if(random() < 0.01) self.bot_primary_fireballmooth = 1;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if (self.BUTTON_ATCK)
+ {
+ if (time >= self.fireball_primarytime)
+ if (weapon_prepareattack(0, WEP_CVAR_PRI(fireball, refire)))
+ {
+ W_Fireball_Attack1_Frame0();
+ self.fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor();
+ }
+ }
+ else if (self.BUTTON_ATCK2)
+ {
+ if (weapon_prepareattack(1, WEP_CVAR_SEC(fireball, refire)))
+ {
+ W_Fireball_Attack2();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_fireball.md3");
+ precache_model ("models/weapons/v_fireball.md3");
+ precache_model ("models/weapons/h_fireball.iqm");
+ precache_model ("models/sphere/sphere.md3");
+ precache_sound ("weapons/fireball_fire.wav");
+ precache_sound ("weapons/fireball_fire2.wav");
+ precache_sound ("weapons/fireball_prefire2.wav");
+ WEP_SET_PROPS(FIREBALL_SETTINGS(fireball), WEP_FIREBALL)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_none;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ case WR_CHECKAMMO2:
+ {
+ return TRUE; // fireball has infinite ammo
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(FIREBALL_SETTINGS(fireball))
+ return TRUE;
+ }
+ case WR_RESETPLAYER:
+ {
+ self.fireball_primarytime = time;
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+ else
+ return WEAPON_FIREBALL_SUICIDE_BLAST;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_FIREBALL_MURDER_FIREMINE;
+ else
+ return WEAPON_FIREBALL_MURDER_BLAST;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_fireball(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ // firemine goes out silently
+ }
+ else
+ {
+ org2 = w_org + w_backoff * 16;
+ pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/fireball_impact2.wav", VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/fireball_impact2.wav");
+ return TRUE;
+ }
+ }
+
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
-
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ SEEKER,
+/* function */ w_seeker,
+/* ammotype */ IT_ROCKETS,
+/* impulse */ 8,
+/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "seeker",
+/* netname */ "seeker",
+/* fullname */ _("T.A.G. Seeker")
+);
+
+#define SEEKER_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_NONE, type) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_damage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_force) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_lifetime_rand) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_radius) \
+ WEP_ADD_CVAR(weapon, MO_NONE, flac_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_accel) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_count) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_damage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_decel) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_delay) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_force) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_health) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_delay) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_proxy_maxrange) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_radius) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_mindist) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_max) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_smart_trace_min) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_speed_max) \
+ WEP_ADD_CVAR(weapon, MO_NONE, missile_turnrate) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_ammo) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_damageforcescale) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_health) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_lifetime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_refire) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_speed) \
+ WEP_ADD_CVAR(weapon, MO_NONE, tag_tracker_lifetime) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+SEEKER_SETTINGS(seeker)
+.entity tag_target, wps_tag_tracker;
+.float tag_time;
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_seeker (void) { weapon_defaultspawnfunc(WEP_SEEKER); }
+
+// ============================
+// Begin: Missile functions, these are general functions to be manipulated by other code
+// ============================
+void Seeker_Missile_Explode ()
+{
+ self.event_damage = func_null;
+ RadiusDamage (self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void Seeker_Missile_Touch()
+{
+ PROJECTILE_TOUCH;
+
+ Seeker_Missile_Explode();
+}
+
+void Seeker_Missile_Think()
+{
+ entity e;
+ vector desireddir, olddir, newdir, eorg;
+ float turnrate;
+ float dist;
+ float spd;
+
+ if (time > self.cnt)
+ {
+ self.projectiledeathtype |= HITTYPE_SPLASH;
+ Seeker_Missile_Explode();
+ }
+
+ spd = vlen(self.velocity);
+ spd = bound(
+ spd - WEP_CVAR(seeker, missile_decel) * frametime,
+ WEP_CVAR(seeker, missile_speed_max),
+ spd + WEP_CVAR(seeker, missile_accel) * frametime
+ );
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if (self.enemy != world)
+ {
+ e = self.enemy;
+ eorg = 0.5 * (e.absmin + e.absmax);
+ turnrate = WEP_CVAR(seeker, missile_turnrate); // how fast to turn
+ desireddir = normalize(eorg - self.origin);
+ olddir = normalize(self.velocity); // get my current direction
+ dist = vlen(eorg - self.origin);
+
+ // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
+ if (WEP_CVAR(seeker, missile_smart) && (dist > WEP_CVAR(seeker, missile_smart_mindist)))
+ {
+ // Is it a better idea (shorter distance) to trace to the target itself?
+ if ( vlen(self.origin + olddir * self.wait) < dist)
+ traceline(self.origin, self.origin + olddir * self.wait, FALSE, self);
+ else
+ traceline(self.origin, eorg, FALSE, self);
+
+ // Setup adaptive tracelength
+ self.wait = bound(WEP_CVAR(seeker, missile_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = WEP_CVAR(seeker, missile_smart_trace_max));
+
+ // Calc how important it is that we turn and add this to the desierd (enemy) dir.
+ desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
+ }
-
++
+ newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+ }
+ else
+ dist = 0;
+
+ // Proxy
+ if (WEP_CVAR(seeker, missile_proxy))
+ {
+ if ( dist <= WEP_CVAR(seeker, missile_proxy_maxrange))
+ {
+ if (self.autoswitch == 0)
+ {
+ self.autoswitch = time + WEP_CVAR(seeker, missile_proxy_delay);
+ }
+ else
+ {
+ if (self.autoswitch <= time)
+ {
+ Seeker_Missile_Explode();
+ self.autoswitch = 0;
+ }
+ }
+ }
+ else
+ {
+ if (self.autoswitch != 0)
+ self.autoswitch = 0;
+ }
+ }
+ ///////////////
+
+ if (self.enemy.deadflag != DEAD_NO)
+ {
+ self.enemy = world;
+ self.cnt = time + 1 + (random() * 4);
+ self.nextthink = self.cnt;
+ return;
+ }
+
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(self);
+}
+
+
+
+void Seeker_Missile_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
-
++
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ if (self.realowner == attacker)
+ self.health = self.health - (damage * 0.25);
+ else
+ self.health = self.health - damage;
-
++
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, Seeker_Missile_Explode);
+}
+
+/*
+void Seeker_Missile_Animate()
+{
+ self.frame = self.frame +1;
+ self.nextthink = time + 0.05;
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ if(self.frame == 5)
+ {
+ self.think = Seeker_Missile_Think;
+ self.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
+
+ if (autocvar_g_balance_seeker_missile_proxy)
+ self.movetype = MOVETYPE_BOUNCEMISSILE;
+ else
+ self.movetype = MOVETYPE_FLYMISSILE;
+ }
+
+ UpdateCSQCProjectile(self);
+}
+*/
+
+void Seeker_Fire_Missile(vector f_diff, entity m_target)
+{
+ entity missile;
+
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, missile_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ makevectors(self.v_angle);
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/seeker_fire.wav", CH_WEAPON_A, 0);
+ w_shotorg += f_diff;
+ pointparticles(particleeffectnum("seeker_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ //self.detornator = FALSE;
+
+ missile = spawn();
+ missile.owner = missile.realowner = self;
+ missile.classname = "seeker_missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(seeker, missile_damage);
+
+ missile.think = Seeker_Missile_Think;
+ missile.touch = Seeker_Missile_Touch;
+ missile.event_damage = Seeker_Missile_Damage;
+ missile.nextthink = time;// + 0.2;// + cvar("g_balance_seeker_missile_activate_delay");
+ missile.cnt = time + WEP_CVAR(seeker, missile_lifetime);
+ missile.enemy = m_target;
+ missile.solid = SOLID_BBOX;
+ missile.scale = 2;
+ missile.takedamage = DAMAGE_YES;
+ missile.health = WEP_CVAR(seeker, missile_health);
+ missile.damageforcescale = WEP_CVAR(seeker, missile_damageforcescale);
+ missile.damagedbycontents = TRUE;
+ //missile.think = Seeker_Missile_Animate; // csqc projectiles.
- else
++
+ if (missile.enemy != world)
+ missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
-
++ else
+ missile.projectiledeathtype = WEP_SEEKER;
+
+
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-4 -4 -4', '4 4 4');
+ missile.movetype = MOVETYPE_FLYMISSILE;
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
- // Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
++
+ W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_missile);
+
+ missile.angles = vectoangles (missile.velocity);
+
+ CSQCProjectile(missile, FALSE, PROJECTILE_SEEKER, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
- missile.use = Seeker_Flac_Explode;
++// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
+// ============================
+void Seeker_Flac_Explode ()
+{
+ self.event_damage = func_null;
+
+ RadiusDamage (self, self.realowner, WEP_CVAR(seeker, flac_damage), WEP_CVAR(seeker, flac_edgedamage), WEP_CVAR(seeker, flac_radius), world, world, WEP_CVAR(seeker, flac_force), self.projectiledeathtype, other);
+
+ remove (self);
+}
+
+void Seeker_Flac_Touch()
+{
+ PROJECTILE_TOUCH;
+
+ Seeker_Flac_Explode();
+}
+
+void Seeker_Fire_Flac()
+{
+ entity missile;
+ vector f_diff;
+ float c;
+
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, flac_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ c = mod(self.bulletcounter, 4);
+ switch(c)
+ {
+ case 0:
+ f_diff = '-1.25 -3.75 0';
+ break;
+ case 1:
+ f_diff = '+1.25 -3.75 0';
+ break;
+ case 2:
+ f_diff = '-1.25 +3.75 0';
+ break;
+ case 3:
+ default:
+ f_diff = '+1.25 +3.75 0';
+ break;
+ }
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/flac_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, flac_damage));
+ w_shotorg += f_diff;
+
+ pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+
+ missile = spawn ();
+ missile.owner = missile.realowner = self;
+ missile.classname = "missile";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = WEP_CVAR(seeker, flac_damage);
+ missile.touch = Seeker_Flac_Explode;
- missile.movetype = MOVETYPE_FLY;
++ missile.use = Seeker_Flac_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
+ missile.solid = SOLID_BBOX;
- missile.missile_flags = MIF_SPLASH;
-
++ missile.movetype = MOVETYPE_FLY;
+ missile.projectiledeathtype = WEP_SEEKER;
+ missile.projectiledeathtype = WEP_SEEKER | HITTYPE_SECONDARY;
+ missile.flags = FL_PROJECTILE;
- //missile.angles = vectoangles (missile.velocity);
- //missile.scale = 0.4; // BUG: the model is too big
-
++ missile.missile_flags = MIF_SPLASH;
++
+ // csqc projectiles
-
++ //missile.angles = vectoangles (missile.velocity);
++ //missile.scale = 0.4; // BUG: the model is too big
++
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-2 -2 -2', '2 2 2');
- // Begin: Tag and rocket controllers
++
+ W_SETUPPROJECTILEVELOCITY_UP(missile, g_balance_seeker_flac);
+ CSQCProjectile(missile, TRUE, PROJECTILE_FLAC, TRUE);
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
- for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
++// Begin: Tag and rocket controllers
+// ============================
+entity Seeker_Tagged_Info(entity isowner, entity istarget)
+{
+ entity tag;
-
++ for(tag = world; (tag = find(tag, classname, "tag_tracker")); )
+ if ((tag.realowner == isowner) && (tag.tag_target == istarget))
+ return tag;
-
++
+ return world;
+}
+
+void Seeker_Attack()
+{
+ entity tracker, closest_target;
- else
++
+ closest_target = world;
+ for(tracker = world; (tracker = find(tracker, classname, "tag_tracker")); ) if (tracker.realowner == self)
+ {
+ if (closest_target)
+ {
+ if (vlen(self.origin - tracker.tag_target.origin) < vlen(self.origin - closest_target.origin))
+ closest_target = tracker.tag_target;
+ }
-
++ else
+ closest_target = tracker.tag_target;
+ }
-
++
+ traceline(self.origin + self.view_ofs, closest_target.origin, MOVE_NOMONSTERS, self);
+ if ((!closest_target) || ((trace_fraction < 1) && (trace_ent != closest_target)))
+ closest_target = world;
-
++
+ Seeker_Fire_Missile('0 0 0', closest_target);
+}
+
+void Seeker_Vollycontroller_Think() // TODO: Merge this with Seeker_Attack
+{
+ float c;
+ entity oldself,oldenemy;
+ self.cnt = self.cnt - 1;
+
+ if((!(self.realowner.items & IT_UNLIMITED_AMMO) && self.realowner.ammo_rockets < WEP_CVAR(seeker, missile_ammo)) || (self.cnt <= -1) || (self.realowner.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER))
+ {
+ remove(self);
+ return;
+ }
+
+ self.nextthink = time + WEP_CVAR(seeker, missile_delay) * W_WeaponRateFactor();
-
++
+ oldself = self;
+ self = self.realowner;
-
++
+ oldenemy = self.enemy;
+ self.enemy = oldself.enemy;
- void Seeker_Tracker_Think()
++
+ c = mod(self.cnt, 4);
+ switch(c)
+ {
+ case 0:
+ Seeker_Fire_Missile('-1.25 -3.75 0', self.enemy);
+ break;
+ case 1:
+ Seeker_Fire_Missile('+1.25 -3.75 0', self.enemy);
+ break;
+ case 2:
+ Seeker_Fire_Missile('-1.25 +3.75 0', self.enemy);
+ break;
+ case 3:
+ default:
+ Seeker_Fire_Missile('+1.25 +3.75 0', self.enemy);
+ break;
+ }
+
+ self.enemy = oldenemy;
+ self = oldself;
+}
+
-
++void Seeker_Tracker_Think()
+{
+ // commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
+ if ((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER)
+ || (time > self.tag_time + WEP_CVAR(seeker, tag_tracker_lifetime)))
+ {
+ if (self)
+ {
+ WaypointSprite_Kill(self.tag_target.wps_tag_tracker);
+ remove(self);
+ }
+ return;
+ }
- // Begin: Tag projectile
++
+ // Update the think method information
+ self.nextthink = time;
+}
+
+// ============================
-
++// Begin: Tag projectile
+// ============================
+void Seeker_Tag_Explode ()
+{
+ //if(other==self.realowner)
+ // return;
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE, other.species, self);
+
+ remove (self);
+}
+
+void Seeker_Tag_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if (self.health <= 0)
+ return;
+ self.health = self.health - damage;
+ if (self.health <= 0)
+ Seeker_Tag_Explode();
+}
+
+void Seeker_Tag_Touch()
+{
+ vector dir;
+ vector org2;
+ entity e;
-
++
+ PROJECTILE_TOUCH;
+
+ dir = normalize (self.realowner.origin - self.origin);
+ org2 = findbetterlocation (self.origin, 8);
+
+ te_knightspike(org2);
+
+ self.event_damage = func_null;
+ Damage_DamageInfo(self.origin, 0, 0, 0, self.velocity, WEP_SEEKER | HITTYPE_BOUNCE | HITTYPE_SECONDARY, other.species, self);
+
+ if (other.takedamage == DAMAGE_AIM && other.deadflag == DEAD_NO)
+ {
+ // check to see if this person is already tagged by me
+ entity tag = Seeker_Tagged_Info(self.realowner, other);
-
++
+ if (tag != world)
+ {
+ 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);
- {
++
+ tag.tag_time = time;
+ }
+ else
-
- if (WEP_CVAR(seeker, type) == 1)
++ {
+ //sprint(self.realowner, strcat("You just tagged ^2", other.netname, "^7 with a tracking device!\n"));
+ e = spawn();
+ e.cnt = WEP_CVAR(seeker, missile_count);
+ e.classname = "tag_tracker";
+ e.owner = self.owner;
+ e.realowner = self.realowner;
- else
++
++ if(WEP_CVAR(seeker, type) == 1)
+ {
+ e.tag_target = other;
+ e.tag_time = time;
+ e.think = Seeker_Tracker_Think;
+ }
-
++ else
+ {
+ e.enemy = other;
+ e.think = Seeker_Vollycontroller_Think;
+ }
-
- if (WEP_CVAR(seeker, type) == 1)
++
+ e.nextthink = time;
+ }
- //missile.missile_flags = MIF_..?;
++
++ if(WEP_CVAR(seeker, type) == 1)
+ {
+ WaypointSprite_Spawn("tagged-target", WEP_CVAR(seeker, tag_tracker_lifetime), 0, other, '0 0 64', self.realowner, 0, other, wps_tag_tracker, TRUE, RADARICON_TAGGED, '0.5 1 0');
+ WaypointSprite_UpdateRule(other.wps_tag_tracker, 0, SPRITERULE_DEFAULT);
+ }
+ }
+
+ remove(self);
+ return;
+}
+
+void Seeker_Fire_Tag()
+{
+ entity missile;
+ W_DecreaseAmmo(ammo_rockets, WEP_CVAR(seeker, tag_ammo), autocvar_g_balance_seeker_reload_ammo);
+
+ W_SetupShot_ProjectileSize (self, '-2 -2 -2', '2 2 2', FALSE, 2, "weapons/tag_fire.wav", CH_WEAPON_A, WEP_CVAR(seeker, missile_damage) * WEP_CVAR(seeker, missile_count));
+
+ missile = spawn();
+ missile.owner = missile.realowner = self;
+ missile.classname = "seeker_tag";
+ missile.bot_dodge = TRUE;
+ missile.bot_dodgerating = 50;
+ missile.touch = Seeker_Tag_Touch;
+ missile.think = SUB_Remove;
+ missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
+ missile.movetype = MOVETYPE_FLY;
+ missile.solid = SOLID_BBOX;
+
+ missile.takedamage = DAMAGE_YES;
+ missile.event_damage = Seeker_Tag_Damage;
+ missile.health = WEP_CVAR(seeker, tag_health);
+ missile.damageforcescale = WEP_CVAR(seeker, tag_damageforcescale);
+
+ setorigin (missile, w_shotorg);
+ setsize (missile, '-2 -2 -2', '2 2 2');
+
+ missile.flags = FL_PROJECTILE;
- if (WEP_CVAR(seeker, type) == 1)
++ //missile.missile_flags = MIF_..?;
+
+ missile.movetype = MOVETYPE_FLY;
+ W_SETUPPROJECTILEVELOCITY(missile, g_balance_seeker_tag);
+ missile.angles = vectoangles (missile.velocity);
+
+ CSQCProjectile(missile, TRUE, PROJECTILE_TAG, FALSE); // has sound
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+}
+
+// ============================
+// Begin: Genereal weapon functions
+// ============================
+
+float w_seeker(float req)
+{
+ float ammo_amount;
+
+ switch(req)
+ {
+ case WR_AIM:
+ {
-
++ if (WEP_CVAR(seeker, type) == 1)
+ if (Seeker_Tagged_Info(self, self.enemy) != world)
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, missile_speed_max), 0, WEP_CVAR(seeker, missile_lifetime), FALSE);
+ else
+ self.BUTTON_ATCK2 = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
+ else
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR(seeker, tag_speed), 0, WEP_CVAR(seeker, tag_lifetime), FALSE);
-
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if(autocvar_g_balance_seeker_reload_ammo && self.clip_load < min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo))) // forced reload
+ WEP_ACTION(self.weapon, WR_RELOAD);
- if (WEP_CVAR(seeker, type) == 1)
++
+ else if (self.BUTTON_ATCK)
+ {
- else
++ if (WEP_CVAR(seeker, type) == 1)
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, missile_refire)))
+ {
+ Seeker_Attack();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, missile_animtime), w_ready);
+ }
+ }
- if (WEP_CVAR(seeker, type) == 1)
++ else
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ {
+ Seeker_Fire_Tag();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
+ }
+
+ else if (self.BUTTON_ATCK2)
+ {
- else
++ if (WEP_CVAR(seeker, type) == 1)
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, tag_refire)))
+ {
+ Seeker_Fire_Tag();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, tag_animtime), w_ready);
+ }
+ }
-
++ else
+ {
+ if (weapon_prepareattack(0, WEP_CVAR(seeker, flac_refire)))
+ {
+ Seeker_Fire_Flac();
+ weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(seeker, flac_animtime), w_ready);
+ }
+ }
+ }
- if (WEP_CVAR(seeker, type) == 1)
++
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_seeker.md3");
+ precache_model ("models/weapons/v_seeker.md3");
+ precache_model ("models/weapons/h_seeker.iqm");
+ precache_sound ("weapons/tag_fire.wav");
+ precache_sound ("weapons/flac_fire.wav");
+ precache_sound ("weapons/seeker_fire.wav");
+ WEP_SET_PROPS(SEEKER_SETTINGS(seeker), WEP_SEEKER)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_rockets;
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ {
-
++ if (WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, missile_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, missile_ammo);
+ }
+ else
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ }
- if (WEP_CVAR(seeker, type) == 1)
+ return ammo_amount;
+ }
+ case WR_CHECKAMMO2:
+ {
-
++ if (WEP_CVAR(seeker, type) == 1)
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, tag_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, tag_ammo);
+ }
+ else
+ {
+ ammo_amount = self.ammo_rockets >= WEP_CVAR(seeker, flac_ammo);
+ ammo_amount += self.(weapon_load[WEP_SEEKER]) >= WEP_CVAR(seeker, flac_ammo);
+ }
-
+ return ammo_amount;
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(SEEKER_SETTINGS(seeker))
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ W_Reload(min(WEP_CVAR(seeker, missile_ammo), WEP_CVAR(seeker, tag_ammo)), "weapons/reload.wav");
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ return WEAPON_SEEKER_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SEEKER_MURDER_TAG;
+ else
+ return WEAPON_SEEKER_MURDER_SPRAY;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_seeker(float req)
+{
+ switch(req)
+ {
+ case WR_IMPACTEFFECT:
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ if(w_deathtype & HITTYPE_BOUNCE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(!w_issilent)
+ sound(self, CH_SHOTS, "weapons/tag_impact.wav", 1, ATTEN_NORM);
+ }
+ else
+ {
+ pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if (w_random<0.15)
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ else if (w_random<0.7)
+ sound(self, CH_SHOTS, "weapons/tagexp2.wav", 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, "weapons/tagexp3.wav", 1, ATTEN_NORM);
+ }
+ }
+ }
+ else
+ {
+ pointparticles(particleeffectnum("hagar_explode"), org2, '0 0 0', 1);
+ if(!w_issilent)
+ {
+ if (w_random<0.15)
+ sound(self, CH_SHOTS, "weapons/seekerexp1.wav", 1, ATTEN_NORM);
+ else if (w_random<0.7)
+ sound(self, CH_SHOTS, "weapons/seekerexp2.wav", 1, ATTEN_NORM);
+ else
+ sound(self, CH_SHOTS, "weapons/seekerexp3.wav", 1, ATTEN_NORM);
+ }
+ }
-
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_sound("weapons/seekerexp1.wav");
+ precache_sound("weapons/seekerexp2.wav");
+ precache_sound("weapons/seekerexp3.wav");
+ precache_sound("weapons/tagexp1.wav");
+ precache_sound("weapons/tagexp2.wav");
+ precache_sound("weapons/tagexp3.wav");
+ precache_sound("weapons/tag_impact.wav");
+ return TRUE;
+ }
+ }
++
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
-
+#ifdef REGISTER_WEAPON
+REGISTER_WEAPON(
+/* WEP_##id */ TUBA,
+/* function */ w_tuba,
+/* ammotype */ 0,
+/* impulse */ 1,
+/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
+/* rating */ BOT_PICKUP_RATING_MID,
+/* model */ "tuba",
+/* netname */ "tuba",
+/* xgettext:no-c-format */
+/* fullname */ _("@!#%'n Tuba")
+);
+
+#define TUBA_SETTINGS(weapon) \
+ WEP_ADD_CVAR(weapon, MO_NONE, animtime) \
+ WEP_ADD_CVAR(weapon, MO_NONE, attenuation) \
+ WEP_ADD_CVAR(weapon, MO_NONE, damage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, edgedamage) \
+ WEP_ADD_CVAR(weapon, MO_NONE, force) \
+ WEP_ADD_CVAR(weapon, MO_NONE, radius) \
+ WEP_ADD_CVAR(weapon, MO_NONE, refire) \
+ WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
+ WEP_ADD_PROP(weapon, reloading_time, reload_time) \
+ WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
+ WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+TUBA_SETTINGS(tuba)
+.entity tuba_note;
+.float tuba_smoketime;
+.float tuba_instrument;
+
+#define MAX_TUBANOTES 32
+.float tuba_lastnotes_last;
+.float tuba_lastnotes_cnt; // over
+.vector tuba_lastnotes[MAX_TUBANOTES];
+#endif
+#else
+#ifdef SVQC
+void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
+
+float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
+{
+ float i, j, mmin, mmax, nolength;
+ float n = tokenize_console(melody);
+ if(n > pl.tuba_lastnotes_cnt)
+ return FALSE;
+ float pitchshift = 0;
+
+ if(instrument >= 0)
+ if(pl.tuba_instrument != instrument)
+ return FALSE;
+
+ // verify notes...
+ nolength = FALSE;
+ for(i = 0; i < n; ++i)
+ {
+ vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ float ai = stof(argv(n - i - 1));
+ float np = floor(ai);
+ if(ai == np)
+ nolength = TRUE;
+ // n counts the last played notes BACKWARDS
+ // _x is start
+ // _y is end
+ // _z is note pitch
+ if(ignorepitch && i == 0)
+ {
+ pitchshift = np - v_z;
+ }
+ else
+ {
+ if(v_z + pitchshift != np)
+ return FALSE;
+ }
+ }
+
+ // now we know the right NOTES were played
+ if(!nolength)
+ {
+ // verify rhythm...
+ float ti = 0;
+ if(maxtempo > 0)
+ mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
+ else
+ mmin = 0;
+ if(mintempo > 0)
+ mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
+ else
+ mmax = 240; // you won't try THAT hard... (tempo 1)
+ //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
+
+ for(i = 0; i < n; ++i)
+ {
+ vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ float ai = stof(argv(n - i - 1));
+ ti -= 1 / (ai - floor(ai));
+ float tj = ti;
+ for(j = i+1; j < n; ++j)
+ {
+ vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
+ float aj = stof(argv(n - j - 1));
+ tj -= (aj - floor(aj));
+
+ // note i should be at m*ti+b
+ // note j should be at m*tj+b
+ // so:
+ // we have a LINE l, so that
+ // vi_x <= l(ti) <= vi_y
+ // vj_x <= l(tj) <= vj_y
+ // what is m?
+
+ // vi_x <= vi_y <= vj_x <= vj_y
+ // ti <= tj
+ //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
+ //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
+ //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
+ //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
+ mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
+ mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
+ }
+ }
+
+ if(mmin > mmax) // rhythm fail
+ return FALSE;
+ }
+
+ pl.tuba_lastnotes_cnt = 0;
+
+ return TRUE;
+}
+
+void W_Tuba_NoteOff()
+{
+ // we have a note:
+ // on: self.spawnshieldtime
+ // off: time
+ // note: self.cnt
+ if(self.owner.tuba_note == self)
+ {
+ self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
+ self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
+ self.owner.tuba_note = world;
+ self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
+
+ string s;
+ s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
+ if(s != "")
+ {
+ // simulate a server message
+ switch(self.tuba_instrument)
+ {
+ default:
+ case 0: // Tuba
+ bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
+ break;
+ case 1:
+ bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
+ break;
+ case 2:
+ bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
+ break;
+ }
+ }
+ }
+ remove(self);
+}
+
+float Tuba_GetNote(entity pl, float hittype)
+{
+ float note;
+ float movestate;
+ movestate = 5;
+ if(pl.movement_x < 0) movestate -= 3;
+ if(pl.movement_x > 0) movestate += 3;
+ if(pl.movement_y < 0) movestate -= 1;
+ if(pl.movement_y > 0) movestate += 1;
+#ifdef GMQCC
+ note = 0;
+#endif
+ switch(movestate)
+ {
+ // layout: originally I wanted
+ // eb e e#=f
+ // B c d
+ // Gb G G#
+ // but then you only use forward and right key. So to make things more
+ // interesting, I swapped B with e#. Har har har...
+ // eb e B
+ // f=e# c d
+ // Gb G G#
+ case 1: note = -6; break; // Gb
+ case 2: note = -5; break; // G
+ case 3: note = -4; break; // G#
+ case 4: note = +5; break; // e#
+ default:
+ case 5: note = 0; break; // c
+ case 6: note = +2; break; // d
+ case 7: note = +3; break; // eb
+ case 8: note = +4; break; // e
+ case 9: note = -1; break; // B
+ }
+ if(pl.BUTTON_CROUCH)
+ note -= 12;
+ if(pl.BUTTON_JUMP)
+ note += 12;
+ if(hittype & HITTYPE_SECONDARY)
+ note += 7;
-
++
+ // we support two kinds of tubas, those tuned in Eb and those tuned in C
+ // kind of tuba currently is player slot number, or team number if in
+ // teamplay
+ // that way, holes in the range of notes are "plugged"
+ if(teamplay)
+ {
+ if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
+ note += 3;
+ }
+ else
+ {
+ if(pl.clientcolors & 1)
+ note += 3;
+ }
- if not(self.tuba_note)
++
+ // total range of notes:
+ // 0
+ // *** ** ****
+ // *** ** ****
+ // *** ** ****
+ // *** ** ****
+ // *** ********************* ****
+ // -18.........................+12
+ // *** ********************* ****
+ // -18............................+15
+ // with jump: ... +24
+ // ... +27
+ return note;
+}
+
+float W_Tuba_NoteSendEntity(entity to, float sf)
+{
+ float f;
+
+ msg_entity = to;
+ if(!sound_allowed(MSG_ONE, self.realowner))
+ return FALSE;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
+ WriteByte(MSG_ENTITY, sf);
+ if(sf & 1)
+ {
+ WriteChar(MSG_ENTITY, self.cnt);
+ f = 0;
+ if(self.realowner != to)
+ f |= 1;
+ f |= 2 * self.tuba_instrument;
+ WriteByte(MSG_ENTITY, f);
+ }
+ if(sf & 2)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
+ return TRUE;
+}
+
+void W_Tuba_NoteThink()
+{
+ float dist_mult;
+ float vol0, vol1;
+ vector dir0, dir1;
+ vector v;
+ entity e;
+ if(time > self.teleport_time)
+ {
+ W_Tuba_NoteOff();
+ return;
+ }
+ self.nextthink = time;
+ dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
+ FOR_EACH_REALCLIENT(e)
+ if(e != self.realowner)
+ {
+ v = self.origin - (e.origin + e.view_ofs);
+ vol0 = max(0, 1 - vlen(v) * dist_mult);
+ dir0 = normalize(v);
+ v = self.realowner.origin - (e.origin + e.view_ofs);
+ vol1 = max(0, 1 - vlen(v) * dist_mult);
+ dir1 = normalize(v);
+ if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
+ {
+ setorigin(self, self.realowner.origin);
+ self.SendFlags |= 2;
+ break;
+ }
+ if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
+ {
+ setorigin(self, self.realowner.origin);
+ self.SendFlags |= 2;
+ break;
+ }
+ }
+}
+
+void W_Tuba_NoteOn(float hittype)
+{
+ vector o;
+ float n;
+
+ W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
+
+ n = Tuba_GetNote(self, hittype);
+
+ hittype = 0;
+ if(self.tuba_instrument & 1)
+ hittype |= HITTYPE_SECONDARY;
+ if(self.tuba_instrument & 2)
+ hittype |= HITTYPE_BOUNCE;
+
+ if(self.tuba_note)
+ {
+ if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
+ {
+ entity oldself = self;
+ self = self.tuba_note;
+ W_Tuba_NoteOff();
+ self = oldself;
+ }
+ }
+
++ if (!self.tuba_note)
+ {
+ self.tuba_note = spawn();
+ self.tuba_note.owner = self.tuba_note.realowner = self;
+ self.tuba_note.cnt = n;
+ self.tuba_note.tuba_instrument = self.tuba_instrument;
+ self.tuba_note.think = W_Tuba_NoteThink;
+ self.tuba_note.nextthink = time;
+ self.tuba_note.spawnshieldtime = time;
+ Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
+ }
+
+ self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
+
+ //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
+ RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
+
+ o = gettaginfo(self.exteriorweaponentity, 0);
+ if(time > self.tuba_smoketime)
+ {
+ pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
+ self.tuba_smoketime = time + 0.25;
+ }
+}
+
+float w_tuba(float req)
+{
+ switch(req)
+ {
+ case WR_AIM:
+ {
+ // bots cannot play the Tuba well yet
+ // I think they should start with the recorder first
+ if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
+ {
+ if(random() > 0.5)
+ self.BUTTON_ATCK = 1;
+ else
+ self.BUTTON_ATCK2 = 1;
+ }
+
+ return TRUE;
+ }
+ case WR_THINK:
+ {
+ if (self.BUTTON_ATCK)
+ if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
+ {
+ W_Tuba_NoteOn(0);
+ //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ }
+ if (self.BUTTON_ATCK2)
+ if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
+ {
+ W_Tuba_NoteOn(HITTYPE_SECONDARY);
+ //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
+ weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
+ }
+ if(self.tuba_note)
+ {
+ if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
+ {
+ entity oldself = self;
+ self = self.tuba_note;
+ W_Tuba_NoteOff();
+ self = oldself;
+ }
+ }
+
+ return TRUE;
+ }
+ case WR_INIT:
+ {
+ precache_model ("models/weapons/g_tuba.md3");
+ precache_model ("models/weapons/v_tuba.md3");
+ precache_model ("models/weapons/h_tuba.iqm");
+ precache_model ("models/weapons/v_akordeon.md3");
+ precache_model ("models/weapons/h_akordeon.iqm");
+ precache_model ("models/weapons/v_kleinbottle.md3");
+ precache_model ("models/weapons/h_kleinbottle.iqm");
+ WEP_SET_PROPS(TUBA_SETTINGS(tuba), WEP_TUBA)
+ return TRUE;
+ }
+ case WR_SETUP:
+ {
+ self.current_ammo = ammo_none;
+ self.tuba_instrument = 0;
+ return TRUE;
+ }
+ case WR_RELOAD:
+ {
+ // switch to alternate instruments :)
+ if(self.weaponentity.state == WS_READY)
+ {
+ switch(self.tuba_instrument)
+ {
+ case 0:
+ self.tuba_instrument = 1;
+ self.weaponname = "akordeon";
+ break;
+ case 1:
+ self.tuba_instrument = 2;
+ self.weaponname = "kleinbottle";
+ break;
+ case 2:
+ self.tuba_instrument = 0;
+ self.weaponname = "tuba";
+ break;
+ }
+ W_SetupShot(self, FALSE, 0, "", 0, 0);
+ pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
+ self.weaponentity.state = WS_INUSE;
+ weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
+ }
+
+ return TRUE;
+ }
+ case WR_CHECKAMMO1:
+ case WR_CHECKAMMO2:
+ {
+ return TRUE; // tuba has infinite ammo
+ }
+ case WR_CONFIG:
+ {
+ WEP_CONFIG_SETTINGS(TUBA_SETTINGS(tuba))
+ return TRUE;
+ }
+ case WR_SUICIDEMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_KLEINBOTTLE_SUICIDE;
+ else if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ACCORDEON_SUICIDE;
+ else
+ return WEAPON_TUBA_SUICIDE;
+ }
+ case WR_KILLMESSAGE:
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_KLEINBOTTLE_MURDER;
+ else if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ACCORDEON_MURDER;
+ else
+ return WEAPON_TUBA_MURDER;
+ }
+ }
+ return TRUE;
+}
+#endif
+#ifdef CSQC
+float w_tuba(float req)
+{
+ // nothing to do here; particles of tuba are handled differently
+
+ return TRUE;
+}
+#endif
+#endif
--- /dev/null
- ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
+#ifndef MENUQC
+#include "calculations.qh"
+#endif
+
+const float BOT_PICKUP_RATING_LOW = 2500;
+const float BOT_PICKUP_RATING_MID = 5000;
+const float BOT_PICKUP_RATING_HIGH = 10000;
+
+const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+const float WEP_TYPE_SPLASH = 0x01; // splash damage
+const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+const float WEP_TYPEMASK = 0x0F;
+const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+const float MAX_SHOT_DISTANCE = 32768;
+
+// weapon requests // WEAPONTODO
+#define WR_SETUP 1 // (SERVER) setup weapon data
+#define WR_THINK 2 // (SERVER) logic to run every frame
+#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
+#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
+#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
+#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
+#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
+#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
+#define WR_RELOAD 9 // (SERVER) does not need to do anything
+#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
+#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
+#define WR_SWITCHABLE 12 // (CLIENT) impact effect
+#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
+#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
+#define WR_CONFIG 15 // (ALL)
+
+// WEAPONTODO
+const float IT_UNLIMITED_WEAPON_AMMO = 1;
+// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const float IT_UNLIMITED_SUPERWEAPONS = 2;
+// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+const float IT_CTF_SHIELDED = 4; // set for the flag shield
+const float IT_USING_JETPACK = 8; // confirmation that button is pressed
+const float IT_JETPACK = 16; // actual item
+const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
+WANT_CONST float IT_SHELLS = 256;
+WANT_CONST float IT_NAILS = 512;
+WANT_CONST float IT_ROCKETS = 1024;
+WANT_CONST float IT_CELLS = 2048;
+const float IT_SUPERWEAPON = 4096;
+const float IT_FUEL = 128;
+const float IT_STRENGTH = 8192;
+const float IT_INVINCIBLE = 16384;
+const float IT_HEALTH = 32768;
+// union:
+ // for items:
+ WANT_CONST float IT_KEY1 = 131072;
+ WANT_CONST float IT_KEY2 = 262144;
+ // for players:
+ const float IT_RED_FLAG_TAKEN = 32768;
+ const float IT_RED_FLAG_LOST = 65536;
+ const float IT_RED_FLAG_CARRYING = 98304;
+ const float IT_BLUE_FLAG_TAKEN = 131072;
+ const float IT_BLUE_FLAG_LOST = 262144;
+ const float IT_BLUE_FLAG_CARRYING = 393216;
+// end
+const float IT_5HP = 524288;
+const float IT_25HP = 1048576;
+const float IT_ARMOR_SHARD = 2097152;
+const float IT_ARMOR = 4194304;
+
+const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
+const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+
+const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+
+// variables:
+string weaponorder_byid;
+
+// Weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(float a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WriteWepSet(float dest, WepSet w);
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet ReadWepSet();
+#endif
+
+// Weapon name macros
+#define WEP_FIRST 1
+#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
+float WEP_COUNT;
+float WEP_LAST;
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+// functions:
+entity get_weaponinfo(float id);
+string W_FixWeaponOrder(string order, float complete);
+string W_NameWeaponOrder(string order);
+string W_NumberWeaponOrder(string order);
+
+// ammo types
+.float ammo_shells;
+.float ammo_nails;
+.float ammo_rockets;
+.float ammo_cells;
+.float ammo_fuel;
+.float ammo_batteries; // dummy
+
+// entity properties of weaponinfo:
+.float weapon; // WEP_...
+.WepSet weapons; // WEPSET_...
+.string netname; // short name
+.string message; // human readable name
+.float items; // IT_...
+.float(float) weapon_func; // w_...
+.string mdl; // modelname without g_, v_, w_
+.string model; // full name of g_ model
+.float spawnflags; // WEPSPAWNFLAG_... combined
+.float impulse; // weapon impulse
+.float bot_pickupbasevalue; // bot weapon priority
+.string model2; // wpn- sprite name
+..float ammo_field; // main ammo field
+
+// other useful macros
+#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+
+// =====================
+// Weapon Registration
+// =====================
+
+float w_null(float dummy);
+void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+void register_weapons_done();
+
+// note: the fabs call is just there to hide "if result is constant" warning
+#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+ float id; \
+ WepSet bit; \
+ float func(float); \
+ void RegisterWeapons_##id() \
+ { \
+ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
+ bit = WepSet_FromWeapon(id); \
+ WEPSET_ALL |= bit; \
+ if((weapontype) & WEP_FLAG_SUPERWEAPON) \
+ WEPSET_SUPERWEAPONS |= bit; \
+ ++WEP_COUNT; \
+ register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ } \
+ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
+#ifdef MENUQC
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#else
+#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#endif
+
+#define MO_NONE 0
+#define MO_PRI 1
+#define MO_SEC 2
+#define MO_BOTH 3
+
+#define WEP_DUPECHECK(dupecheck,cvar) \
+ #ifndef dupecheck \
+ #define dupecheck \
+ float cvar; \
+ #else \
+ #error DUPLICATE WEAPON CVAR: cvar \
+ #endif
+
+/*
+#define WEP_CLEAN_DUPECHECK(dupecheck) \
+ #ifdef WEP_CVAR_##weapon##_##name \
+ #undef WEP_CVAR_##weapon##_##name \
+ #endif
+*/
+
+#define WEP_ADD_CVAR(weapon,mode,name) \
+ #if mode == MO_PRI \
+ WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
+ #endif \
+ #if mode == MO_SEC \
+ WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
+ #endif \
+ #if mode == MO_BOTH \
+ WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
+ WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
+ #endif \
+ #if mode == MO_NONE \
+ WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
+ #endif
+
+#define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
+#define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
+#define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
+#define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
+
+#define WEP_ADD_PROP(weapon,prop,name) \
+ .float ##prop; \
+ WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
+
+#define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
+
+#define WEP_SET_PROPS(wepsettings,wepid) \
+ #define WEP_ADD_CVAR(weapon,mode,name) \
+ #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(wepid,weapon,prop,name) \
+ wepsettings \
+ #undef WEP_ADD_CVAR \
+ #undef WEP_ADD_PROP
+
+#include "all.qh"
+
+#undef WEP_ADD_CVAR
+#undef WEP_ADD_PROP
+#undef REGISTER_WEAPON
++ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+
+string W_FixWeaponOrder(string order, float complete);
+string W_NumberWeaponOrder(string order);
+string W_NameWeaponOrder(string order);
+string W_FixWeaponOrder_BuildImpulseList(string o);
+string W_FixWeaponOrder_AllowIncomplete(string order);
+string W_FixWeaponOrder_ForceComplete(string order);
+
+void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);
../common/constants.qh
../common/mapinfo.qh
../common/campaign_common.qh
-../common/items.qh
+../common/weapons/weapons.qh // TODO
../common/counting.qh
../common/command/markup.qh
../common/command/rpn.qh
../common/campaign_file.qc
../common/campaign_setup.qc
../common/mapinfo.qc
-../common/items.qc
+../common/weapons/weapons.qc // TODO
../common/urllib.qc
../warpzonelib/mathlib.qc
-
- ../common/if-this-file-errors-scroll-up-and-fix-the-warnings.fteqccfail
#define autocvar_fraglimit_override cvar("fraglimit_override")
float autocvar_g_allow_oldnexbeam;
float autocvar_g_antilag;
- float autocvar_g_antilag_bullets;
float autocvar_g_antilag_nudge;
- float autocvar_g_arena_maxspawned;
- float autocvar_g_arena_point_leadlimit;
- float autocvar_g_arena_point_limit;
- float autocvar_g_arena_roundbased;
- float autocvar_g_arena_round_timelimit;
- float autocvar_g_arena_warmup;
float autocvar_g_balance_armor_blockpercent;
float autocvar_g_balance_armor_limit;
float autocvar_g_balance_armor_regen;
float autocvar_g_balance_armor_rotlinear;
float autocvar_g_balance_armor_rotstable;
float autocvar_g_balance_armor_start;
-float autocvar_g_balance_rifle_bursttime;
-float autocvar_g_balance_rifle_primary_ammo;
-float autocvar_g_balance_rifle_primary_animtime;
-float autocvar_g_balance_rifle_primary_bulletconstant;
-float autocvar_g_balance_rifle_primary_bullethail;
-float autocvar_g_balance_rifle_primary_burstcost;
-float autocvar_g_balance_rifle_primary_damage;
-float autocvar_g_balance_rifle_primary_force;
-float autocvar_g_balance_rifle_primary_lifetime;
-float autocvar_g_balance_rifle_primary_refire;
-float autocvar_g_balance_rifle_primary_shots;
-float autocvar_g_balance_rifle_primary_speed;
-float autocvar_g_balance_rifle_primary_spread;
-float autocvar_g_balance_rifle_primary_tracer;
-float autocvar_g_balance_rifle_secondary;
-float autocvar_g_balance_rifle_secondary_ammo;
-float autocvar_g_balance_rifle_secondary_animtime;
-float autocvar_g_balance_rifle_secondary_bulletconstant;
-float autocvar_g_balance_rifle_secondary_bullethail;
-float autocvar_g_balance_rifle_secondary_burstcost;
-float autocvar_g_balance_rifle_secondary_damage;
-float autocvar_g_balance_rifle_secondary_force;
-float autocvar_g_balance_rifle_secondary_lifetime;
-float autocvar_g_balance_rifle_secondary_reload;
-float autocvar_g_balance_rifle_secondary_refire;
-float autocvar_g_balance_rifle_secondary_shots;
-float autocvar_g_balance_rifle_secondary_speed;
-float autocvar_g_balance_rifle_secondary_spread;
-float autocvar_g_balance_rifle_secondary_tracer;
float autocvar_g_balance_rifle_reload_ammo;
-float autocvar_g_balance_rifle_reload_time;
float autocvar_g_balance_cloaked_alpha;
float autocvar_g_balance_contents_damagerate;
float autocvar_g_balance_contents_drowndelay;
float autocvar_g_balance_contents_playerdamage_lava;
float autocvar_g_balance_contents_playerdamage_slime;
float autocvar_g_balance_contents_projectiledamage;
-float autocvar_g_balance_crylink_primary_ammo;
-float autocvar_g_balance_crylink_primary_animtime;
-float autocvar_g_balance_crylink_primary_bouncedamagefactor;
-float autocvar_g_balance_crylink_primary_bounces;
-float autocvar_g_balance_crylink_primary_damage;
-float autocvar_g_balance_crylink_primary_edgedamage;
-float autocvar_g_balance_crylink_primary_force;
-float autocvar_g_balance_crylink_primary_joindelay;
-float autocvar_g_balance_crylink_primary_joinexplode;
-float autocvar_g_balance_crylink_primary_joinexplode_damage;
-float autocvar_g_balance_crylink_primary_joinexplode_edgedamage;
-float autocvar_g_balance_crylink_primary_joinexplode_force;
-float autocvar_g_balance_crylink_primary_joinexplode_radius;
-float autocvar_g_balance_crylink_primary_joinspread;
-float autocvar_g_balance_crylink_primary_linkexplode;
-float autocvar_g_balance_crylink_primary_middle_fadetime;
-float autocvar_g_balance_crylink_primary_middle_lifetime;
-float autocvar_g_balance_crylink_primary_other_fadetime;
-float autocvar_g_balance_crylink_primary_other_lifetime;
-float autocvar_g_balance_crylink_primary_radius;
-float autocvar_g_balance_crylink_primary_refire;
-float autocvar_g_balance_crylink_primary_shots;
-float autocvar_g_balance_crylink_primary_speed;
-float autocvar_g_balance_crylink_primary_spread;
float autocvar_g_balance_crylink_secondary;
-float autocvar_g_balance_crylink_secondary_ammo;
-float autocvar_g_balance_crylink_secondary_animtime;
-float autocvar_g_balance_crylink_secondary_bouncedamagefactor;
-float autocvar_g_balance_crylink_secondary_bounces;
-float autocvar_g_balance_crylink_secondary_damage;
-float autocvar_g_balance_crylink_secondary_edgedamage;
-float autocvar_g_balance_crylink_secondary_force;
-float autocvar_g_balance_crylink_secondary_joindelay;
-float autocvar_g_balance_crylink_secondary_joinexplode;
-float autocvar_g_balance_crylink_secondary_joinexplode_damage;
-float autocvar_g_balance_crylink_secondary_joinexplode_edgedamage;
-float autocvar_g_balance_crylink_secondary_joinexplode_force;
-float autocvar_g_balance_crylink_secondary_joinexplode_radius;
-float autocvar_g_balance_crylink_secondary_joinspread;
-float autocvar_g_balance_crylink_secondary_line_fadetime;
-float autocvar_g_balance_crylink_secondary_line_lifetime;
-float autocvar_g_balance_crylink_secondary_linkexplode;
-float autocvar_g_balance_crylink_secondary_middle_fadetime;
-float autocvar_g_balance_crylink_secondary_middle_lifetime;
-float autocvar_g_balance_crylink_secondary_radius;
-float autocvar_g_balance_crylink_secondary_refire;
-float autocvar_g_balance_crylink_secondary_shots;
-float autocvar_g_balance_crylink_secondary_speed;
-float autocvar_g_balance_crylink_secondary_spread;
-float autocvar_g_balance_crylink_secondary_spreadtype;
float autocvar_g_balance_crylink_reload_ammo;
-float autocvar_g_balance_crylink_reload_time;
float autocvar_g_balance_damagepush_speedfactor;
float autocvar_g_balance_electro_combo_comboradius;
float autocvar_g_balance_electro_combo_damage;
float autocvar_g_balance_electro_secondary_refire2;
float autocvar_g_balance_electro_secondary_speed;
float autocvar_g_balance_electro_reload_ammo;
-float autocvar_g_balance_electro_reload_time;
float autocvar_g_balance_falldamage_deadminspeed;
float autocvar_g_balance_falldamage_factor;
float autocvar_g_balance_falldamage_maxdamage;
float autocvar_g_balance_falldamage_minspeed;
-float autocvar_g_balance_fireball_primary_animtime;
-float autocvar_g_balance_fireball_primary_bfgdamage;
-float autocvar_g_balance_fireball_primary_bfgforce;
-float autocvar_g_balance_fireball_primary_bfgradius;
-float autocvar_g_balance_fireball_primary_damage;
-float autocvar_g_balance_fireball_primary_damageforcescale;
-float autocvar_g_balance_fireball_primary_edgedamage;
-float autocvar_g_balance_fireball_primary_force;
-float autocvar_g_balance_fireball_primary_health;
-float autocvar_g_balance_fireball_primary_laserburntime;
-float autocvar_g_balance_fireball_primary_laserdamage;
-float autocvar_g_balance_fireball_primary_laseredgedamage;
-float autocvar_g_balance_fireball_primary_laserradius;
-float autocvar_g_balance_fireball_primary_lifetime;
-float autocvar_g_balance_fireball_primary_radius;
-float autocvar_g_balance_fireball_primary_refire;
-float autocvar_g_balance_fireball_primary_refire2;
-float autocvar_g_balance_fireball_primary_speed;
-float autocvar_g_balance_fireball_secondary_animtime;
-float autocvar_g_balance_fireball_secondary_damage;
-float autocvar_g_balance_fireball_secondary_damageforcescale;
-float autocvar_g_balance_fireball_secondary_damagetime;
-float autocvar_g_balance_fireball_secondary_laserburntime;
-float autocvar_g_balance_fireball_secondary_laserdamage;
-float autocvar_g_balance_fireball_secondary_laseredgedamage;
-float autocvar_g_balance_fireball_secondary_laserradius;
-float autocvar_g_balance_fireball_secondary_lifetime;
-float autocvar_g_balance_fireball_secondary_refire;
-float autocvar_g_balance_fireball_secondary_speed;
-float autocvar_g_balance_fireball_secondary_speed_up;
float autocvar_g_balance_firetransfer_damage;
float autocvar_g_balance_firetransfer_time;
float autocvar_g_balance_fuel_limit;
float autocvar_g_balance_grapplehook_speed_pull;
float autocvar_g_balance_grapplehook_stretch;
float autocvar_g_balance_grapplehook_damagedbycontents;
-float autocvar_g_balance_grenadelauncher_bouncefactor;
-float autocvar_g_balance_grenadelauncher_bouncestop;
-float autocvar_g_balance_grenadelauncher_primary_ammo;
-float autocvar_g_balance_grenadelauncher_primary_animtime;
-float autocvar_g_balance_grenadelauncher_primary_damage;
-float autocvar_g_balance_grenadelauncher_primary_damageforcescale;
-float autocvar_g_balance_grenadelauncher_primary_edgedamage;
-float autocvar_g_balance_grenadelauncher_primary_force;
-float autocvar_g_balance_grenadelauncher_primary_health;
-float autocvar_g_balance_grenadelauncher_primary_lifetime;
-float autocvar_g_balance_grenadelauncher_primary_lifetime_stick;
-float autocvar_g_balance_grenadelauncher_primary_radius;
-float autocvar_g_balance_grenadelauncher_primary_refire;
-float autocvar_g_balance_grenadelauncher_primary_remote_minbouncecnt;
-float autocvar_g_balance_grenadelauncher_primary_speed;
-float autocvar_g_balance_grenadelauncher_primary_speed_up;
-float autocvar_g_balance_grenadelauncher_primary_type;
-float autocvar_g_balance_grenadelauncher_secondary_ammo;
-float autocvar_g_balance_grenadelauncher_secondary_animtime;
-float autocvar_g_balance_grenadelauncher_secondary_damage;
-float autocvar_g_balance_grenadelauncher_secondary_damageforcescale;
-float autocvar_g_balance_grenadelauncher_secondary_edgedamage;
-float autocvar_g_balance_grenadelauncher_secondary_force;
-float autocvar_g_balance_grenadelauncher_secondary_health;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime_bounce;
-float autocvar_g_balance_grenadelauncher_secondary_lifetime_stick;
-float autocvar_g_balance_grenadelauncher_secondary_radius;
-float autocvar_g_balance_grenadelauncher_secondary_refire;
-float autocvar_g_balance_grenadelauncher_secondary_speed;
-float autocvar_g_balance_grenadelauncher_secondary_speed_up;
-float autocvar_g_balance_grenadelauncher_secondary_type;
-float autocvar_g_balance_grenadelauncher_reload_ammo;
-float autocvar_g_balance_grenadelauncher_reload_time;
-float autocvar_g_balance_hagar_primary_ammo;
-float autocvar_g_balance_hagar_primary_damage;
-float autocvar_g_balance_hagar_primary_edgedamage;
-float autocvar_g_balance_hagar_primary_force;
-float autocvar_g_balance_hagar_primary_health;
-float autocvar_g_balance_hagar_primary_damageforcescale;
-float autocvar_g_balance_hagar_primary_lifetime;
-float autocvar_g_balance_hagar_primary_radius;
-float autocvar_g_balance_hagar_primary_refire;
-float autocvar_g_balance_hagar_primary_speed;
-float autocvar_g_balance_hagar_secondary;
-float autocvar_g_balance_hagar_secondary_load;
-float autocvar_g_balance_hagar_secondary_load_speed;
-float autocvar_g_balance_hagar_secondary_load_spread;
-float autocvar_g_balance_hagar_secondary_load_spread_bias;
-float autocvar_g_balance_hagar_secondary_load_max;
-float autocvar_g_balance_hagar_secondary_load_hold;
-float autocvar_g_balance_hagar_secondary_load_releasedeath;
-float autocvar_g_balance_hagar_secondary_load_abort;
-float autocvar_g_balance_hagar_secondary_load_linkexplode;
-float autocvar_g_balance_hagar_secondary_load_animtime;
-float autocvar_g_balance_hagar_secondary_ammo;
-float autocvar_g_balance_hagar_secondary_damage;
-float autocvar_g_balance_hagar_secondary_edgedamage;
-float autocvar_g_balance_hagar_secondary_force;
-float autocvar_g_balance_hagar_secondary_health;
-float autocvar_g_balance_hagar_secondary_damageforcescale;
-float autocvar_g_balance_hagar_secondary_lifetime_min;
-float autocvar_g_balance_hagar_secondary_lifetime_rand;
-float autocvar_g_balance_hagar_secondary_radius;
-float autocvar_g_balance_hagar_secondary_refire;
-float autocvar_g_balance_hagar_secondary_speed;
-float autocvar_g_balance_hagar_secondary_spread;
float autocvar_g_balance_hagar_reload_ammo;
-float autocvar_g_balance_hagar_reload_time;
float autocvar_g_balance_health_limit;
float autocvar_g_balance_health_regen;
float autocvar_g_balance_health_regenlinear;
float autocvar_g_balance_health_rotlinear;
float autocvar_g_balance_health_rotstable;
float autocvar_g_balance_health_start;
-float autocvar_g_balance_hlac_primary_ammo;
-float autocvar_g_balance_hlac_primary_animtime;
-float autocvar_g_balance_hlac_primary_damage;
-float autocvar_g_balance_hlac_primary_edgedamage;
-float autocvar_g_balance_hlac_primary_force;
-float autocvar_g_balance_hlac_primary_lifetime;
-float autocvar_g_balance_hlac_primary_radius;
-float autocvar_g_balance_hlac_primary_refire;
-float autocvar_g_balance_hlac_primary_speed;
-float autocvar_g_balance_hlac_primary_spread_add;
-float autocvar_g_balance_hlac_primary_spread_crouchmod;
-float autocvar_g_balance_hlac_primary_spread_max;
-float autocvar_g_balance_hlac_primary_spread_min;
-float autocvar_g_balance_hlac_secondary;
-float autocvar_g_balance_hlac_secondary_ammo;
-float autocvar_g_balance_hlac_secondary_animtime;
-float autocvar_g_balance_hlac_secondary_damage;
-float autocvar_g_balance_hlac_secondary_edgedamage;
-float autocvar_g_balance_hlac_secondary_force;
-float autocvar_g_balance_hlac_secondary_lifetime;
-float autocvar_g_balance_hlac_secondary_radius;
-float autocvar_g_balance_hlac_secondary_refire;
-float autocvar_g_balance_hlac_secondary_shots;
-float autocvar_g_balance_hlac_secondary_speed;
-float autocvar_g_balance_hlac_secondary_spread;
-float autocvar_g_balance_hlac_secondary_spread_crouchmod;
float autocvar_g_balance_hlac_reload_ammo;
-float autocvar_g_balance_hlac_reload_time;
-float autocvar_g_balance_hook_primary_animtime;
-float autocvar_g_balance_hook_primary_fuel;
-float autocvar_g_balance_hook_primary_hooked_fuel;
-float autocvar_g_balance_hook_primary_hooked_time_free;
-float autocvar_g_balance_hook_primary_hooked_time_max;
-float autocvar_g_balance_hook_primary_refire;
-float autocvar_g_balance_hook_secondary_ammo;
-float autocvar_g_balance_hook_secondary_animtime;
-float autocvar_g_balance_hook_secondary_damage;
-float autocvar_g_balance_hook_secondary_duration;
-float autocvar_g_balance_hook_secondary_edgedamage;
-float autocvar_g_balance_hook_secondary_force;
-float autocvar_g_balance_hook_secondary_gravity;
-float autocvar_g_balance_hook_secondary_lifetime;
-float autocvar_g_balance_hook_secondary_power;
-float autocvar_g_balance_hook_secondary_radius;
-float autocvar_g_balance_hook_secondary_refire;
-float autocvar_g_balance_hook_secondary_speed;
-float autocvar_g_balance_hook_secondary_health;
-float autocvar_g_balance_hook_secondary_damageforcescale;
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
float autocvar_g_balance_keyhunt_delay_return;
float autocvar_g_balance_keyhunt_throwvelocity;
float autocvar_g_balance_kill_delay;
float autocvar_g_balance_kill_antispam;
+float autocvar_g_balance_laser_melee_animtime;
+float autocvar_g_balance_laser_melee_damage;
+float autocvar_g_balance_laser_melee_delay;
+float autocvar_g_balance_laser_melee_force;
+float autocvar_g_balance_laser_melee_multihit;
+float autocvar_g_balance_laser_melee_no_doubleslap;
+float autocvar_g_balance_laser_melee_nonplayerdamage;
+float autocvar_g_balance_laser_melee_range;
+float autocvar_g_balance_laser_melee_refire;
+float autocvar_g_balance_laser_melee_swing_side;
+float autocvar_g_balance_laser_melee_swing_up;
+float autocvar_g_balance_laser_melee_time;
+float autocvar_g_balance_laser_melee_traces;
+float autocvar_g_balance_laser_primary;
float autocvar_g_balance_laser_primary_animtime;
float autocvar_g_balance_laser_primary_damage;
float autocvar_g_balance_laser_primary_delay;
float autocvar_g_balance_laser_primary_edgedamage;
float autocvar_g_balance_laser_primary_force;
-float autocvar_g_balance_laser_primary_force_other_scale;
-float autocvar_g_balance_laser_primary_force_velocitybias;
-float autocvar_g_balance_laser_primary_force_zscale;
+//float autocvar_g_balance_laser_primary_force_other_scale;
+//float autocvar_g_balance_laser_primary_force_velocitybias;
+//float autocvar_g_balance_laser_primary_force_zscale;
float autocvar_g_balance_laser_primary_lifetime;
float autocvar_g_balance_laser_primary_radius;
float autocvar_g_balance_laser_primary_refire;
float autocvar_g_balance_laser_primary_shotangle;
float autocvar_g_balance_laser_primary_speed;
+//float autocvar_g_balance_laser_primary_spread;
+float autocvar_g_balance_laser_reload_ammo;
float autocvar_g_balance_laser_secondary;
float autocvar_g_balance_laser_secondary_animtime;
float autocvar_g_balance_laser_secondary_damage;
float autocvar_g_balance_laser_secondary_edgedamage;
float autocvar_g_balance_laser_secondary_force;
-float autocvar_g_balance_laser_secondary_force_other_scale;
-float autocvar_g_balance_laser_secondary_force_velocitybias;
-float autocvar_g_balance_laser_secondary_force_zscale;
+//float autocvar_g_balance_laser_secondary_force_other_scale;
+//float autocvar_g_balance_laser_secondary_force_velocitybias;
+//float autocvar_g_balance_laser_secondary_force_zscale;
float autocvar_g_balance_laser_secondary_lifetime;
float autocvar_g_balance_laser_secondary_radius;
-float autocvar_g_balance_laser_secondary_speed;
-float autocvar_g_balance_laser_reload_ammo;
-float autocvar_g_balance_laser_reload_time;
-float autocvar_g_balance_minelayer_ammo;
-float autocvar_g_balance_minelayer_animtime;
-float autocvar_g_balance_minelayer_damage;
-float autocvar_g_balance_minelayer_damageforcescale;
-float autocvar_g_balance_minelayer_detonatedelay;
-float autocvar_g_balance_minelayer_edgedamage;
-float autocvar_g_balance_minelayer_force;
-float autocvar_g_balance_minelayer_health;
-float autocvar_g_balance_minelayer_lifetime;
-float autocvar_g_balance_minelayer_lifetime_countdown;
-float autocvar_g_balance_minelayer_limit;
-float autocvar_g_balance_minelayer_protection;
-float autocvar_g_balance_minelayer_proximityradius;
-float autocvar_g_balance_minelayer_radius;
-float autocvar_g_balance_minelayer_refire;
-float autocvar_g_balance_minelayer_remote_damage;
-float autocvar_g_balance_minelayer_remote_edgedamage;
-float autocvar_g_balance_minelayer_remote_force;
-float autocvar_g_balance_minelayer_remote_radius;
-float autocvar_g_balance_minelayer_speed;
-float autocvar_g_balance_minelayer_time;
+float autocvar_g_balance_laser_secondary_refire;
+//float autocvar_g_balance_laser_secondary_speed;
+float autocvar_g_balance_laser_shockwave_damage;
+float autocvar_g_balance_laser_shockwave_distance;
+float autocvar_g_balance_laser_shockwave_edgedamage;
+float autocvar_g_balance_laser_shockwave_force;
+float autocvar_g_balance_laser_shockwave_force_forwardbias;
+float autocvar_g_balance_laser_shockwave_force_zscale;
+float autocvar_g_balance_laser_shockwave_jump_damage;
+float autocvar_g_balance_laser_shockwave_jump_edgedamage;
+float autocvar_g_balance_laser_shockwave_jump_force;
+float autocvar_g_balance_laser_shockwave_jump_force_velocitybias;
+float autocvar_g_balance_laser_shockwave_jump_force_zscale;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_jump_multiplier_min;
+float autocvar_g_balance_laser_shockwave_jump_radius;
+float autocvar_g_balance_laser_shockwave_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_damage;
+float autocvar_g_balance_laser_shockwave_splash_edgedamage;
+float autocvar_g_balance_laser_shockwave_splash_force;
+float autocvar_g_balance_laser_shockwave_splash_force_forwardbias;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_accuracy;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_distance;
+float autocvar_g_balance_laser_shockwave_splash_multiplier_min;
+float autocvar_g_balance_laser_shockwave_splash_radius;
+float autocvar_g_balance_laser_shockwave_spread_max;
+float autocvar_g_balance_laser_shockwave_spread_min;
float autocvar_g_balance_minelayer_reload_ammo;
-float autocvar_g_balance_minelayer_reload_time;
float autocvar_g_balance_minstanex_ammo;
float autocvar_g_balance_minstanex_laser_ammo;
float autocvar_g_balance_minstanex_laser_animtime;
float autocvar_g_balance_minstanex_animtime;
float autocvar_g_balance_minstanex_refire;
float autocvar_g_balance_minstanex_reload_ammo;
-float autocvar_g_balance_minstanex_reload_time;
-float autocvar_g_balance_nex_charge;
-float autocvar_g_balance_nex_charge_animlimit;
-float autocvar_g_balance_nex_charge_limit;
-float autocvar_g_balance_nex_charge_maxspeed;
-float autocvar_g_balance_nex_charge_mindmg;
-float autocvar_g_balance_nex_charge_minspeed;
-float autocvar_g_balance_nex_charge_rate;
-float autocvar_g_balance_nex_charge_rot_pause;
-float autocvar_g_balance_nex_charge_rot_rate;
-float autocvar_g_balance_nex_charge_shot_multiplier;
-float autocvar_g_balance_nex_charge_start;
-float autocvar_g_balance_nex_charge_velocity_rate;
-float autocvar_g_balance_nex_primary_ammo;
-float autocvar_g_balance_nex_primary_animtime;
-float autocvar_g_balance_nex_primary_damage;
-float autocvar_g_balance_nex_primary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_primary_damagefalloff_halflife;
-float autocvar_g_balance_nex_primary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_primary_damagefalloff_mindist;
-float autocvar_g_balance_nex_primary_force;
-float autocvar_g_balance_nex_primary_refire;
-float autocvar_g_balance_nex_secondary;
-float autocvar_g_balance_nex_secondary_ammo;
-float autocvar_g_balance_nex_secondary_animtime;
-float autocvar_g_balance_nex_secondary_charge;
-float autocvar_g_balance_nex_secondary_charge_rate;
-float autocvar_g_balance_nex_secondary_chargepool;
-float autocvar_g_balance_nex_secondary_chargepool_pause_health_regen;
-float autocvar_g_balance_nex_secondary_chargepool_pause_regen;
-float autocvar_g_balance_nex_secondary_chargepool_regen;
-float autocvar_g_balance_nex_secondary_damage;
-float autocvar_g_balance_nex_secondary_damagefalloff_forcehalflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_halflife;
-float autocvar_g_balance_nex_secondary_damagefalloff_maxdist;
-float autocvar_g_balance_nex_secondary_damagefalloff_mindist;
-float autocvar_g_balance_nex_secondary_force;
-float autocvar_g_balance_nex_secondary_refire;
float autocvar_g_balance_nex_reload_ammo;
-float autocvar_g_balance_nex_reload_time;
float autocvar_g_balance_nexball_primary_animtime;
float autocvar_g_balance_nexball_primary_refire;
float autocvar_g_balance_nexball_primary_speed;
float autocvar_g_balance_pause_health_rot_spawn;
float autocvar_g_balance_portal_health;
float autocvar_g_balance_portal_lifetime;
-float autocvar_g_balance_porto_primary_animtime;
-float autocvar_g_balance_porto_primary_lifetime;
-float autocvar_g_balance_porto_primary_refire;
-float autocvar_g_balance_porto_primary_speed;
-float autocvar_g_balance_porto_secondary;
-float autocvar_g_balance_porto_secondary_animtime;
-float autocvar_g_balance_porto_secondary_lifetime;
-float autocvar_g_balance_porto_secondary_refire;
-float autocvar_g_balance_porto_secondary_speed;
float autocvar_g_balance_powerup_invincible_takedamage;
float autocvar_g_balance_powerup_invincible_time;
float autocvar_g_balance_powerup_strength_damage;
float autocvar_g_balance_powerup_strength_selfforce;
float autocvar_g_balance_powerup_strength_time;
float autocvar_g_balance_superweapons_time;
-float autocvar_g_balance_rocketlauncher_ammo;
-float autocvar_g_balance_rocketlauncher_animtime;
-float autocvar_g_balance_rocketlauncher_damage;
-float autocvar_g_balance_rocketlauncher_damageforcescale;
-float autocvar_g_balance_rocketlauncher_detonatedelay;
-float autocvar_g_balance_rocketlauncher_edgedamage;
-float autocvar_g_balance_rocketlauncher_force;
-float autocvar_g_balance_rocketlauncher_guidedelay;
-float autocvar_g_balance_rocketlauncher_guidegoal;
-float autocvar_g_balance_rocketlauncher_guiderate;
-float autocvar_g_balance_rocketlauncher_guideratedelay;
-float autocvar_g_balance_rocketlauncher_guidestop;
-float autocvar_g_balance_rocketlauncher_health;
-float autocvar_g_balance_rocketlauncher_lifetime;
-float autocvar_g_balance_rocketlauncher_radius;
-float autocvar_g_balance_rocketlauncher_refire;
-float autocvar_g_balance_rocketlauncher_remote_damage;
-float autocvar_g_balance_rocketlauncher_remote_edgedamage;
-float autocvar_g_balance_rocketlauncher_remote_force;
-float autocvar_g_balance_rocketlauncher_remote_radius;
-float autocvar_g_balance_rocketlauncher_speed;
-float autocvar_g_balance_rocketlauncher_speedaccel;
-float autocvar_g_balance_rocketlauncher_speedstart;
-float autocvar_g_balance_rocketlauncher_reload_ammo;
-float autocvar_g_balance_rocketlauncher_reload_time;
-float autocvar_g_balance_seeker_type;
-float autocvar_g_balance_seeker_flac_ammo;
-float autocvar_g_balance_seeker_flac_animtime;
-float autocvar_g_balance_seeker_flac_damage;
-float autocvar_g_balance_seeker_flac_edgedamage;
-float autocvar_g_balance_seeker_flac_force;
-float autocvar_g_balance_seeker_flac_lifetime;
-float autocvar_g_balance_seeker_flac_lifetime_rand;
-float autocvar_g_balance_seeker_flac_radius;
-float autocvar_g_balance_seeker_flac_refire;
-float autocvar_g_balance_seeker_missile_accel;
-float autocvar_g_balance_seeker_missile_ammo;
-float autocvar_g_balance_seeker_missile_animtime;
-float autocvar_g_balance_seeker_missile_count;
-float autocvar_g_balance_seeker_missile_damage;
-float autocvar_g_balance_seeker_missile_damageforcescale;
-float autocvar_g_balance_seeker_missile_decel;
-float autocvar_g_balance_seeker_missile_delay;
-float autocvar_g_balance_seeker_missile_edgedamage;
-float autocvar_g_balance_seeker_missile_force;
-float autocvar_g_balance_seeker_missile_health;
-float autocvar_g_balance_seeker_missile_lifetime;
-float autocvar_g_balance_seeker_missile_proxy;
-float autocvar_g_balance_seeker_missile_proxy_delay;
-float autocvar_g_balance_seeker_missile_proxy_maxrange;
-float autocvar_g_balance_seeker_missile_radius;
-float autocvar_g_balance_seeker_missile_refire;
-float autocvar_g_balance_seeker_missile_smart;
-float autocvar_g_balance_seeker_missile_smart_mindist;
-float autocvar_g_balance_seeker_missile_smart_trace_max;
-float autocvar_g_balance_seeker_missile_smart_trace_min;
-float autocvar_g_balance_seeker_missile_speed_max;
-float autocvar_g_balance_seeker_missile_turnrate;
-float autocvar_g_balance_seeker_tag_ammo;
-float autocvar_g_balance_seeker_tag_animtime;
-float autocvar_g_balance_seeker_tag_damageforcescale;
-float autocvar_g_balance_seeker_tag_health;
-float autocvar_g_balance_seeker_tag_lifetime;
-float autocvar_g_balance_seeker_tag_refire;
-float autocvar_g_balance_seeker_tag_speed;
-float autocvar_g_balance_seeker_tag_tracker_lifetime;
float autocvar_g_balance_seeker_reload_ammo;
-float autocvar_g_balance_seeker_reload_time;
float autocvar_g_balance_selfdamagepercent;
float autocvar_g_balance_shotgun_primary_ammo;
float autocvar_g_balance_shotgun_primary_animtime;
float autocvar_g_balance_shotgun_secondary_melee_multihit;
float autocvar_g_balance_shotgun_secondary_refire;
float autocvar_g_balance_shotgun_reload_ammo;
-float autocvar_g_balance_shotgun_reload_time;
float autocvar_g_balance_teams;
float autocvar_g_balance_teams_prevent_imbalance;
float autocvar_g_balance_teams_scorefactor;
-float autocvar_g_balance_tuba_animtime;
-float autocvar_g_balance_tuba_attenuation;
-float autocvar_g_balance_tuba_damage;
-float autocvar_g_balance_tuba_edgedamage;
-float autocvar_g_balance_tuba_force;
-float autocvar_g_balance_tuba_radius;
-float autocvar_g_balance_tuba_refire;
-float autocvar_g_balance_uzi_bulletconstant;
-float autocvar_g_balance_uzi_burst;
-float autocvar_g_balance_uzi_burst_ammo;
-float autocvar_g_balance_uzi_burst_animtime;
-float autocvar_g_balance_uzi_burst_refire;
-float autocvar_g_balance_uzi_burst_refire2;
-float autocvar_g_balance_uzi_burst_spread;
-float autocvar_g_balance_uzi_first;
-float autocvar_g_balance_uzi_first_ammo;
-float autocvar_g_balance_uzi_first_damage;
-float autocvar_g_balance_uzi_first_force;
-float autocvar_g_balance_uzi_first_refire;
-float autocvar_g_balance_uzi_first_spread;
-float autocvar_g_balance_uzi_mode;
-float autocvar_g_balance_uzi_speed;
-float autocvar_g_balance_uzi_spread_add;
-float autocvar_g_balance_uzi_spread_max;
-float autocvar_g_balance_uzi_spread_min;
-float autocvar_g_balance_uzi_sustained_ammo;
-float autocvar_g_balance_uzi_sustained_damage;
-float autocvar_g_balance_uzi_sustained_force;
-float autocvar_g_balance_uzi_sustained_refire;
-float autocvar_g_balance_uzi_sustained_spread;
float autocvar_g_balance_uzi_reload_ammo;
-float autocvar_g_balance_uzi_reload_time;
float autocvar_g_ballistics_density_corpse;
float autocvar_g_ballistics_density_player;
float autocvar_g_ballistics_materialconstant;
float autocvar_g_domination_point_rate;
float autocvar_g_domination_teams_override;
float autocvar_g_forced_respawn;
+ float autocvar_g_respawn_delay_max;
string autocvar_g_forced_team_blue;
string autocvar_g_forced_team_otherwise;
string autocvar_g_forced_team_pink;
float autocvar_timelimit_suddendeath;
#define autocvar_utf8_enable cvar("utf8_enable")
float autocvar_waypoint_benchmark;
- float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
}
else
{
- if not(self.jumppadcount)
+ if (!self.jumppadcount)
self.havocbot_role();
}
if(self.weapons)
{
- weapon_action(self.weapon, WR_AIM);
+ WEP_ACTION(self.weapon, WR_AIM);
if (autocvar_bot_nofire || IS_INDEPENDENT_PLAYER(self))
{
self.BUTTON_ATCK = FALSE;
havocbot_movetogoal();
// if the bot is not attacking, consider reloading weapons
- if not(self.aistatus & AI_STATUS_ATTACKING)
+ if (!(self.aistatus & AI_STATUS_ATTACKING))
{
float i;
entity e;
if(self.aistatus & AI_STATUS_ROAMING)
if(self.goalcurrent.classname=="waypoint")
- if not(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL)
+ if (!(self.goalcurrent.wpflags & WAYPOINTFLAG_PERSONAL))
if(fabs(gco_z - self.origin_z) < self.maxs_z - self.mins_z)
if(self.goalstack01!=world)
{
}
// Take off
- if not(self.aistatus & AI_STATUS_JETPACK_FLYING)
+ if (!(self.aistatus & AI_STATUS_JETPACK_FLYING))
{
// Brake almost completely so it can get a good direction
if(vlen(self.velocity)>10)
else if(self.aistatus & AI_STATUS_OUT_JUMPPAD)
self.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
- // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
+ // If there is a trigger_hurt right below try to use the jetpack or make a rocketjump // WEAPONTODO: move this to bot think!
if(skill>6)
- if not(self.flags & FL_ONGROUND)
+ if (!(self.flags & FL_ONGROUND))
{
tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -65536', MOVE_NOMONSTERS, self);
if(tracebox_hits_trigger_hurt(self.origin, self.mins, self.maxs, trace_endpos ))
return;
}
- else if(self.health>autocvar_g_balance_rocketlauncher_damage*0.5)
+ else if(self.health>WEP_CVAR(devastator, damage)*0.5)
{
if(self.velocity_z < 0)
- if(client_hasweapon(self, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
+ if(client_hasweapon(self, WEP_DEVASTATOR, TRUE, FALSE))
{
self.movement_x = maxspeed;
return;
}
- self.switchweapon = WEP_ROCKET_LAUNCHER;
+ self.switchweapon = WEP_DEVASTATOR;
self.v_angle_x = 90;
self.BUTTON_ATCK = TRUE;
- self.rocketjumptime = time + autocvar_g_balance_rocketlauncher_detonatedelay;
+ self.rocketjumptime = time + WEP_CVAR(devastator, detonatedelay);
return;
}
}
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
// if we are out of ammo for all other weapons, it's an emergency to switch to anything else
- if (weapon_action(i, WR_CHECKAMMO1) + weapon_action(i, WR_CHECKAMMO2))
+ if (WEP_ACTION(i, WR_CHECKAMMO1) + WEP_ACTION(i, WR_CHECKAMMO2))
other_weapon_available = TRUE;
}
if(other_weapon_available)
return 0;
if(gamestart_sv_cheats < 2 && !IS_PLAYER(self))
return 0;
-
+
// sv_clones
if(i == CHIMPULSE_CLONE_MOVING || i == CHIMPULSE_CLONE_STANDING)
if(self.lip < sv_clones)
// haha
if(self.maycheat)
return 1;
-
+
// sv_cheats
if(gamestart_sv_cheats && autocvar_sv_cheats)
return 1;
self.oldvelocity = self.velocity = self.personal.velocity;
self.angles = self.personal.v_angle;
self.fixangle = TRUE;
-
+
MUTATOR_CALLHOOK(AbortSpeedrun);
}
e2 = spawn();
setorigin(e2, e.origin);
- RadiusDamage(e2, self, 1000, 0, 128, world, 500, DEATH_CHEAT, e);
+ RadiusDamage(e2, self, 1000, 0, 128, world, world, 500, DEATH_CHEAT, e);
remove(e2);
print("404 Sportsmanship not found.\n");
END_CHEAT_FUNCTION();
}
- float Drag(entity e, float grab, float ischeat);
+ float Drag(float force_allow_pick, float ischeat);
void Drag_Begin(entity dragger, entity draggee, vector touchpoint);
void Drag_Finish(entity dragger);
float Drag_IsDraggable(entity draggee);
{
// use cheat dragging if cheats are enabled
crosshair_trace_plusvisibletriggers(self);
- Drag(trace_ent, TRUE, TRUE);
+ Drag(TRUE, TRUE);
}
else
{
- // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function
- // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
- // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
- // it goes out of range while slinging it around.
-
- float drag;
- crosshair_trace_plusvisibletriggers(self);
- drag = FALSE;
- if(vlen(self.origin - trace_ent.origin) <= autocvar_g_grab_range)
- {
- switch(trace_ent.grab)
- {
- case 0: // can't grab
- break;
- case 1: // owner can grab
- if(trace_ent.owner == self || trace_ent.realowner == self)
- drag = TRUE;
- break;
- case 2: // owner and team mates can grab
- if(SAME_TEAM(trace_ent.owner, self) || SAME_TEAM(trace_ent.realowner, self) || trace_ent.team == self.team)
- drag = TRUE;
- break;
- case 3: // anyone can grab
- drag = TRUE;
- break;
- default:
- break;
- }
- }
- Drag(trace_ent, drag, FALSE); // execute dragging
+ Drag(FALSE, FALSE); // execute dragging
}
break;
}
// ENTITY DRAGGING
- float Drag(entity e, float pick, float ischeat)
+ float Drag(float force_allow_pick, float ischeat)
{
BEGIN_CHEAT_FUNCTION();
else
{
if(Drag_CanDrag(self))
- if(self.BUTTON_DRAG && pick)
+ if(self.BUTTON_DRAG)
{
- if(e)
+ crosshair_trace_plusvisibletriggers(self);
+ entity e = trace_ent;
+ float pick = force_allow_pick;
+ if (e && !pick)
+ {
+ // pick is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+ // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+ // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+ // it goes out of range while slinging it around.
+
+ if(vlen(self.origin - e.origin) <= autocvar_g_grab_range)
+ {
+ switch(e.grab)
+ {
+ case 0: // can't grab
+ break;
+ case 1: // owner can grab
+ if(e.owner == self || e.realowner == self)
+ pick = TRUE;
+ break;
+ case 2: // owner and team mates can grab
+ if(SAME_TEAM(e.owner, self) || SAME_TEAM(e.realowner, self) || e.team == self.team)
+ pick = TRUE;
+ break;
+ case 3: // anyone can grab
+ pick = TRUE;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ // Find e and pick
+ if(e && pick)
if(Drag_IsDraggable(e))
{
if(ischeat)
MUTATOR_CALLHOOK(MakePlayerObserver);
Portal_ClearAll(self);
-
+
if(self.alivetime)
{
if(!warmup_stage)
}
if(self.vehicle)
- vehicles_exit(VHEF_RELESE);
+ vehicles_exit(VHEF_RELESE);
WaypointSprite_PlayerDead();
- if not(g_ca) // don't reset teams when moving a ca player to the spectators
+ if (!g_ca) // don't reset teams when moving a ca player to the spectators
self.team = -1; // move this as it is needed to log the player spectating in eventlog
if(self.killcount != -666)
accuracy_resend(self);
self.spectatortime = time;
-
+
self.classname = "observer";
self.iscreature = FALSE;
self.teleportable = TELEPORT_SIMPLE;
n = tokenize_console(defaultmodel);
if(n > 0)
+ {
defaultmodel = argv(floor(n * self.model_randomizer));
+ // However, do NOT randomize if the player-selected model is in the list.
+ for (i = 0; i < n; ++i)
+ if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
+ defaultmodel = argv(i);
+ }
i = strstrofs(defaultmodel, ":", 0);
if(i >= 0)
self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
self.air_finished = time + 12;
self.dmg = 2;
- if(autocvar_g_balance_nex_charge)
+ if(WEP_CVAR(nex, charge))
{
- if(autocvar_g_balance_nex_secondary_chargepool)
+ if(WEP_CVAR_SEC(nex, chargepool))
self.nex_chargepool_ammo = 1;
- self.nex_charge = autocvar_g_balance_nex_charge_start;
+ self.nex_charge = WEP_CVAR(nex, charge_start);
}
if(warmup_stage)
self.ammo_fuel = warmup_start_ammo_fuel;
self.health = warmup_start_health;
self.armorvalue = warmup_start_armorvalue;
- self.weapons = warmup_start_weapons;
+ self.weapons = WARMUP_START_WEAPONS;
}
else
{
//stuffcmd(self, "chase_active 0");
//stuffcmd(self, "set viewsize $tmpviewsize \n");
-
+
target_voicescript_clear(self);
// reset fields the weapons may use
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- weapon_action(j, WR_RESETPLAYER);
+ WEP_ACTION(j, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
entity e;
e = get_weaponinfo(j);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[j]) = e.reloading_ammo;
}
oldself = self;
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
+ WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
+
if(sv_foginterval && world.fog != "")
WriteString(MSG_ENTITY, world.fog);
else
WriteString(MSG_ENTITY, "");
WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
- WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
- WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
- WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
- WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
- WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
+ WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
+ WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
+ WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
+ WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
+ WriteByte(MSG_ENTITY, WEP_CVAR(nex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+ WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
- WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
+ WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
+ WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
- WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
+ WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
return TRUE;
}
self.count = autocvar_g_balance_armor_blockpercent;
self.SendFlags |= 1;
}
- if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
+ if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
{
- self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
+ self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
self.SendFlags |= 1;
}
- if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
+ if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
{
- self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
+ self.bouncestop = autocvar_g_balance_mortar_bouncestop;
self.SendFlags |= 1;
}
if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
if(!self.killindicator_teamchange)
{
self.vehicle_health = -1;
- Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
+ Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
}
}
if(gameover) return;
if(self.player_blocked) return;
if(self.freezetag_frozen) return;
-
+
ClientKill_TeamChange(0);
}
string s;
// NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
- if not(p.crypto_idfp)
+ if (!p.crypto_idfp)
return 0;
// this function allows abbreviated player IDs too!
if(!sv_foginterval && world.fog != "")
stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
- if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
- {
- self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
- fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
- }
- else
- self.hitplotfh = -1;
+ W_HitPlotOpen(self);
if(g_race || g_cts) {
string rr;
if(self.vehicle)
vehicles_exit(VHEF_RELESE);
- if not(IS_CLIENT(self))
+ if (!IS_CLIENT(self))
{
print("Warning: ClientDisconnect without ClientConnect\n");
return;
CheatShutdownClient();
- if(self.hitplotfh >= 0)
- {
- fclose(self.hitplotfh);
- self.hitplotfh = -1;
- }
+ W_HitPlotClose(self);
anticheat_report();
anticheat_shutdown();
if(autocvar_sv_eventlog)
GameLogEcho(strcat(":part:", ftos(self.playerid)));
-
+
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
MUTATOR_CALLHOOK(ClientDisconnect);
Fire_ApplyDamage(self);
Fire_ApplyEffect(self);
- if not(g_minstagib)
+ if (!g_minstagib)
{
if (self.items & IT_STRENGTH)
{
self.superweapons_finished = 0;
}
}
-
+
if(autocvar_g_nodepthtestplayers)
self.effects = self.effects | EF_NODEPTHTEST;
self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
}
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
}
setorigin(self, spectatee.origin);
setsize(self, spectatee.mins, spectatee.maxs);
SetZoomState(spectatee.zoomstate);
-
+
anticheat_spectatecopy(spectatee);
self.hud = spectatee.hud;
if(spectatee.vehicle)
self.vehicle_reload2 = spectatee.vehicle_reload2;
msg_entity = self;
-
+
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, self);
+ // WriteEntity(MSG_ONE, self);
//makevectors(spectatee.v_angle);
- //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
+ //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
}
}
float SpectateUpdate() {
if(!self.enemy)
- return 0;
+ return 0;
if (self == self.enemy)
return 0;
- if not(IS_PLAYER(self.enemy))
+ if (!IS_PLAYER(self.enemy))
return 0;
SpectateCopy(self.enemy);
if (start.team == self.team) {
return start;
}
-
+
other = start;
// continue from current player
while(other && other.team != self.team) {
other = find(other, classname, "player");
}
-
+
if (!other) {
// restart from begining
other = find(other, classname, "player");
other = find(other, classname, "player");
}
}
-
+
return other;
}
{
// NOTE: chain order is from the highest to the lower entnum (unlike find)
other = findchain(classname, "player");
- if not(other) // no player
+ if (!other) // no player
return FALSE;
entity first = other;
do { other = other.chain; }
while(other && other.team != self.team);
- if not(other)
+ if (!other)
{
other = first;
while(other.team != self.team)
{
if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(self.motd_actived_time == -2 || IS_PLAYER(self) || time - self.jointime > autocvar_welcome_message_time)
+ else if(self.motd_actived_time == -2 || IS_PLAYER(self))
{
// instanctly hide MOTD
self.motd_actived_time = 0;
void PlayerUseKey()
{
- if not(IS_PLAYER(self))
+ if (!IS_PLAYER(self))
return;
if(self.vehicle)
vehicles_exit(VHEF_NORMAL);
return;
}
-
+
// a use key was pressed; call handlers
MUTATOR_CALLHOOK(PlayerUseKey);
}
if(frametime)
{
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
+ if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge))
{
- self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
- if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
+ if(self.nex_charge > WEP_CVAR(nex, charge_animlimit))
{
- self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
- self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
}
}
else
if(frametime)
player_anim();
button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
-
+
if (self.deadflag == DEAD_DYING)
{
- if(self.respawn_flags & RESPAWN_FORCE)
+ if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
self.deadflag = DEAD_RESPAWNING;
else if(!button_pressed)
self.deadflag = DEAD_DEAD;
{
if(button_pressed)
self.deadflag = DEAD_RESPAWNABLE;
+ else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
+ self.deadflag = DEAD_RESPAWNING;
}
else if (self.deadflag == DEAD_RESPAWNABLE)
{
if(time > self.respawn_time)
{
self.respawn_time = time + 1; // only retry once a second
+ self.respawn_time_max = self.respawn_time;
respawn();
}
}
if(self.respawn_flags & RESPAWN_SILENT)
self.stat_respawn_time = 0;
+ else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
+ self.stat_respawn_time = self.respawn_time_max;
else
self.stat_respawn_time = self.respawn_time;
}
player_regen();
// rot nex charge to the charge limit
- if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
- self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
+ if(WEP_CVAR(nex, charge_rot_rate) && self.nex_charge > WEP_CVAR(nex, charge_limit) && self.nex_charge_rottime < time)
+ self.nex_charge = bound(WEP_CVAR(nex, charge_limit), self.nex_charge - WEP_CVAR(nex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
if(frametime)
player_anim();
-
+
// secret status
secrets_setstatus();
-
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
}
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
+ SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;
return; // intermission or finale
GetPressedKeys();
}
-
+
#ifdef TETRIS
}
#endif
//pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
if(self.waypointsprite_attachedforcarrier)
- WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
playerdemo_write();
if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
{
- if not(self.stored_netname)
+ if (!self.stored_netname)
self.stored_netname = strzone(uid2name(self.crypto_idfp));
if(self.stored_netname != self.netname)
{
if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
return;
-
+
if(self.vehicle)
if(self.vehicle.deadflag == DEAD_NO)
if(self.vehicle.vehicles_impusle)
if(self.vehicle.vehicles_impusle(imp))
return;
-
+
if(CheatImpulse(imp))
{
}
switch(imp)
{
case 10:
- W_NextWeapon (0);
+ W_NextWeapon(0);
break;
case 11:
W_LastWeapon();
break;
case 12:
- W_PreviousWeapon (0);
+ W_PreviousWeapon(0);
break;
case 13:
- W_SwitchWeapon (w_getbestweapon(self));
+ W_SwitchWeapon(w_getbestweapon(self));
break;
case 14:
W_NextWeaponOnImpulse(0);
break;
case 15:
- W_NextWeapon (2);
+ W_NextWeapon(2);
break;
case 16:
- W_PreviousWeapon (2);
+ W_PreviousWeapon(2);
break;
case 17:
W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
break;
case 18:
- W_NextWeapon (1);
+ W_NextWeapon(1);
break;
case 19:
- W_PreviousWeapon (1);
+ W_PreviousWeapon(1);
break;
case 20:
- W_TriggerReload ();
+ WEP_ACTION(self.weapon, WR_RELOAD);
break;
}
}
case 33:
if(self.deadflag == DEAD_NO && teamplay)
{
- if not(MUTATOR_CALLHOOK(HelpMePing))
+ if (!MUTATOR_CALLHOOK(HelpMePing))
{
wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
if(!wp)
case 104:
e = navigation_findnearestwaypoint(self, FALSE);
if (e)
- if not(e.wpflags & WAYPOINTFLAG_GENERATED)
+ if (!(e.wpflags & WAYPOINTFLAG_GENERATED))
{
bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
waypoint_remove(e);
{
print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
e.colormod_x = 8;
- if not(e.effects & EF_NODEPTHTEST) // not already reported before
+ if(!(e.effects & EF_NODEPTHTEST)) // not already reported before
++m;
e.effects |= EF_NODEPTHTEST | EF_RED;
++i;
player_multijump = doublejump;
if(MUTATOR_CALLHOOK(PlayerJump))
return;
-
+
doublejump = player_multijump;
float mjumpheight;
-
+
if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
self.flags &= ~FL_JUMPRELEASED;
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
+
if(autocvar_g_jump_grunt)
PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
}
else
vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
-
+
vel_xy = vel_straight * wishdir + vel_perpend;
-
+
if(speedclamp >= 0)
{
float vel_xy_preclamp;
string c;
WarpZone_PlayerPhysics_FixVAngle();
-
+
maxspd_mod = 1;
if(self.ballcarried)
if(g_nexball)
return;
bot_think();
}
-
+
self.items &= ~IT_USING_JETPACK;
if(IS_PLAYER(self))
if(self.conveyor.state)
self.velocity -= self.conveyor.movedir;
- if not(IS_PLAYER(self))
+ if (!IS_PLAYER(self))
{
maxspd_mod = autocvar_sv_spectator_speed_multiplier;
if(!self.spectatorspeed)
if(self.waterlevel < WATERLEVEL_SWIMMING)
if(time >= self.ladder_time)
- if not(self.hook)
+ if (!self.hook)
{
self.nextstep = time + 0.3 + random() * 0.1;
trace_dphitq3surfaceflags = 0;
tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
if (f > 0 && wishvel != '0 0 0')
{
self.velocity = self.velocity + wishvel * f * frametime;
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
self.flags &= ~FL_ONGROUND;
self.items |= IT_USING_JETPACK;
}
}
+ // WEAPONTODO
float xyspeed;
xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
- if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge) && WEP_CVAR(nex, charge_velocity_rate) && xyspeed > WEP_CVAR(nex, charge_minspeed))
{
// add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
- xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
- f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+ xyspeed = min(xyspeed, WEP_CVAR(nex, charge_maxspeed));
+ f = (xyspeed - WEP_CVAR(nex, charge_minspeed)) / (WEP_CVAR(nex, charge_maxspeed) - WEP_CVAR(nex, charge_minspeed));
// add the extra charge
- self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+ self.nex_charge = min(1, self.nex_charge + WEP_CVAR(nex, charge_velocity_rate) * f * frametime);
}
:end
if(self.flags & FL_ONGROUND)
-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
-
float weaponstats_buffer;
void WeaponStats_Init()
// damage resistance (ignore most of the damage from a bullet or similar)
damage = max(damage - 5, 1);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
ear1 += v_right * -10;
ear2 += v_right * +10;
d = inflictor.origin - self.origin;
- f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
+ if (d)
+ f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
+ else
+ f = 0; // Assum ecenter.
force = v_right * vlen(force);
Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
frag_deathtype = deathtype;
MUTATOR_CALLHOOK(PlayerDies);
- weapon_action(self.weapon, WR_PLAYERDEATH);
+ WEP_ACTION(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
self.respawn_time = ceil((time + sdelay) / waves) * waves;
else
self.respawn_time = time + sdelay;
+ if(autocvar_g_respawn_delay_max > sdelay)
+ self.respawn_time_max = time + autocvar_g_respawn_delay_max;
+ else
+ self.respawn_time_max = self.respawn_time;
if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
self.respawn_countdown = 10; // first number to count down from is 10
else
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- weapon_action(j, WR_RESETPLAYER);
+ WEP_ACTION(j, WR_RESETPLAYER);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
msgin = formatmessage(msgin);
- if not(IS_PLAYER(source))
+ if (!IS_PLAYER(source))
colorstr = "^0"; // black for spectators
else if(teamplay)
colorstr = Team_ColorCode(source.team);
}
if(!privatesay)
- if not(IS_PLAYER(source))
+ if (!IS_PLAYER(source))
{
- if not(intermission_running)
+ if (!intermission_running)
if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
teamsay = -1; // spectators
}
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
- if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
+ if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
+ FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
if(head != source)
sprint(head, msgstr);
}
}
fclose(fh);
- if not(allvoicesamples)
+ if (!allvoicesamples)
{
#define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
ALLVOICEMSGS
float maxclients;
// flag set on worldspawn so that the code knows if it is dedicated or not
- float server_is_dedicated;
+ float server_is_dedicated;
// Fields
//.float style;
//.float skill;
.float sounds;
- .float platmovetype;
+ .string platmovetype;
+ .float platmovetype_start, platmovetype_end;
.string killtarget;
.float play_time;
.float respawn_flags;
.float respawn_time;
+ .float respawn_time_max;
.float death_time;
.float fade_time;
.float fade_rate;
.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
+// WEAPONTODO
.float autoswitch;
-float weapon_action(float wpn, float wrequest);
+//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
void w_clear();
void w_ready();
.float weapon_nextthink;
.void() weapon_think;
-//float PLAYER_WEAPONSELECTION_DELAY = );
-const float PLAYER_WEAPONSELECTION_SPEED = 18;
-const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
// weapon states (self.weaponentity.state)
const float WS_CLEAR = 0; // no weapon selected
.string target2;
.string target3;
.string target4;
+ .string curvetarget;
.float target_random;
.float trigger_reverse;
- // Nexball
+ // Nexball
.entity ballcarried; // Also used for keepaway
.float metertime;
float g_nexball_meter_period;
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
-.float hitplotfh;
.float last_pickup;
- .float hit_time;
- .float typehit_time;
+ .float hit_time;
+ .float typehit_time;
.float stat_leadlimit;
.float just_joined;
-.float cvar_cl_accuracy_data_share;
-.float cvar_cl_accuracy_data_receive;
-
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player
void func_breakable_colormod()
{
float h;
- if not(self.spawnflags & 2)
+ if (!(self.spawnflags & 2))
return;
h = self.health / self.max_health;
if(h < 0.25)
self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
else
self.colormod = '1 1 1';
+
+ CSQCMODEL_AUTOUPDATE();
}
void func_breakable_look_destroyed()
{
func_breakable_look_destroyed();
func_breakable_behave_destroyed();
+
+ CSQCMODEL_AUTOUPDATE();
}
void func_breakable_restore()
{
func_breakable_look_restore();
func_breakable_behave_restore();
+
+ CSQCMODEL_AUTOUPDATE();
}
vector debrisforce; // global, set before calling this
sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
if(self.dmg)
- RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
+ RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
if(self.cnt)
pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
func_breakable_behave_destroyed();
else
func_breakable_behave_restore();
+
+ CSQCMODEL_AUTOUPDATE();
}
// destructible walls that can be used to trigger target_objective_decrease
self.reset = func_breakable_reset;
func_breakable_reset();
+
+ CSQCMODEL_AUTOINIT();
}
// for use in maps with a "model" key set
}
if(warmup_stage)
- GiveFrags_randomweapons.weapons = warmup_start_weapons;
+ GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
else
GiveFrags_randomweapons.weapons = start_weapons;
}
// after a frag, choose another random weapon set
- if not(attacker.weapons & WepSet_FromWeapon(attacker.weapon))
+ if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
if(DEATH_ISSPECIAL(deathtype))
{
entity deathent = deathtypes[(deathtype - DT_FIRST)];
- if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
+ if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
if(murder)
{
if(death_weapon)
{
w_deathtype = deathtype;
- float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
+ float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
w_deathtype = FALSE;
if(death_message)
void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
{
// Sanity check
- if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
+ if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
// Declarations
float notif_firstblood = FALSE;
)
);
#endif
-
+
// =======
// SUICIDE
// =======
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
}
}
}
- else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
+ else if (!Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
{
backtrace("SUICIDE: what the hell happened here?\n");
return;
GiveFrags(attacker, targ, -1, deathtype);
attacker.killcount = 0;
-
+
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
);
}
- if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
+ if (!Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
}
}
0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
{
float mirrordamage;
float mirrorforce;
- float complainteamdamage = 0;
+ float complainteamdamage = 0;
entity attacker_save;
mirrordamage = 0;
mirrorforce = 0;
if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
{
+ // exit the vehicle before killing (fixes a crash)
+ if(IS_PLAYER(targ) && targ.vehicle)
+ vehicles_exit(VHEF_RELESE);
+
// These are ALWAYS lethal
// No damage modification here
// Instead, prepare the victim for his death...
if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
+ vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
}
}
- if not(DEATH_ISSPECIAL(deathtype))
+ if (!DEATH_ISSPECIAL(deathtype))
{
damage *= g_weapondamagefactor;
mirrordamage *= g_weapondamagefactor;
force = force * g_weaponforcefactor;
mirrorforce *= g_weaponforcefactor;
}
-
+
// should this be changed at all? If so, in what way?
frag_attacker = attacker;
frag_target = targ;
damage = frag_damage;
mirrordamage = frag_mirrordamage;
force = frag_force;
-
- if not(g_minstagib)
+
+ if (!g_minstagib)
{
// apply strength multiplier
if (attacker.items & IT_STRENGTH)
damage_goodhits += 1;
damage_gooddamage += damage;
- if not(DEATH_ISSPECIAL(deathtype))
+ if (!DEATH_ISSPECIAL(deathtype))
{
if(IS_PLAYER(targ)) // don't do this for vehicles
if(IsFlying(victim))
}
float RadiusDamage_running;
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
+float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
// Returns total damage applies to creatures
{
entity targ;
- vector blastorigin;
vector force;
float total_damage_to_creatures;
entity next;
tfloordmg = autocvar_g_throughfloor_damage;
tfloorforce = autocvar_g_throughfloor_force;
- blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
total_damage_to_creatures = 0;
if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
{
- force = inflictor.velocity;
+ force = inflictorvelocity;
if(vlen(force) == 0)
force = '0 0 -1';
else
force = normalize(force);
if(forceintensity >= 0)
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
else
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
}
stat_damagedone = 0;
- targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
+ targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
while (targ)
{
next = targ.chain;
- if (targ != inflictor)
- if (ignore != targ) if(targ.takedamage)
+ if ((targ != inflictor) || inflictorselfdamage)
+ if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+ if (targ.takedamage)
+ {
+ vector nearest;
+ vector diff;
+ float power;
+
+ // LordHavoc: measure distance to nearest point on target (not origin)
+ // (this guarentees 100% damage on a touch impact)
+ nearest = targ.WarpZone_findradius_nearest;
+ diff = targ.WarpZone_findradius_dist;
+ // round up a little on the damage to ensure full damage on impacts
+ // and turn the distance into a fraction of the radius
+ power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ //bprint(" ");
+ //bprint(ftos(power));
+ //if (targ == attacker)
+ // print(ftos(power), "\n");
+ if (power > 0)
{
- vector nearest;
- vector diff;
- float power;
-
- // LordHavoc: measure distance to nearest point on target (not origin)
- // (this guarentees 100% damage on a touch impact)
- nearest = targ.WarpZone_findradius_nearest;
- diff = targ.WarpZone_findradius_dist;
- // round up a little on the damage to ensure full damage on impacts
- // and turn the distance into a fraction of the radius
- power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
- //bprint(" ");
- //bprint(ftos(power));
- //if (targ == attacker)
- // print(ftos(power), "\n");
- if (power > 0)
+ float finaldmg;
+ if (power > 1)
+ power = 1;
+ finaldmg = coredamage * power + edgedamage * (1 - power);
+ if (finaldmg > 0)
{
- float finaldmg;
- if (power > 1)
- power = 1;
- finaldmg = coredamage * power + edgedamage * (1 - power);
- if (finaldmg > 0)
- {
- float a;
- float c;
- vector hitloc;
- vector myblastorigin;
- vector center;
-
- myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
-
- // if it's a player, use the view origin as reference
- center = CENTER_OR_VIEWOFS(targ);
+ float a;
+ float c;
+ vector hitloc;
+ vector myblastorigin;
+ vector center;
- force = normalize(center - myblastorigin);
- force = force * (finaldmg / coredamage) * forceintensity;
- hitloc = nearest;
+ myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
- if(targ != directhitentity)
- {
- float hits;
- float total;
- float hitratio;
- float mininv_f, mininv_d;
+ // if it's a player, use the view origin as reference
+ center = CENTER_OR_VIEWOFS(targ);
- // test line of sight to multiple positions on box,
- // and do damage if any of them hit
- hits = 0;
+ force = normalize(center - myblastorigin);
+ force = force * (finaldmg / coredamage) * forceintensity;
+ hitloc = nearest;
- // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
- // so for a given max stddev:
- // n = (1 / (2 * max stddev of hitratio))^2
+ if(targ != directhitentity)
+ {
+ float hits;
+ float total;
+ float hitratio;
+ float mininv_f, mininv_d;
- mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
- mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+ // test line of sight to multiple positions on box,
+ // and do damage if any of them hit
+ hits = 0;
- if(autocvar_g_throughfloor_debug)
- print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
+ // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+ // so for a given max stddev:
+ // n = (1 / (2 * max stddev of hitratio))^2
- total = 0.25 * pow(max(mininv_f, mininv_d), 2);
+ mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+ mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" steps=%f", total));
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
- if (IS_PLAYER(targ))
- total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
- else
- total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+ total = 0.25 * pow(max(mininv_f, mininv_d), 2);
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f", total));
- for(c = 0; c < total; ++c)
- {
- //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
- WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
- if (trace_fraction == 1 || trace_ent == targ)
- {
- ++hits;
- if (hits > 1)
- hitloc = hitloc + nearest;
- else
- hitloc = nearest;
- }
- nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
- nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
- nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
- }
-
- nearest = hitloc * (1 / max(1, hits));
- hitratio = (hits / total);
- a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
- finaldmg = finaldmg * a;
- a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
- force = force * a;
+ if (IS_PLAYER(targ))
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+ else
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
- if(autocvar_g_throughfloor_debug)
- print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
- }
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
- // laser force adjustments :P
- if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
+ for(c = 0; c < total; ++c)
{
- if (targ == attacker)
- {
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = autocvar_sv_maxspeed;
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
- }
- else
- {
- force_zscale = autocvar_g_balance_laser_primary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
- }
- else
+ //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+ WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+ if (trace_fraction == 1 || trace_ent == targ)
{
- if(deathtype & HITTYPE_SECONDARY)
- {
- force *= autocvar_g_balance_laser_secondary_force_other_scale;
- }
+ ++hits;
+ if (hits > 1)
+ hitloc = hitloc + nearest;
else
- {
- force *= autocvar_g_balance_laser_primary_force_other_scale;
- }
+ hitloc = nearest;
}
+ nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
+ nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
+ nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
}
- //if (targ == attacker)
- //{
- // print("hits ", ftos(hits), " / ", ftos(total));
- // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
- // print(" (", ftos(a), ")\n");
- //}
- if(finaldmg || vlen(force))
- {
- if(targ.iscreature)
- {
- total_damage_to_creatures += finaldmg;
+ nearest = hitloc * (1 / max(1, hits));
+ hitratio = (hits / total);
+ a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+ finaldmg = finaldmg * a;
+ a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+ force = force * a;
- if(accuracy_isgooddamage(attacker, targ))
- stat_damagedone += finaldmg;
- }
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
+ }
- if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
- else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
+ //if (targ == attacker)
+ //{
+ // print("hits ", ftos(hits), " / ", ftos(total));
+ // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
+ // print(" (", ftos(a), ")\n");
+ //}
+ if(finaldmg || vlen(force))
+ {
+ if(targ.iscreature)
+ {
+ total_damage_to_creatures += finaldmg;
+
+ if(accuracy_isgooddamage(attacker, targ))
+ stat_damagedone += finaldmg;
}
+
+ if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
+ Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
+ else
+ Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
}
}
}
+ }
targ = next;
}
return total_damage_to_creatures;
}
+float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
+{
+ return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity);
+}
+
.float fire_damagepersec;
.float fire_endtime;
.float fire_deathtype;
if(maxtime > mintime || maxdps > mindps)
{
// Constraints:
-
+
// damage we have right now
mindamage = mindps * mintime;
float t, d, hi, ty;
entity o;
- if not(Fire_IsBurning(e))
+ if (!Fire_IsBurning(e))
return;
for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
}
e.fire_hitsound = TRUE;
- if not(IS_INDEPENDENT_PLAYER(e))
+ if (!IS_INDEPENDENT_PLAYER(e))
FOR_EACH_PLAYER(other) if(e != other)
{
if(IS_PLAYER(other))
if(other.deadflag == DEAD_NO)
- if not(IS_INDEPENDENT_PLAYER(other))
+ if (!IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
{
t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
{
if(self.health <= 0)
return;
-
+
if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
-
+
self.health = self.health - damage;
-
+
if (self.health <= 0)
{
if(attacker != self.realowner)
// offhand hook controls
if(self.BUTTON_HOOK)
{
- if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
+ if (!(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)))
{
self.hook_state |= HOOK_FIRING;
self.hook_state |= HOOK_WAITING_FOR_RELEASE;
}
else
{
- weapon_action(WEP_HOOK, WR_PRECACHE);
+ WEP_ACTION(WEP_HOOK, WR_INIT);
hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);
// mapinfo
BADCVAR("fraglimit");
- BADCVAR("g_arena");
BADCVAR("g_assault");
BADCVAR("g_ca");
BADCVAR("g_ca_teams");
// does nothing visible
BADCVAR("captureleadlimit_override");
- BADCVAR("g_arena_point_leadlimit");
BADCVAR("g_balance_kill_delay");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ctf_captimerecord_always");
BADCVAR("sv_fraginfo");
BADCVAR("sv_timeout");
BADPREFIX("sv_timeout_");
- BADCVAR("welcome_message_time");
BADPREFIX("crypto_");
BADPREFIX("g_chat_");
BADPREFIX("g_ctf_captimerecord_");
BADCVAR("g_nix");
BADCVAR("g_grappling_hook");
BADCVAR("g_jetpack");
-
+
#undef BADPREFIX
#undef BADCVAR
InitGameplayMode();
readlevelcvars();
GrappleHookInit();
+ ArcInit();
ElectroInit();
- LaserInit();
player_count = 0;
bot_waypoints_for_items = autocvar_g_waypoints_for_items;
{
float pass, i;
+ dprint("Trying MaplistMethod_Iterate\n");
+
for(pass = 1; pass <= 2; ++pass)
{
for(i = 1; i < Map_Count; ++i)
float() MaplistMethod_Repeat = // fallback method
{
+ dprint("Trying MaplistMethod_Repeat\n");
+
if(Map_Check(Map_Current, 2))
return Map_Current;
return -2;
{
float i, imax;
+ dprint("Trying MaplistMethod_Random\n");
+
imax = 42;
for(i = 0; i <= imax; ++i)
{
float i, j, imax, insertpos;
+ dprint("Trying MaplistMethod_Shuffle\n");
+
imax = 42;
for(i = 0; i <= imax; ++i)
void Maplist_Init()
{
Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
- if(Map_Count == 0)
+ float i;
+ for (i = 0; i < Map_Count; ++i)
+ if (Map_Check(i, 2))
+ break;
+ if (i == Map_Count)
{
- bprint( "Maplist is empty! Resetting it to default map list.\n" );
- cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
+ bprint( "Maplist contains no usable maps! Resetting it to default map list.\n" );
+ cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags() | MAPINFO_FLAG_NOAUTOMAPLIST));
if(autocvar_g_maplist_shuffle)
ShuffleMaplist();
localcmd("\nmenu_cmd sync\n");
return;
alreadychangedlevel = TRUE;
- {
- string nextMap;
- float allowReset;
-
- for(allowReset = 1; allowReset >= 0; --allowReset)
- {
- nextMap = GetNextMap();
- if(nextMap != "")
- break;
+ string nextMap;
- if(allowReset)
- {
- bprint( "Maplist contains no single playable map! Resetting it to default map list.\n" );
- cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags()));
- if(autocvar_g_maplist_shuffle)
- ShuffleMaplist();
- localcmd("\nmenu_cmd sync\n");
- }
- else
- {
- error("Everything is broken - not even the default map list works. Please report this to the developers.");
- }
- }
- Map_Goto(reinit);
- }
+ nextMap = GetNextMap();
+ if(nextMap == "")
+ error("Everything is broken - cannot find a next map. Please report this to the developers.");
+ Map_Goto(reinit);
}
{
s = strcat(":player:see-labels:", GetPlayerScoreString(other, 0), ":");
s = strcat(s, ftos(rint(time - other.jointime)), ":");
- if(IS_PLAYER(other) || g_arena || other.caplayer == 1 || g_lms)
+ if(IS_PLAYER(other) || other.caplayer == 1 || g_lms)
s = strcat(s, ftos(other.team), ":");
else
s = strcat(s, "spectator:");
PlayerStats_AddGlobalInfo(e);
PlayerStats_Shutdown();
WeaponStats_Shutdown();
-
+
Kill_Notification(NOTIF_ALL, world, MSG_CENTER, 0); // kill all centerprints now
if(autocvar_sv_eventlog)
if(WinningConditionHelper_zeroisworst)
leadlimit = 0; // not supported in this mode
- if(g_dm || g_tdm || g_arena || g_ca || (g_race && !g_race_qualifying) || g_nexball)
+ if(g_dm || g_tdm || g_ca || (g_race && !g_race_qualifying) || g_nexball)
// these modes always score in increments of 1, thus this makes sense
{
if(leaderfrags != WinningConditionHelper_topscore)
if(mapvote_initialized)
return "Can't suggest - voting is already in progress!";
m = MapInfo_FixName(m);
- if not(m)
+ if (!m)
return "The map you suggested is not available on this server.";
if(!autocvar_g_maplist_votable_suggestions_override_mostrecent)
if(Map_IsRecent(m))
#define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(IS_REAL_CLIENT(v))
#define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(IS_PLAYER(v))
- #define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if not(IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
+ #define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if (!IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
#define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v))
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
}
-float w_getbestweapon(entity e);
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
{
string o;
WepSet warmup_start_weapons;
WepSet warmup_start_weapons_default;
WepSet warmup_start_weapons_defaultmask;
+ #define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
float warmup_start_ammo_shells;
float warmup_start_ammo_nails;
float warmup_start_ammo_rockets;
d = FALSE;
}
else if (g_cts)
- d = (i == WEP_SHOTGUN);
+ d = (i == WEP_SHOTGUN); // todo: how to handle shotgun in CTS mode? we're removing it.. so....
else if (g_nexball)
d = 0; // weapon is set a few lines later
else
- d = (i == WEP_LASER);
-
+ d = (i == WEP_LASER || i == WEP_SHOTGUN);
+
if(g_grappling_hook) // if possible, redirect off-hand hook to on-hand hook
d |= (i == WEP_HOOK);
if(weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED) // never default mutator blocked guns
d = 0;
var float t = cvar(strcat(cvarprefix, weaponinfo.netname));
-
+
//print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
-
+
// bit order in t:
// 1: want or not
// 2: is default?
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if not(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (!(e.spawnflags & WEP_FLAG_MUTATORBLOCKED))
g_weaponarena_weapons |= WepSet_FromWeapon(j);
}
}
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
- if not(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (!(e.spawnflags & WEP_FLAG_MUTATORBLOCKED))
if (e.spawnflags & WEP_FLAG_NORMAL)
g_weaponarena_weapons |= WepSet_FromWeapon(j);
}
if(!cvar("g_use_ammunition"))
start_items |= IT_UNLIMITED_AMMO;
-
+
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
{
start_ammo_rockets = 999;
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- float w = want_weapon("g_start_weapon_", e, cvar("g_warmup_allguns"));
+ float w = want_weapon("g_start_weapon_", e, g_warmup_allguns);
if(w & 1)
warmup_start_weapons |= WepSet_FromWeapon(i);
if(w & 2)
warmup_start_ammo_fuel = max(warmup_start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
}
+ WepSet precache_weapons = start_weapons;
+ if (g_warmup_allguns != 1)
+ precache_weapons |= warmup_start_weapons;
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
{
e = get_weaponinfo(i);
- if((start_weapons | warmup_start_weapons) & WepSet_FromWeapon(i))
+ if(precache_weapons & WepSet_FromWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
start_ammo_shells = max(0, start_ammo_shells);
// load mutators
#define CHECK_MUTATOR_ADD(mut_cvar,mut_name,dependence) \
{ if(cvar(mut_cvar) && dependence) { MUTATOR_ADD(mut_name); } }
-
+
CHECK_MUTATOR_ADD("g_dodging", mutator_dodging, 1);
CHECK_MUTATOR_ADD("g_spawn_near_teammate", mutator_spawn_near_teammate, 1);
CHECK_MUTATOR_ADD("g_physical_items", mutator_physical_items, 1);
CHECK_MUTATOR_ADD("g_nades", mutator_nades, 1);
CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
CHECK_MUTATOR_ADD("g_campcheck", mutator_campcheck, 1);
-
+
#undef CHECK_MUTATOR_ADD
-
+
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
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");
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_assault || cvar("g_campaign"))
warmup_stage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
if(!g_weapon_stay)
g_weapon_stay = cvar("g_weapon_stay");
- if not(warmup_stage)
+ if (!warmup_stage)
game_starttime = time + cvar("g_start_delay");
readplayerstartcvars();
precache_sound ("weapons/hook_impact.wav"); // hook
}
- if(autocvar_sv_precacheweapons)
- {
- //precache weapon models/sounds
- float wep;
- wep = WEP_FIRST;
- while (wep <= WEP_LAST)
- {
- weapon_action(wep, WR_PRECACHE);
- wep = wep + 1;
- }
- }
-
precache_model("models/elaser.mdl");
precache_model("models/laser.mdl");
precache_model("models/ebomb.mdl");
void adaptor_think2use_hittype_splash() // for timed projectile detonation
{
- if not(self.flags & FL_ONGROUND) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ if(!(self.flags & FL_ONGROUND)) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
self.projectiledeathtype |= HITTYPE_SPLASH;
adaptor_think2use();
}
db_put(ServerProgsDB, strcat("uid2name", myuid), "");
}
}
-
+
if(s == "")
s = "^1Unregistered Player";
return s;
float randombit(float bits)
{
- if not(bits & (bits-1)) // this ONLY holds for powers of two!
+ if(!(bits & (bits-1))) // this ONLY holds for powers of two!
return bits;
float n, f, b, r;
#else
string cvar_string_normal(string n)
{
- if not(cvar_type(n) & 1)
+ if (!(cvar_type(n) & 1))
backtrace(strcat("Attempt to access undefined cvar: ", n));
return builtin_cvar_string(n);
}
{
WaypointSprite_Kill(ball.waypointsprite_attachedforcarrier);
}
-
+
//setattachment(ball, plyr, "");
setorigin(ball, plyr.origin + plyr.view_ofs);
ball.think = DropOwner;
ball.nextthink = time + autocvar_g_nexball_basketball_delay_hold;
}
-
+
ownr = self;
- self = plyr;
+ self = plyr;
self.weaponentity.weapons = self.weapons;
self.weaponentity.switchweapon = self.weapon;
self.weapons = WEPSET_PORTO;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = WEP_PORTO;
W_SwitchWeapon(WEP_PORTO);
self = ownr;
self.nextthink = time + autocvar_g_nexball_delay_idle;
return;
}
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
if(other.health < 1)
return;
{
nexball_mode |= NBM_BASKETBALL;
self.classname = "nexball_basketball";
- if not(balls & BALL_BASKET)
+ if (!(balls & BALL_BASKET))
{
/*
CVTOV(g_nexball_basketball_effects_default);
//dprint("W_Nexball_Think\n");
//vector new_dir = steerlib_arrive(self.enemy.origin, 2500);
vector new_dir = normalize(self.enemy.origin + '0 0 50' - self.origin);
- vector old_dir = normalize(self.velocity);
- float _speed = vlen(self.velocity);
+ vector old_dir = normalize(self.velocity);
+ float _speed = vlen(self.velocity);
vector new_vel = normalize(old_dir + (new_dir * autocvar_g_nexball_safepass_turnrate)) * _speed;
//vector new_vel = (new_dir * autocvar_g_nexball_safepass_turnrate
-
+
self.velocity = new_vel;
-
+
self.nextthink = time;
}
attacker = self.owner;
//self.think = func_null;
//self.enemy = world;
-
+
PROJECTILE_TOUCH;
if(attacker.team != other.team || autocvar_g_nexball_basketball_teamsteal)
if((ball = other.ballcarried) && (IS_PLAYER(attacker)))
mul = 2 - mul;
mul = mi + (ma - mi) * mul; // range from the minimal power to the maximal power
}
-
+
DropBall(ball, w_shotorg, W_CalculateProjectileVelocity(self.velocity, w_shotdir * autocvar_g_balance_nexball_primary_speed * mul, FALSE));
-
+
//TODO: use the speed_up cvar too ??
}
_ball.nextthink = time;
return;
}
-
+
if(!autocvar_g_nexball_tackling)
return;
-
+
entity missile;
if(!(balls & BALL_BASKET))
return;
self.scale = 1;
self.customizeentityforclient = func_null;
return TRUE;
- }
-
+ }
+
if(other == self.owner)
{
self.scale = autocvar_g_nexball_viewmodel_scale;
self.effects |= EF_FLAME;
else
self.effects &= ~EF_FLAME;
- }
+ }
else
{
self.effects &= ~EF_FLAME;
self.scale = 1;
}
-
+
return TRUE;
}
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_nexball_primary_animtime, w_ready);
}
}
- else if(req == WR_PRECACHE)
+ else if(req == WR_INIT)
{
precache_model("models/weapons/g_porto.md3");
precache_model("models/weapons/v_porto.md3");
}
else if(req == WR_SETUP)
{
- weapon_setup(WEP_PORTO);
+ //weapon_setup(WEP_PORTO);
}
// No need to check WR_CHECKAMMO* or WR_AIM, it should always return TRUE
return TRUE;
{
makevectors(self.v_angle);
if(nexball_mode & NBM_BASKETBALL)
- {
+ {
if(self.ballcarried)
{
// 'view ball'
- self.ballcarried.velocity = self.velocity;
+ self.ballcarried.velocity = self.velocity;
self.ballcarried.customizeentityforclient = ball_customize;
-
- setorigin(self.ballcarried, self.origin + self.view_ofs +
- v_forward * autocvar_g_nexball_viewmodel_offset_x +
- v_right * autocvar_g_nexball_viewmodel_offset_y +
- v_up * autocvar_g_nexball_viewmodel_offset_z);
-
+
+ setorigin(self.ballcarried, self.origin + self.view_ofs +
+ v_forward * autocvar_g_nexball_viewmodel_offset_x +
+ v_right * autocvar_g_nexball_viewmodel_offset_y +
+ v_up * autocvar_g_nexball_viewmodel_offset_z);
+
// 'safe passing'
if(autocvar_g_nexball_safepass_maxdist)
{
//centerprint(self, sprintf("Lost lock on %s", self.ballcarried.enemy.netname));
self.ballcarried.enemy = world;
}
-
-
+
+
//tracebox(self.origin + self.view_ofs, '-2 -2 -2', '2 2 2', self.origin + self.view_ofs + v_forward * autocvar_g_nexball_safepass_maxdist);
crosshair_trace(self);
- if( trace_ent &&
+ if( trace_ent &&
IS_CLIENT(trace_ent) &&
trace_ent.deadflag == DEAD_NO &&
trace_ent.team == self.team &&
vlen(trace_ent.origin - self.origin) <= autocvar_g_nexball_safepass_maxdist )
{
-
+
//if(self.ballcarried.enemy != trace_ent)
// centerprint(self, sprintf("Locked to %s", trace_ent.netname));
self.ballcarried.enemy = trace_ent;
self.ballcarried.wait = time + autocvar_g_nexball_safepass_holdtime;
-
-
+
+
}
}
}
else
- {
+ {
if(self.weaponentity.weapons)
{
self.weapons = self.weaponentity.weapons;
- weapon_action(WEP_PORTO, WR_RESETPLAYER);
+ WEP_ACTION(WEP_PORTO, WR_RESETPLAYER);
self.switchweapon = self.weaponentity.switchweapon;
W_SwitchWeapon(self.switchweapon);
-
+
self.weaponentity.weapons = '0 0 0';
}
}
-
+
}
-
+
nexball_setstatus();
-
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(nexball_PlayerSpawn)
- {
+ {
self.weaponentity.weapons = '0 0 0';
-
+
if(nexball_mode & NBM_BASKETBALL)
self.weapons |= WEPSET_PORTO;
else
MUTATOR_HOOKFUNCTION(nexball_SetStartItems)
{
start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
-
+
return FALSE;
}
- void spawnfunc_item_minst_cells (void)
+ void spawnfunc_item_minst_cells (void)
{
- if not(g_minstagib) { remove(self); return; }
- if not(self.ammo_cells)
+ if (!g_minstagib) { remove(self); return; }
+ if (!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_ammocheck()
{
- if not(IS_PLAYER(self))
+ if (!IS_PLAYER(self))
return; // not a player
if (time < self.minstagib_nextthink)
return;
entity head;
FOR_EACH_PLAYER(head)
minstagib_stop_countdown(head);
-
+
return FALSE;
}
{
if(checkentity.items & IT_STRENGTH)
return TRUE;
-
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(minstagib_PlayerPowerups)
{
- if not(self.effects & EF_FULLBRIGHT)
+ if (!(self.effects & EF_FULLBRIGHT))
self.effects |= EF_FULLBRIGHT;
if (self.items & IT_STRENGTH)
{
if(self.items & IT_INVINCIBLE)
self.stat_sv_maxspeed = self.stat_sv_maxspeed * autocvar_g_minstagib_speed_highspeed;
-
+
return FALSE;
}
{
damage_save = 0;
damage_take = frag_damage;
-
+
return FALSE;
}
{
if(autocvar_g_friendlyfire == 0 && SAME_TEAM(frag_target, frag_attacker) && IS_PLAYER(frag_target) && IS_PLAYER(frag_attacker))
frag_damage = 0;
-
+
if(IS_PLAYER(frag_target))
{
if ((frag_deathtype == DEATH_FALL) ||
{
frag_damage = 0;
}
-
+
if(IS_PLAYER(frag_attacker))
if(DEATH_ISWEAPON(frag_deathtype, WEP_MINSTANEX))
if(frag_target.armorvalue)
frag_target.hitsound += 1;
frag_attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
}
-
+
if(IS_PLAYER(frag_attacker))
if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
{
}
}
}
-
+
if(IS_PLAYER(frag_attacker))
if(frag_mirrordamage > 0)
{
}
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;
start_weapons = WEPSET_MINSTANEX;
warmup_start_weapons = WEPSET_MINSTANEX;
start_items |= IT_UNLIMITED_SUPERWEAPONS;
-
+
return FALSE;
}
{
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)
+ if(self.weapon == WEP_DEVASTATOR || self.weapon == WEP_NEX)
{
entity e = spawn();
setorigin(e, self.origin);
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(DIFF_TEAM(self.owner, e))
return TRUE;
-
+
return FALSE;
}
return MUT_ITEMTOUCH_CONTINUE;
}
-
+
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 MUT_ITEMTOUCH_PICKUP;
}
-
+
return MUT_ITEMTOUCH_CONTINUE;
}
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")
+ if (!autocvar_g_powerups) { return FALSE; }
+ if (!(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;
}
return FALSE;
}
+ MUTATOR_HOOKFUNCTION(minstagib_SetModname)
+ {
+ modname = "MinstaGib";
+ return TRUE;
+ }
+
MUTATOR_DEFINITION(mutator_minstagib)
{
MUTATOR_HOOK(MatchEnd, minstagib_MatchEnd, 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);
+ MUTATOR_HOOK(SetModname, minstagib_SetModname, CBC_ORDER_ANY);
return FALSE;
}
self.nextthink = time;
if(!self.owner || wasfreed(self.owner))
remove(self);
-
+
}
void nade_burn_spawn(entity _nade)
{
float p;
-
+
switch(_nade.realowner.team)
{
case NUM_TEAM_1: p = PROJECTILE_NADE_RED_BURN; break;
case NUM_TEAM_4: p = PROJECTILE_NADE_PINK_BURN; break;
default: p = PROJECTILE_NADE_BURN; break;
}
-
+
CSQCProjectile(_nade, TRUE, p, TRUE);
}
timer.think = nade_timer_think;
timer.nextthink = time;
timer.wait = _nade.wait;
- timer.owner = _nade;
+ timer.owner = _nade;
timer.skin = 10;
-
+
switch(_nade.realowner.team)
{
case NUM_TEAM_1: p = PROJECTILE_NADE_RED; break;
case NUM_TEAM_4: p = PROJECTILE_NADE_PINK; break;
default: p = PROJECTILE_NADE; break;
}
-
+
CSQCProjectile(_nade, TRUE, p, TRUE);
-
+
}
void nade_boom()
{
string expef;
-
+
switch(self.realowner.team)
{
case NUM_TEAM_1: expef = "nade_red_explode"; break;
case NUM_TEAM_4: expef = "nade_pink_explode"; break;
default: expef = "nade_explode"; break;
}
-
+
sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1);
-
+
Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
self.takedamage = DAMAGE_NO;
RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
remove(self);
}
if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY))
damage = self.max_health * 1.1;
-
+
if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY))
{
damage = self.max_health * 0.1;
force *= 15;
}
-
+
self.velocity += force;
if(!damage || (self.flags & FL_ONGROUND && IS_PLAYER(attacker)))
{
entity _nade = e.nade;
e.nade = world;
-
+
remove(e.fake_nade);
e.fake_nade = world;
-
+
makevectors(e.v_angle);
-
+
W_SetupShot(e, FALSE, FALSE, "", CH_WEAPON_A, 0);
-
+
Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
-
+
//setorigin(_nade, CENTER_OR_VIEWOFS(e) + (v_right * 10) * -1);
setorigin(_nade, w_shotorg + (v_right * 25) * -1);
setmodel(_nade, "models/weapons/v_ok_grenade.md3");
PROJECTILE_MAKETRIGGER(_nade);
setsize(_nade, '-16 -16 -16', '16 16 16');
_nade.movetype = MOVETYPE_BOUNCE;
-
+
tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, FALSE, _nade);
if (trace_startsolid)
setorigin(_nade, e.origin);
-
+
if(e.crouch)
_nade.velocity = '0 0 -10';
else if(autocvar_g_nades_nade_newton_style == 1)
{
if(self.nade)
remove(self.nade);
-
+
if(self.fake_nade)
remove(self.fake_nade);
-
+
self.nade = spawn();
setmodel(self.nade, "null");
setattachment(self.nade, self, "bip01 l hand");
{
if(self.vehicle)
return FALSE;
-
+
if(gameover)
return FALSE;
-
+
if(self.deadflag != DEAD_NO)
return FALSE;
-
- if not(autocvar_g_nades)
+
+ if (!autocvar_g_nades)
return FALSE; // allow turning them off mid match
-
+
if(forbidWeaponUse())
return FALSE;
-
- if not(IS_PLAYER(self))
+
+ if (!IS_PLAYER(self))
return FALSE;
-
+
return TRUE;
}
{
if(!CanThrowNade())
return;
-
+
if(!self.nade)
{
if(self.nade_refire < time)
{
if(other.nade)
toss_nade(other, '0 0 100', max(other.nade.wait, time + 0.05));
-
+
return FALSE;
}
MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
{
float key_pressed = ((g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || (weaponsInMap & WEPSET_HOOK)) ? self.button16 : self.BUTTON_HOOK);
-
+
if(self.nade)
if(self.nade.wait - 0.1 <= time)
toss_nade(self, '0 0 0', time + 0.05);
-
+
if(CanThrowNade())
if(self.nade_refire < time)
{
makevectors(self.v_angle);
float _force = time - self.nade.lifetime;
_force /= autocvar_g_nades_nade_lifetime;
- _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+ _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
}
}
{
if(self.nade)
toss_nade(self, '0 0 100', max(self.nade.wait, time + 0.05));
-
+
return FALSE;
}
if(self.fake_nade)
remove(self.fake_nade);
-
+
return FALSE;
}
MUTATOR_HOOK(ClientDisconnect, nades_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, nades_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsPrettyString, nades_BuildMutatorsPrettyString, CBC_ORDER_ANY);
-
+
MUTATOR_ONADD
{
precache_model("models/ok_nade_counter/ok_nade_counter.md3");
-
+
precache_model("models/weapons/h_ok_grenade.iqm");
precache_model("models/weapons/v_ok_grenade.md3");
precache_sound("weapons/rocket_impact.wav");
float g_nix_with_laser;
-
+// WEAPONTODO
float nix_weapon;
float nix_weapon_ammo;
float nix_nextchange;
return FALSE;
if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
return FALSE;
- if not(e.spawnflags & WEP_FLAG_NORMAL)
+ if (!(e.spawnflags & WEP_FLAG_NORMAL))
return FALSE;
}
return TRUE;
nix_nextchange = time; // start the first round now!
else
nix_nextchange = time + autocvar_g_balance_nix_roundtime;
- //weapon_action(nix_weapon, WR_PRECACHE); // forget it, too slow
+ //WEP_ACTION(nix_weapon, WR_INIT); // forget it, too slow
}
if(nix_nextchange != self.nix_lastchange_id) // this shall only be called once per round!
else
Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
- weapon_action(nix_weapon, WR_RESETPLAYER);
+ WEP_ACTION(nix_weapon, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
entity e;
e = get_weaponinfo(nix_weapon);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
- self.(weapon_load[nix_weapon]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
+ self.(weapon_load[nix_weapon]) = e.reloading_ammo;
// nex too
- if(autocvar_g_balance_nex_charge)
+ if(WEP_CVAR(nex, charge))
{
- if(autocvar_g_balance_nex_secondary_chargepool)
+ if(WEP_CVAR_SEC(nex, chargepool))
self.nex_chargepool_ammo = 1;
- self.nex_charge = autocvar_g_balance_nex_charge_start;
+ self.nex_charge = WEP_CVAR(nex, charge_start);
}
}
if(self.nix_lastinfotime != dt)
float i;
for (i = WEP_FIRST; i <= WEP_LAST; ++i)
if (NIX_CanChooseWeapon(i))
- weapon_action(i, WR_PRECACHE);
+ WEP_ACTION(i, WR_INIT);
}
MUTATOR_HOOKFUNCTION(nix_ForbidThrowCurrentWeapon)
entity e;
e = spawn();
setorigin(e, org);
- RadiusDamage(e, world, autocvar_g_touchexplode_damage, autocvar_g_touchexplode_edgedamage, autocvar_g_touchexplode_radius, world, autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
+ RadiusDamage(e, world, autocvar_g_touchexplode_damage, autocvar_g_touchexplode_edgedamage, autocvar_g_touchexplode_radius, world, world, autocvar_g_touchexplode_force, DEATH_TOUCHEXPLODE, world);
remove(e);
}
MUTATOR_HOOKFUNCTION(touchexplode_PlayerThink)
{
if(time > self.touchexplode_time)
- if not(gameover)
+ if (!gameover)
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
- if not(IS_INDEPENDENT_PLAYER(self))
+ if (!IS_INDEPENDENT_PLAYER(self))
FOR_EACH_PLAYER(other) if(self != other)
{
if(time > other.touchexplode_time)
if(other.deadflag == DEAD_NO)
- if not(IS_INDEPENDENT_PLAYER(other))
+ if (!IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))
{
PlayerTouchExplode(self, other);
../warpzonelib/common.qh
../warpzonelib/util_server.qh
../warpzonelib/server.qh
-
../common/constants.qh
../common/teams.qh
../common/util.qh
../common/test.qh
../common/counting.qh
-../common/items.qh
-../common/explosion_equation.qh
../common/urllib.qh
../common/command/markup.qh
../common/command/rpn.qh
../common/net_notice.qh
../common/animdecide.qh
+../common/weapons/config.qh
+../common/weapons/weapons.qh // TODO
+weapons/accuracy.qh
+weapons/common.qh
+weapons/csqcprojectile.qh // TODO
+weapons/hitplot.qh
+weapons/selection.qh
+weapons/spawning.qh
+weapons/throwing.qh
+weapons/tracing.qh
+weapons/weaponsystem.qh
+
+t_items.qh
+
autocvars.qh
constants.qh
defs.qh // Should rename this, it has fields and globals
mutators/base.qh
mutators/mutators.qh
mutators/gamemode_assault.qh
- mutators/gamemode_arena.qh
mutators/gamemode_ca.qh
mutators/gamemode_ctf.qh
mutators/gamemode_domination.qh
command/cmd.qh
command/sv_cmd.qh
-accuracy.qh
-csqcprojectile.qh
+
../common/csqcmodel_settings.qh
../csqcmodellib/common.qh
../csqcmodellib/sv_model.qh
portals.qh
-g_hook.qh
-w_electro.qh
-w_laser.qh
+g_hook.qh // TODO
scores.qh
item_key.qc
secret.qc
-cl_weaponsystem.qc
-w_common.qc
-
-w_all.qc
+weapons/accuracy.qc
+weapons/common.qc
+weapons/csqcprojectile.qc // TODO
+weapons/hitplot.qc
+weapons/selection.qc
+weapons/spawning.qc
+weapons/throwing.qc
+weapons/tracing.qc
+weapons/weaponsystem.qc
+../common/weapons/config.qc
+../common/weapons/weapons.qc // TODO
t_items.qc
-cl_weapons.qc
cl_impulse.qc
ent_cs.qc
func_breakable.qc
target_music.qc
-../common/items.qc
-
-
-accuracy.qc
../csqcmodellib/sv_model.qc
-csqcprojectile.qc
playerdemo.qc
round_handler.qc
-../common/explosion_equation.qc
-
mutators/base.qc
mutators/gamemode_assault.qc
- mutators/gamemode_arena.qc
mutators/gamemode_ca.qc
mutators/gamemode_ctf.qc
mutators/gamemode_domination.qc
../common/test.qc
../common/util.qc
../common/notifications.qc
-
- ../common/if-this-file-errors-scroll-up-and-fix-the-warnings.fteqccfail
-#define ISF_LOCATION 2
-#define ISF_MODEL 4
-#define ISF_STATUS 8
- #define ITS_STAYWEP 1
- #define ITS_ANIMATE1 2
- #define ITS_ANIMATE2 4
- #define ITS_AVAILABLE 8
- #define ITS_ALLOWFB 16
- #define ITS_ALLOWSI 32
- #define ITS_POWERUP 64
-#define ISF_COLORMAP 16
-#define ISF_DROP 32
-#define ISF_ANGLES 64
-
-.float ItemStatus;
-
#ifdef CSQC
-
-var float autocvar_cl_animate_items = 1;
-var float autocvar_cl_ghost_items = 0.45;
-var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
-var float autocvar_cl_fullbright_items = 0;
-var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
-var float autocvar_cl_weapon_stay_alpha = 0.75;
-var float autocvar_cl_simple_items = 0;
-var string autocvr_cl_simpleitems_postfix = "_simple";
-.float spawntime;
-.float gravity;
-.vector colormod;
void ItemDraw()
- {
+ {
if(self.gravity)
- {
+ {
Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
- if(self.move_flags & FL_ONGROUND)
+ if(self.move_flags & FL_ONGROUND)
{ // For some reason move_avelocity gets set to '0 0 0' here ...
self.oldorigin = self.origin;
self.gravity = 0;
- if(autocvar_cl_animate_items)
- { // ... so reset it if animations are requested.
+ if(autocvar_cl_animate_items)
+ { // ... so reset it if animations are requested.
if(self.ItemStatus & ITS_ANIMATE1)
self.move_avelocity = '0 180 0';
-
+
if(self.ItemStatus & ITS_ANIMATE2)
self.move_avelocity = '0 -90 0';
}
}
}
else if (autocvar_cl_animate_items)
- {
+ {
if(self.ItemStatus & ITS_ANIMATE1)
{
self.angles += self.move_avelocity * frametime;
- setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
- }
-
+ setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
+ }
+
if(self.ItemStatus & ITS_ANIMATE2)
{
self.angles += self.move_avelocity * frametime;
- setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
+ setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
}
}
}
void ItemDrawSimple()
{
if(self.gravity)
- {
- Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
-
+ {
+ Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+
if(self.move_flags & FL_ONGROUND)
self.gravity = 0;
}
setorigin(self, self.origin);
self.oldorigin = self.origin;
}
-
- if(sf & ISF_ANGLES)
+
+ if(sf & ISF_ANGLES)
{
self.angles_x = ReadCoord();
self.angles_y = ReadCoord();
- self.angles_z = ReadCoord();
+ self.angles_z = ReadCoord();
self.move_angles = self.angles;
}
-
+
if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
{
- self.ItemStatus = ReadByte();
-
+ self.ItemStatus = ReadByte();
+
if(self.ItemStatus & ITS_AVAILABLE)
{
self.alpha = 1;
}
else
self.alpha = -1;
- }
-
+ }
+
if(autocvar_cl_fullbright_items)
if(self.ItemStatus & ITS_ALLOWFB)
self.effects |= EF_FULLBRIGHT;
-
+
if(self.ItemStatus & ITS_STAYWEP)
{
self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
self.alpha = autocvar_cl_weapon_stay_alpha;
-
+
}
-
+
if(self.ItemStatus & ITS_POWERUP)
{
if(self.ItemStatus & ITS_AVAILABLE)
self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
}
}
-
+
if(sf & ISF_MODEL)
{
self.drawmask = MASK_NORMAL;
self.movetype = MOVETYPE_NOCLIP;
self.draw = ItemDraw;
-
+
if(self.mdl)
strunzone(self.mdl);
-
+
self.mdl = "";
string _fn = ReadString();
-
+
if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
{
string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
self.draw = ItemDrawSimple;
-
-
-
+
+
+
if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
}
}
-
- if(self.draw != ItemDrawSimple)
- self.mdl = strzone(_fn);
-
-
+
+ if(self.draw != ItemDrawSimple)
+ self.mdl = strzone(_fn);
+
+
if(self.mdl == "")
dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
-
+
precache_model(self.mdl);
setmodel(self, self.mdl);
}
-
+
if(sf & ISF_COLORMAP)
self.colormap = ReadShort();
-
+
if(sf & ISF_DROP)
{
self.gravity = 1;
self.move_velocity_z = ReadCoord();
self.velocity = self.move_velocity;
self.move_origin = self.oldorigin;
-
+
if(!self.move_time)
{
self.move_time = time;
else
self.move_time = max(self.move_time, time);
}
-
+
if(autocvar_cl_animate_items)
- {
+ {
if(self.ItemStatus & ITS_ANIMATE1)
self.move_avelocity = '0 180 0';
-
+
if(self.ItemStatus & ITS_ANIMATE2)
self.move_avelocity = '0 -90 0';
}
#endif
#ifdef SVQC
-float autocvar_sv_simple_items;
float ItemSend(entity to, float sf)
{
if(self.gravity)
sf |= ISF_DROP;
else
sf &= ~ISF_DROP;
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
//WriteByte(MSG_ENTITY, self.cnt);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
}
-
+
if(sf & ISF_ANGLES)
{
WriteCoord(MSG_ENTITY, self.angles_x);
if(sf & ISF_MODEL)
{
-
+
if(self.mdl == "")
dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
-
+
WriteString(MSG_ENTITY, self.mdl);
}
-
-
+
+
if(sf & ISF_COLORMAP)
WriteShort(MSG_ENTITY, self.colormap);
WriteCoord(MSG_ENTITY, self.velocity_y);
WriteCoord(MSG_ENTITY, self.velocity_z);
}
-
+
return TRUE;
}
+ void ItemUpdate(entity item)
+ {
+ item.SendFlags |= ISF_LOCATION;
+ }
float have_pickup_item(void)
{
return TRUE;
}
-#define ITEM_RESPAWN_TICKS 10
-
-#define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter)
- // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
-#define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
- // range: 10 .. respawntime + respawntimejitter
-
floatfield Item_CounterField(float it)
{
switch(it)
#endif
}
-.float max_armorvalue;
-.float pickup_anyway;
/*
float Item_Customize()
{
*/
void Item_Show (entity e, float mode)
- {
+ {
e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
e.ItemStatus &= ~ITS_STAYWEP;
if (mode > 0)
e.spawnshieldtime = 1;
e.ItemStatus &= ~ITS_AVAILABLE;
}
-
+
if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
- e.ItemStatus |= ITS_POWERUP;
-
+ e.ItemStatus |= ITS_POWERUP;
+
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
-
-
+
+
if (autocvar_g_fullbrightitems)
e.ItemStatus |= ITS_ALLOWFB;
-
+
if (autocvar_sv_simple_items)
e.ItemStatus |= ITS_ALLOWSI;
Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
}
-const float ITEM_MODE_NONE = 0;
-const float ITEM_MODE_HEALTH = 1;
-const float ITEM_MODE_ARMOR = 2;
-const float ITEM_MODE_FUEL = 3;
float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
{
if (!item.ammofield)
if (player.switchweapon == w_getbestweapon(player))
_switchweapon = TRUE;
- if not(player.weapons & WepSet_FromWeapon(player.switchweapon))
+ if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
_switchweapon = TRUE;
pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
}
:skip
-
+
// always eat teamed entities
if(item.team)
pickedup = TRUE;
void Item_Touch (void)
{
entity e, head;
-
+
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
if(self.classname == "droppedweapon")
{
}
}
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
if (other.deadflag)
return;
if (self.classname == "droppedweapon")
remove (self);
- else if not(self.spawnshieldtime)
+ else if (!self.spawnshieldtime)
return;
else
{
{
wi = get_weaponinfo(i);
- if not(player.weapons & WepSet_FromWeapon(i))
+ if (!(player.weapons & WepSet_FromWeapon(i)))
continue;
if(wi.items & IT_SHELLS)
RemoveItem();
}
-.float is_item;
void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
{
startitem_failed = FALSE;
if(self.model == "")
self.model = itemmodel;
-
+
if(self.model == "")
{
error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
return;
}
-
+
if(self.item_pickupsound == "")
self.item_pickupsound = pickupsound;
-
+
if(!self.respawntime) // both need to be set
{
self.respawntime = defaultrespawntime;
if(weaponid)
self.weapons = WepSet_FromWeapon(weaponid);
-
+
self.flags = FL_ITEM | itemflags;
if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
remove (self);
return;
}
-
+
if(self.angles != '0 0 0')
self.SendFlags |= ISF_ANGLES;
self.netname = itemname;
self.touch = Item_Touch;
setmodel(self, "null"); // precision set below
- //self.effects |= EF_LOWPRECISION;
-
+ //self.effects |= EF_LOWPRECISION;
+
if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
{
self.pos1 = '-16 -16 0';
self.pos2 = '16 16 32';
}
setsize (self, self.pos1, self.pos2);
-
- if(itemflags & FL_POWERUP)
+
+ if(itemflags & FL_POWERUP)
self.ItemStatus |= ITS_ANIMATE1;
-
+
if(self.armorvalue || self.health)
self.ItemStatus |= ITS_ANIMATE2;
-
+
if(itemflags & FL_WEAPON)
{
if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
self.colormap = 1024; // color shirt=0 pants=0 grey
else
self.gravity = 1;
-
+
self.ItemStatus |= ITS_ANIMATE1;
self.ItemStatus |= ISF_COLORMAP;
}
{
if(!self.cnt)
self.cnt = 1; // item probability weight
-
+
self.effects |= EF_NODRAW; // marker for item team search
InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
}
else
Item_Reset();
-
+
Net_LinkEntity(self, FALSE, 0, ItemSend);
// call this hook after everything else has been done
return;
}
}
-
-float weaponswapping;
-float internalteam;
-
-void weapon_defaultspawnfunc(float wpn)
-{
- entity e;
- float t;
- var .float ammofield;
- string s;
- entity oldself;
- float i, j;
- float f;
-
- if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
- {
- e = get_weaponinfo(wpn);
-
- if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
- {
- objerror("Attempted to spawn a mutator-blocked weapon rejected");
- startitem_failed = TRUE;
- return;
- }
-
- s = W_Apply_Weaponreplace(e.netname);
- ret_string = s;
- other = e;
- MUTATOR_CALLHOOK(SetWeaponreplace);
- s = ret_string;
- if(s == "")
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- t = tokenize_console(s);
- if(t >= 2)
- {
- self.team = --internalteam;
- oldself = self;
- for(i = 1; i < t; ++i)
- {
- s = argv(i);
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- self = spawn();
- copyentity(oldself, self);
- self.classname = "replacedweapon";
- weapon_defaultspawnfunc(j);
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- self = oldself;
- }
- if(t >= 1) // always the case!
- {
- s = argv(0);
- wpn = 0;
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- e = get_weaponinfo(j);
- if(e.netname == s)
- {
- wpn = j;
- break;
- }
- }
- if(j > WEP_LAST)
- {
- print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
- }
- }
- if(wpn == 0)
- {
- remove(self);
- startitem_failed = TRUE;
- return;
- }
- }
-
- e = get_weaponinfo(wpn);
-
- if(!self.respawntime)
- {
- if(e.weapons & WEPSET_SUPERWEAPONS)
- {
- self.respawntime = g_pickup_respawntime_superweapon;
- self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
- }
- else
- {
- self.respawntime = g_pickup_respawntime_weapon;
- self.respawntimejitter = g_pickup_respawntimejitter_weapon;
- }
- }
-
- if(e.weapons & WEPSET_SUPERWEAPONS)
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
-
- if(e.items)
- {
- for(i = 0, j = 1; i < 24; ++i, j *= 2)
- {
- if(e.items & j)
- {
- ammofield = Item_CounterField(j);
- if(!self.ammofield)
- self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
- }
- }
- }
-
- // pickup anyway
- if(g_pickup_weapons_anyway)
- self.pickup_anyway = TRUE;
-
- f = FL_WEAPON;
-
- // no weapon-stay on superweapons
- if(e.weapons & WEPSET_SUPERWEAPONS)
- f |= FL_NO_WEAPON_STAY;
-
- // weapon stay isn't supported for teamed weapons
- if(self.team)
- f |= FL_NO_WEAPON_STAY;
-
- 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_shotgun (void);
-void spawnfunc_weapon_uzi (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_SHOTGUN);
- return;
- }
- weapon_defaultspawnfunc(WEP_UZI);
-}
-
-void spawnfunc_weapon_shotgun (void) {
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(self.classname != "droppedweapon")
- {
- weapon_defaultspawnfunc(WEP_UZI);
- return;
- }
- weapon_defaultspawnfunc(WEP_SHOTGUN);
-}
-
-void spawnfunc_weapon_nex (void)
-{
- weapon_defaultspawnfunc(WEP_NEX);
-}
-
-void spawnfunc_weapon_minstanex (void)
-{
- weapon_defaultspawnfunc(WEP_MINSTANEX);
-}
-
-void spawnfunc_weapon_rocketlauncher (void)
-{
- weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
-}
-
void spawnfunc_item_rockets (void) {
if(!self.ammo_rockets)
self.ammo_rockets = g_pickup_rockets;
// compatibility:
void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
-float GiveItems(entity e, float beginarg, float endarg);
void target_items_use (void)
{
if(activator.classname == "droppedweapon")
return;
}
- if not(IS_PLAYER(activator))
+ if (!IS_PLAYER(activator))
return;
if(activator.deadflag != DEAD_NO)
return;
{
self.weapons |= WepSet_FromWeapon(j);
if(self.spawnflags == 0 || self.spawnflags == 2)
- weapon_action(e.weapon, WR_PRECACHE);
+ WEP_ACTION(e.weapon, WR_INIT);
break;
}
}
e = get_weaponinfo(j);
if(argv(i) == e.netname)
{
- weapon_action(e.weapon, WR_PRECACHE);
+ WEP_ACTION(e.weapon, WR_INIT);
break;
}
}
StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
}
-
-#define OP_SET 0
-#define OP_MIN 1
-#define OP_MAX 2
-#define OP_PLUS 3
-#define OP_MINUS 4
-
float GiveWeapon(entity e, float wpn, float op, float val)
{
WepSet v0, v1;
else if(v0 > v1)
e.regenfield = max(e.regenfield, time + regentime);
}
-
-#define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
-#define PREGIVE(e,f) float save_##f; save_##f = (e).f
-#define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
-#define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
-#define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-#define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
-
float GiveItems(entity e, float beginarg, float endarg)
{
float got, i, j, val, op;
e.strength_finished = max(0, e.strength_finished - time);
e.invincible_finished = max(0, e.invincible_finished - time);
e.superweapons_finished = max(0, e.superweapons_finished - time);
-
+
PREGIVE(e, items);
PREGIVE_WEAPONS(e);
PREGIVE(e, strength_finished);
{
wi = get_weaponinfo(j);
if(wi.weapon)
- if not(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
got += GiveWeapon(e, j, op, val);
}
case "allammo":
if(wi.weapon)
{
POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
- if not(save_weapons & WepSet_FromWeapon(j))
+ if (!(save_weapons & WepSet_FromWeapon(j)))
if(e.weapons & WepSet_FromWeapon(j))
- weapon_action(wi.weapon, WR_PRECACHE);
+ WEP_ACTION(wi.weapon, WR_INIT);
}
}
POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
else
e.superweapons_finished += time;
- if not(e.weapons & WepSet_FromWeapon(e.switchweapon))
+ if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
_switchweapon = TRUE;
if(_switchweapon)
W_SwitchWeapon_Force(e, w_getbestweapon(e));
// GL -> Mortar
void spawnfunc_ammo_grenades() { spawnfunc_item_rockets(); }
-// LG -> Electro
-void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
+// LG -> Lightning
+//void spawnfunc_weapon_lightning() { spawnfunc_weapon_electro(); }
void spawnfunc_ammo_lightning() { spawnfunc_item_cells(); }
// Plasma -> Hagar
entity targ;
for (targ = world; (targ = find(targ, targetname, self.target)); ) {
if (targ.classname == "weapon_rocketlauncher") {
- self.ammo_rockets += targ.count * autocvar_g_balance_rocketlauncher_ammo;
+ self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
self.netname = "rocketlauncher";
}
else if (targ.classname == "weapon_plasmagun") {
- self.ammo_rockets += targ.count * autocvar_g_balance_hagar_primary_ammo;
+ self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
if(self.netname == "")
self.netname = "hagar";
else
self.netname = strcat(self.netname, " crylink");
}
else if (targ.classname == "weapon_grenadelauncher") {
- self.ammo_rockets += targ.count * autocvar_g_balance_grenadelauncher_primary_ammo;
+ self.ammo_rockets += targ.count * autocvar_g_balance_mortar_primary_ammo; // WEAPONTODO
if(self.netname == "")
self.netname = "grenadelauncher";
else
return 1;
if(self.notta)
- if not(!teamplay || g_tdm || g_ctf)
+ if (!(!teamplay || g_tdm || g_ctf))
return 1;
if(self.notsingle)
gametypename = "ffa";
if(teamplay)
gametypename = "team";
- if(g_arena)
- gametypename = "tournament";
if(g_ctf)
gametypename = "ctf";
if(maxclients == 1)
#define cvar_base "g_turrets_unit_"
.float clientframe;
void turrets_setframe(float _frame, float client_only)
- {
+ {
if((client_only ? self.clientframe : self.frame ) != _frame)
{
self.SendFlags |= TNSF_ANIM;
self.anim_start_time = time;
}
-
+
if(client_only)
self.clientframe = _frame;
else
self.frame = _frame;
-
+
}
float turret_send(entity to, float sf)
{
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
WriteByte(MSG_ENTITY, sf);
if(sf & TNSF_SETUP)
{
WriteByte(MSG_ENTITY, self.turret_type);
-
+
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
-
+
WriteAngle(MSG_ENTITY, self.angles_x);
WriteAngle(MSG_ENTITY, self.angles_y);
}
-
+
if(sf & TNSF_ANG)
{
WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
}
-
+
if(sf & TNSF_AVEL)
- {
+ {
WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
}
-
+
if(sf & TNSF_MOVE)
{
WriteShort(MSG_ENTITY, rint(self.origin_x));
WriteShort(MSG_ENTITY, rint(self.velocity_x));
WriteShort(MSG_ENTITY, rint(self.velocity_y));
- WriteShort(MSG_ENTITY, rint(self.velocity_z));
-
- WriteShort(MSG_ENTITY, rint(self.angles_y));
+ WriteShort(MSG_ENTITY, rint(self.velocity_z));
+
+ WriteShort(MSG_ENTITY, rint(self.angles_y));
}
-
+
if(sf & TNSF_ANIM)
{
WriteCoord(MSG_ENTITY, self.anim_start_time);
WriteByte(MSG_ENTITY, self.frame);
}
-
+
if(sf & TNSF_STATUS)
{
WriteByte(MSG_ENTITY, self.team);
-
+
if(self.health <= 0)
WriteByte(MSG_ENTITY, 0);
else
WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
}
-
+
return TRUE;
}
if (ent == world)
return;
- if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
- if not (ent.turret_scale_range) ent.turret_scale_range = 1;
- if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
- if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
- if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
- if not (ent.turret_scale_health) ent.turret_scale_health = 1;
- if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
+ if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
+ if (!ent.turret_scale_range) ent.turret_scale_range = 1;
+ if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
+ if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
+ if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
+ if (!ent.turret_scale_health) ent.turret_scale_health = 1;
+ if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
sbase = strcat(cvar_base,unitname);
if (is_reload)
void turret_projectile_explode()
{
-
+
self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
+ self.event_damage = func_null;
#ifdef TURRET_DEBUG
float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
#endif
remove(self);
}
proj.owner = self;
proj.realowner = self;
proj.bot_dodge = TRUE;
- proj.bot_dodgerating = self.shot_dmg;
+ proj.bot_dodgerating = self.shot_dmg;
proj.think = turret_projectile_explode;
proj.touch = turret_projectile_touch;
- proj.nextthink = time + 9;
+ proj.nextthink = time + 9;
proj.movetype = MOVETYPE_FLYMISSILE;
- proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
+ proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
proj.flags = FL_PROJECTILE;
proj.enemy = self.enemy;
proj.totalfrags = _death;
proj.flags |= FL_NOTARGET;
CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
-
+
return proj;
}
}
else*/
tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
-
- self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
+
+ self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
self.tur_impactent = trace_ent;
self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
vector v1, v2;
v1 = self.tur_head.angles;
v2 = self.tur_head.avelocity;
-
+
if (self.track_flags == TFL_TRACK_NO)
return;
- if not (self.active)
+ if (!self.active)
target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
else if (self.enemy == world)
{
}
else
{
- target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
+ target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
}
-
+
self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
// Find the diffrence between where we currently aim and where we want to aim
//move_angle = target_angle - (self.angles + self.tur_head.angles);
//move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
-
- move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
+
+ move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
switch(self.track_type)
if(self.tur_head.angles_y < -self.aim_maxrot)
self.tur_head.angles_y = self.aim_maxrot;
}
-
+
// CSQC
self.SendFlags |= TNSF_ANG;
-
+
return;
case TFL_TRACKTYPE_FLUIDINERTIA:
{
self.tur_head.avelocity_x = 0;
self.tur_head.angles_x = self.aim_maxpitch;
-
+
self.SendFlags |= TNSF_ANG;
}
-
+
if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
{
self.tur_head.avelocity_x = 0;
self.tur_head.angles_x = -self.aim_maxpitch;
-
+
self.SendFlags |= TNSF_ANG;
}
}
{
self.tur_head.avelocity_y = 0;
self.tur_head.angles_y = self.aim_maxrot;
-
+
self.SendFlags |= TNSF_ANG;
}
{
self.tur_head.avelocity_y = 0;
self.tur_head.angles_y = -self.aim_maxrot;
-
+
self.SendFlags |= TNSF_ANG;
}
}
-
+
self.SendFlags |= TNSF_AVEL;
-
+
// Force a angle update every 10'th frame
self.turret_framecounter += 1;
if(self.turret_framecounter >= 10)
- {
+ {
self.SendFlags |= TNSF_ANG;
self.turret_framecounter = 0;
- }
+ }
}
float turret_stdproc_firecheck()
{
// This one just dont care =)
- if (self.firecheck_flags & TFL_FIRECHECK_NO)
+ if (self.firecheck_flags & TFL_FIRECHECK_NO)
return 1;
if (self.enemy == world)
if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
if (self.volly_counter != self.shot_volly)
if(self.ammo >= self.shot_dmg)
- return 1;
+ return 1;
// Lack of zombies makes shooting dead things unnecessary :P
if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
if (self.enemy.ammo >= self.enemy.ammo_max)
return 0;
-
+
// Target of opertunity?
if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
{
self.enemy = self.tur_impactent;
return 1;
- }
+ }
if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
{
// To close?
if (self.tur_dist_aimpos < self.target_range_min)
- if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
+ if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
return 1; // Target of opertunity?
- else
- return 0;
+ else
+ return 0;
}
// Try to avoid FF?
float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
{
vector v_tmp;
-
+
//if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
// return -0.5;
if(e_target.owner == e_turret)
return -0.5;
- if not(checkpvs(e_target.origin, e_turret))
- return -1;
+ if (!checkpvs(e_target.origin, e_turret))
+ return -1;
- if not (e_target)
+ if (!e_target)
return -2;
if(g_onslaught)
return -5;
// Cant touch this
- if(e_target.vehicle_flags & VHF_ISVEHICLE)
+ if(e_target.vehicle_flags & VHF_ISVEHICLE)
{
if (e_target.vehicle_health <= 0)
return -6;
// player
if (IS_CLIENT(e_target))
{
- if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
+ if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
return -7;
if (e_target.deadflag != DEAD_NO)
// Missile
if (e_target.flags & FL_PROJECTILE)
- if not (validate_flags & TFL_TARGETSELECT_MISSILES)
+ if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
return -10;
if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
- if not (e_target.flags & FL_PROJECTILE)
+ if (!(e_target.flags & FL_PROJECTILE))
return -10.5;
// Team check
e = findradius(self.origin, self.target_range);
// Nothing to aim at?
- if (!e)
+ if (!e)
return world;
while (e)
entity e;
self.nextthink = time + self.ticrate;
-
+
// ONS uses somewhat backwards linking.
if (teamplay)
{
#endif
// Handle ammo
- if not (self.spawnflags & TSF_NO_AMMO_REGEN)
+ if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
if (self.ammo < self.ammo_max)
self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
-
+
// Inactive turrets needs to run the think loop,
// So they can handle animation and wake up if need be.
- if not (self.active)
+ if (!self.active)
{
turret_stdproc_track();
return;
// This one is doing something.. oddball. assume its handles what needs to be handled.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
if(self.volly_counter != self.shot_volly)
{
// Predict or whatnot
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
if (self.enemy == world)
{
// Turn & pitch
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
// do any per-turret stuff
self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
// Predict?
- if not(self.aim_flags & TFL_AIM_NO)
+ if (!(self.aim_flags & TFL_AIM_NO))
self.tur_aimpos = turret_stdproc_aim_generic();
// Turn & pitch?
- if not(self.track_flags & TFL_TRACK_NO)
+ if (!(self.track_flags & TFL_TRACK_NO))
turret_stdproc_track();
turret_do_updates(self);
// Are turrets allowed?
if (autocvar_g_turrets == 0)
return 0;
-
+
if(_turret_type < 1 || _turret_type > TID_LAST)
{
dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
return 0;
- }
+ }
self.turret_type = _turret_type;
-
+
e = find(world, classname, "turret_manager");
- if not (e)
+ if (!e)
{
e = spawn();
e.classname = "turret_manager";
e.think = turrets_manager_think;
e.nextthink = time + 2;
}
-
- if not (self.spawnflags & TSF_SUSPENDED)
+
+ if (!(self.spawnflags & TSF_SUSPENDED))
builtin_droptofloor(); // why can't we use regular droptofloor here?
// Terrainbase spawnflag. This puts a enlongated model
load_unit_settings(self, self.cvar_basename, 0);
self.effects = EF_NODRAW;
-
+
// Handle turret teams.
- if not (teamplay)
+ if (!teamplay)
self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
else if(g_onslaught && self.targetname)
{
* if it hits a glitch in my logic :P so try to set as mutch
* as possible beforehand.
*/
- if not(self.ticrate)
- {
+ if (!self.ticrate)
+ {
if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
else
self.ticrate = 0.1; // 10 fps for normal turrets
}
-
+
self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
// General stuff
if (self.netname == "")
self.netname = self.classname;
- if not (self.respawntime)
+ if (!self.respawntime)
self.respawntime = 60;
self.respawntime = max(-1, self.respawntime);
- if not (self.health)
+ if (!self.health)
self.health = 1000;
self.tur_health = max(1, self.health);
- if not (self.turrcaps_flags)
+ if (!self.turrcaps_flags)
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
- if not (self.damage_flags)
+ if (!self.damage_flags)
self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
// Shot stuff.
- if not (self.shot_refire)
+ if (!self.shot_refire)
self.shot_refire = 1;
self.shot_refire = bound(0.01, self.shot_refire, 9999);
- if not (self.shot_dmg)
+ if (!self.shot_dmg)
self.shot_dmg = self.shot_refire * 50;
self.shot_dmg = max(1, self.shot_dmg);
- if not (self.shot_radius)
+ if (!self.shot_radius)
self.shot_radius = self.shot_dmg * 0.5;
self.shot_radius = max(1, self.shot_radius);
- if not (self.shot_speed)
+ if (!self.shot_speed)
self.shot_speed = 2500;
self.shot_speed = max(1, self.shot_speed);
- if not (self.shot_spread)
+ if (!self.shot_spread)
self.shot_spread = 0.0125;
self.shot_spread = bound(0.0001, self.shot_spread, 500);
- if not (self.shot_force)
+ if (!self.shot_force)
self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
self.shot_force = bound(0.001, self.shot_force, 5000);
- if not (self.shot_volly)
+ if (!self.shot_volly)
self.shot_volly = 1;
self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
- if not (self.shot_volly_refire)
+ if (!self.shot_volly_refire)
self.shot_volly_refire = self.shot_refire * self.shot_volly;
self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
- if not (self.firecheck_flags)
+ if (!self.firecheck_flags)
self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE;
// Range stuff.
- if not (self.target_range)
+ if (!self.target_range)
self.target_range = self.shot_speed * 0.5;
self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
- if not (self.target_range_min)
+ if (!self.target_range_min)
self.target_range_min = self.shot_radius * 2;
self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
- if not (self.target_range_optimal)
+ if (!self.target_range_optimal)
self.target_range_optimal = self.target_range * 0.5;
self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
// Aim stuff.
- if not (self.aim_maxrot)
+ if (!self.aim_maxrot)
self.aim_maxrot = 90;
self.aim_maxrot = bound(0, self.aim_maxrot, 360);
- if not (self.aim_maxpitch)
+ if (!self.aim_maxpitch)
self.aim_maxpitch = 20;
self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
- if not (self.aim_speed)
+ if (!self.aim_speed)
self.aim_speed = 36;
self.aim_speed = bound(0.1, self.aim_speed, 1000);
- if not (self.aim_firetolerance_dist)
+ if (!self.aim_firetolerance_dist)
self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
- if not (self.aim_flags)
+ if (!self.aim_flags)
{
self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
self.aim_flags |= TFL_AIM_GROUNDGROUND;
}
- if not (self.track_type)
+ if (!self.track_type)
self.track_type = TFL_TRACKTYPE_STEPMOTOR;
if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
// Fluid / Ineria mode. Looks mutch nicer.
// Can reduce aim preformance alot, needs a bit diffrent aimspeed
- if not (self.aim_speed)
+ if (!self.aim_speed)
self.aim_speed = 180;
self.aim_speed = bound(0.1, self.aim_speed, 1000);
- if not (self.track_accel_pitch)
+ if (!self.track_accel_pitch)
self.track_accel_pitch = 0.5;
- if not (self.track_accel_rot)
+ if (!self.track_accel_rot)
self.track_accel_rot = 0.5;
- if not (self.track_blendrate)
+ if (!self.track_blendrate)
self.track_blendrate = 0.35;
}
// Target selection stuff.
- if not (self.target_select_rangebias)
+ if (!self.target_select_rangebias)
self.target_select_rangebias = 1;
self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
- if not (self.target_select_samebias)
+ if (!self.target_select_samebias)
self.target_select_samebias = 1;
self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
- if not (self.target_select_anglebias)
+ if (!self.target_select_anglebias)
self.target_select_anglebias = 1;
self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
- if not (self.target_select_missilebias)
+ if (!self.target_select_missilebias)
self.target_select_missilebias = -10;
self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
- if not (self.target_select_flags)
+ if (!self.target_select_flags)
{
self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
| TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
self.target_validate_flags = self.target_select_flags;
// Ammo stuff
- if not (self.ammo_max)
+ if (!self.ammo_max)
self.ammo_max = self.shot_dmg * 10;
self.ammo_max = max(self.shot_dmg, self.ammo_max);
- if not (self.ammo)
+ if (!self.ammo)
self.ammo = self.shot_dmg * 5;
self.ammo = bound(0,self.ammo, self.ammo_max);
- if not (self.ammo_recharge)
+ if (!self.ammo_recharge)
self.ammo_recharge = self.shot_dmg * 0.5;
self.ammo_recharge = max(0 ,self.ammo_recharge);
// Convert the recharge from X per sec to X per ticrate
self.ammo_recharge = self.ammo_recharge * self.ticrate;
- if not (self.ammo_flags)
+ if (!self.ammo_flags)
self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
// Damage stuff
if(self.spawnflags & TSL_NO_RESPAWN)
- if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
+ if (!(self.damage_flags & TFL_DMG_DEATH_NORESPAWN))
self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
// Offsets & origins
if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
-
+
if (!self.health)
self.health = 150;
self.tur_head.movetype = MOVETYPE_NOCLIP;
// Defend mode?
- if not (self.tur_defend)
+ if (!self.tur_defend)
if (self.target != "")
{
self.tur_defend = find(world, targetname, self.target);
self.turret_firecheckfunc = turret_stdproc_firecheck;
self.turret_firefunc = turret_stdproc_fire;
self.event_damage = turret_stdproc_damage;
-
+
if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
self.turret_score_target = turret_stdproc_targetscore_support;
else
activator = ee;
self.use();
}
-
+
turret_link();
- turret_stdproc_respawn();
+ turret_stdproc_respawn();
turret_tag_fire_update();
-
+
return 1;
}
if(self.enemy != world)
if(vlen(self.origin - self.enemy.origin) < self.owner.shot_radius * 3)
setorigin(self,self.enemy.origin + randomvec() * self.owner.shot_radius);
-
+
#ifdef TURRET_DEBUG
float d;
- d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ d = RadiusDamage (self, self.owner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
#else
- RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, self.owner.shot_force, self.totalfrags, world);
+ RadiusDamage (self, self.realowner, self.owner.shot_dmg, self.owner.shot_dmg, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
#endif
remove(self);
}
entity proj;
turret_tag_fire_update();
-
- proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
+
+ proj = turret_projectile("weapons/hagar_fire.wav", 5, 0, DEATH_TURRET_FLAC, PROJECTILE_HAGAR, TRUE, TRUE);
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
proj.think = turret_flac_projectile_think_explode;
proj.nextthink = time + self.tur_impacttime + (random() * 0.01 - random() * 0.01);
proj.missile_flags = MIF_SPLASH | MIF_PROXY;
-
+
self.tur_head.frame = self.tur_head.frame + 1;
- if (self.tur_head.frame >= 4)
+ if (self.tur_head.frame >= 4)
self.tur_head.frame = 0;
}
void turret_flac_dinit()
{
- if (self.netname == "")
+ if (self.netname == "")
self.netname = "FLAC Cannon";
self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_FASTPROJ | TFL_TURRCAPS_MISSILEKILL;
self.ammo_flags = TFL_AMMO_ROCKETS | TFL_AMMO_RECHARGE;
self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-
+
if (turret_stdproc_init("flac_std", "models/turrets/base.md3", "models/turrets/flac.md3", TID_FLAC) == 0)
{
remove(self);
self.damage_flags |= TFL_DMG_HEADSHAKE;
self.target_select_flags |= TFL_TARGETSELECT_NOTURRETS | TFL_TARGETSELECT_MISSILESONLY;
-
+
// Our fire routine
self.turret_firefunc = turret_flac_attack;
//.float bulletcounter;
void turret_machinegun_attack()
{
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, autocvar_g_balance_uzi_bulletconstant);
++ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated,self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_MACHINEGUN, 0, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
endFireBallisticBullet();
UziFlash();
self.ammo_flags = TFL_AMMO_BULLETS | TFL_AMMO_RECHARGE | TFL_AMMO_RECIVE;
self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL;
self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
-
- if not (autocvar_g_antilag_bullets)
- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
+
+ self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
if (turret_stdproc_init("machinegun_std", "models/turrets/base.md3", "models/turrets/machinegun.md3", TID_MACHINEGUN) == 0)
{
{
vector where;
entity e;
-
+
makevectors(self.angles);
where = self.origin + v_forward * 128;
e = findradius(where,32);
- while (e)
+ while (e)
{
if (turret_validate_target(self, e, self.target_validate_flags))
if (e != self && e.owner != self)
}
void walker_rocket_explode()
{
- RadiusDamage (self, self.owner, autocvar_g_turrets_unit_walker_std_rocket_dmg, 0, autocvar_g_turrets_unit_walker_std_rocket_radius, self, autocvar_g_turrets_unit_walker_std_rocket_force, DEATH_TURRET_WALK_ROCKET, world);
+ RadiusDamage (self, self.owner, autocvar_g_turrets_unit_walker_std_rocket_dmg, 0, autocvar_g_turrets_unit_walker_std_rocket_radius, self, world, autocvar_g_turrets_unit_walker_std_rocket_force, DEATH_TURRET_WALK_ROCKET, world);
+
remove (self);
}
{
self.health = self.health - damage;
self.velocity = self.velocity + vforce;
-
+
if (self.health <= 0)
W_PrepareExplosionByDamage(self.owner, walker_rocket_explode);
}
void walker_fire_rocket(vector org)
{
entity rocket;
-
+
fixedmakevectors(self.angles);
te_explosion (org);
rocket.tur_shotorg = randomvec() * 512;
rocket.cnt = time + 1;
rocket.enemy = self.enemy;
-
+
if (random() < 0.01)
rocket.think = walker_rocket_loop;
else
rocket.solid = SOLID_BBOX;
rocket.tur_health = time + 9;
rocket.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_GUIDED_HEAT;
-
+
CSQCProjectile(rocket, FALSE, PROJECTILE_ROCKET, FALSE); // no culling, has fly sound
}
if(self.enemy)
{
self.enemy_last_loc = _target;
- self.enemy_last_time = time;
+ self.enemy_last_time = time;
}
}
walker_move_to(self.moveto, 0);
#else
- if (vlen(self.origin - self.pathcurrent.origin) < 64)
+ if (vlen(self.origin - self.pathcurrent.origin) < 64)
self.pathcurrent = self.pathcurrent.enemy;
-
+
if(!self.pathcurrent)
return;
-
+
self.moveto = self.pathcurrent.origin;
self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
walker_move_to(self.moveto, 0);
{
if(vlen(self.origin - self.enemy_last_loc) < 128 || time - self.enemy_last_time > 10)
self.enemy_last_time = 0;
- else
+ else
walker_move_to(self.enemy_last_loc, 0);
}
else
- {
+ {
if(self.animflag != ANIM_NO)
- {
+ {
traceline(self.origin + '0 0 64', self.origin + '0 0 64' + v_forward * 128, MOVE_NORMAL, self);
-
+
if(trace_fraction != 1.0)
self.tur_head.idletime = -1337;
else
{
- traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
+ traceline(trace_endpos, trace_endpos - '0 0 256', MOVE_NORMAL, self);
if(trace_fraction == 1.0)
self.tur_head.idletime = -1337;
}
-
+
if(self.tur_head.idletime == -1337)
{
- self.moveto = self.origin + randomvec() * 256;
+ self.moveto = self.origin + randomvec() * 256;
self.tur_head.idletime = 0;
}
self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
- self.moveto_z = self.origin_z + 64;
+ self.moveto_z = self.origin_z + 64;
walker_move_to(self.moveto, 0);
- }
-
+ }
+
if(self.idletime < time)
{
if(random() < 0.5 || !(self.spawnflags & TSL_ROAM))
{
self.animflag = ANIM_WALK;
self.idletime = time + 4 + random() * 2;
- self.moveto = self.origin + randomvec() * 256;
+ self.moveto = self.origin + randomvec() * 256;
self.tur_head.moveto = self.moveto;
self.tur_head.idletime = 0;
}
}
- }
+ }
}
}
else
if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_meele_range && self.animflag != ANIM_MEELE)
{
vector wish_angle;
-
- wish_angle = angleofs(self, self.enemy);
+
+ wish_angle = angleofs(self, self.enemy);
if (self.animflag != ANIM_SWIM)
if (fabs(wish_angle_y) < 15)
{
}
}
else if (self.tur_head.attack_finished_single < time)
- {
+ {
if(self.tur_head.shot_volly)
{
self.animflag = ANIM_NO;
-
+
self.tur_head.shot_volly = self.tur_head.shot_volly -1;
if(self.tur_head.shot_volly == 0)
self.tur_head.attack_finished_single = time + autocvar_g_turrets_unit_walker_std_rocket_refire;
else
self.tur_head.attack_finished_single = time + 0.2;
-
+
if(self.tur_head.shot_volly > 1)
walker_fire_rocket(gettaginfo(self, gettagindex(self, "tag_rocket01")));
else
}
else
{
- if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_rockets_range_min)
+ if (self.tur_dist_enemy > autocvar_g_turrets_unit_walker_std_rockets_range_min)
if (self.tur_dist_enemy < autocvar_g_turrets_unit_walker_std_rockets_range)
self.tur_head.shot_volly = 4;
}
}
else
- {
+ {
if (self.animflag != ANIM_MEELE)
walker_move_to(self.enemy.origin, self.tur_dist_enemy);
}
real_angle = vectoangles(self.steerto) - self.angles;
vz = self.velocity_z;
-
+
switch (self.animflag)
{
case ANIM_NO:
case ANIM_PAIN:
if(self.frame != ANIM_PAIN)
defer(0.25, walker_setnoanim);
-
+
break;
case ANIM_MEELE:
case ANIM_SWIM:
turny = autocvar_g_turrets_unit_walker_turn_swim;
turnx = autocvar_g_turrets_unit_walker_turn_swim;
-
+
self.angles_x += bound(-10, shortangle_f(real_angle_x, self.angles_x), 10);
movelib_move_simple(v_forward, autocvar_g_turrets_unit_walker_speed_swim, 0.3);
vz = self.velocity_z + sin(time * 4) * 8;
movelib_move_simple(v_forward ,autocvar_g_turrets_unit_walker_speed_roam, 0.5);
break;
}
-
+
if(turny)
- {
+ {
turny = bound( turny * -1, shortangle_f(real_angle_y, self.angles_y), turny );
self.angles_y += turny;
}
if(turnx)
- {
+ {
turnx = bound( turnx * -1, shortangle_f(real_angle_x, self.angles_x), turnx );
self.angles_x += turnx;
}
- self.velocity_z = vz;
+ self.velocity_z = vz;
}
-
+
if(self.origin != self.oldorigin)
self.SendFlags |= TNSF_MOVE;
-
+
self.oldorigin = self.origin;
turrets_setframe(self.animflag, FALSE);
}
void walker_attack()
{
sound (self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, 1, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
- fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, autocvar_g_balance_uzi_bulletconstant);
++ fireBallisticBullet (self.tur_shotorg, self.tur_shotdir_updated, self.shot_spread, self.shot_speed, 5, self.shot_dmg, self.shot_force, DEATH_TURRET_WALK_GUN, 0, WEP_CVAR(uzi, bulletconstant)); // WEAPONTODO
endFireBallisticBullet();
pointparticles(particleeffectnum("laser_muzzleflash"), self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
}
// Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
if(self.movetype != MOVETYPE_WALK)
return;
-
+
setorigin(self, self.pos1);
self.angles = self.pos2;
-
+
if (self.target != "")
{
e = find(world, targetname, self.target);
self.turrcaps_flags = TFL_TURRCAPS_PLAYERKILL | TFL_TURRCAPS_MOVE ;
self.aim_flags = TFL_AIM_LEAD;
- if (autocvar_g_antilag_bullets)
- self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
- else
- self.aim_flags |= TFL_AIM_SHOTTIMECOMPENSATE;
+ self.turrcaps_flags |= TFL_TURRCAPS_HITSCAN;
self.turret_respawnhook = walker_respawnhook;
self.damagedbycontents = TRUE;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
+ self.takedamage = DAMAGE_AIM;
setorigin(self, self.origin);
tracebox(self.origin + '0 0 128', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_NORMAL, self);
setorigin(self, trace_endpos + '0 0 4');
self = vehic;
-
-
+
+
vehic.solid = SOLID_NOT;
//setorigin(gunner, vehic.origin);
gunner.velocity = vehic.velocity;
-
+
float _in, _out;
vehic.angles_x *= -1;
makevectors(vehic.angles);
{
_in = autocvar_g_vehicle_bumblebee_cannon_turnlimit_out;
_out = autocvar_g_vehicle_bumblebee_cannon_turnlimit_in;
- setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
+ setorigin(gunner, vehic.origin + v_up * -16 + v_forward * -16 + v_right * -128);
}
-
+
crosshair_trace(gunner);
vector _ct = trace_endpos;
vector ad;
WriteAngle(MSG_ONE, self.vehicle.angles_y);
WriteAngle(MSG_ONE, 0);
}
-
+
CSQCVehicleSetup(self, HUD_NORMAL);
setsize(self, PL_MIN, PL_MAX);
if(self == self.vehicle.owner.gunner1)
{
- self.vehicle.owner.gunner1 = world;
+ self.vehicle.owner.gunner1 = world;
}
else if(self == self.vehicle.owner.gunner2)
{
- self.vehicle.owner.gunner2 = world;
+ self.vehicle.owner.gunner2 = world;
v_right *= -1;
- }
+ }
else
dprint("^1self != gunner1 or gunner2, this is a BIG PROBLEM, tell tZork this happend.\n");
-
+
vector spot = self.vehicle.owner.origin + + v_up * 128 + v_right * 300;
spot = vehicles_findgoodexit(spot);
//setorigin(self , spot);
_gun.vehicle_hudmodel.viewmodelforclient = other;
CSQCVehicleSetup(other, other.hud);
-
+
vh_player = other;
vh_vehicle = _gun;
MUTATOR_CALLHOOK(VehicleEnter);
float vehicles_valid_pilot()
{
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return FALSE;
if(other.deadflag != DEAD_NO)
if(other.vehicle != world)
return FALSE;
- if not(IS_REAL_CLIENT(other))
+ if (!IS_REAL_CLIENT(other))
if(!autocvar_g_vehicles_allow_bots)
return FALSE;
// Pitch
ftmp = 0;
- if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
+ if(pilot.movement_x > 0 && vang_x < autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = 4;
- else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
+ else if(pilot.movement_x < 0 && vang_x > -autocvar_g_vehicle_bumblebee_pitchlimit)
ftmp = -8;
newvel_x = bound(-autocvar_g_vehicle_bumblebee_pitchlimit, newvel_x , autocvar_g_vehicle_bumblebee_pitchlimit);
vehic.velocity += newvel * frametime;
pilot.velocity = pilot.movement = vehic.velocity;
-
+
if(autocvar_g_vehicle_bumblebee_healgun_locktime)
- {
+ {
if(vehic.tur_head.lock_time < time || vehic.tur_head.enemy.deadflag)
vehic.tur_head.enemy = world;
}
}
else
- {
+ {
vehic.tur_head.enemy = trace_ent;
vehic.tur_head.lock_time = time + autocvar_g_vehicle_bumblebee_healgun_locktime;
}
}
-
+
if(vehic.tur_head.enemy)
{
- trace_endpos = real_origin(vehic.tur_head.enemy);
- UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
+ trace_endpos = real_origin(vehic.tur_head.enemy);
+ UpdateAuxiliaryXhair(pilot, trace_endpos, '0 0.75 0', 0);
}
}
-
+
vang = vehicle_aimturret(vehic, trace_endpos, self.gun3, "fire",
autocvar_g_vehicle_bumblebee_raygun_pitchlimit_down * -1, autocvar_g_vehicle_bumblebee_raygun_pitchlimit_up,
autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides * -1, autocvar_g_vehicle_bumblebee_raygun_turnlimit_sides, autocvar_g_vehicle_bumblebee_raygun_turnspeed);
{
vehic.gun3.enemy.realowner = pilot;
vehic.gun3.enemy.effects &= ~EF_NODRAW;
-
+
vehic.gun3.enemy.hook_start = gettaginfo(vehic.gun3, gettagindex(vehic.gun3, "fire"));
vehic.gun3.enemy.SendFlags |= BRG_START;
-
+
traceline(vehic.gun3.enemy.hook_start, vehic.gun3.enemy.hook_start + v_forward * autocvar_g_vehicle_bumblebee_raygun_range, MOVE_NORMAL, vehic);
-
+
if(trace_ent)
{
if(autocvar_g_vehicle_bumblebee_raygun)
}
}
}
-
+
vehic.gun3.enemy.hook_end = trace_endpos;
setorigin(vehic.gun3.enemy, trace_endpos);
vehic.gun3.enemy.SendFlags |= BRG_END;
-
+
vehic.wait = time + 1;
}
else
vehic.gun3.enemy = world;
}
*/
-
+
VEHICLE_UPDATE_PLAYER(pilot, health, bumblebee);
VEHICLE_UPDATE_PLAYER(pilot, energy, bumblebee);
if(vehic.vehicle_flags & VHF_HASSHIELD)
VEHICLE_UPDATE_PLAYER(pilot, shield, bumblebee);
-
+
vehic.angles_x *= -1;
makevectors(vehic.angles);
vehic.angles_x *= -1;
void bumb_think()
{
self.movetype = MOVETYPE_TOSS;
-
+
//self.velocity = self.velocity * 0.5;
self.angles_z *= 0.8;
self.angles_x *= 0.8;
-
+
self.nextthink = time + 0.05;
-
+
if(!self.owner)
{
- entity oldself = self;
+ entity oldself = self;
if(self.gunner1)
{
self = self.gunner1;
other = oldother;
return;
}
-
+
if(self.gunner2)
{
self = self.gunner2;
self.touch();
other = oldother;
return;
- }
+ }
}
-
+
}
void bumb_enter()
self.touch = vehicles_touch;
self.think = bumb_think;
self.nextthink = time;
-
+
if(!self.owner)
return;
-
+
fixedmakevectors(self.angles);
vector spot;
- if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
+ if(vlen(self.velocity) > autocvar_g_vehicle_bumblebee_speed_forward * 0.5)
spot = self.origin + v_up * 128 + v_forward * 200;
else
spot = self.origin + v_up * 128 - v_forward * 200;
-
+
spot = vehicles_findgoodexit(spot);
-
+
// Hide beam
if(self.gun3.enemy || !wasfreed(self.gun3.enemy)) {
self.gun3.enemy.effects |= EF_NODRAW;
self.owner.velocity = 0.75 * self.vehicle.velocity + normalize(spot - self.vehicle.origin) * 200;
self.owner.velocity_z += 10;
setorigin(self.owner, spot);
-
+
antilag_clear(self.owner);
self.owner = world;
}
{
RadiusDamage(self, self.enemy, autocvar_g_vehicle_bumblebee_blowup_coredamage,
autocvar_g_vehicle_bumblebee_blowup_edgedamage,
- autocvar_g_vehicle_bumblebee_blowup_radius, self,
+ autocvar_g_vehicle_bumblebee_blowup_radius, self, world,
autocvar_g_vehicle_bumblebee_blowup_forceintensity,
DEATH_VH_BUMB_DEATH, world);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
-
+
if(self.owner.deadflag == DEAD_DYING)
self.owner.deadflag = DEAD_DEAD;
-
+
remove(self);
}
void bumb_die()
{
entity oldself = self;
-
+
// Hide beam
if(self.gun3.enemy || !wasfreed(self.gun3.enemy))
self.gun3.enemy.effects |= EF_NODRAW;
-
+
if(self.gunner1)
{
self = self.gunner1;
_body.touch = bumb_blowup;
else
_body.touch = func_null;
-
+
_body.think = bumb_diethink;
_body.nextthink = time;
_body.wait = time + 2 + (random() * 8);
_body.owner = self;
_body.enemy = self.enemy;
-
+
pointparticles(particleeffectnum("explosion_medium"), findbetterlocation(self.origin, 16), '0 0 0', 1);
-
+
self.health = 0;
self.event_damage = func_null;
self.solid = SOLID_CORPSE;
self.nextthink = 0;
setorigin(self, self.pos1);
-
}
void bumb_impact()
{
if(autocvar_g_vehicle_bumblebee_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
- autocvar_g_vehicle_bumblebee_bouncepain_y,
+ vehilces_impact(autocvar_g_vehicle_bumblebee_bouncepain_x,
+ autocvar_g_vehicle_bumblebee_bouncepain_y,
autocvar_g_vehicle_bumblebee_bouncepain_z);
}
setorigin(self.gun2.vehicle_viewport, '-85 0 50');
self.scale = 1.5;
-
+
// Raygun beam
if(self.gun3.enemy == world)
- {
+ {
self.gun3.enemy = spawn();
Net_LinkEntity(self.gun3.enemy, TRUE, 0, bumble_raygun_send);
- self.gun3.enemy.SendFlags = BRG_SETUP;
- self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
+ self.gun3.enemy.SendFlags = BRG_SETUP;
+ self.gun3.enemy.cnt = autocvar_g_vehicle_bumblebee_raygun;
self.gun3.enemy.effects = EF_NODRAW | EF_LOWPRECISION;
}
}
self.movetype = MOVETYPE_TOSS;
self.vehicle_impact = bumb_impact;
self.damageforcescale = 0.025;
-
+
setorigin(self, self.origin + '0 0 25');
}
if(autocvar_g_vehicle_bumblebee_health_regen)
self.vehicle_flags |= VHF_HEALTHREGEN;
- if not(vehicle_initialize(
+ if(!vehicle_initialize(
"Bumblebee", "models/vehicles/bumblebee_body.dpm",
"", "models/vehicles/spiderbot_cockpit.dpm", "", "", "tag_viewport",
HUD_BUMBLEBEE, BUMB_MIN, BUMB_MAX, FALSE,
_len = vlen(self.origin - self.move_origin);
_dir = normalize(self.move_origin - self.origin);
-
+
if(self.total_damages < time)
{
boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
self.cnt = ReadByte();
self.team = ReadByte();
self.cnt = ReadByte();
-
+
if(self.cnt)
self.colormod = '1 0 0';
else
self.colormod = '0 1 0';
self.traileffect = particleeffectnum("healray_muzzleflash");
- self.lip = particleeffectnum("healray_impact");
+ self.lip = particleeffectnum("healray_impact");
self.draw = bumble_raygun_draw;
}
-
-
+
+
if(sf & BRG_START)
{
self.origin_x = ReadCoord();
return;
}
- if not (self.realowner.vehicle)
+ if (!self.realowner.vehicle)
{
UpdateCSQCProjectile(self);
return;
return;
}
- if not (self.realowner.vehicle)
+ if (!self.realowner.vehicle)
{
UpdateCSQCProjectile(self);
return;
self.movetype = MOVETYPE_BOUNCE;
sound (self.tur_head, CH_TRIGGER_SINGLE, "misc/null.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
- if not (self.owner)
+ if (!self.owner)
return;
makevectors(self.angles);
RadiusDamage (self, self.enemy, autocvar_g_vehicle_racer_blowup_coredamage,
autocvar_g_vehicle_racer_blowup_edgedamage,
- autocvar_g_vehicle_racer_blowup_radius, world,
+ autocvar_g_vehicle_racer_blowup_radius, world, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
DEATH_VH_WAKI_DEATH, world);
{
remove(self);
return;
- }
-
+ }
+
self.vehicle_flags |= VHF_DMGSHAKE;
self.vehicle_flags |= VHF_DMGROLL;
if(autocvar_g_vehicle_racer_health_regen)
self.vehicle_flags |= VHF_HEALTHREGEN;
- if not (vehicle_initialize(
+ if(!vehicle_initialize(
"Wakizashi",
"models/vehicles/wakizashi.dpm",
"null", // we need this so tur_head is networked and usable for sounds
racer_frame,
racer_enter, racer_exit,
racer_die, racer_think,
- TRUE,
+ TRUE,
autocvar_g_vehicle_racer_health,
autocvar_g_vehicle_racer_shield))
{
{
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
- autocvar_g_vehicle_raptor_bomblet_radius, world,
+ autocvar_g_vehicle_raptor_bomblet_radius, world, world,
autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
remove(self);
}
if(self.owner.flagcarried)
setorigin(self.owner.flagcarried, '-20 0 96');
-
+
CSQCVehicleSetup(self.owner, 0);
}
void raptor_land()
- {
+ {
float hgt;
-
- hgt = raptor_altitude(512);
+
+ hgt = raptor_altitude(512);
self.velocity = (self.velocity * 0.9) + ('0 0 -1800' * (hgt / 256) * sys_frametime);
self.angles_x *= 0.95;
self.angles_z *= 0.95;
self.nextthink = time;
}
- if not (self.owner)
+ if (!self.owner)
return;
-
+
makevectors(self.angles);
if(eject)
{
self.owner.oldvelocity = self.owner.velocity;
setorigin(self.owner , spot);
}
-
- antilag_clear(self.owner);
+
+ antilag_clear(self.owner);
self.owner = world;
}
float raptor_takeoff()
{
entity player, raptor;
-
+
player = self;
raptor = self.vehicle;
self = raptor;
if(self.sound_nexttime < time)
- {
+ {
self.sound_nexttime = time + 7.955812; //soundlength("vehicles/raptor_fly.wav");
sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
- }
+ }
// Takeoff sequense
if(raptor.frame < 25)
_missile.enemy = self;
_missile = _missile.chain;
}
-
+
if(self.tur_impacttime < time)
remove(self);
}
entity player, raptor;
float ftmp = 0;
vector df;
-
+
if(intermission_running)
return 1;
vehicles_painframe();
/*
ftmp = vlen(self.velocity);
- if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
+ if(ftmp > autocvar_g_vehicle_raptor_speed_forward)
ftmp = 1;
- else
+ else
ftmp = ftmp / autocvar_g_vehicle_raptor_speed_forward;
*/
-
+
if(self.sound_nexttime < time)
- {
- self.sound_nexttime = time + 7.955812;
+ {
+ self.sound_nexttime = time + 7.955812;
//sound (self.tur_head, CH_TRIGGER_SINGLE, "vehicles/raptor_fly.wav", 1 - ftmp, ATTEN_NORM );
- sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, "vehicles/raptor_speed.wav", 1, ATTEN_NORM);
self.wait = ftmp;
- }
+ }
/*
else if(fabs(ftmp - self.wait) > 0.2)
{
sound (self.tur_head, CH_TRIGGER_SINGLE, "", 1 - ftmp, ATTEN_NORM );
- sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, "", ftmp, ATTEN_NORM);
self.wait = ftmp;
}
*/
-
+
if(raptor.deadflag != DEAD_NO)
{
self = player;
{
if(raptor.gun1.lock_time < time || raptor.gun1.enemy.deadflag)
raptor.gun1.enemy = world;
-
+
if(trace_ent)
if(trace_ent.movetype)
if(trace_ent.takedamage)
}
}
else
- {
+ {
raptor.gun1.enemy = trace_ent;
raptor.gun1.lock_time = time + 0.5;
}
}
-
+
if(raptor.gun1.enemy)
{
float i, distance, impact_time;
vector _vel = raptor.gun1.enemy.velocity;
if(raptor.gun1.enemy.movetype == MOVETYPE_WALK)
_vel_z *= 0.1;
-
+
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
{
ad = vf;
impact_time = distance / autocvar_g_vehicle_raptor_cannon_speed;
ad = vf + _vel * impact_time;
}
- trace_endpos = ad;
+ trace_endpos = ad;
}
else
- trace_endpos = vf;
+ trace_endpos = vf;
}
}
else if(autocvar_g_vehicle_raptor_cannon_locktarget == 1)
}
- vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
- autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun1, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
- vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
- autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
+ vehicle_aimturret(raptor, trace_endpos, raptor.gun2, "fire1",
+ autocvar_g_vehicle_raptor_cannon_pitchlimit_down * -1, autocvar_g_vehicle_raptor_cannon_pitchlimit_up,
autocvar_g_vehicle_raptor_cannon_turnlimit * -1, autocvar_g_vehicle_raptor_cannon_turnlimit, autocvar_g_vehicle_raptor_cannon_turnspeed);
/*
traceline(ad, ad + v_forward * MAX_SHOT_DISTANCE, MOVE_NORMAL, raptor);
UpdateAuxiliaryXhair(player, trace_endpos, '0 1 0', 0);
*/
-
+
if(player.BUTTON_ATCK)
if(raptor.attack_finished_single <= time)
if(raptor.vehicle_energy > autocvar_g_vehicle_raptor_cannon_cost)
raptor_bombdrop();
raptor.delay = time + autocvar_g_vehicle_raptor_bombs_refire;
raptor.lip = time;
- }
+ }
}
else
{
{
float i;
entity _flare;
-
+
for(i = 0; i < 3; ++i)
{
_flare = spawn();
- setmodel(_flare, "models/runematch/rune.mdl");
+ setmodel(_flare, "models/runematch/rune.mdl");
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
setorigin(_flare, self.origin - '0 0 16');
raptor.lip = time;
}
}
-
+
raptor.bomb1.alpha = raptor.bomb2.alpha = (time - raptor.lip) / (raptor.delay - raptor.lip);
player.vehicle_reload2 = bound(0, raptor.bomb1.alpha * 100, 100);
_missile = _missile.chain;
}
-
+
if(_incomming)
sound(self, CH_PAIN_SINGLE, "vehicles/missile_alarm.wav", VOL_BASE, ATTEN_NONE);
-
+
self.bomb1.cnt = time + 1;
}
-
+
VEHICLE_UPDATE_PLAYER(player, health, raptor);
VEHICLE_UPDATE_PLAYER(player, energy, raptor);
VEHICLE_UPDATE_PLAYER(player, shield, raptor);
player.BUTTON_ATCK = player.BUTTON_ATCK2 = player.BUTTON_CROUCH = 0;
-
+
self = player;
return 1;
}
{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world);
+
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_RAPT_DEATH, world);
self.alpha = -1;
self.movetype = MOVETYPE_NONE;
{
if(time >= self.wait)
self.think = raptor_blowup;
-
+
if(random() < 0.1)
{
sound (self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
self.think = raptor_diethink;
self.nextthink = time;
self.wait = time + 5 + (random() * 5);
-
+
pointparticles(particleeffectnum("explosion_medium"), findbetterlocation (self.origin, 16), '0 0 0', 1);
self.velocity_z += 600;
switch(_imp)
{
case 10:
- case 15:
+ case 15:
case 18:
self.vehicle.vehicle_weapon2mode += 1;
if(self.vehicle.vehicle_weapon2mode > RSM_LAST)
self.vehicle.vehicle_weapon2mode = RSM_FIRST;
-
+
CSQCVehicleSetup(self, 0);
return TRUE;
case 12:
self.vehicle.vehicle_weapon2mode -= 1;
if(self.vehicle.vehicle_weapon2mode < RSM_FIRST)
self.vehicle.vehicle_weapon2mode = RSM_LAST;
-
+
CSQCVehicleSetup(self, 0);
return TRUE;
- /*
+ /*
case 17: // toss gun, could be used to exit?
break;
case 20: // Manual minigun reload?
break;
*/
- }
+ }
return FALSE;
}
//FIXME: Camera is in a bad place in HUD model.
//setorigin(self.vehicle_viewport, '25 0 5');
-
+
self.vehicles_impusle = raptor_impulse;
-
+
self.frame = 0;
self.bomb1 = spawn();
setsize(self, RAPTOR_MIN, RAPTOR_MAX );
self.delay = time;
-
+
self.bouncefactor = autocvar_g_vehicle_raptor_bouncefactor;
- self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
- self.vehicle_impact = raptor_impact;
+ self.bouncestop = autocvar_g_vehicle_raptor_bouncestop;
+ self.vehicle_impact = raptor_impact;
self.damageforcescale = 0.25;
}
{
remove(self);
return;
- }
-
+ }
+
self.vehicle_flags |= VHF_DMGSHAKE;
self.vehicle_flags |= VHF_DMGROLL;
-
+
if(autocvar_g_vehicle_raptor_shield)
self.vehicle_flags |= VHF_HASSHIELD;
//precache_model ("models/vehicles/clusterbomb.md3");
precache_model ("models/vehicles/clusterbomb_folded.md3");
precache_model ("models/vehicles/raptor_body.dpm");
-
+
precache_sound ("vehicles/raptor_fly.wav");
precache_sound ("vehicles/raptor_speed.wav");
precache_sound ("vehicles/missile_alarm.wav");
-
- if not (vehicle_initialize(
+
+ if(!vehicle_initialize(
"Raptor",
"models/vehicles/raptor.dpm",
"",
raptor_frame,
raptor_enter, raptor_exit,
raptor_die, raptor_think,
- FALSE,
+ FALSE,
autocvar_g_vehicle_raptor_health,
autocvar_g_vehicle_raptor_shield))
{
remove(self);
return;
}
-
-
+
+
}
#endif // SVQC
self.nextthink = time;
- if not (self.realowner.vehicle)
+ if (!self.realowner.vehicle)
self.think = spiderbot_rocket_unguided;
crosshair_trace(self.realowner);
{
entity rkt;
rkt = findchainentity(realowner, self.owner);
- if not (rkt)
+ if (!rkt)
return;
crosshair_trace(self.owner);
}
}
- float spiberbot_calcartillery_flighttime;
+ float spiberbot_calcartillery_flighttime;
vector spiberbot_calcartillery(vector org, vector tgt, float ht)
{
float grav, sdist, zdist, vs, vz, jumpheight;
vector sdir;
-
+
grav = autocvar_sv_gravity;
zdist = tgt_z - org_z;
sdist = vlen(tgt - org - zdist * '0 0 1');
entity rocket = world;
if (self.wait != -10)
- {
+ {
if (self.owner.BUTTON_ATCK2 && self.vehicle_weapon2mode == SBRM_GUIDE)
{
if (self.wait == 1)
self.wait = 0;
}
}
-
+
if(self.gun2.cnt > time)
return;
self.tur_head.frame = 1;
self.wait = 0;
}
-
+
if (self.wait != -10)
- if not (self.owner.BUTTON_ATCK2)
+ if (!self.owner.BUTTON_ATCK2)
return;
v = gettaginfo(self.tur_head,gettagindex(self.tur_head,"tag_fire"));
-
+
switch(self.vehicle_weapon2mode)
{
case SBRM_VOLLY:
rocket.nextthink = time;
rocket.think = spiderbot_rocket_guided;
-
+
break;
case SBRM_ARTILLERY:
rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav",
v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner);
-
+
crosshair_trace(self.owner);
-
+
rocket.pos1 = trace_endpos + randomvec() * (0.75 * autocvar_g_vehicle_spiderbot_rocket_radius);
rocket.pos1_z = trace_endpos_z;
-
- traceline(v, v + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self);
+
+ traceline(v, v + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self);
float h1 = 0.75 * vlen(v - trace_endpos);
-
+
//v = trace_endpos;
- traceline(v , rocket.pos1 + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self);
+ traceline(v , rocket.pos1 + '0 0 1' * MAX_SHOT_DISTANCE, MOVE_WORLDONLY, self);
float h2 = 0.75 * vlen(rocket.pos1 - v);
-
+
rocket.velocity = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2));
- rocket.movetype = MOVETYPE_TOSS;
+ rocket.movetype = MOVETYPE_TOSS;
rocket.gravity = 1;
- //rocket.think = spiderbot_rocket_artillery;
+ //rocket.think = spiderbot_rocket_artillery;
break;
}
rocket.classname = "spiderbot_rocket";
-
+
rocket.cnt = time + autocvar_g_vehicle_spiderbot_rocket_lifetime;
-
+
self.tur_head.frame += 1;
if (self.tur_head.frame == 9)
self.attack_finished_single = autocvar_g_vehicle_spiderbot_rocket_reload;
if(intermission_running)
return 1;
-
+
player = self;
spider = self.vehicle;
self = spider;
vehicles_painframe();
-
+
player.BUTTON_ZOOM = 0;
player.BUTTON_CROUCH = 0;
player.switchweapon = 0;
-
+
#if 1 // 0 to enable per-gun impact aux crosshairs
// Avarage gun impact point's -> aux cross
ad = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(spider.angles), AnglesTransform_FromAngles(ad))) - spider.tur_head.angles;
ad = AnglesTransform_Normalize(ad, TRUE);
//UpdateAuxiliaryXhair(player, trace_endpos, ('1 0 0' * player.vehicle_reload2) + ('0 1 0' * (1 - player.vehicle_reload2)), 2);
-
+
// Rotate head
- ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * sys_frametime;
+ ftmp = autocvar_g_vehicle_spiderbot_head_turnspeed * sys_frametime;
ad_y = bound(-ftmp, ad_y, ftmp);
spider.tur_head.angles_y = bound(autocvar_g_vehicle_spiderbot_head_turnlimit * -1, spider.tur_head.angles_y + ad_y, autocvar_g_vehicle_spiderbot_head_turnlimit);
//fixedmakevectors(spider.angles);
makevectors(spider.angles + '-2 0 0' * spider.angles_x);
-
+
movelib_groundalign4point(autocvar_g_vehicle_spiderbot_springlength, autocvar_g_vehicle_spiderbot_springup, autocvar_g_vehicle_spiderbot_springblend, autocvar_g_vehicle_spiderbot_tiltlimit);
if(spider.flags & FL_ONGROUND)
if(spider.frame == 4 && self.tur_head.wait != 0)
{
sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_land.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
- spider.frame = 5;
+ spider.frame = 5;
}
-
+
if(player.BUTTON_JUMP && self.tur_head.wait < time)
- {
+ {
sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_jump.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
//dprint("spiderbot_jump:", ftos(soundlength("vehicles/spiderbot_jump.wav")), "\n");
self.delay = 0;
if(vlen(player.movement) == 0)
{
if(self.sound_nexttime < time || self.delay != 3)
- {
+ {
self.delay = 3;
self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_idle.wav");
//dprint("spiderbot_idle:", ftos(soundlength("vehicles/spiderbot_idle.wav")), "\n");
sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_idle.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
- }
+ }
movelib_beak_simple(autocvar_g_vehicle_spiderbot_speed_stop);
spider.frame = 5;
}
ftmp = autocvar_g_vehicle_spiderbot_turnspeed_strafe * sys_frametime;
else
ftmp = autocvar_g_vehicle_spiderbot_turnspeed * sys_frametime;
-
- ftmp = bound(-ftmp, spider.tur_head.angles_y, ftmp);
+
+ ftmp = bound(-ftmp, spider.tur_head.angles_y, ftmp);
spider.angles_y = anglemods(spider.angles_y + ftmp);
spider.tur_head.angles_y -= ftmp;
movelib_move_simple(normalize(v_forward * player.movement_x),autocvar_g_vehicle_spiderbot_speed_walk,autocvar_g_vehicle_spiderbot_movement_inertia);
if(self.sound_nexttime < time || self.delay != 1)
- {
+ {
self.delay = 1;
self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_walk.wav");
sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_walk.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
}
movelib_move_simple(normalize(v_right * player.movement_y),autocvar_g_vehicle_spiderbot_speed_strafe,autocvar_g_vehicle_spiderbot_movement_inertia);
if(self.sound_nexttime < time || self.delay != 2)
- {
+ {
self.delay = 2;
self.sound_nexttime = time + 6.486500; //soundlength("vehicles/spiderbot_strafe.wav");
sound (self, CH_TRIGGER_SINGLE, "vehicles/spiderbot_strafe.wav", VOL_VEHICLEENGINE, ATTEN_NORM);
v_forward = normalize(v_forward);
v += v_forward * 50;
- //void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+ //void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed,
- 5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
+ 5, autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
endFireBallisticBullet();
vehicles_regen(spider.cnt, vehicle_ammo1, autocvar_g_vehicle_spiderbot_minigun_ammo_max,
autocvar_g_vehicle_spiderbot_minigun_ammo_regen_pause,
autocvar_g_vehicle_spiderbot_minigun_ammo_regen, frametime, FALSE);
-
+
spiderbot_rocket_do();
VEHICLE_UPDATE_PLAYER(player, shield, spiderbot);
self = player;
- return 1;
+ return 1;
}
void spiderbot_think()
{
if(self.owner.flagcarried)
{
- setattachment(self.owner.flagcarried, self.tur_head, "");
- setorigin(self.owner.flagcarried, '-20 0 120');
+ setattachment(self.owner.flagcarried, self.tur_head, "");
+ setorigin(self.owner.flagcarried, '-20 0 120');
}
}
{
entity e;
vector spot;
-
+
e = findchain(classname,"spiderbot_rocket");
while(e)
{
self.nextthink = time;
self.frame = 5;
self.movetype = MOVETYPE_WALK;
-
- if not (self.owner)
+
+ if (!self.owner)
return;
makevectors(self.angles);
self.owner.oldvelocity = self.owner.velocity;
setorigin(self.owner , spot);
}
-
+
antilag_clear(self.owner);
self.owner = world;
}
void spider_impact()
{
if(autocvar_g_vehicle_spiderbot_bouncepain_x)
- vehilces_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
+ vehilces_impact(autocvar_g_vehicle_spiderbot_bouncepain_x, autocvar_g_vehicle_spiderbot_bouncepain_y, autocvar_g_vehicle_spiderbot_bouncepain_z);
}
void spiderbot_headfade()
self.nextthink = time + 0.1;
return;
}
-
+
entity h, g1, g2, b;
b = spawn();
h = spawn();
SUB_SetFade(g1, time, min(autocvar_g_vehicle_spiderbot_respawntime, 10));
SUB_SetFade(g2, time, min(autocvar_g_vehicle_spiderbot_respawntime, 10));
- RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_SPID_DEATH, world);
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, world, 250, DEATH_VH_SPID_DEATH, world);
self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
self.movetype = MOVETYPE_NONE;
switch(_imp)
{
case 10:
- case 15:
+ case 15:
case 18:
self.vehicle.vehicle_weapon2mode += 1;
if(self.vehicle.vehicle_weapon2mode > SBRM_LAST)
self.vehicle.vehicle_weapon2mode = SBRM_FIRST;
-
+
//centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
CSQCVehicleSetup(self, 0);
return TRUE;
self.vehicle.vehicle_weapon2mode -= 1;
if(self.vehicle.vehicle_weapon2mode < SBRM_FIRST)
self.vehicle.vehicle_weapon2mode = SBRM_LAST;
-
+
//centerprint(self, strcat("Rocket mode is ", ftos(self.vehicle.vehicle_weapon2mode)));
CSQCVehicleSetup(self, 0);
return TRUE;
- /*
+ /*
case 17: // toss gun, could be used to exit?
break;
case 20: // Manual minigun reload?
break;
*/
- }
+ }
return FALSE;
}
void spiderbot_spawn(float _f)
{
if(!self.gun1)
- {
+ {
self.vehicles_impusle = spiderbot_impulse;
self.gun1 = spawn();
- self.gun2 = spawn();
+ self.gun2 = spawn();
setmodel(self.gun1, "models/vehicles/spiderbot_barrels.dpm");
setmodel(self.gun2, "models/vehicles/spiderbot_barrels.dpm");
setattachment(self.gun1, self.tur_head, "tag_hardpoint01");
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_SLIDEBOX;
self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = 1;
- self.tur_head.angles = '0 0 0';
+ self.tur_head.angles = '0 0 0';
setorigin(self, self.pos1 + '0 0 128');
self.angles = self.pos2;
{
remove(self);
return;
- }
+ }
self.vehicle_flags |= VHF_DMGSHAKE;
//self.vehicle_flags |= VHF_DMGROLL;
//self.vehicle_flags |= VHF_DMGHEADROLL;
-
+
precache_model ( "models/vhshield.md3");
precache_model ( "models/vehicles/spiderbot.dpm");
precache_model ( "models/vehicles/spiderbot_top.dpm");
precache_sound ( "weapons/uzi_fire.wav" );
precache_sound ( "weapons/rocket_impact.wav");
-
+
precache_sound ( "vehicles/spiderbot_die.wav");
precache_sound ( "vehicles/spiderbot_idle.wav");
precache_sound ( "vehicles/spiderbot_jump.wav");
if(autocvar_g_vehicle_spiderbot_health_regen)
self.vehicle_flags |= VHF_HEALTHREGEN;
-
- if not (vehicle_initialize(
+
+ if(!vehicle_initialize(
"Spiderbot",
"models/vehicles/spiderbot.dpm",
"models/vehicles/spiderbot_top.dpm",
spiderbot_frame,
spiderbot_enter, spiderbot_exit,
spiderbot_die, spiderbot_think,
- FALSE,
+ FALSE,
autocvar_g_vehicle_spiderbot_health,
autocvar_g_vehicle_spiderbot_shield))
{
void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
{
- if not(IS_REAL_CLIENT(own))
+ if (!IS_REAL_CLIENT(own))
return;
entity axh;
**/
void CSQCVehicleSetup(entity own, float vehicle_id)
{
- if not(IS_REAL_CLIENT(own))
+ if (!IS_REAL_CLIENT(own))
return;
-
+
msg_entity = own;
WriteByte(MSG_ONE, SVC_TEMPENTITY);
WriteByte(MSG_ONE, TE_CSQC_VEHICLESETUP);
if(vehicle_id != 0)
- WriteByte(MSG_ONE, vehicle_id);
+ WriteByte(MSG_ONE, vehicle_id);
else
WriteByte(MSG_ONE, 1 + own.vehicle.vehicle_weapon2mode + HUD_VEHICLE_LAST);
}
if(trace_ent.deadflag != DEAD_NO)
trace_ent = world;
- if not (trace_ent.vehicle_flags & VHF_ISVEHICLE ||
+ if(!trace_ent.vehicle_flags & VHF_ISVEHICLE ||
trace_ent.turrcaps_flags & TFL_TURRCAPS_ISTURRET ||
trace_ent.takedamage == DAMAGE_TARGETDRONE)
trace_ent = world;
PROJECTILE_TOUCH;
self.event_damage = func_null;
- RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
+ RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
remove (self);
}
setorigin(self, self.pos1 + '0 0 0');
// Show it
pointparticles(particleeffectnum("teleport"), self.origin + '0 0 64', '0 0 0', 1);
-
+
if(self.vehicle_controller)
self.team = self.vehicle_controller.team;
-
+
vehicles_reset_colors();
self.vehicle_spawn(VHSF_NORMAL);
}
{
if(MUTATOR_CALLHOOK(VehicleTouch))
return;
-
+
// Vehicle currently in use
if(self.owner)
{
return;
}
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
if(other.deadflag != DEAD_NO)
void vehicles_enter()
{
// Remove this when bots know how to use vehicles
-
- if (IS_BOT_CLIENT(other))
+
+ if (IS_BOT_CLIENT(other))
if (autocvar_g_vehicles_allow_bots)
dprint("Bot enters vehicle\n"); // This is where we need to disconnect (some, all?) normal bot AI and hand over to vehicle's _aiframe()
else
self.team = self.owner.team;
self.flags -= FL_NOTARGET;
-
+
if (IS_REAL_CLIENT(other))
{
msg_entity = other;
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity(MSG_ONE, self.vehicle_viewport);
-
+
WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
if(self.tur_head)
{
vehicles_clearrturn();
CSQCVehicleSetup(self.owner, self.hud);
-
+
vh_player = other;
vh_vehicle = self;
MUTATOR_CALLHOOK(VehicleEnter);
entity _vehicle;
entity _player;
entity _oldself = self;
-
+
if(vehicles_exit_running)
{
dprint("^1vehicles_exit allready running! this is not good..\n");
return;
}
-
+
vehicles_exit_running = TRUE;
if(IS_CLIENT(self))
{
_vehicle = self.vehicle;
-
+
if (_vehicle.vehicle_flags & VHF_PLAYERSLOT)
{
_vehicle.vehicle_exit(eject);
self = _oldself;
vehicles_exit_running = FALSE;
- return;
+ return;
}
}
else
_vehicle = self;
-
+
_player = _vehicle.owner;
-
+
self = _vehicle;
if (_player)
WriteAngle(MSG_ONE, _vehicle.angles_y);
WriteAngle(MSG_ONE, 0);
}
-
+
setsize(_player, PL_MIN,PL_MAX);
_player.takedamage = DAMAGE_AIM;
CSQCVehicleSetup(_player, HUD_NORMAL);
}
_vehicle.flags |= FL_NOTARGET;
-
+
if(_vehicle.deadflag == DEAD_NO)
_vehicle.avelocity = '0 0 0';
-
+
_vehicle.tur_head.nodrawtoclient = world;
-
+
if(!teamplay)
_vehicle.team = 0;
_vehicle = vh_vehicle;
_vehicle.team = _vehicle.tur_head.team;
-
+
sound (_vehicle, CH_TRIGGER_SINGLE, "misc/null.wav", 1, ATTEN_NORM);
- _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
+ _vehicle.vehicle_hudmodel.viewmodelforclient = _vehicle;
_vehicle.phase = time + 1;
-
+
_vehicle.vehicle_exit(eject);
-
+
vehicles_setreturn();
- vehicles_reset_colors();
+ vehicles_reset_colors();
_vehicle.owner = world;
self = _oldself;
-
+
vehicles_exit_running = FALSE;
}
{
if(_healthscale)
regen = regen * (self.vehicle_health / self.tur_health);
-
+
self.regen_field = min(self.regen_field + regen * delta_time, field_max);
if(self.owner)
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
self.dmg_time = time;
-
+
if(DEATH_ISWEAPON(deathtype, WEP_NEX))
damage *= autocvar_g_vehicles_nex_damagerate;
-
+
if(DEATH_ISWEAPON(deathtype, WEP_UZI))
damage *= autocvar_g_vehicles_uzi_damagerate;
-
+
if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
-
+
if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
damage *= autocvar_g_vehicles_minstanex_damagerate;
if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;
-
+
self.enemy = attacker;
-
+
if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
{
if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
if(sound_allowed(MSG_BROADCAST, attacker))
spamsound (self, CH_PAIN, "onslaught/ons_hit2.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
}
-
+
if(self.damageforcescale < 1 && self.damageforcescale > 0)
self.velocity += force * self.damageforcescale;
else
self.active = ACTIVE_NOT;
else
self.active = ACTIVE_ACTIVE;
-
+
if(self.active == ACTIVE_ACTIVE && self.deadflag == DEAD_NO)
{
dprint("^3Eat shit yall!\n");
}
else if(self.active == ACTIVE_NOT && self.deadflag != DEAD_NO)
{
-
+
}
}
- float vehicle_addplayerslot( entity _owner,
- entity _slot,
- float _hud,
+ float vehicle_addplayerslot( entity _owner,
+ entity _slot,
+ float _hud,
string _hud_model,
- float() _framefunc,
+ float() _framefunc,
void(float) _exitfunc)
{
- if not (_owner.vehicle_flags & VHF_MULTISLOT)
+ if (!(_owner.vehicle_flags & VHF_MULTISLOT))
_owner.vehicle_flags |= VHF_MULTISLOT;
_slot.PlayerPhysplug = _framefunc;
_slot.vehicle_hudmodel = spawn();
_slot.vehicle_hudmodel.viewmodelforclient = _slot;
_slot.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
-
+
setmodel(_slot.vehicle_hudmodel, _hud_model);
setmodel(_slot.vehicle_viewport, "null");
-
+
setattachment(_slot.vehicle_hudmodel, _slot, "");
setattachment(_slot.vehicle_viewport, _slot.vehicle_hudmodel, "");
-
+
return TRUE;
}
{
if(!autocvar_g_vehicles)
return FALSE;
-
+
if(self.targetname)
{
self.vehicle_controller = find(world, target, self.targetname);
}
else
{
- self.team = self.vehicle_controller.team;
+ self.team = self.vehicle_controller.team;
self.use = vehicle_use;
-
+
if(teamplay)
{
if(self.vehicle_controller.team == 0)
self.active = ACTIVE_NOT;
else
- self.active = ACTIVE_ACTIVE;
+ self.active = ACTIVE_ACTIVE;
}
}
}
-
+
precache_sound("onslaught/ons_hit2.wav");
precache_sound("onslaught/electricity_explode.wav");
}
setsize(self, min_s, max_s);
- if not (nodrop)
+ if (!nodrop)
{
setorigin(self, self.origin);
tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
-
+
self.pos1 = self.origin;
self.pos2 = self.angles;
self.tur_head.team = self.team;
-
+
if(MUTATOR_CALLHOOK(VehicleSpawn))
return FALSE;
return TRUE;
}
- vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
- float _pichlimit_min, float _pichlimit_max,
+ vector vehicle_aimturret(entity _vehic, vector _target, entity _turrret, string _tagname,
+ float _pichlimit_min, float _pichlimit_max,
float _rotlimit_min, float _rotlimit_max, float _aimspeed)
{
vector vtmp, vtag;
ftmp = _aimspeed * frametime;
vtmp_y = bound(-ftmp, vtmp_y, ftmp);
vtmp_x = bound(-ftmp, vtmp_x, ftmp);
- _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
+ _turrret.angles_y = bound(_rotlimit_min, _turrret.angles_y + vtmp_y, _rotlimit_max);
_turrret.angles_x = bound(_pichlimit_min, _turrret.angles_x + vtmp_x, _pichlimit_max);
return vtag;
}
_gib.movetype = MOVETYPE_TOSS;
_gib.solid = SOLID_CORPSE;
_gib.colormod = '-0.5 -0.5 -0.5';
- _gib.effects = EF_LOWPRECISION;
+ _gib.effects = EF_LOWPRECISION;
_gib.avelocity = _rot;
-
+
if(_burn)
_gib.effects |= EF_FLAME;
-
+
if(_explode)
{
- _gib.think = vehicles_gib_explode;
+ _gib.think = vehicles_gib_explode;
_gib.nextthink = time + random() * _explode;
_gib.touch = vehicles_gib_explode;
}
else
{
_gib.cnt = time + _maxtime;
- _gib.think = vehicles_gib_think;
- _gib.nextthink = time + _maxtime - 1;
+ _gib.think = vehicles_gib_think;
+ _gib.nextthink = time + _maxtime - 1;
_gib.alpha = 1;
}
return _gib;
--- /dev/null
- if not(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share)
+float accuracy_byte(float n, float d)
+{
+ //print(sprintf("accuracy: %d / %d\n", n, d));
+ if(n <= 0)
+ return 0;
+ if(n > d)
+ return 255;
+ return 1 + rint(n * 100.0 / d);
+}
+
+float accuracy_send(entity to, float sf)
+{
+ float w, f;
+ entity a;
+ WriteByte(MSG_ENTITY, ENT_CLIENT_ACCURACY);
+
+ a = self.owner;
+ if(IS_SPEC(a))
+ a = a.enemy;
+ a = a.accuracy;
+
+ if(to != a.owner)
++ if (!(self.owner.cvar_cl_accuracy_data_share && autocvar_sv_accuracy_data_share))
+ sf = 0;
+ // note: zero sendflags can never be sent... so we can use that to say that we send no accuracy!
+ WriteInt24_t(MSG_ENTITY, sf);
+ if(sf == 0)
+ return TRUE;
+ // note: we know that client and server agree about SendFlags...
+ for(w = 0, f = 1; w <= WEP_LAST - WEP_FIRST; ++w)
+ {
+ if(sf & f)
+ WriteByte(MSG_ENTITY, accuracy_byte(self.(accuracy_hit[w]), self.(accuracy_fired[w])));
+ if(f == 0x800000)
+ f = 1;
+ else
+ f *= 2;
+ }
+ return TRUE;
+}
+
+// init/free
+void accuracy_init(entity e)
+{
+ e.accuracy = spawn();
+ e.accuracy.owner = e;
+ e.accuracy.classname = "accuracy";
+ e.accuracy.drawonlytoclient = e;
+ Net_LinkEntity(e.accuracy, FALSE, 0, accuracy_send);
+}
+
+void accuracy_free(entity e)
+{
+ remove(e.accuracy);
+}
+
+// force a resend of a player's accuracy stats
+void accuracy_resend(entity e)
+{
+ e.accuracy.SendFlags = 0xFFFFFF;
+}
+
+// update accuracy stats
+.float hit_time;
+.float fired_time;
+
+void accuracy_add(entity e, float w, float fired, float hit)
+{
+ entity a;
+ float b;
+ if(IS_INDEPENDENT_PLAYER(e))
+ return;
+ a = e.accuracy;
+ if(!a || !(hit || fired))
+ return;
+ w -= WEP_FIRST;
+ b = accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w]));
+ if(hit)
+ a.(accuracy_hit[w]) += hit;
+ if(fired)
+ a.(accuracy_fired[w]) += fired;
+
+ if(hit && a.hit_time != time) // only run this once per frame
+ {
+ a.(accuracy_cnt_hit[w]) += 1;
+ a.hit_time = time;
+ }
+
+ if(fired && a.fired_time != time) // only run this once per frame
+ {
+ a.(accuracy_cnt_fired[w]) += 1;
+ a.fired_time = time;
+ }
+
+ if(b == accuracy_byte(a.(accuracy_hit[w]), a.(accuracy_fired[w])))
+ return;
+ w = pow(2, mod(w, 24));
+ a.SendFlags |= w;
+ FOR_EACH_CLIENT(a)
+ if(IS_SPEC(a))
+ if(a.enemy == e)
+ a.SendFlags |= w;
+}
+
+float accuracy_isgooddamage(entity attacker, entity targ)
+{
+ if(!warmup_stage)
+ if(IS_CLIENT(targ))
+ if(targ.deadflag == DEAD_NO)
+ if(DIFF_TEAM(attacker, targ))
+ return TRUE;
+ return FALSE;
+}
+
+float accuracy_canbegooddamage(entity attacker)
+{
+ if(!warmup_stage)
+ return TRUE;
+ return FALSE;
+}
--- /dev/null
-
+.float csqcprojectile_type;
+
+float CSQCProjectile_SendEntity(entity to, float sf)
+{
+ float ft, fr;
+
+ // note: flag 0x08 = no trail please (teleport bit)
+ sf = sf & 0x0F;
+
+ if(self.csqcprojectile_clientanimate)
+ sf |= 0x80; // client animated, not interpolated
+
+ if(self.flags & FL_ONGROUND)
+ sf |= 0x40;
+
+ ft = fr = 0;
+ if(self.fade_time != 0 || self.fade_rate != 0)
+ {
+ ft = (self.fade_time - time) / sys_frametime;
+ fr = (1 / self.fade_rate) / sys_frametime;
+ if(ft <= 255 && fr <= 255 && fr >= 1)
+ sf |= 0x20;
+ }
+
+ if(self.gravity != 0)
+ sf |= 0x10;
+
+ WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE);
+ WriteByte(MSG_ENTITY, sf);
+
+ if(sf & 1)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+
+ if(sf & 0x80)
+ {
+ WriteCoord(MSG_ENTITY, self.velocity_x);
+ WriteCoord(MSG_ENTITY, self.velocity_y);
+ WriteCoord(MSG_ENTITY, self.velocity_z);
+ if(sf & 0x10)
+ WriteCoord(MSG_ENTITY, self.gravity);
+ }
+
+ if(sf & 0x20)
+ {
+ WriteByte(MSG_ENTITY, ft);
+ WriteByte(MSG_ENTITY, fr);
+ }
+ }
+
+ if(sf & 2)
+ WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf?
-
++
+ return 1;
+}
+
+.vector csqcprojectile_oldorigin;
+void CSQCProjectile_Check(entity e)
+{
+ if(e.csqcprojectile_clientanimate)
+ if(e.flags & FL_ONGROUND)
+ if(e.origin != e.csqcprojectile_oldorigin)
+ UpdateCSQCProjectile(e);
+ e.csqcprojectile_oldorigin = e.origin;
+}
+
+void CSQCProjectile(entity e, float clientanimate, float type, float docull)
+{
+ Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity);
-
++
+ e.csqcprojectile_clientanimate = clientanimate;
++
+ if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE)
+ {
+ if(e.gravity == 0)
+ e.gravity = 1;
+ }
+ else
+ e.gravity = 0;
+
+ if(!sound_allowed(MSG_BROADCAST, e))
+ type |= 0x80;
+ e.csqcprojectile_type = type;
+}
+
++// FIXME HACK
++float ItemSend(entity to, float sf);
++void ItemUpdate(entity item);
++// END HACK
+void UpdateCSQCProjectile(entity e)
+{
+ if(e.SendEntity == CSQCProjectile_SendEntity)
+ {
+ // send new origin data
+ e.SendFlags |= 0x01;
+ }
++// FIXME HACK
++ else if(e.SendEntity == ItemSend)
++ {
++ ItemUpdate(e);
++ }
++// END HACK
+}
+
+void UpdateCSQCProjectileAfterTeleport(entity e)
+{
+ if(e.SendEntity == CSQCProjectile_SendEntity)
+ {
+ // send new origin data
+ e.SendFlags |= 0x01;
+ // mark as teleported
+ e.SendFlags |= 0x08;
+ }
+}
--- /dev/null
- FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
+// this function calculates w_shotorg and w_shotdir based on the weapon model
+// offset, trueaim and antilag, and won't put w_shotorg inside a wall.
+// make sure you call makevectors first (FIXME?)
+void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
+{
+ float nudge = 1; // added to traceline target and subtracted from result
+ float oldsolid;
+ vector vecs, dv;
+ oldsolid = ent.dphitcontentsmask;
+ if(ent.weapon == WEP_RIFLE)
+ ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ else
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ if(antilag)
+ WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ // passing world, because we do NOT want it to touch dphitcontentsmask
+ else
+ WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
+ ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+
+ vector vf, vr, vu;
+ vf = v_forward;
+ vr = v_right;
+ vu = v_up;
+ w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ v_forward = vf;
+ v_right = vr;
+ v_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
+ w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
+
+ // track max damage
+ if(accuracy_canbegooddamage(ent))
+ accuracy_add(ent, ent.weapon, maxdamage, 0);
+
+ W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
+
+ if(ent.weaponentity.movedir_x > 0)
+ vecs = ent.weaponentity.movedir;
+ else
+ vecs = '0 0 0';
+
+ dv = v_right * -vecs_y + v_up * vecs_z;
+ w_shotorg = ent.origin + ent.view_ofs + dv;
+
+ // now move the shotorg forward as much as requested if possible
+ if(antilag)
+ {
+ if(ent.antilag_debug)
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
+ else
+ tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ }
+ else
+ tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
+ w_shotorg = trace_endpos - v_forward * nudge;
+ // calculate the shotdir from the chosen shotorg
+ w_shotdir = normalize(w_shotend - w_shotorg);
+
+ if (antilag)
+ if (!ent.cvar_cl_noantilag)
+ {
+ if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
+ {
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
+ if (trace_ent.takedamage && IS_PLAYER(trace_ent))
+ {
+ entity e;
+ e = trace_ent;
+ traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
+ if(trace_ent == e)
+ w_shotdir = normalize(trace_ent.origin - w_shotorg);
+ }
+ }
+ }
+ else if(autocvar_g_antilag == 3) // client side hitscan
+ {
+ // this part MUST use prydon cursor
+ if (ent.cursor_trace_ent) // client was aiming at someone
+ if (ent.cursor_trace_ent != ent) // just to make sure
+ if (ent.cursor_trace_ent.takedamage) // and that person is killable
+ if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
+ {
+ // verify that the shot would miss without antilag
+ // (avoids an issue where guns would always shoot at their origin)
+ traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
+ if (!trace_ent.takedamage)
+ {
+ // verify that the shot would hit if altered
+ traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
+ if (trace_ent == ent.cursor_trace_ent)
+ w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
+ else
+ print("antilag fail\n");
+ }
+ }
+ }
+ }
+
+ ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
+
+ if (!autocvar_g_norecoil)
+ ent.punchangle_x = recoil * -1;
+
+ if (snd != "")
+ {
+ sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
+ W_PlayStrengthSound(ent);
+ }
+
+ // nudge w_shotend so a trace to w_shotend hits
+ w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
+}
+
+vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
+{
+ vector mdirection;
+ float mspeed;
+ vector outvelocity;
+
+ mvelocity = mvelocity * g_weaponspeedfactor;
+
+ mdirection = normalize(mvelocity);
+ mspeed = vlen(mvelocity);
+
+ outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
+
+ return outvelocity;
+}
+
+#if 0
+float mspercallsum;
+float mspercallsstyle;
+float mspercallcount;
+#endif
+void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
+{
+ if(missile.owner == world)
+ error("Unowned missile");
+
+ dir = dir + upDir * (pUpSpeed / pSpeed);
+ dir_z += pZSpeed / pSpeed;
+ pSpeed *= vlen(dir);
+ dir = normalize(dir);
+
+#if 0
+ if(autocvar_g_projectiles_spread_style != mspercallsstyle)
+ {
+ mspercallsum = mspercallcount = 0;
+ mspercallsstyle = autocvar_g_projectiles_spread_style;
+ }
+ mspercallsum -= gettime(GETTIME_HIRES);
+#endif
+ dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
+#if 0
+ mspercallsum += gettime(GETTIME_HIRES);
+ mspercallcount += 1;
+ print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
+#endif
+
+ missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
+}
+
+void W_SetupProjectileVelocity(entity missile, float pSpeed, float spread) // WEAPONTODO
+{
+ W_SetupProjectileVelocityEx(missile, w_shotdir, v_up, pSpeed, 0, 0, spread, FALSE);
+}
+
+
+// ====================
+// Ballistics Tracing
+// ====================
+
+void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
+{
+ vector hitloc, force, endpoint, dir;
+ entity ent, endent;
+ float endq3surfaceflags;
+ float totaldmg;
+ entity o;
+
+ float length;
+ vector beampos;
+ string snd;
+ entity pseudoprojectile;
+ float f, ffs;
+
+ pseudoprojectile = world;
+
+ railgun_start = start;
+ railgun_end = end;
+
+ dir = normalize(end - start);
+ length = vlen(end - start);
+ force = dir * bforce;
+
+ // go a little bit into the wall because we need to hit this wall later
+ end = end + dir;
+
+ totaldmg = 0;
+
+ // trace multiple times until we hit a wall, each obstacle will be made
+ // non-solid so we can hit the next, while doing this we spawn effects and
+ // note down which entities were hit so we can damage them later
+ o = self;
+ while (1)
+ {
+ if(self.antilag_debug)
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
+ else
+ WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+ if(o && WarpZone_trace_firstzone)
+ {
+ o = world;
+ continue;
+ }
+
+ if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+
+ // if it is world we can't hurt it so stop now
+ if (trace_ent == world || trace_fraction == 1)
+ break;
+
+ // make the entity non-solid so we can hit the next one
+ trace_ent.railgunhit = TRUE;
+ trace_ent.railgunhitloc = end;
+ trace_ent.railgunhitsolidbackup = trace_ent.solid;
+ trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+ trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
+
+ // stop if this is a wall
+ if (trace_ent.solid == SOLID_BSP)
+ break;
+
+ // make the entity non-solid
+ trace_ent.solid = SOLID_NOT;
+ }
+
+ endpoint = trace_endpos;
+ endent = trace_ent;
+ endq3surfaceflags = trace_dphitq3surfaceflags;
+
+ // find all the entities the railgun hit and restore their solid state
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // restore their solid type
+ ent.solid = ent.railgunhitsolidbackup;
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // spawn a temporary explosion entity for RadiusDamage calls
+ //explosion = spawn();
+
+ // Find all non-hit players the beam passed close by
+ if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
+ {
- self.last_yoda = time;
++ FOR_EACH_REALCLIENT(msg_entity)
++ if(msg_entity != self)
++ if(!msg_entity.railgunhit)
++ if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
+ {
+ // nearest point on the beam
+ beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
+
+ f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+ if(f <= 0)
+ continue;
+
+ snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
+
+ if(!pseudoprojectile)
+ pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
+ soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
+ }
+
+ if(pseudoprojectile)
+ remove(pseudoprojectile);
+ }
+
+ // find all the entities the railgun hit and hurt them
+ ent = findfloat(world, railgunhit, TRUE);
+ while (ent)
+ {
+ // get the details we need to call the damage function
+ hitloc = ent.railgunhitloc;
+
+ f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
+ ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+
+ if(accuracy_isgooddamage(self.realowner, ent))
+ totaldmg += bdamage * f;
+
+ // apply the damage
+ if (ent.takedamage)
+ Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+
+ // create a small explosion to throw gibs around (if applicable)
+ //setorigin (explosion, hitloc);
+ //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
+
+ ent.railgunhitloc = '0 0 0';
+ ent.railgunhitsolidbackup = SOLID_NOT;
+ ent.railgunhit = FALSE;
+ ent.railgundistance = 0;
+
+ // advance to the next entity
+ ent = findfloat(ent, railgunhit, TRUE);
+ }
+
+ // calculate hits and fired shots for hitscan
+ accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+
+ trace_endpos = endpoint;
+ trace_ent = endent;
+ trace_dphitq3surfaceflags = endq3surfaceflags;
+}
+
+void W_BallisticBullet_Hit (void)
+{
+ float f, q, g;
+
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ q = 1 + self.dmg_edge / self.dmg;
+
+ if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
+ Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
+
+ if(other && other != self.enemy)
+ {
+ endzcurveparticles();
+
+ yoda = 0;
+ railgun_start = self.origin - 2 * frametime * self.velocity;
+ railgun_end = self.origin + 2 * frametime * self.velocity;
+ g = accuracy_isgooddamage(self.realowner, other);
+ Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
+
+ /*if(yoda && (time > (self.last_yoda + 5)))
+ {
+ Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
- // special case for zero density and zero bullet constant:
++ self.last_yoda = time;
+ }*/
+
+ // calculate hits for ballistic weapons
+ if(g)
+ {
+ // do not exceed 100%
+ q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
+ self.dmg_total += f * self.dmg;
+ accuracy_add(self.realowner, self.realowner.weapon, 0, q);
+ }
+ }
+
+ self.enemy = other; // don't hit the same player twice with the same bullet
+}
+
+void W_BallisticBullet_LeaveSolid_think()
+{
+ setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
+ self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
+
+ self.think = self.W_BallisticBullet_LeaveSolid_think_save;
+ self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
+ self.W_BallisticBullet_LeaveSolid_think_save = func_null;
+
+ self.flags &= ~FL_ONGROUND;
+
+ if(self.enemy.solid == SOLID_BSP)
+ {
+ float f;
+ f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
+ Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
+ }
+
+ UpdateCSQCProjectile(self);
+}
+
+float W_BallisticBullet_LeaveSolid(float eff)
+{
+ // move the entity along its velocity until it's out of solid, then let it resume
+ vector vel = self.velocity;
+ float dt, dst, velfactor, v0, vs;
+ float maxdist;
+ float E0_m, Es_m;
+ float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1);
+
+ // outside the world? forget it
+ if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
+ return 0;
+
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
- if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
++ // special case for zero density and zero bullet constant:
+
+ if(self.dmg_radius == 0)
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else
+ return 0; // no penetration
+ }
+ else
+ {
+ if(other.ballistics_density < 0)
+ constant = 0; // infinite travel distance
+ else if(other.ballistics_density == 0)
+ constant = self.dmg_radius;
+ else
+ constant = self.dmg_radius * other.ballistics_density;
+ }
+
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ v0 = vlen(vel);
+
+ E0_m = 0.5 * v0 * v0;
+
+ if(constant)
+ {
+ maxdist = E0_m / constant;
+ // maxdist = 0.5 * v0 * v0 / constant
+ // dprint("max dist = ", ftos(maxdist), "\n");
+
+ if(maxdist <= autocvar_g_ballistics_mindistance)
+ return 0;
+ }
+ else
+ {
+ maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity
+ }
+
+ traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE);
+ if(trace_fraction == 1) // 1: we never got out of solid
+ return 0;
+
+ self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
+
+ dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
+ // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
+ Es_m = E0_m - constant * dst;
+ if(Es_m <= 0)
+ {
+ // roundoff errors got us
+ return 0;
+ }
+ vs = sqrt(2 * Es_m);
+ velfactor = vs / v0;
+
+ dt = dst / (0.5 * (v0 + vs));
+ // this is not correct, but the differential equations have no analytic
+ // solution - and these times are very small anyway
+ //print("dt = ", ftos(dt), "\n");
+
+ self.W_BallisticBullet_LeaveSolid_think_save = self.think;
+ self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
+ self.think = W_BallisticBullet_LeaveSolid_think;
+ self.nextthink = time + dt;
+
+ vel = vel * velfactor;
+
+ self.velocity = '0 0 0';
+ self.flags |= FL_ONGROUND; // prevent moving
+ self.W_BallisticBullet_LeaveSolid_velocity = vel;
+
+ if(eff >= 0)
+ if(vlen(trace_endpos - self.origin) > 4)
+ {
+ endzcurveparticles();
+ trailparticles(self, eff, self.origin, trace_endpos);
+ }
+
+ return 1;
+}
+
+void W_BallisticBullet_Touch (void)
+{
+ //float density;
+
+ if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
+ return;
+
+ PROJECTILE_TOUCH;
+ W_BallisticBullet_Hit ();
+
+ if(self.dmg_radius < 0) // these NEVER penetrate solid
+ {
+ remove(self);
+ return;
+ }
+
+ // if we hit "weapclip", bail out
+ //
+ // rationale of this check:
+ //
+ // any shader that is solid, nodraw AND trans is meant to clip weapon
+ // shots and players, but has no other effect!
+ //
+ // if it is not trans, it is caulk and should not have this side effect
+ //
+ // matching shaders:
+ // common/weapclip (intended)
+ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
++ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
++ if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+ {
+ remove(self);
+ return;
+ }
+
+ // go through solid!
+ if(!W_BallisticBullet_LeaveSolid(-1))
+ {
+ remove(self);
+ return;
+ }
+
+ self.projectiledeathtype |= HITTYPE_BOUNCE;
+}
+
+void endFireBallisticBullet() // WEAPONTODO
+{
+ endzcurveparticles();
+}
+
+void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
+{
+ if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
+ zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
+ WarpZone_trace_forent = world;
+ self.owner = world;
+}
+
- float antilagging;
-
- antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
++void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
+{
+ float lag, dt, savetime; //, density;
+ entity pl, oldself;
- if(gravityfactor > 0)
- {
- proj.movetype = MOVETYPE_TOSS;
- proj.gravity = gravityfactor;
- }
- else
- proj.movetype = MOVETYPE_FLY;
+
+ entity proj;
+ proj = spawn();
+ proj.classname = "bullet";
+ proj.owner = proj.realowner = self;
+ PROJECTILE_MAKETRIGGER(proj);
- W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
++ proj.movetype = MOVETYPE_FLY;
+ proj.think = SUB_Remove;
+ proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
- if(antilagging)
- {
- float eff;
-
- if(tracereffects & EF_RED)
- eff = particleeffectnum("tr_rifle");
- else if(tracereffects & EF_BLUE)
- eff = particleeffectnum("tr_rifle_weak");
- else
- eff = particleeffectnum("tr_bullet");
-
- // NOTE: this may severely throw off weapon balance
- lag = ANTILAG_LATENCY(self);
- if(lag < 0.001)
- lag = 0;
- if not(IS_REAL_CLIENT(self))
- lag = 0;
- if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
- lag = 0; // only do hitscan, but no antilag
++ W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE);
+ proj.angles = vectoangles(proj.velocity);
+ if(bulletconstant > 0)
+ proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
+ else if(bulletconstant == 0)
+ proj.dmg_radius = 0;
+ else
+ proj.dmg_radius = -1;
+ // so: bulletconstant = bullet mass / area of bullet circle
+ setorigin(proj, start);
+ proj.flags = FL_PROJECTILE;
+
+ proj.touch = W_BallisticBullet_Touch;
+ proj.dmg = damage;
+ proj.dmg_force = force;
+ proj.projectiledeathtype = dtype;
+
+ proj.oldvelocity = proj.velocity;
+
+ other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_takeback(pl, time - lag);
-
- oldself = self;
- self = proj;
++ float eff;
+
- savetime = frametime;
- frametime = 0.05;
++ if(tracereffects & EF_RED)
++ eff = particleeffectnum("tr_rifle");
++ else if(tracereffects & EF_BLUE)
++ eff = particleeffectnum("tr_rifle_weak");
++ else
++ eff = particleeffectnum("tr_bullet");
+
- for(;;)
- {
- // DP tracetoss is stupid and always traces in 0.05s
- // ticks. This makes it trace in 0.05*0.125s ticks
- // instead.
- vector v0;
- float g0;
- v0 = self.velocity;
- g0 = self.gravity;
- self.velocity = self.velocity * 0.125;
- self.gravity *= 0.125 * 0.125;
- trace_fraction = 0;
- fireBallisticBullet_trace_callback_ent = self;
- fireBallisticBullet_trace_callback_eff = eff;
- WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
- self.velocity = v0;
- self.gravity = g0;
-
- if(trace_fraction == 1)
- break;
- // won't hit anything anytime soon (DP's
- // tracetoss does 200 tics of, here,
- // 0.05*0.125s, that is, 1.25 seconds
++ // NOTE: this may severely throw off weapon balance
++ lag = ANTILAG_LATENCY(self);
++ if(lag < 0.001)
++ lag = 0;
++ if (!IS_REAL_CLIENT(self))
++ lag = 0;
++ if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
++ lag = 0; // only do hitscan, but no antilag
+
- other = trace_ent;
- dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
- setorigin(self, trace_endpos);
- self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
++ if(lag)
++ FOR_EACH_PLAYER(pl)
++ if(pl != self)
++ antilag_takeback(pl, time - lag);
+
- if(!SUB_OwnerCheck())
- {
- if(SUB_NoImpactCheck())
- break;
++ oldself = self;
++ self = proj;
+
- // hit the player
- W_BallisticBullet_Hit();
- }
++ savetime = frametime;
++ frametime = 0.05;
+
- if(proj.dmg_radius < 0) // these NEVER penetrate solid
- break;
++ for(;;)
++ {
++ // DP tracetoss is stupid and always traces in 0.05s
++ // ticks. This makes it trace in 0.05*0.125s ticks
++ // instead.
++ vector v0;
++ v0 = self.velocity;
++ self.velocity = self.velocity * 0.125;
++ trace_fraction = 0;
++ fireBallisticBullet_trace_callback_ent = self;
++ fireBallisticBullet_trace_callback_eff = eff;
++ WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
++ self.velocity = v0;
++
++ if(trace_fraction == 1)
++ break;
++ // won't hit anything anytime soon (DP's
++ // tracetoss does 200 tics of, here,
++ // 0.05*0.125s, that is, 1.25 seconds
+
- // if we hit "weapclip", bail out
- //
- // rationale of this check:
- //
- // any shader that is solid, nodraw AND trans is meant to clip weapon
- // shots and players, but has no other effect!
- //
- // if it is not trans, it is caulk and should not have this side effect
- //
- // matching shaders:
- // common/weapclip (intended)
- // common/noimpact (is supposed to eat projectiles, but is erased farther above)
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
- if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
++ other = trace_ent;
++ dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
++ setorigin(self, trace_endpos);
++ self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
+
- // go through solid!
- if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
- break;
++ if(!SUB_OwnerCheck())
++ {
++ if(SUB_NoImpactCheck())
+ break;
+
- W_BallisticBullet_LeaveSolid_think();
++ // hit the player
++ W_BallisticBullet_Hit();
++ }
+
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- }
- frametime = savetime;
- self = oldself;
++ if(proj.dmg_radius < 0) // these NEVER penetrate solid
++ break;
+
- if(lag)
- FOR_EACH_PLAYER(pl)
- if(pl != self)
- antilag_restore(pl);
++ // if we hit "weapclip", bail out
++ //
++ // rationale of this check:
++ //
++ // any shader that is solid, nodraw AND trans is meant to clip weapon
++ // shots and players, but has no other effect!
++ //
++ // if it is not trans, it is caulk and should not have this side effect
++ //
++ // matching shaders:
++ // common/weapclip (intended)
++ // common/noimpact (is supposed to eat projectiles, but is erased farther above)
++ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
++ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
++ if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
++ break;
+
- remove(proj);
++ // go through solid!
++ if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
++ break;
+
- return;
++ W_BallisticBullet_LeaveSolid_think();
+
- if(tracereffects & EF_RED)
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
- else if(tracereffects & EF_BLUE)
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
- else
- CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
++ self.projectiledeathtype |= HITTYPE_BOUNCE;
+ }
++ frametime = savetime;
++ self = oldself;
+
- if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
++ if(lag)
++ FOR_EACH_PLAYER(pl)
++ if(pl != self)
++ antilag_restore(pl);
++
++ remove(proj);
++
++ return;
+}
+
+void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
+{
+ vector end;
+
+ dir = normalize(dir + randomvec() * spread);
+ end = start + dir * MAX_SHOT_DISTANCE;
+ if(self.antilag_debug)
+ traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+ else
+ traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
+
+ end = trace_endpos;
+
+ if (pointcontents (trace_endpos) != CONTENT_SKY)
+ {
++ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
++ Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
+
+ Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
+ }
+ trace_endpos = end;
+}
--- /dev/null
-
+/*
+===========================================================================
+
+ CLIENT WEAPONSYSTEM CODE
+ Bring back W_Weaponframe
+
+===========================================================================
+*/
+
+.float weapon_frametime;
+
+float W_WeaponRateFactor()
+{
+ float t;
+ t = 1.0 / g_weaponratefactor;
+
+ return t;
+}
+
+// VorteX: static frame globals
+const float WFRAME_DONTCHANGE = -1;
+const float WFRAME_FIRE1 = 0;
+const float WFRAME_FIRE2 = 1;
+const float WFRAME_IDLE = 2;
+const float WFRAME_RELOAD = 3;
+.float wframe;
+
+void(float fr, float t, void() func) weapon_thinkf;
+
+float CL_Weaponentity_CustomizeEntityForClient()
+{
+ self.viewmodelforclient = self.owner;
+ if(IS_SPEC(other))
+ if(other.enemy == self.owner)
+ self.viewmodelforclient = other;
+ return TRUE;
+}
+
+/*
+ * supported formats:
+ *
+ * 1. simple animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 2. simple animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
+ * tags:
+ * weapon = attachment for v_tuba.md3
+ * v_tuba.md3 - first and third person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * g_tuba.md3 - pickup model
+ *
+ * 3. fully animated model, muzzle flash handling on h_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin, also used for muzzle flashes)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
+ * v_tuba.md3 - third person model
+ * g_tuba.md3 - pickup model
+ *
+ * 4. fully animated model, muzzle flash handling on v_ model:
+ * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
+ * tags:
+ * shot = muzzle end (shot origin)
+ * shell = casings ejection point (must be on the right hand side of the gun)
+ * v_tuba.md3 - third person model
+ * tags:
+ * shot = muzzle end (for muzzle flashes)
+ * g_tuba.md3 - pickup model
+ */
+
+// writes:
+// self.origin, self.angles
+// self.weaponentity
+// self.movedir, self.view_ofs
+// attachment stuff
+// anim stuff
+// to free:
+// call again with ""
+// remove the ent
+void CL_WeaponEntity_SetModel(string name)
+{
+ float v_shot_idx;
+ if (name != "")
+ {
+ // if there is a child entity, hide it until we're sure we use it
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+ v_shot_idx = gettagindex(self, "shot"); // used later
+ if(!v_shot_idx)
+ v_shot_idx = gettagindex(self, "tag_shot");
+
+ setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+ // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+ self.anim_fire1 = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_idle = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_reload = animfixfps(self, '3 1 0.01', '0 0 0');
+
+ // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+ // if we don't, this is a "real" animated model
+ if(gettagindex(self, "weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "weapon");
+ }
+ else if(gettagindex(self, "tag_weapon"))
+ {
+ if (!self.weaponentity)
+ self.weaponentity = spawn();
+ setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+ setattachment(self.weaponentity, self, "tag_weapon");
+ }
+ else
+ {
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ }
+
+ setorigin(self,'0 0 0');
+ self.angles = '0 0 0';
+ self.frame = 0;
+ self.viewmodelforclient = world;
+
+ float idx;
+
+ if(v_shot_idx) // v_ model attached to invisible h_ model
+ {
+ self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+ }
+ else
+ {
+ idx = gettagindex(self, "shot");
+ if(!idx)
+ idx = gettagindex(self, "tag_shot");
+ if(idx)
+ self.movedir = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+ self.movedir = '0 0 0';
+ }
+ }
+
+ if(self.weaponentity) // v_ model attached to invisible h_ model
+ {
+ idx = gettagindex(self.weaponentity, "shell");
+ if(!idx)
+ idx = gettagindex(self.weaponentity, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self.weaponentity, idx);
+ }
+ else
+ idx = 0;
+ if(!idx)
+ {
+ idx = gettagindex(self, "shell");
+ if(!idx)
+ idx = gettagindex(self, "tag_shell");
+ if(idx)
+ self.spawnorigin = gettaginfo(self, idx);
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+ self.spawnorigin = self.movedir;
+ }
+ }
+
+ if(v_shot_idx)
+ {
+ self.oldorigin = '0 0 0'; // use regular attachment
+ }
+ else
+ {
+ if(self.weaponentity)
+ {
+ idx = gettagindex(self, "weapon");
+ if(!idx)
+ idx = gettagindex(self, "tag_weapon");
+ }
+ else
+ {
+ idx = gettagindex(self, "handle");
+ if(!idx)
+ idx = gettagindex(self, "tag_handle");
+ }
+ if(idx)
+ {
+ self.oldorigin = self.movedir - gettaginfo(self, idx);
+ }
+ else
+ {
+ print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+ self.oldorigin = '0 0 0'; // there is no way to recover from this
+ }
+ }
+
+ self.viewmodelforclient = self.owner;
+ }
+ else
+ {
+ self.model = "";
+ if(self.weaponentity)
+ remove(self.weaponentity);
+ self.weaponentity = world;
+ self.movedir = '0 0 0';
+ self.spawnorigin = '0 0 0';
+ self.oldorigin = '0 0 0';
+ self.anim_fire1 = '0 1 0.01';
+ self.anim_fire2 = '0 1 0.01';
+ self.anim_idle = '0 1 0.01';
+ self.anim_reload = '0 1 0.01';
+ }
+
+ self.view_ofs = '0 0 0';
+
+ if(self.movedir_x >= 0)
+ {
+ vector v0;
+ v0 = self.movedir;
+ self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+ self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+ }
+ self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+ self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+
+ self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+
+ // check if an instant weapon switch occurred
+ setorigin(self, self.view_ofs);
+ // reset animstate now
+ self.wframe = WFRAME_IDLE;
+ setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+ entity wi, oldself;
+ vector ret;
+ wi = get_weaponinfo(wpn);
+ oldself = self;
+ self = spawn();
+ CL_WeaponEntity_SetModel(wi.mdl);
+ ret = self.movedir;
+ CL_WeaponEntity_SetModel("");
+ remove(self);
+ self = oldself;
+ return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+ float tb;
+ self.nextthink = time;
+ if (intermission_running)
+ self.frame = self.anim_idle_x;
+ if (self.owner.weaponentity != self)
+ {
+ if (self.weaponentity)
+ remove(self.weaponentity);
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ if (self.weaponentity)
+ self.weaponentity.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+
+ CL_WeaponEntity_SetModel(self.owner.weaponname);
+ }
+
+ tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
+ self.effects = self.owner.effects & EFMASK_CHEAP;
+ self.effects &= ~EF_LOWPRECISION;
+ self.effects &= ~EF_FULLBRIGHT; // can mask team color, so get rid of it
+ self.effects &= ~EF_TELEPORT_BIT;
+ self.effects &= ~EF_RESTARTANIM_BIT;
+ self.effects |= tb;
+
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+ if (self.weaponentity)
+ {
+ self.weaponentity.effects = self.effects;
+ self.weaponentity.alpha = self.alpha;
+ self.weaponentity.colormap = self.colormap;
+ self.weaponentity.glowmod = self.glowmod;
+ }
+
+ self.angles = '0 0 0';
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
++
+ float f = (self.owner.weapon_nextthink - time);
+ if (self.state == WS_RAISE && !intermission_running)
+ {
+ entity newwep = get_weaponinfo(self.owner.switchweapon);
+ f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_DROP && !intermission_running)
+ {
+ entity oldwep = get_weaponinfo(self.owner.weapon);
+ f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
+ //print(sprintf("CL_Weaponentity_Think(): cvar: %s, value: %f, nextthink: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)), (self.owner.weapon_nextthink - time)));
+ self.angles_x = -90 * f * f;
+ }
+ else if (self.state == WS_CLEAR)
+ {
+ f = 1;
+ self.angles_x = -90 * f * f;
+ }
+}
+
+void CL_ExteriorWeaponentity_Think()
+{
+ float tag_found;
+ self.nextthink = time;
+ if (self.owner.exteriorweaponentity != self)
+ {
+ remove(self);
+ return;
+ }
+ if (self.owner.deadflag != DEAD_NO)
+ {
+ self.model = "";
+ return;
+ }
+ if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+ {
+ self.weaponname = self.owner.weaponname;
+ self.dmg = self.owner.modelindex;
+ self.deadflag = self.owner.deadflag;
+ if (self.owner.weaponname != "")
+ setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
+ else
+ self.model = "";
+
+ if((tag_found = gettagindex(self.owner, "tag_weapon")))
+ {
+ self.tag_index = tag_found;
+ self.tag_entity = self.owner;
+ }
+ else
+ setattachment(self, self.owner, "bip01 r hand");
+ }
+ self.effects = self.owner.effects;
+ self.effects |= EF_LOWPRECISION;
+ self.effects = self.effects & EFMASK_CHEAP; // eat performance
+ if(self.owner.alpha == default_player_alpha)
+ self.alpha = default_weapon_alpha;
+ else if(self.owner.alpha != 0)
+ self.alpha = self.owner.alpha;
+ else
+ self.alpha = 1;
+
+ self.glowmod = self.owner.weaponentity_glowmod;
+ self.colormap = self.owner.colormap;
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+// spawning weaponentity for client
+void CL_SpawnWeaponentity()
+{
+ self.weaponentity = spawn();
+ self.weaponentity.classname = "weaponentity";
+ self.weaponentity.solid = SOLID_NOT;
+ self.weaponentity.owner = self;
+ setmodel(self.weaponentity, ""); // precision set when changed
+ setorigin(self.weaponentity, '0 0 0');
+ self.weaponentity.angles = '0 0 0';
+ self.weaponentity.viewmodelforclient = self;
+ self.weaponentity.flags = 0;
+ self.weaponentity.think = CL_Weaponentity_Think;
+ self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+ self.weaponentity.nextthink = time;
+
+ self.exteriorweaponentity = spawn();
+ self.exteriorweaponentity.classname = "exteriorweaponentity";
+ self.exteriorweaponentity.solid = SOLID_NOT;
+ self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
+ self.exteriorweaponentity.owner = self;
+ setorigin(self.exteriorweaponentity, '0 0 0');
+ self.exteriorweaponentity.angles = '0 0 0';
+ self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
+ self.exteriorweaponentity.nextthink = time;
+
+ {
+ entity oldself = self;
+ self = self.exteriorweaponentity;
+ CSQCMODEL_AUTOINIT();
+ self = oldself;
+ }
+}
+
+// Weapon subs
+void w_clear()
+{
+ if (self.weapon != -1)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ }
+ if (self.weaponentity)
+ {
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponentity.effects = 0;
+ }
+}
+
+void w_ready()
+{
+ if (self.weaponentity)
+ self.weaponentity.state = WS_READY;
+ weapon_thinkf(WFRAME_IDLE, 1000000, w_ready);
+}
+
+.float prevdryfire;
+.float prevwarntime;
+float weapon_prepareattack_checkammo(float secondary)
+{
-
++ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1 + secondary))
+ {
+ // always keep the Mine Layer if we placed mines, so that we can detonate them
+ entity mine;
+ if(self.weapon == WEP_MINE_LAYER)
+ for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
+ return FALSE;
+
+ if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+ {
+ sound (self, CH_WEAPON_A, "weapons/dryfire.wav", VOL_BASE, ATTEN_NORM);
+ self.prevdryfire = time;
+ }
+
+ if(WEP_ACTION(self.weapon, WR_CHECKAMMO2 - secondary)) // check if the other firing mode has enough ammo
+ {
+ if(time - self.prevwarntime > 1)
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ self,
+ MSG_MULTI,
+ ITEM_WEAPON_PRIMORSEC,
+ self.weapon,
+ secondary,
+ (1 - secondary)
+ );
+ }
+ self.prevwarntime = time;
+ }
+ else // this weapon is totally unable to fire, switch to another one
+ {
+ W_SwitchToOtherWeapon(self);
+ }
- if not(e.spawnflags & WEP_FLAG_RELOADABLE)
++
+ return FALSE;
+ }
+ return TRUE;
+}
+.float race_penalty;
+float weapon_prepareattack_check(float secondary, float attacktime)
+{
+ if(!weapon_prepareattack_checkammo(secondary))
+ return FALSE;
+
+ //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
+ //if all players readied up and the countdown is running
+ if(time < game_starttime || time < self.race_penalty) {
+ return FALSE;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
+ return FALSE;
+
+ // do not even think about shooting if switching
+ if(self.switchweapon != self.weapon)
+ return FALSE;
+
+ if(attacktime >= 0)
+ {
+ // don't fire if previous attack is not finished
+ if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
+ return FALSE;
+ // don't fire while changing weapon
+ if (self.weaponentity.state != WS_READY)
+ return FALSE;
+ }
+
+ return TRUE;
+}
+float weapon_prepareattack_do(float secondary, float attacktime)
+{
+ self.weaponentity.state = WS_INUSE;
+
+ self.spawnshieldtime = min(self.spawnshieldtime, time); // kill spawn shield when you fire
+
+ // if the weapon hasn't been firing continuously, reset the timer
+ if(attacktime >= 0)
+ {
+ if (ATTACK_FINISHED(self) < time - self.weapon_frametime * 1.5)
+ {
+ ATTACK_FINISHED(self) = time;
+ //dprint("resetting attack finished to ", ftos(time), "\n");
+ }
+ ATTACK_FINISHED(self) = ATTACK_FINISHED(self) + attacktime * W_WeaponRateFactor();
+ }
+ self.bulletcounter += 1;
+ //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
+ return TRUE;
+}
+float weapon_prepareattack(float secondary, float attacktime)
+{
+ if(weapon_prepareattack_check(secondary, attacktime))
+ {
+ weapon_prepareattack_do(secondary, attacktime);
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+void weapon_thinkf(float fr, float t, void() func)
+{
+ vector a;
+ vector of, or, ou;
+ float restartanim;
+
+ if(fr == WFRAME_DONTCHANGE)
+ {
+ fr = self.weaponentity.wframe;
+ restartanim = FALSE;
+ }
+ else if (fr == WFRAME_IDLE)
+ restartanim = FALSE;
+ else
+ restartanim = TRUE;
+
+ of = v_forward;
+ or = v_right;
+ ou = v_up;
+
+ if (self.weaponentity)
+ {
+ self.weaponentity.wframe = fr;
+ a = '0 0 0';
+ if (fr == WFRAME_IDLE)
+ a = self.weaponentity.anim_idle;
+ else if (fr == WFRAME_FIRE1)
+ a = self.weaponentity.anim_fire1;
+ else if (fr == WFRAME_FIRE2)
+ a = self.weaponentity.anim_fire2;
+ else // if (fr == WFRAME_RELOAD)
+ a = self.weaponentity.anim_reload;
+ a_z *= g_weaponratefactor;
+ setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+ }
+
+ v_forward = of;
+ v_right = or;
+ v_up = ou;
+
+ if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
+ {
+ backtrace("Tried to override initial weapon think function - should this really happen?");
+ }
+
+ t *= W_WeaponRateFactor();
+
+ // VorteX: haste can be added here
+ if (self.weapon_think == w_ready)
+ {
+ self.weapon_nextthink = time;
+ //dprint("started firing at ", ftos(time), "\n");
+ }
+ if (self.weapon_nextthink < time - self.weapon_frametime * 1.5 || self.weapon_nextthink > time + self.weapon_frametime * 1.5)
+ {
+ self.weapon_nextthink = time;
+ //dprint("reset weapon animation timer at ", ftos(time), "\n");
+ }
+ self.weapon_nextthink = self.weapon_nextthink + t;
+ self.weapon_think = func;
+ //dprint("next ", ftos(self.weapon_nextthink), "\n");
+
+ if((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
+ {
+ if(self.weapon == WEP_SHOTGUN && fr == WFRAME_FIRE2)
+ animdecide_setaction(self, ANIMACTION_MELEE, restartanim);
+ else
+ animdecide_setaction(self, ANIMACTION_SHOOT, restartanim);
+ }
+ else
+ {
+ if(self.anim_upper_action == ANIMACTION_SHOOT || self.anim_upper_action == ANIMACTION_MELEE)
+ self.anim_upper_action = 0;
+ }
+}
+
+float forbidWeaponUse()
+{
+ if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown)
+ return 1;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+ return 1;
+ if(self.player_blocked)
+ return 1;
+ if(self.freezetag_frozen)
+ return 1;
+ return 0;
+}
+
+void W_WeaponFrame()
+{
+ vector fo, ri, up;
+
+ if (frametime)
+ self.weapon_frametime = frametime;
+
+ if (!self.weaponentity || self.health < 1)
+ return; // Dead player can't use weapons and injure impulse commands
+
+ if(forbidWeaponUse())
+ if(self.weaponentity.state != WS_CLEAR)
+ {
+ w_ready();
+ return;
+ }
+
+ if(!self.switchweapon)
+ {
+ self.weapon = 0;
+ self.switchingweapon = 0;
+ self.weaponentity.state = WS_CLEAR;
+ self.weaponname = "";
+ self.items &= ~IT_AMMO;
+ return;
+ }
+
+ makevectors(self.v_angle);
+ fo = v_forward; // save them in case the weapon think functions change it
+ ri = v_right;
+ up = v_up;
+
+ // Change weapon
+ if (self.weapon != self.switchweapon)
+ {
+ if (self.weaponentity.state == WS_CLEAR)
+ {
+ // end switching!
+ self.switchingweapon = self.switchweapon;
+ entity newwep = get_weaponinfo(self.switchweapon);
+
+ self.items &= ~IT_AMMO;
+ self.items = self.items | (newwep.items & IT_AMMO);
+
+ // the two weapon entities will notice this has changed and update their models
+ self.weapon = self.switchweapon;
+ self.weaponname = newwep.mdl;
+ self.bulletcounter = 0; // WEAPONTODO
+ WEP_ACTION(self.switchweapon, WR_SETUP);
+ self.weaponentity.state = WS_RAISE;
+
+ // set our clip load to the load of the weapon we switched to, if it's reloadable
+ if(newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo) // prevent accessing undefined cvars
+ {
+ self.clip_load = self.(weapon_load[self.switchweapon]);
+ self.clip_size = newwep.reloading_ammo;
+ }
+ else
+ self.clip_load = self.clip_size = 0;
+
+ // VorteX: add player model weapon select frame here
+ // setcustomframe(PlayerWeaponRaise);
+ weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
+ }
+ else if (self.weaponentity.state == WS_DROP)
+ {
+ // in dropping phase we can switch at any time
+ self.switchingweapon = self.switchweapon;
+ }
+ else if (self.weaponentity.state == WS_READY)
+ {
+ // start switching!
+ self.switchingweapon = self.switchweapon;
+
+ entity oldwep = get_weaponinfo(self.weapon);
+
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
+ {
+#endif
+ sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+ self.weaponentity.state = WS_DROP;
+ // set up weapon switch think in the future, and start drop anim
+ weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+ //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
+#ifndef INDEPENDENT_ATTACK_FINISHED
+ }
+#endif
+ }
+ }
+
+ // LordHavoc: network timing test code
+ //if (self.button0)
+ // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
+
+ float w;
+ w = self.weapon;
+
+ // call the think code which may fire the weapon
+ // and do so multiple times to resolve framerate dependency issues if the
+ // server framerate is very low and the weapon fire rate very high
+ float c;
+ c = 0;
+ while (c < W_TICSPERFRAME)
+ {
+ c = c + 1;
+ if(w && !(self.weapons & WepSet_FromWeapon(w)))
+ {
+ if(self.weapon == self.switchweapon)
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w = 0;
+ }
+
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+
+ if(w)
+ WEP_ACTION(self.weapon, WR_THINK);
+ else
+ WEP_ACTION(self.weapon, WR_GONETHINK);
+
+ if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
+ {
+ if(self.weapon_think)
+ {
+ v_forward = fo;
+ v_right = ri;
+ v_up = up;
+ self.weapon_think();
+ }
+ else
+ bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
+ }
+ }
+
+#if 0
+ if (self.items & IT_CELLS)
+ self.currentammo = self.ammo_cells;
+ else if (self.items & IT_ROCKETS)
+ self.currentammo = self.ammo_rockets;
+ else if (self.items & IT_NAILS)
+ self.currentammo = self.ammo_nails;
+ else if (self.items & IT_SHELLS)
+ self.currentammo = self.ammo_shells;
+ else
+ self.currentammo = 1;
+#endif
+}
+
+void W_AttachToShotorg(entity flash, vector offset)
+{
+ entity xflash;
+ flash.owner = self;
+ flash.angles_z = random() * 360;
+
+ if(gettagindex(self.weaponentity, "shot"))
+ setattachment(flash, self.weaponentity, "shot");
+ else
+ setattachment(flash, self.weaponentity, "tag_shot");
+ setorigin(flash, offset);
+
+ xflash = spawn();
+ copyentity(flash, xflash);
+
+ flash.viewmodelforclient = self;
+
+ if(self.weaponentity.oldorigin_x > 0)
+ {
+ setattachment(xflash, self.exteriorweaponentity, "");
+ setorigin(xflash, self.weaponentity.oldorigin + offset);
+ }
+ else
+ {
+ if(gettagindex(self.exteriorweaponentity, "shot"))
+ setattachment(xflash, self.exteriorweaponentity, "shot");
+ else
+ setattachment(xflash, self.exteriorweaponentity, "tag_shot");
+ setorigin(xflash, offset);
+ }
+}
+
+void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload) // WEAPONTODO: why does this have ammo_type?
+{
+ if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
+ return;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if(ammo_reload)
+ {
+ self.clip_load -= ammo_use;
+ self.(weapon_load[self.weapon]) = self.clip_load;
+ }
+ else
+ self.(self.current_ammo) -= ammo_use;
+}
+
+// weapon reloading code
+
+.float reload_ammo_amount, reload_ammo_min, reload_time;
+.float reload_complain;
+.string reload_sound;
+
+void W_ReloadedAndReady()
+{
+ // finish the reloading process, and do the ammo transfer
+
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+
+ // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
+ if(!self.reload_ammo_min || self.items & IT_UNLIMITED_WEAPON_AMMO)
+ self.clip_load = self.reload_ammo_amount;
+ else
+ {
+ while(self.clip_load < self.reload_ammo_amount && self.(self.current_ammo)) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.(self.current_ammo) -= 1;
+ }
+ }
+ self.(weapon_load[self.weapon]) = self.clip_load;
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) -= self.reload_time - 1;
+
+ w_ready();
+}
+
+void W_Reload(float sent_ammo_min, string sent_sound)
+{
+ // set global values to work with
+ entity e;
+ e = get_weaponinfo(self.weapon);
+
+ self.reload_ammo_min = sent_ammo_min;
+ self.reload_ammo_amount = e.reloading_ammo;;
+ self.reload_time = e.reloading_time;
+ self.reload_sound = sent_sound;
+
+ // don't reload weapons that don't have the RELOADABLE flag
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
++ if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
+ {
+ dprint("Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
+ return;
+ }
+
+ // return if reloading is disabled for this weapon
+ if(!self.reload_ammo_amount)
+ return;
+
+ // our weapon is fully loaded, no need to reload
+ if (self.clip_load >= self.reload_ammo_amount)
+ return;
+
+ // no ammo, so nothing to load
+ if(!self.(self.current_ammo) && self.reload_ammo_min)
- if not(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2))
++ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ if(IS_REAL_CLIENT(self) && self.reload_complain < time)
+ {
+ play2(self, "weapons/unavailable.wav");
+ sprint(self, strcat("You don't have enough ammo to reload the ^2", W_Name(self.weapon), "\n"));
+ self.reload_complain = time + 1;
+ }
+ // switch away if the amount of ammo is not enough to keep using this weapon
++ if (!(WEP_ACTION(self.weapon, WR_CHECKAMMO1) + WEP_ACTION(self.weapon, WR_CHECKAMMO2)))
+ {
+ self.clip_load = -1; // reload later
+ W_SwitchToOtherWeapon(self);
+ }
+ return;
+ }
+
+ if (self.weaponentity)
+ {
+ if (self.weaponentity.wframe == WFRAME_RELOAD)
+ return;
+
+ // allow switching away while reloading, but this will cause a new reload!
+ self.weaponentity.state = WS_READY;
+ }
+
+ // now begin the reloading process
+
+ sound(self, CH_WEAPON_SINGLE, self.reload_sound, VOL_BASE, ATTEN_NORM);
+
+ // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
+ // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
+ // so your weapon is disabled for a few seconds without reason
+
+ //ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self)) + self.reload_time + 1;
+
+ weapon_thinkf(WFRAME_RELOAD, self.reload_time, W_ReloadedAndReady);
+
+ if(self.clip_load < 0)
+ self.clip_load = 0;
+ self.old_clip_load = self.clip_load;
+ self.clip_load = self.(weapon_load[self.weapon]) = -1;
+}