.int lodmodelindex0;
.int lodmodelindex1;
.int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(entity this)
+void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
{
+ int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
+
// LOD model loading
if(this.lodmodelindex0 != this.modelindex)
{
}
// apply LOD
- if(autocvar_cl_playerdetailreduction <= 0)
+ if(detailreduction <= 0)
{
- if(autocvar_cl_playerdetailreduction <= -2)
+ if(detailreduction <= -2)
this.modelindex = this.lodmodelindex2;
- else if(autocvar_cl_playerdetailreduction <= -1)
+ else if(detailreduction <= -1)
this.modelindex = this.lodmodelindex1;
else
this.modelindex = this.lodmodelindex0;
}
else
{
- float distance = vlen(this.origin - view_origin);
- float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
+ float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
+ float f = (distance * current_viewzoom + 100.0) * detailreduction;
f *= 1.0 / bound(0.01, view_quality, 1);
if(f > autocvar_cl_loddistance2)
this.modelindex = this.lodmodelindex2;
if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
goto skipforcecolors;
+ bool forceplayercolors_enabled = false;
+ #define fpc autocvar_cl_forceplayercolors
+ if (gametype.m_1v1)
+ {
+ if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
+ forceplayercolors_enabled = true;
+ }
+ else if (teamplay)
+ {
+ if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
+ forceplayercolors_enabled = true;
+ }
+ else
+ {
+ if (fpc == 1 || fpc == 2)
+ forceplayercolors_enabled = true;
+ }
+
// forceplayercolors too
if(teamplay)
{
// own team's color is never forced
- int forcecolor_friend = 0;
- int forcecolor_enemy = 0;
+ int forcecolor_friend = 0, forcecolor_enemy = 0;
entity tm;
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
- || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
+
+ if(forceplayercolors_enabled)
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
this.colormap = forcecolor_enemy;
}
}
- else
+ else // if(!teamplay)
{
if(autocvar_cl_forcemyplayercolors && islocalplayer)
this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
- else if(autocvar_cl_forceplayercolors)
+ else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
+ {
+ // Assign each enemy unique colors
+ // pick colors from 0 to 14 since 15 is the rainbow color
+ // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
+ // pl16 0 2, pl17 1 3, ..., pl29 13 0, pl30 14 1
+ int num = this.entnum - 1;
+ int c1 = num % 15;
+ int q = floor(num / 15);
+ int c2 = (c1 + 1 + q) % 15;
+ this.colormap = 1024 + (c1 << 4) + c2;
+ }
+ else if(forceplayercolors_enabled)
this.colormap = player_localnum + 1;
}
if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
{
CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
- CSQCPlayer_LOD_Apply(this);
+ CSQCPlayer_LOD_Apply(this, true);
if(!isplayer)
{
}
}
}
+ else
+ CSQCPlayer_LOD_Apply(this, false);
CSQCModel_AutoTagIndex_Apply(this);
bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
(substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
+ this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
// save values set by server
if((this.isplayermodel & ISPLAYER_MODEL))
drawn = (this.iflags & IFLAG_VALID);
t = time;
}
+ bool is_nade = Projectile_isnade(this.cnt);
if (!(f & FL_ONGROUND))
{
rot = '0 0 0';
- switch (this.cnt)
+ if (is_nade) rot = this.avelocity;
+ else switch (this.cnt)
{
- /*
- case PROJECTILE_GRENADE:
- rot = '-2000 0 0'; // forward
- break;
- */
case PROJECTILE_GRENADE_BOUNCING:
rot = '0 -1000 0'; // sideways
break;
case PROJECTILE_ROCKET:
rot = '0 0 720'; // spinning
break;
- default:
- break;
}
- if (Projectile_isnade(this.cnt))
- rot = this.avelocity;
-
- this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
+ if (rot)
+ {
+ if (!rot.x && !rot.y)
+ {
+ // cheaper z-only rotation formula
+ this.angles.z = (rot.z * (t - this.spawntime)) % 360;
+ if (this.angles.z < 0)
+ this.angles.z += 360;
+ }
+ else
+ this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
+ }
}
- vector ang;
- ang = this.angles;
- ang.x = -ang.x;
- makevectors(ang);
-
a = 1 - (time - this.fade_time) * this.fade_rate;
this.alpha = bound(0, this.alphamod * a, 1);
if (this.alpha <= 0)
drawn = 0;
this.renderflags = 0;
+ vector ang = this.angles;
+ ang.x = -ang.x;
trailorigin = this.origin;
- switch (this.cnt)
+ if (is_nade)
+ {
+ makevectors(ang);
+ trailorigin += v_up * 4;
+ }
+ else switch (this.cnt)
{
case PROJECTILE_GRENADE:
case PROJECTILE_GRENADE_BOUNCING:
+ makevectors(ang);
trailorigin += v_right * 1 + v_forward * -10;
break;
- default:
- break;
}
- if (Projectile_isnade(this.cnt))
- trailorigin += v_up * 4;
-
if (drawn)
Projectile_DrawTrail(this, trailorigin);
else
HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
- case PROJECTILE_SHAMBLER_LIGHTNING:
+ case PROJECTILE_GOLEM_LIGHTNING:
this.mins = '-8 -8 -8';
this.maxs = '8 8 8';
this.scale = 2.5;
#include <common/monsters/sv_spawn.qh>
#include <common/monsters/sv_spawner.qh>
#include <common/monsters/sv_monsters.qh>
+ #include <common/mutators/mutator/status_effects/_mod.qh>
+
#include <server/bot/api.qh>
#include <server/world.qh>
#include <server/teamplay.qh>
- IntrusiveList g_invasion_roundends;
- IntrusiveList g_invasion_waves;
- IntrusiveList g_invasion_spawns;
- STATIC_INIT(g_invasion)
- {
- g_invasion_roundends = IL_NEW();
- g_invasion_waves = IL_NEW();
- g_invasion_spawns = IL_NEW();
- }
-
float autocvar_g_invasion_round_timelimit;
float autocvar_g_invasion_spawnpoint_spawn_delay;
float autocvar_g_invasion_warmup;
if(it.winning)
{
bprint("Invasion: round completed.\n");
- // winners already set (TODO: teamplay support)
+ // winners already set
status = WINNING_YES;
break;
FOREACH(Monsters, it != MON_Null,
{
- if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
- (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
+ if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM)
+ || (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
continue;
if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
continue;
setsize(e, mon.m_mins, mon.m_maxs);
if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+ {
monster = spawnmonster(e, tospawn, mon, NULL, NULL, e.origin, false, false, 2);
+ monster.angles_x = monster.angles_z = 0;
+ }
else
{
delete(e);
if(!monster)
return;
- monster.spawnshieldtime = time;
+ StatusEffects_remove(STATUSEFFECT_SpawnShield, monster, STATUSEFFECT_REMOVE_NORMAL);
if(spawn_point)
{
monster.target2 = spawn_point.target2;
}
- if(teamplay)
- {
- if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
- monster.team = spawn_point.team;
- else
- {
- RandomSelection_Init();
- if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
- if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
- if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
- if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
-
- monster.team = RandomSelection_chosen_float;
- }
-
- monster_setupcolors(monster);
-
- if(monster.sprite)
- {
- WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
-
- monster.sprite.team = 0;
- monster.sprite.SendFlags |= 1;
- }
- }
-
if(monster.monster_attack)
IL_REMOVE(g_monster_targets, monster);
monster.monster_attack = false; // it's the player's job to kill all the monsters
return 1;
}
- float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
+ float total_alive_monsters = 0, supermonster_count = 0;
IL_EACH(g_monsters, GetResource(it, RES_HEALTH) > 0,
{
if(it.monsterdef.spawnflags & MON_FLAG_SUPERMONSTER)
++supermonster_count;
++total_alive_monsters;
-
- if(teamplay)
- switch(it.team)
- {
- case NUM_TEAM_1: ++red_alive; break;
- case NUM_TEAM_2: ++blue_alive; break;
- case NUM_TEAM_3: ++yellow_alive; break;
- case NUM_TEAM_4: ++pink_alive; break;
- }
});
if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
if(inv_numspawned < 1)
return 0; // nothing has spawned yet
- if(teamplay)
- {
- if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
- return 0;
- }
- else if(inv_numkilled < inv_maxspawned)
+ if(inv_numkilled < inv_maxspawned)
return 0;
entity winner = NULL;
- float winning_score = 0, winner_team = 0;
+ float winning_score = 0;
-
- if(teamplay)
- {
- if(red_alive > 0) { winner_team = NUM_TEAM_1; }
- if(blue_alive > 0)
- {
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_2; }
- }
- if(yellow_alive > 0)
- {
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_3; }
- }
- if(pink_alive > 0)
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ float cs = GameRules_scoring_add(it, KILLS, 0);
+ if(cs > winning_score)
{
- if(winner_team) { winner_team = 0; }
- else { winner_team = NUM_TEAM_4; }
+ winning_score = cs;
+ winner = it;
}
- }
- else
- {
- FOREACH_CLIENT(IS_PLAYER(it), {
- float cs = GameRules_scoring_add(it, KILLS, 0);
- if(cs > winning_score)
- {
- winning_score = cs;
- winner = it;
- }
- });
- }
+ });
IL_EACH(g_monsters, true,
{
});
IL_CLEAR(g_monsters);
- if(teamplay)
- {
- if(winner_team)
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
- }
- }
- else if(winner)
+ if(winner)
{
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
inv_numkilled = 0;
inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
-
- if(teamplay)
- {
- DistributeEvenly_Init(inv_maxspawned, invasion_teams);
- inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
- inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
- if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
- if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
- }
}
MUTATOR_HOOKFUNCTION(inv, MonsterDies)
inv_numkilled += 1;
inv_maxcurrent -= 1;
}
- if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
if(IS_PLAYER(frag_attacker))
{
- if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
+ if(SAME_TEAM(frag_attacker, frag_target))
GameRules_scoring_add(frag_attacker, KILLS, -1);
else
- {
GameRules_scoring_add(frag_attacker, KILLS, +1);
- if(teamplay)
- TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
- }
}
}
}
return true;
}
-MUTATOR_HOOKFUNCTION(inv, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
-{
- M_ARGV(0, float) = invasion_teams;
- return true;
-}
-
MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
{
M_ARGV(0, string) = "This command does not work during an invasion!";
return true;
}
-void invasion_ScoreRules(int inv_teams)
+void invasion_ScoreRules()
{
GameRules_score_enabled(false);
- GameRules_scoring(inv_teams, 0, 0, {
- if (inv_teams) {
- field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
- }
- field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
+ GameRules_scoring(0, 0, 0, {
+ field(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
});
}
-void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+void invasion_DelayedInit(entity this)
{
if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
cvar_set("fraglimit", "0");
- if(autocvar_g_invasion_teams)
- {
- invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
- }
- else
- invasion_teams = 0;
-
independent_players = 1; // to disable extra useless scores
- invasion_ScoreRules(invasion_teams);
+ invasion_ScoreRules();
independent_players = 0;
#include <common/mutators/base.qh>
#define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
-int autocvar_g_invasion_teams;
int autocvar_g_invasion_type;
-bool autocvar_g_invasion_team_spawns;
bool g_invasion;
+ IntrusiveList g_invasion_roundends;
+ IntrusiveList g_invasion_waves;
+ IntrusiveList g_invasion_spawns;
void invasion_Initialize();
REGISTER_MUTATOR(inv, false)
MUTATOR_STATIC();
MUTATOR_ONADD
{
+ g_invasion_roundends = IL_NEW();
+ g_invasion_waves = IL_NEW();
+ g_invasion_spawns = IL_NEW();
+ if (autocvar_g_invasion_teams >= 2) {
+ GameRules_teams(true);
+ GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
+ }
GameRules_limit_score(autocvar_g_invasion_point_limit);
g_invasion = true;
return 0;
}
-float inv_numspawned;
-float inv_maxspawned;
-float inv_roundcnt;
-float inv_maxrounds;
-float inv_numkilled;
+int inv_numspawned;
+int inv_maxspawned;
+int inv_roundcnt;
+int inv_maxrounds;
+int inv_numkilled;
float inv_lastcheck;
-float inv_maxcurrent;
-
-float invasion_teams;
-float inv_monsters_perteam[17];
+int inv_maxcurrent;
float inv_monsterskill;
-const float ST_INV_KILLS = 1;
-
const int INV_TYPE_ROUND = 0; // round-based waves of enemies
const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
const int INV_TYPE_STAGE = 2; // reach the end of the level
func_breakable_behave_restore(this);
}
- // destructible walls that can be used to trigger target_objective_decrease
- spawnfunc(func_breakable)
+ void func_breakable_setup(entity this)
{
float n, i;
if(!GetResource(this, RES_HEALTH))
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
this.bot_attack = false;
+ this.monster_attack = false;
}
// precache all the models
this.reset = func_breakable_reset;
this.reset(this);
+ if(this.monster_attack)
+ IL_PUSH(g_monster_targets, this);
+
IL_PUSH(g_initforplayer, this);
this.init_for_player = func_breakable_init_for_player;
}
// for use in maps with a "model" key set
- spawnfunc(misc_breakablemodel) {
- spawnfunc_func_breakable(this);
- }
+ spawnfunc(misc_breakablemodel) { func_breakable_setup(this); }
+
+ // destructible walls that can be used to trigger target_objective_decrease
+ spawnfunc(func_breakable) { func_breakable_setup(this); }
#endif
--- /dev/null
- actor.spawnshieldtime = actor.spawn_time;
+#include "golem.qh"
+
+#ifdef SVQC
+float autocvar_g_monster_golem_health;
+float autocvar_g_monster_golem_damageforcescale = 0.1;
+float autocvar_g_monster_golem_attack_smash_damage;
+float autocvar_g_monster_golem_attack_smash_force = 100;
+float autocvar_g_monster_golem_attack_smash_range = 200;
+float autocvar_g_monster_golem_attack_claw_damage;
+float autocvar_g_monster_golem_attack_lightning_damage;
+float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
+float autocvar_g_monster_golem_attack_lightning_force;
+float autocvar_g_monster_golem_attack_lightning_radius;
+float autocvar_g_monster_golem_attack_lightning_radius_zap;
+float autocvar_g_monster_golem_attack_lightning_speed;
+float autocvar_g_monster_golem_attack_lightning_speed_up;
+float autocvar_g_monster_golem_speed_stop;
+float autocvar_g_monster_golem_speed_run;
+float autocvar_g_monster_golem_speed_walk;
+
+/*
+const float golem_anim_stand = 0;
+const float golem_anim_walk = 1;
+const float golem_anim_run = 2;
+const float golem_anim_smash = 3;
+const float golem_anim_swingr = 4;
+const float golem_anim_swingl = 5;
+const float golem_anim_magic = 6;
+const float golem_anim_pain = 7;
+const float golem_anim_death = 8;
+*/
+
+.float golem_lastattack; // delay attacks separately
+
+void M_Golem_Attack_Smash(entity this)
+{
+ makevectors(this.angles);
+ Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
+ sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+
+ vector loc = this.origin + v_forward * 50;
+
+ entity dmgent = spawn();
+ dmgent.owner = dmgent.realowner = this;
+ setorigin(dmgent, loc);
+ RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this),
+ autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL);
+ delete(dmgent);
+}
+
+void M_Golem_Attack_Swing(entity this)
+{
+ Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
+}
+
+#include <common/effects/qc/_mod.qh>
+
+void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
+{
+ sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
+
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ set_movetype(this, MOVETYPE_NONE);
+ this.velocity = '0 0 0';
+
+ if(this.move_movetype == MOVETYPE_NONE)
+ this.velocity = this.oldvelocity;
+
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius),
+ NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
+
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
+ {
+ te_csqc_lightningarc(this.origin, it.origin);
+ Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
+ });
+
+ setthink(this, SUB_Remove);
+ this.nextthink = time + 0.2;
+}
+
+void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
+{
+ M_Golem_Attack_Lightning_Explode(this, trigger);
+}
+
+void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+ if (GetResource(this, RES_HEALTH) <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ TakeResource(this, RES_HEALTH, damage);
+
+ if (GetResource(this, RES_HEALTH) <= 0)
+ W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
+}
+
+void M_Golem_Attack_Lightning_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+
+ this.use(this, NULL, toucher);
+}
+
+void M_Golem_Attack_Lightning_Think(entity this)
+{
+ this.nextthink = time;
+ if (time > this.cnt)
+ {
+ M_Golem_Attack_Lightning_Explode(this, NULL);
+ return;
+ }
+}
+
+void M_Golem_Attack_Lightning(entity this)
+{
+ entity gren;
+
+ monster_makevectors(this, this.enemy);
+
+ gren = new(grenade);
+ gren.owner = gren.realowner = this;
+ gren.bot_dodge = true;
+ gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage);
+ set_movetype(gren, MOVETYPE_BOUNCE);
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = DEATH_MONSTER_GOLEM_ZAP.m_id;
+ setorigin(gren, CENTER_OR_VIEWOFS(this));
+ setsize(gren, '-8 -8 -8', '8 8 8');
+ gren.scale = 2.5;
+
+ gren.cnt = time + 5;
+ gren.nextthink = time;
+ setthink(gren, M_Golem_Attack_Lightning_Think);
+ gren.use = M_Golem_Attack_Lightning_Explode_use;
+ settouch(gren, M_Golem_Attack_Lightning_Touch);
+
+ gren.takedamage = DAMAGE_YES;
+ SetResourceExplicit(gren, RES_HEALTH, 50);
+ gren.damageforcescale = 0;
+ gren.event_damage = M_Golem_Attack_Lightning_Damage;
+ gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_golem_attack_lightning_speed), (autocvar_g_monster_golem_attack_lightning_speed_up), 0, 0, false);
+
+ gren.angles = vectoangles (gren.velocity);
+ gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
+
+ CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true);
+}
+
+.int state;
+
+bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
+ int swing_cnt = bound(1, floor(random() * 4), 3);
+ Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing);
+ actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
+ return true;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ float randomness = random();
+
+ if(time < actor.golem_lastattack || !IS_ONGROUND(actor))
+ return false;
+
+ if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
+ {
+ setanim(actor, actor.anim_melee1, false, true, true);
+ Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1.2;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
+ actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+ actor.golem_lastattack = time + 3 + random() * 1.5;
+ return true;
+ }
+ else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
+ {
+ setanim(actor, actor.anim_melee2, true, true, false);
+ actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
+ actor.attack_finished_single[0] = time + 1.1;
+ actor.anim_finished = 1.1;
+ actor.golem_lastattack = time + 3 + random() * 1.5;
+ Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
+ return true;
+ }
+
+ return false;
+ }
+ }
+
+ return false;
+}
+
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
+// compatibility
+spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
+#endif // SVQC
+
+#ifdef SVQC
+METHOD(Golem, mr_think, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ return true;
+}
+
+METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+ TC(Golem, this);
+ actor.pain_finished = time + 0.5;
+ setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ return damage_take;
+}
+
+METHOD(Golem, mr_death, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
+#endif
+#ifdef GAMEQC
+METHOD(Golem, mr_anim, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ vector none = '0 0 0';
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '2 1 1', none);
+ //actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ //actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+ //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
+ //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
+ //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
+ actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ // dead2 16
+ //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
+ //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
+ //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
+ //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
+ //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
+ //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
+ //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
+ return true;
+}
+#endif
+#ifdef SVQC
+.float animstate_endtime;
+METHOD(Golem, mr_setup, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
+ if(!actor.attack_range) actor.attack_range = 150;
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); }
+
+ actor.monster_loot = ITEM_HealthMega;
+ actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+ setanim(actor, actor.anim_spawn, false, true, true);
+ actor.spawn_time = actor.animstate_endtime;
++ StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
+ actor.monster_attackfunc = M_Golem_Attack;
+
+ return true;
+}
+#endif
float autocvar_g_monster_mage_attack_spike_delay;
float autocvar_g_monster_mage_attack_spike_accel;
float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_chance = 0.45;
float autocvar_g_monster_mage_attack_spike_turnrate;
float autocvar_g_monster_mage_attack_spike_speed_max;
float autocvar_g_monster_mage_attack_spike_smart;
float autocvar_g_monster_mage_attack_spike_smart_trace_min;
float autocvar_g_monster_mage_attack_spike_smart_trace_max;
float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_chance = 0.7;
float autocvar_g_monster_mage_attack_push_damage;
float autocvar_g_monster_mage_attack_push_radius;
float autocvar_g_monster_mage_attack_push_delay;
float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_attack_teleport_chance = 0.2;
+float autocvar_g_monster_mage_attack_teleport_delay = 2;
+float autocvar_g_monster_mage_attack_teleport_random = 0.4;
+float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
float autocvar_g_monster_mage_heal_self;
float autocvar_g_monster_mage_heal_allies;
float autocvar_g_monster_mage_heal_minhealth;
.entity mage_spike;
.float mage_shield_delay;
- .float mage_shield_time;
bool M_Mage_Defend_Heal_Check(entity this, entity targ)
{
return false;
if(!IS_PLAYER(targ))
return (IS_MONSTER(targ) && GetResource(targ, RES_HEALTH) < targ.max_health);
- if(targ.items & ITEM_Shield.m_itemid)
+ if(StatusEffects_active(STATUSEFFECT_Shield, targ))
return false;
switch(this.skin)
void M_Mage_Defend_Heal(entity this)
{
- float washealed = false;
+ bool washealed = false;
FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
{
}
case 1:
{
- if(GetResource(this, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
- if(GetResource(this, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
- if(GetResource(this, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
- if(GetResource(this, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
- if(GetResource(this, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
+ if(GetResource(it, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
+ if(GetResource(it, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
+ if(GetResource(it, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
+ if(GetResource(it, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
+ if(GetResource(it, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
// TODO: fuel?
fx = EFFECT_AMMO_REGEN;
break;
if(washealed)
{
- setanim(this, this.anim_shoot, true, true, true);
+ setanim(this, this.anim_melee, true, true, true);
this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+ this.state = MONSTER_ATTACK_MELEE;
this.anim_finished = time + 1.5;
}
}
NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
- setanim(this, this.anim_shoot, true, true, true);
+ setanim(this, this.anim_duckjump, true, true, true);
this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+ this.anim_finished = time + 1;
+ this.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
}
void M_Mage_Attack_Teleport(entity this, entity targ)
if(!targ) return;
if(vdist(targ.origin - this.origin, >, 1500)) return;
+ if(autocvar_g_monster_mage_attack_teleport_random && random() <= autocvar_g_monster_mage_attack_teleport_random)
+ {
+ vector oldpos = this.origin;
+ vector extrasize = '1 1 1' * autocvar_g_monster_mage_attack_teleport_random_range;
+ if(MoveToRandomLocationWithinBounds(this, this.absmin - extrasize, this.absmax + extrasize,
+ DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER,
+ Q3SURFACEFLAG_SKY, 10, 64, 256, true))
+ {
+ vector a = vectoangles(targ.origin - this.origin);
+ this.angles = '0 1 0' * a.y;
+ this.fixangle = true;
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, oldpos, '0 0 0', 1);
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
+ return;
+ }
+ }
+
+ if(!IS_ONGROUND(targ)) return;
+
makevectors(targ.angles);
- tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
+ tracebox(CENTER_OR_VIEWOFS(targ), this.mins, this.maxs, CENTER_OR_VIEWOFS(targ) + ((v_forward * -1) * 200), MOVE_NOMONSTERS, this);
if(trace_fraction < 1)
return;
- vector newpos = targ.origin + ((v_forward * -1) * 200);
+ vector newpos = trace_endpos;
Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
this.fixangle = true;
this.velocity *= 0.5;
- this.attack_finished_single[0] = time + 0.2;
+ this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
}
- void M_Mage_Defend_Shield_Remove(entity this)
- {
- this.effects &= ~(EF_ADDITIVE | EF_BLUE);
- SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
- }
-
void M_Mage_Defend_Shield(entity this)
{
- this.effects |= (EF_ADDITIVE | EF_BLUE);
+ StatusEffects_apply(STATUSEFFECT_Shield, this, time + autocvar_g_monster_mage_shield_time, 0);
this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
- this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
setanim(this, this.anim_shoot, true, true, true);
- this.attack_finished_single[0] = time + 1;
+ this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking
this.anim_finished = time + 1;
}
{
case MONSTER_ATTACK_MELEE:
{
- if(random() <= 0.7)
+ if(random() <= autocvar_g_monster_mage_attack_push_chance)
{
Weapon wep = WEP_MAGE_SPIKE;
}
case MONSTER_ATTACK_RANGED:
{
- if(!actor.mage_spike)
+ if(random() <= autocvar_g_monster_mage_attack_teleport_chance)
{
- if(random() <= 0.4)
- {
- OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
- off.offhand_think(off, actor, true);
- return true;
- }
- else
- {
- setanim(actor, actor.anim_shoot, true, true, true);
- actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
- actor.anim_finished = time + 1;
- Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, actor, weaponentity, 1);
- return true;
- }
+ OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+ actor.OffhandMageTeleport_key_pressed = 0;
+ off.offhand_think(off, actor, 1);
+ return true;
}
-
- if(actor.mage_spike)
+ else if(!actor.mage_spike && random() <= autocvar_g_monster_mage_attack_spike_chance)
+ {
+ setanim(actor, actor.anim_shoot, true, true, true);
+ actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+ actor.anim_finished = time + 1;
+ actor.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
+ Weapon wep = WEP_MAGE_SPIKE;
+ wep.wr_think(wep, actor, weaponentity, 1);
return true;
- else
- return false;
+ }
+
+ return false;
}
}
if(random() < 0.5)
M_Mage_Defend_Heal(actor);
- if(time >= actor.mage_shield_time && GetResource(actor, RES_ARMOR))
- M_Mage_Defend_Shield_Remove(actor);
-
- if(actor.enemy)
- if(GetResource(actor, RES_HEALTH) < actor.max_health)
- if(time >= actor.mage_shield_delay)
- if(random() < 0.5)
+ if(actor.enemy && time >= actor.mage_shield_delay && random() < 0.5)
+ if(GetResource(actor, RES_HEALTH) < actor.max_health && !StatusEffects_active(STATUSEFFECT_Shield, actor))
M_Mage_Defend_Shield(actor);
return true;
METHOD(Mage, mr_death, bool(Mage this, entity actor))
{
TC(Mage, this);
- setanim(actor, actor.anim_die1, false, true, true);
+ setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
return true;
}
{
TC(Mage, this);
vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '1 1 1', none);
actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '5 1 1', none);
+ actor.anim_duckjump = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_pain1 = animfixfps(actor, '6 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ //actor.anim_pain3 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+ actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '10 1 0.5', none); // 2 seconds
+ //actor.anim_dead1 = animfixfps(actor, '11 1 0.5', none); // 2 seconds
+ //actor.anim_dead2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
return true;
}
#endif
#ifdef SVQC
- .float spider_slowness; // effect time of slowness inflicted by spiders
-
.float spider_web_delay;
float autocvar_g_monster_spider_attack_web_damagetime;
float autocvar_g_monster_spider_attack_web_speed;
float autocvar_g_monster_spider_attack_web_speed_up;
float autocvar_g_monster_spider_attack_web_delay;
+float autocvar_g_monster_spider_attack_web_range = 800;
float autocvar_g_monster_spider_attack_bite_damage;
float autocvar_g_monster_spider_attack_bite_delay;
{
entity player = M_ARGV(0, entity);
- if(time < player.spider_slowness)
+ if(StatusEffects_active(STATUSEFFECT_Webbed, player))
STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
}
{
entity mon = M_ARGV(0, entity);
- if(time < mon.spider_slowness)
+ if(StatusEffects_active(STATUSEFFECT_Webbed, mon))
{
M_ARGV(1, float) *= 0.5; // run speed
M_ARGV(2, float) *= 0.5; // walk speed
}
}
- MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn)
- {
- entity player = M_ARGV(0, entity);
-
- player.spider_slowness = 0;
- return false;
- }
-
- MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn)
- {
- entity mon = M_ARGV(0, entity);
-
- mon.spider_slowness = 0;
- }
-
SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
{
TC(SpiderAttack, thiswep);
bool isPlayer = IS_PLAYER(actor);
if (fire & 1)
- if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
+ if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
if (!isPlayer) {
- actor.spider_web_delay = time + 3;
+ actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
setanim(actor, actor.anim_shoot, true, true, true);
- actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
- actor.anim_finished = time + 1;
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
}
if (isPlayer) actor.enemy = Monster_FindTarget(actor);
monster_makevectors(actor, actor.enemy);
FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
{
- it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
+ StatusEffects_apply(STATUSEFFECT_Webbed, it, time + autocvar_g_monster_spider_attack_web_damagetime, 0);
});
delete(this);
}
case MONSTER_ATTACK_RANGED:
{
- wep.wr_think(wep, actor, weaponentity, 1);
- return true;
+ if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
+ {
+ wep.wr_think(wep, actor, weaponentity, 1);
+ return true;
+ }
}
}
METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Spider, this);
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ actor.pain_finished = actor.animstate_endtime;
return damage_take;
}
METHOD(Spider, mr_death, bool(Spider this, entity actor))
{
TC(Spider, this);
- setanim(actor, actor.anim_melee, false, true, true);
- actor.angles_x = 180;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
return true;
}
#endif
{
TC(Spider, this);
vector none = '0 0 0';
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
+ actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '1 1 1', none);
+ actor.anim_die2 = animfixfps(actor, '2 1 1', none);
+ actor.anim_shoot = animfixfps(actor, '3 1 1', none);
+ //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
+ actor.anim_idle = animfixfps(actor, '5 1 1', none);
+ //actor.anim_sight = animfixfps(actor, '6 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
+ actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
+ //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
+ actor.anim_walk = animfixfps(actor, '10 1 1', none);
+ actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
+ //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
+ //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
+ //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
+ //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
+ //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
+ //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
+ //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
return true;
}
#endif
CLASS(Spider, Monster)
ATTRIB(Spider, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED | MON_FLAG_RIDE);
- ATTRIB(Spider, m_mins, vector, '-18 -18 -25');
- ATTRIB(Spider, m_maxs, vector, '18 18 30');
+ ATTRIB(Spider, m_mins, vector, '-30 -30 -25');
+ ATTRIB(Spider, m_maxs, vector, '30 30 30');
#ifdef GAMEQC
ATTRIB(Spider, m_model, Model, MDL_MON_SPIDER);
#endif
/* wepname */ ATTRIB(SpiderAttack, m_name, string, _("Spider attack"));
ENDCLASS(SpiderAttack)
REGISTER_WEAPON(SPIDER_ATTACK, NEW(SpiderAttack));
+
+ #include <common/mutators/mutator/status_effects/all.qh>
+
+ CLASS(Webbed, StatusEffects)
+ ATTRIB(Webbed, netname, string, "webbed");
+ #if 0
+ // NOTE: status effect name and icon disabled as they are not displayed
+ // re-enable if status effects are given a visual element
+ ATTRIB(Webbed, m_name, string, _("Webbed"));
+ ATTRIB(Webbed, m_icon, string, "buff_disability");
+ #endif
+ ATTRIB(Webbed, m_color, vector, '0.94 0.3 1');
+ ATTRIB(Webbed, m_hidden, bool, true);
+ ATTRIB(Webbed, m_lifetime, float, 10);
+ ENDCLASS(Webbed)
+ REGISTER_STATUSEFFECT(Webbed, NEW(Webbed));
{
TC(Zombie, this);
actor.pain_finished = time + 0.34;
- setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
+ if(time >= actor.spawn_time)
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
return damage_take;
}
actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Zombie_Attack;
- actor.spawnshieldtime = actor.spawn_time;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
actor.respawntime = 0.2;
actor.damageforcescale = 0.0001; // no push while spawning
#include <common/mapobjects/triggers.qh>
#include <common/monsters/all.qh>
#include <common/mutators/mutator/nades/nades.qh>
+ #include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/physics/movelib.qh>
#include <common/stats.qh>
#include <common/teams.qh>
}
}
+bool monster_facing(entity this, entity targ)
+{
+ // relies on target having an origin
+ makevectors(this.angles);
+ vector targ_org = targ.origin, my_org = this.origin;
+ if(autocvar_g_monsters_target_infront_2d)
+ {
+ targ_org = vec2(targ_org);
+ my_org = vec2(my_org);
+ }
+ float dot = normalize(targ_org - my_org) * v_forward;
+
+ return !(dot <= autocvar_g_monsters_target_infront_range);
+}
+
void monster_makevectors(entity this, entity targ)
{
if(IS_MONSTER(this))
// Target handling
// ===============
-bool Monster_ValidTarget(entity this, entity targ)
+bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
{
// ensure we're not checking nonexistent monster/target
if(!this || !targ) { return false; }
if((targ == this)
- || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
|| (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
|| (time < game_starttime) // monsters do nothing before match has started
|| (targ.takedamage == DAMAGE_NO)
|| (game_stopped)
- || (targ.items & IT_INVISIBILITY)
|| (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
|| (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
|| (this.monster_follow == targ || targ.monster_follow == this)
|| (SAME_TEAM(targ, this))
|| (STAT(FROZEN, targ))
|| (targ.alpha != 0 && targ.alpha < 0.5)
+ || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
|| (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
)
{
}
vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
- traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
+ traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
if(trace_fraction < 1 && trace_ent != targ)
return false; // solid
- if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
+ if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
if(this.enemy != targ)
{
- makevectors (this.angles);
- float dot = normalize (targ.origin - this.origin) * v_forward;
-
- if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
+ if(!monster_facing(this, targ))
+ return false;
}
return true; // this target is valid!
vector my_center = CENTER_OR_VIEWOFS(this);
// find the closest acceptable target to pass to
- IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
+ IL_EACH(g_monster_targets, it.monster_attack,
{
- if(Monster_ValidTarget(this, it))
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc)
- vector targ_center = CENTER_OR_VIEWOFS(it);
+ float trange = this.target_range;
+ if(PHYS_INPUT_BUTTON_CROUCH(it))
+ trange *= 0.75; // TODO cvar this
+ vector theirmid = (it.absmin + it.absmax) * 0.5;
+ if(vdist(theirmid - this.origin, >, trange))
+ continue;
+ if(!Monster_ValidTarget(this, it, false))
+ continue;
- if(closest_target)
- {
- vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
- if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
- { closest_target = it; }
- }
- else { closest_target = it; }
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+ vector targ_center = CENTER_OR_VIEWOFS(it);
+
+ if(closest_target)
+ {
+ vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
+ if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
+ { closest_target = it; }
}
+ else { closest_target = it; }
});
return closest_target;
else
{
if(this.monster_skill <= MONSTER_SKILL_EASY)
- this.colormap = 1029;
+ this.colormap = 1126;
else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
- this.colormap = 1027;
+ this.colormap = 1075;
else if(this.monster_skill <= MONSTER_SKILL_HARD)
- this.colormap = 1038;
+ this.colormap = 1228;
else if(this.monster_skill <= MONSTER_SKILL_INSANE)
- this.colormap = 1028;
+ this.colormap = 1092;
else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
- this.colormap = 1032;
+ this.colormap = 1160;
else
this.colormap = 1024;
}
+
+ if(this.colormap > 0)
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
+ else
+ this.glowmod = '1 1 1';
}
void monster_changeteam(entity this, int newteam)
.void(entity) monster_delayedfunc;
void Monster_Delay_Action(entity this)
{
- if(Monster_ValidTarget(this.owner, this.owner.enemy))
+ // TODO: maybe do check for facing here
+ if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
{
monster_makevectors(this.owner, this.owner.enemy);
this.monster_delayedfunc(this.owner);
void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
{
// deferred attacking, checks if monster is still alive and target is still valid before attacking
- entity e = new(Monster_Delay);
+ entity e = new_pure(Monster_Delay);
setthink(e, Monster_Delay_Action);
e.nextthink = time + defer_amnt;
string sample = this.(samplefield);
if (sample != "") sample = GlobalSound_sample(sample, random());
float myscale = ((this.scale) ? this.scale : 1); // safety net
- // TODO: change volume depending on size too?
sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
this.msound_delay = time + sound_delay;
if((!this || !targ)
|| (!this.monster_attackfunc)
|| (time < this.attack_finished_single[slot])
+ || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
) { return; }
if(vdist(targ.origin - this.origin, <=, this.attack_range))
void Monster_Touch(entity this, entity toucher)
{
- if(toucher == NULL) { return; }
+ if(!toucher) { return; }
- if(toucher.monster_attack)
- if(this.enemy != toucher)
- if(!IS_MONSTER(toucher))
- if(Monster_ValidTarget(this, toucher))
+ if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
+ if(Monster_ValidTarget(this, toucher, true))
this.enemy = toucher;
}
void Monster_Use(entity this, entity actor, entity trigger)
{
- if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
+ if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
}
-.float pass_distance;
vector Monster_Move_Target(entity this, entity targ)
{
// enemy is always preferred target
WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
// cases where the enemy may have changed their state (don't need to check everything here)
- if((!this.enemy)
- || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
+ if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
|| (STAT(FROZEN, this.enemy))
|| (this.enemy.flags & FL_NOTARGET)
|| (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
|| (this.enemy.takedamage == DAMAGE_NO)
|| (vdist(this.origin - targ_origin, >, this.target_range))
- || ((trace_fraction < 1) && (trace_ent != this.enemy)))
+ || ((trace_fraction < 1) && (trace_ent != this.enemy))
+ )
{
this.enemy = NULL;
- //this.pass_distance = 0;
}
if(this.enemy)
}
}
-void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
-{
- //float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
- //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
- //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
- //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
-
- vector targpos = to;
-#if 0
- if(current_height) // make sure we can actually do this arcing path
- {
- targpos = (to + ('0 0 1' * current_height));
- WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
- if(trace_fraction < 1)
- {
- //print("normal arc line failed, trying to find new pos...");
- WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
- targpos = (trace_endpos + '0 0 -10');
- WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
- if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
- /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
- }
- }
- else { targpos = to; }
-#endif
-
- //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
-
- vector desired_direction = normalize(targpos - from);
- if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
- else { this.velocity = (desired_direction * movespeed); }
-
- //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
- //this.angles = vectoangles(this.velocity);
-}
-
.entity draggedby;
void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
this.moveto_z = this.origin_z;
- if(vdist(this.origin - this.moveto, >, 100))
+ fixedmakevectors(this.angles);
+ float vz = this.velocity_z;
+
+ if(!turret_closetotarget(this, this.moveto, 16))
{
bool do_run = (this.enemy || this.monster_moveto);
- if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
- Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
+ movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
- if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
+ if(time > this.pain_finished && time > this.anim_finished)
if(!this.state)
{
if(vdist(this.velocity, >, 10))
setanim(this, this.anim_idle, true, false, false);
}
+ if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+ this.velocity_z = vz;
+
this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
vector real_angle = vectoangles(this.steerto) - this.angles;
{
this.nextthink = time + this.ticrate;
+ Monster mon = REGISTRY_GET(Monsters, this.monsterid);
+ mon.mr_deadthink(mon, this);
+
if(this.monster_lifetime != 0)
if(time >= this.monster_lifetime)
{
this.state = 0;
this.attack_finished_single[0] = 0;
this.effects = 0;
+ this.dphitcontentsmask &= ~DPCONTENTS_BODY;
if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
this.velocity = '0 0 0';
//if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
//return;
- if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
+ if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
return;
if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
bool reverse = false;
if(trace_fraction != 1.0)
reverse = true;
- if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
+ if(trace_ent && IS_PLAYER(trace_ent))
reverse = false;
if(trace_ent && IS_MONSTER(trace_ent))
reverse = true;
void Monster_Enemy_Check(entity this)
{
- if(!this.enemy)
+ if(this.enemy)
+ return;
+
+ this.enemy = Monster_FindTarget(this);
+ if(this.enemy)
{
- this.enemy = Monster_FindTarget(this);
- if(this.enemy)
- {
- WarpZone_RefSys_Copy(this.enemy, this);
- WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
- // update move target immediately?
- this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
- this.monster_moveto = '0 0 0';
- this.monster_face = '0 0 0';
-
- //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y)));
- Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
- }
+ WarpZone_RefSys_Copy(this.enemy, this);
+ WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+ // update move target immediately?
+ this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+ this.monster_moveto = '0 0 0';
+ this.monster_face = '0 0 0';
+
+ Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
}
}
this.max_health = GetResource(this, RES_HEALTH);
this.pain_finished = this.nextthink;
+ this.last_enemycheck = this.spawn_time + random(); // slight delay
if(IS_PLAYER(this.monster_follow))
this.effects |= EF_DIMLIGHT;
else
setmodel(this, mon.m_model);
+ if(!this.monster_name || this.monster_name == "")
+ this.monster_name = mon.monster_name;
+
+ if(this.statuseffects && this.statuseffects.owner == this)
+ {
+ StatusEffects_clearall(this.statuseffects);
+ StatusEffects_update(this);
+ }
+ else
+ this.statuseffects = NULL;
+
this.flags = FL_MONSTER;
this.classname = "monster";
this.takedamage = DAMAGE_AIM;
this.use = Monster_Use;
this.solid = SOLID_BBOX;
set_movetype(this, MOVETYPE_WALK);
- this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
this.enemy = NULL;
this.velocity = '0 0 0';
this.moveto = this.origin;
this.reset = Monster_Reset;
this.netname = mon.netname;
this.monster_attackfunc = mon.monster_attackfunc;
- this.monster_name = mon.monster_name;
this.candrop = true;
- this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
this.oldtarget2 = this.target2;
- //this.pass_distance = 0;
this.deadflag = DEAD_NO;
this.spawn_time = time;
this.gravity = 1;
if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
- if(autocvar_g_playerclip_collisions)
+ if(autocvar_g_monsters_playerclip_collisions)
this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
if(mon.spawnflags & MONSTER_TYPE_FLY)
set_movetype(this, MOVETYPE_FLY);
}
- if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
- {
- if(mon.spawnflags & MONSTER_SIZE_BROKEN)
- this.scale *= 1.3;
-
- if(mon.spawnflags & MONSTER_SIZE_QUAKE)
- if(autocvar_g_monsters_quake_resize)
- this.scale *= 1.3;
- }
+ if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
+ this.scale *= 1.3;
setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
+ this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
If you send a notification with mismatching arguments, Send_Notification() will error.
*/
+ // NOTE: leaving BOLD_OPERATOR outside of translatable messages has 2 advantages:
+ // 1. translators don't have to deal with it
+ // 2. messages can be changed to bold / normal without the need to translate them again
+ #define BOLD(translatable_msg) strcat(BOLD_OPERATOR, translatable_msg)
+
// default value for annce notification cvars (notification_ANNCE_*):
// 0: off, 1: announce only if gentle mode is off, 2: announce always
#define N___NEVER 0
MSG_ANNCE_NOTIF(NUM_GAMESTART_9, N___NEVER, "9", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
MSG_ANNCE_NOTIF(NUM_GAMESTART_10, N___NEVER, "10", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_1, N___NEVER, "1", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_2, N___NEVER, "2", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_3, N___NEVER, "3", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_4, N___NEVER, "4", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_5, N___NEVER, "5", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_6, N___NEVER, "6", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_7, N___NEVER, "7", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_8, N___NEVER, "8", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_9, N___NEVER, "9", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
- MSG_ANNCE_NOTIF(NUM_IDLE_10, N___NEVER, "10", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
-
MSG_ANNCE_NOTIF(NUM_KILL_1, N___NEVER, "1", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
MSG_ANNCE_NOTIF(NUM_KILL_2, N___NEVER, "2", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
MSG_ANNCE_NOTIF(NUM_KILL_3, N___NEVER, "3", CH_INFO, VOL_BASEVOICE, ATTEN_NONE)
MSG_INFO_NOTIF(DEATH_MURDER_VH_WAKI_ROCKET, N_CONSOLE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 couldn't find shelter from ^BG%s^K1's Racer%s%s"), "")
MSG_INFO_NOTIF(DEATH_MURDER_VOID, N_CONSOLE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_void", _("^BG%s%s^K1 was thrown into a world of hurt by ^BG%s^K1%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_AUTOTEAMCHANGE, N_CONSOLE, 2, 1, "s1 s2loc death_team", "", "", _("^BG%s^K1 was moved into the %s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_AUTOTEAMCHANGE, N_CONSOLE, 2, 1, "s1 death_team s2loc", "", "", _("^BG%s^K1 was moved into the %s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_BETRAYAL, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_teamkill_red", _("^BG%s^K1 became enemies with the Lord of Teamplay%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_CAMP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_camping", _("^BG%s^K1 thought they found a nice camping ground%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_CHEAT, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 unfairly eliminated themself%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_GENERIC, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_LAVA, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s"))
MSG_INFO_NOTIF(DEATH_SELF_MON_MAGE, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was exploded by a Mage%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Shambler%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Golem%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_SPIDER, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was bitten by a Spider%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_WYVERN, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 joins the Zombies%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_SLIME, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_slime", _("^BG%s^K1 was slimed%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_SUICIDE, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 couldn't take it anymore%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_SWAMP, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_slime", _("^BG%s^K1 is now preserved for centuries to come%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_TEAMCHANGE, N_CONSOLE, 2, 1, "s1 s2loc death_team", "", "", _("^BG%s^K1 switched to the %s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_TEAMCHANGE, N_CONSOLE, 2, 1, "s1 death_team s2loc", "", "", _("^BG%s^K1 switched to the %s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_TOUCHEXPLODE, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 died in an accident%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_TURRET, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 ran into a turret%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_TURRET_EWHEEL, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was blasted away by an eWheel turret%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_VH_SPID_ROCKET, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was blasted to bits by a Spiderbot rocket%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_VH_WAKI_DEATH, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 got caught in the blast of a Racer explosion%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_VH_WAKI_ROCKET, N_CONSOLE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 couldn't find shelter from a Racer rocket%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_VOID, N_CONSOLE, 3, 1, "s1 s2 s2loc spree_lost", "s1", "notify_void", "^BG%s^K1 %s^K1%s%s", "")
+ MSG_INFO_NOTIF(DEATH_SELF_VOID, N_CONSOLE, 3, 1, "s1 s2 s3loc spree_lost", "s1", "notify_void", "^BG%s^K1 %s^K1%s%s", "")
MULTITEAM_INFO(DEATH_TEAMKILL, N_CONSOLE, 3, 1, "s1 s2 s3loc spree_end", "s2 s1", "notify_teamkill_%s", _("^BG%s^K1 was betrayed by ^BG%s^K1%s%s"), "", NAME)
MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator has been destroyed"), "", GENERATOR)
MULTITEAM_INFO(ONSLAUGHT_GENDESTROYED_OVERTIME, N_CONSOLE, 0, 0, "", "", "", _("^TC^TT^BG generator spontaneously combusted due to overtime!"), "", GENERATOR)
- MSG_INFO_NOTIF(POWERUP_INVISIBILITY, N_CONSOLE, 1, 0, "s1", "s1", "strength", _("^BG%s^K1 picked up Invisibility"), "")
- MSG_INFO_NOTIF(POWERUP_SHIELD, N_CONSOLE, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Shield"), "")
- MSG_INFO_NOTIF(POWERUP_SPEED, N_CONSOLE, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Speed"), "")
- MSG_INFO_NOTIF(POWERUP_STRENGTH, N_CONSOLE, 1, 0, "s1", "s1", "strength", _("^BG%s^K1 picked up Strength"), "")
+ MSG_INFO_NOTIF(POWERUP_INVISIBILITY, N_CONSOLE, 1, 0, "s1", "s1", "buff_invisible", _("^BG%s^K1 picked up Invisibility"), "")
+ MSG_INFO_NOTIF(POWERUP_SHIELD, N_CONSOLE, 1, 0, "s1", "s1", "shield", _("^BG%s^K1 picked up Shield"), "")
+ MSG_INFO_NOTIF(POWERUP_SPEED, N_CONSOLE, 1, 0, "s1", "s1", "buff_speed", _("^BG%s^K1 picked up Speed"), "")
+ MSG_INFO_NOTIF(POWERUP_STRENGTH, N_CONSOLE, 1, 0, "s1", "s1", "strength", _("^BG%s^K1 picked up Strength"), "")
MSG_INFO_NOTIF(QUIT_DISCONNECT, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 disconnected"), "")
- MSG_INFO_NOTIF(QUIT_KICK_IDLING, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 was kicked for idling"), "")
+ MSG_INFO_NOTIF(QUIT_KICK_IDLING, N_CHATCON, 1, 1, "s1 f1", "", "", _("^BG%s^F3 was kicked after idling for %s seconds"), "")
+ MSG_INFO_NOTIF(MOVETOSPEC_IDLING, N_CHATCON, 1, 1, "s1 f1", "", "", _("^BG%s^F3 was moved to^BG spectators^F3 after idling for %s seconds"), "")
MSG_INFO_NOTIF(QUIT_KICK_SPECTATING, N_CONSOLE, 0, 0, "", "", "", _("^F2You were kicked from the server because you are a spectator and spectators aren't allowed at the moment."), "")
MSG_INFO_NOTIF(QUIT_KICK_TEAMKILL, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 was kicked for excessive teamkilling"), "")
- MSG_INFO_NOTIF(QUIT_SPECTATE, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 is now spectating"), "")
+ MSG_INFO_NOTIF(QUIT_SPECTATE, N_CHATCON, 1, 0, "s1", "", "", _("^BG%s^F3 is now^BG spectating"), "")
MSG_INFO_NOTIF(RACE_ABANDONED, N_CONSOLE, 1, 0, "s1", "", "", _("^BG%s^BG has abandoned the race"), "")
MSG_INFO_NOTIF(RACE_FAIL_RANKED, N_CONSOLE, 1, 3, "s1 race_col f1ord race_col f3race_time race_diff", "s1 f3race_time", "race_newfail", _("^BG%s^BG couldn't break their %s%s^BG place record of %s%s %s"), "")
MSG_CENTER_NOTIF(ASSAULT_DEFENDING, N_ENABLE, 0, 0, "", CPID_ASSAULT_ROLE, "0 0", _("^BGYou are defending!"), "")
MSG_CENTER_NOTIF(ASSAULT_OBJ_DESTROYED, N_ENABLE, 0, 1, "f1time", CPID_ASSAULT_ROLE, "0 0", _("^BGObjective destroyed in ^F4%s^BG!"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_BEGIN, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", _("^F4Begin!"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_GAMESTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", _("^F4Game starts in ^COUNT"), "")
- MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", _("^F4Round starts in ^COUNT"), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_BEGIN, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", BOLD(_("^BGBegin!")), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_GAMESTART, N_ENABLE, 0, 1, "", CPID_ROUND, "1 f1", strcat(_("^BGGame starts in"), "\n", BOLD("^COUNT")), "")
+ MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTART, N_ENABLE, 0, 2, "f1", CPID_ROUND, "1 f2", strcat(_("^BGRound %s starts in"), "\n", BOLD("^COUNT")), "")
MSG_CENTER_NOTIF(COUNTDOWN_ROUNDSTOP, N_ENABLE, 0, 0, "", CPID_ROUND, "2 0", _("^F4Round cannot start"), "")
MSG_CENTER_NOTIF(ROUND_TIED, N_ENABLE, 0, 0, "", CPID_ROUND, "0 0", _("^BGRound tied"), "")
MSG_CENTER_NOTIF(CTF_PASS_REQUESTING, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGRequesting %s^BG to pass you the flag"), "")
MULTITEAM_CENTER(CTF_PASS_SENT, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou passed the ^TC^TT^BG flag to %s"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PASS_SENT_NEUTRAL, N_ENABLE, 1, 0, "s1", CPID_CTF_PASS, "0 0", _("^BGYou passed the flag to %s"), "")
- MULTITEAM_CENTER(CTF_PICKUP, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the ^TC^TT^BG flag!"), "", FLAG)
- MSG_CENTER_NOTIF(CTF_PICKUP_NEUTRAL, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the flag!"), "")
- MSG_CENTER_NOTIF(CTF_PICKUP_RETURN, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got your %steam^BG's flag, return it!"), "")
- MSG_CENTER_NOTIF(CTF_PICKUP_RETURN_ENEMY, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYou got the %senemy^BG's flag, return it!"), "")
+ MULTITEAM_CENTER(CTF_PICKUP, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", BOLD(_("^BGYou got the ^TC^TT^BG flag!")), "", FLAG)
+ MSG_CENTER_NOTIF(CTF_PICKUP_NEUTRAL, N_ENABLE, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", BOLD(_("^BGYou got the flag!")), "")
+ MSG_CENTER_NOTIF(CTF_PICKUP_RETURN, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", BOLD(_("^BGYou got your %steam^BG's flag, return it!")), "")
+ MSG_CENTER_NOTIF(CTF_PICKUP_RETURN_ENEMY, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", BOLD(_("^BGYou got the %senemy^BG's flag, return it!")), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy^BG got your flag! Retrieve it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY_VERBOSE, N_ENABLE, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy (^BG%s%s)^BG got your flag! Retrieve it!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_ENEMY_NEUTRAL, N_ENABLE, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGThe %senemy^BG got the flag! Retrieve it!"), "")
#define VERBOSE_MURDER(type) strcat(MURDER_##type, "^BG%s")
- #define MURDER_FRAG strcat(BOLD_OPERATOR, _("^K3%sYou fragged ^BG%s"))
- #define MURDER_FRAG2 strcat(BOLD_OPERATOR, _("^K3%sYou scored against ^BG%s"))
- #define MURDER_FRAGGED _("^K1%sYou were fragged by ^BG%s")
- #define MURDER_FRAGGED2 _("^K1%sYou were scored against by ^BG%s")
+ #define MURDER_FRAG BOLD(_("^K3%sYou fragged ^BG%s"))
+ #define MURDER_FRAG2 BOLD(_("^K3%sYou scored against ^BG%s"))
+ #define MURDER_FRAGGED BOLD(_("^K1%sYou were fragged by ^BG%s"))
+ #define MURDER_FRAGGED2 BOLD(_("^K1%sYou were scored against by ^BG%s"))
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAG, MURDER_FRAG2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAGGED, MURDER_FRAGGED2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED_VERBOSE, N_ENABLE, 1, 4, "spree_cen s1 frag_stats", CPID_Null, "0 0", VERBOSE_MURDER(FRAGGED), VERBOSE_MURDER(FRAGGED2) )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG_VERBOSE, N_ENABLE, 1, 2, "spree_cen s1 frag_ping", CPID_Null, "0 0", VERBOSE_MURDER(FRAG), VERBOSE_MURDER(FRAG2) )
- #define MURDER_FRAG_FIRE strcat(BOLD_OPERATOR, _("^K3%sYou burned ^BG%s"))
- #define MURDER_FRAG_FIRE2 strcat(BOLD_OPERATOR, _("^K3%sYou scored against ^BG%s"))
- #define MURDER_FRAGGED_FIRE _("^K1%sYou were burned by ^BG%s")
- #define MURDER_FRAGGED_FIRE2 _("^K1%sYou were scored against by ^BG%s")
+ #define MURDER_FRAG_FIRE BOLD(_("^K3%sYou burned ^BG%s"))
+ #define MURDER_FRAG_FIRE2 BOLD(_("^K3%sYou scored against ^BG%s"))
+ #define MURDER_FRAGGED_FIRE BOLD(_("^K1%sYou were burned by ^BG%s"))
+ #define MURDER_FRAGGED_FIRE2 BOLD(_("^K1%sYou were scored against by ^BG%s"))
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG_FIRE, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAG_FIRE, MURDER_FRAG_FIRE2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED_FIRE, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAGGED_FIRE, MURDER_FRAGGED_FIRE2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED_FIRE_VERBOSE, N_ENABLE, 1, 4, "spree_cen s1 frag_stats", CPID_Null, "0 0", VERBOSE_MURDER(FRAGGED_FIRE), VERBOSE_MURDER(FRAGGED_FIRE2) )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG_FIRE_VERBOSE, N_ENABLE, 1, 2, "spree_cen s1 frag_ping", CPID_Null, "0 0", VERBOSE_MURDER(FRAG_FIRE), VERBOSE_MURDER(FRAG_FIRE2) )
- #define MURDER_FRAG_FREEZE strcat(BOLD_OPERATOR, _("^K3%sYou froze ^BG%s"))
- #define MURDER_FRAG_FREEZE2 strcat(BOLD_OPERATOR, _("^K3%sYou scored against ^BG%s"))
- #define MURDER_FRAGGED_FREEZE _("^K1%sYou were frozen by ^BG%s")
- #define MURDER_FRAGGED_FREEZE2 _("^K1%sYou were scored against by ^BG%s")
+ #define MURDER_FRAG_FREEZE BOLD(_("^K3%sYou froze ^BG%s"))
+ #define MURDER_FRAG_FREEZE2 BOLD(_("^K3%sYou scored against ^BG%s"))
+ #define MURDER_FRAGGED_FREEZE BOLD(_("^K1%sYou were frozen by ^BG%s"))
+ #define MURDER_FRAGGED_FREEZE2 BOLD(_("^K1%sYou were scored against by ^BG%s"))
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG_FREEZE, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAG_FREEZE, MURDER_FRAG_FREEZE2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED_FREEZE, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_FRAGGED_FREEZE, MURDER_FRAGGED_FREEZE2 )
MSG_CENTER_NOTIF(DEATH_MURDER_FRAGGED_FREEZE_VERBOSE, N_ENABLE, 1, 4, "spree_cen s1 frag_stats", CPID_Null, "0 0", VERBOSE_MURDER(FRAGGED_FREEZE), VERBOSE_MURDER(FRAGGED_FREEZE2))
MSG_CENTER_NOTIF(DEATH_MURDER_FRAG_FREEZE_VERBOSE, N_ENABLE, 1, 2, "spree_cen s1 frag_ping", CPID_Null, "0 0", VERBOSE_MURDER(FRAG_FREEZE), VERBOSE_MURDER(FRAG_FREEZE2) )
- #define MURDER_TYPEFRAG strcat(BOLD_OPERATOR, _("^K1%sYou typefragged ^BG%s"))
- #define MURDER_TYPEFRAG2 strcat(BOLD_OPERATOR, _("^K1%sYou scored against ^BG%s^K1 while they were typing"))
- #define MURDER_TYPEFRAGGED _("^K1%sYou were typefragged by ^BG%s")
- #define MURDER_TYPEFRAGGED2 _("^K1%sYou were scored against by ^BG%s^K1 while typing")
+ #define MURDER_TYPEFRAG BOLD(_("^K1%sYou typefragged ^BG%s"))
+ #define MURDER_TYPEFRAG2 BOLD(_("^K1%sYou scored against ^BG%s^K1 while they were typing"))
+ #define MURDER_TYPEFRAGGED BOLD(_("^K1%sYou were typefragged by ^BG%s"))
+ #define MURDER_TYPEFRAGGED2 BOLD(_("^K1%sYou were scored against by ^BG%s^K1 while typing"))
MSG_CENTER_NOTIF(DEATH_MURDER_TYPEFRAG, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_TYPEFRAG, MURDER_TYPEFRAG2 )
MSG_CENTER_NOTIF(DEATH_MURDER_TYPEFRAGGED, N_ENABLE, 1, 1, "spree_cen s1", CPID_Null, "0 0", MURDER_TYPEFRAGGED, MURDER_TYPEFRAGGED2 )
MSG_CENTER_NOTIF(DEATH_MURDER_TYPEFRAGGED_VERBOSE, N_ENABLE, 1, 4, "spree_cen s1 frag_stats", CPID_Null, "0 0", VERBOSE_MURDER(TYPEFRAGGED), VERBOSE_MURDER(TYPEFRAGGED2) )
MSG_CENTER_NOTIF(NADE_THROW, N_ENABLE, 0, 0, "nade_key", CPID_NADES, "0 0", _("^BGPress ^F2%s^BG again to toss the nade!"), "")
MSG_CENTER_NOTIF(NADE_BONUS, N_ENABLE, 0, 0, "", CPID_NADES, "0 0", _("^F2You got a ^K1BONUS GRENADE^F2!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_AUTOTEAMCHANGE, N_ENABLE, 0, 1, "death_team", CPID_Null, "0 0", _("^BGYou have been moved into a different team\nYou are now on: %s"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_BETRAYAL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1Don't shoot your team mates!"), _("^K1Don't go against your team mates!"))
- MSG_CENTER_NOTIF(DEATH_SELF_CAMP, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!"))
- MSG_CENTER_NOTIF(DEATH_SELF_CHEAT, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You unfairly eliminated yourself!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_CUSTOM, N_ENABLE, 2, 0, "s2", CPID_Null, "0 0", _("^K1You were %s"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_DROWN, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You couldn't catch your breath!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_FALL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You hit the ground with a crunch!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_FIRE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got a little bit too crispy!"), _("^K1You felt a little too hot!"))
- MSG_CENTER_NOTIF(DEATH_SELF_GENERIC, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!"))
- MSG_CENTER_NOTIF(DEATH_SELF_LAVA, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You couldn't stand the heat!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_MONSTER, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were killed by a monster!"), _("^K1You need to watch out for monsters!"))
- MSG_CENTER_NOTIF(DEATH_SELF_NADE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You forgot to put the pin back in!"), _("^K1Tastes like chicken!"))
- MSG_CENTER_NOTIF(DEATH_SELF_NADE_NAPALM, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1Hanging around a napalm explosion is bad!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_NADE_ICE_FREEZE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got a little bit too cold!"), _("^K1You felt a little chilly!"))
- MSG_CENTER_NOTIF(DEATH_SELF_NADE_HEAL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1Your Healing Nade is a bit defective"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_NOAMMO, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were killed for running out of ammo..."), _("^K1You are respawning for running out of ammo..."))
- MSG_CENTER_NOTIF(DEATH_SELF_ROT, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health"))
- MSG_CENTER_NOTIF(DEATH_SELF_SHOOTING_STAR, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You became a shooting star!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_SLIME, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You melted away in slime!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_SUICIDE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You committed suicide!"), _("^K1You ended it all!"))
- MSG_CENTER_NOTIF(DEATH_SELF_SWAMP, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got stuck in a swamp!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_TEAMCHANGE, N_ENABLE, 0, 1, "death_team", CPID_Null, "0 0", _("^BGYou are now on: %s"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_TOUCHEXPLODE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You died in an accident!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_TURRET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were fragged by a turret!"), _("^K1You had an unfortunate run in with a turret!"))
- MSG_CENTER_NOTIF(DEATH_SELF_TURRET_EWHEEL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were fragged by an eWheel turret!"), _("^K1You had an unfortunate run in with an eWheel turret!"))
- MSG_CENTER_NOTIF(DEATH_SELF_TURRET_WALK, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were fragged by a Walker turret!"), _("^K1You had an unfortunate run in with a Walker turret!"))
- MSG_CENTER_NOTIF(DEATH_SELF_VH_BUMB_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got caught in the blast of a Bumblebee explosion!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_CRUSH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were crushed by a vehicle!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_RAPT_BOMB, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were caught in a Raptor cluster bomb!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_RAPT_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got caught in the blast of a Raptor explosion!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_SPID_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got caught in the blast of a Spiderbot explosion!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_SPID_ROCKET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You were blasted to bits by a Spiderbot rocket!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_WAKI_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You got caught in the blast of a Racer explosion!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VH_WAKI_ROCKET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1You couldn't find shelter from a Racer rocket!"), "")
- MSG_CENTER_NOTIF(DEATH_SELF_VOID, N_ENABLE, 0, 0, "", CPID_Null, "0 0", _("^K1Watch your step!"), "")
-
- MSG_CENTER_NOTIF(DEATH_TEAMKILL_FRAG, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", _("^K1Moron! You fragged ^BG%s^K1, a team mate!"), _("^K1Moron! You went against ^BG%s^K1, a team mate!"))
- MSG_CENTER_NOTIF(DEATH_TEAMKILL_FRAGGED, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", _("^K1You were fragged by ^BG%s^K1, a team mate"), _("^K1You were scored against by ^BG%s^K1, a team mate"))
-
- MSG_CENTER_NOTIF(DISCONNECT_IDLING, N_ENABLE, 0, 1, "", CPID_IDLING, "1 f1", _("^K1Stop idling!\n^BGDisconnecting in ^COUNT..."), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_AUTOTEAMCHANGE, N_ENABLE, 0, 1, "death_team", CPID_Null, "0 0", BOLD(_("^BGYou have been moved into a different team\nYou are now on: %s")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_BETRAYAL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were punished for attacking your team mates!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_CAMP, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1Die camper!")), BOLD(_("^K1Reconsider your tactics, camper!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_CHEAT, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You unfairly eliminated yourself!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_CUSTOM, N_ENABLE, 2, 0, "s2", CPID_Null, "0 0", BOLD(_("^K1You were %s")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_DROWN, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You couldn't catch your breath!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_FALL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You hit the ground with a crunch!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_FIRE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got a little bit too crispy!")), BOLD(_("^K1You felt a little too hot!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_GENERIC, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You fragged yourself!")), BOLD(_("^K1You need to be more careful!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_LAVA, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You couldn't stand the heat!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_MONSTER, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were killed by a monster!")), BOLD(_("^K1You need to watch out for monsters!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_NADE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You forgot to put the pin back in!")), BOLD(_("^K1Tastes like chicken!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_NADE_NAPALM, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1Hanging around a napalm explosion is bad!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_NADE_ICE_FREEZE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got a little bit too cold!")), BOLD(_("^K1You felt a little chilly!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_NADE_HEAL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1Your Healing Nade is a bit defective")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_NOAMMO, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were killed for running out of ammo...")), BOLD(_("^K1You are respawning for running out of ammo...")))
+ MSG_CENTER_NOTIF(DEATH_SELF_ROT, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You grew too old without taking your medicine")), BOLD(_("^K1You need to preserve your health")))
+ MSG_CENTER_NOTIF(DEATH_SELF_SHOOTING_STAR, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You became a shooting star!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_SLIME, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You melted away in slime!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_SUICIDE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You committed suicide!")), BOLD(_("^K1You ended it all!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_SWAMP, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got stuck in a swamp!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_TEAMCHANGE, N_ENABLE, 0, 1, "death_team", CPID_Null, "0 0", BOLD(_("^BGYou are now on: %s")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_TOUCHEXPLODE, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You died in an accident!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_TURRET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were fragged by a turret!")), BOLD(_("^K1You had an unfortunate run in with a turret!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_TURRET_EWHEEL, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were fragged by an eWheel turret!")), BOLD(_("^K1You had an unfortunate run in with an eWheel turret!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_TURRET_WALK, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were fragged by a Walker turret!")), BOLD(_("^K1You had an unfortunate run in with a Walker turret!")))
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_BUMB_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got caught in the blast of a Bumblebee explosion!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_CRUSH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were crushed by a vehicle!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_RAPT_BOMB, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were caught in a Raptor cluster bomb!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_RAPT_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got caught in the blast of a Raptor explosion!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_SPID_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got caught in the blast of a Spiderbot explosion!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_SPID_ROCKET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You were blasted to bits by a Spiderbot rocket!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_WAKI_DEATH, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You got caught in the blast of a Racer explosion!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VH_WAKI_ROCKET, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1You couldn't find shelter from a Racer rocket!")), "")
+ MSG_CENTER_NOTIF(DEATH_SELF_VOID, N_ENABLE, 0, 0, "", CPID_Null, "0 0", BOLD(_("^K1Watch your step!")), "")
+
+ MSG_CENTER_NOTIF(DEATH_TEAMKILL_FRAG, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", BOLD(_("^K1Traitor! You team killed ^BG%s")), BOLD(_("^K1Traitor! You betrayed team mate ^BG%s")))
+ MSG_CENTER_NOTIF(DEATH_TEAMKILL_FRAGGED, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", BOLD(_("^K1You were team killed by ^BG%s")), BOLD(_("^K1You were betrayed by team mate ^BG%s")))
+
+ MSG_CENTER_NOTIF(DISCONNECT_IDLING, N_ENABLE, 0, 1, "", CPID_IDLING, "1 f1", BOLD(_("^K1Stop idling!\n^BGDisconnecting in ^COUNT...")), "")
+ MSG_CENTER_NOTIF(MOVETOSPEC_IDLING, N_ENABLE, 0, 1, "", CPID_IDLING, "1 f1", BOLD(_("^K1Stop idling!\n^BGMoving to spectators in ^COUNT...")), "")
MSG_CENTER_NOTIF(DOOR_LOCKED_NEED, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", _("^BGYou need %s^BG!"), "")
MSG_CENTER_NOTIF(DOOR_LOCKED_ALSONEED, N_ENABLE, 1, 0, "s1", CPID_Null, "0 0", _("^BGYou also need %s^BG!"), "")
MULTITEAM_CENTER(KEYHUNT_START, N_ENABLE, 0, 0, "", CPID_KEYHUNT, "0 0", _("^BGYou are starting with the ^TC^TT Key"), "", KEY)
MSG_CENTER_NOTIF(LMS_NOLIVES, N_ENABLE, 0, 0, "", CPID_LMS, "0 0", _("^BGYou have no lives left, you must wait until the next match"), "")
+ MSG_CENTER_NOTIF(LMS_SPECWARN, N_ENABLE, 0, 0, "", CPID_LMS, "0 0", _("^F4WARNING:^BG you can't rejoin this match after spectating.\nUse the same command again to spectate anyway."), "")
MSG_CENTER_NOTIF(MISSING_TEAMS, N_ENABLE, 0, 1, "missing_teams", CPID_MISSING_TEAMS, "-1 0", _("^BGWaiting for players to join...\nNeed active players for: %s"), "")
MSG_CENTER_NOTIF(MISSING_PLAYERS, N_ENABLE, 0, 1, "f1", CPID_MISSING_PLAYERS, "-1 0", _("^BGWaiting for %s player(s) to join..."), "")
MSG_CENTER_NOTIF(INSTAGIB_FINDAMMO_FIRST, N_ENABLE, 0, 0, "", CPID_INSTAGIB_FINDAMMO, "1 10", _("^BGGet some ammo or you'll be dead in ^F4^COUNT^BG!"), _("^BGGet some ammo! ^F4^COUNT^BG left!"))
MSG_CENTER_NOTIF(INSTAGIB_LIVES_REMAINING, N_ENABLE, 0, 1, "f1", CPID_Null, "0 0", _("^F2Extra lives remaining: ^K1%s"), "")
- MSG_CENTER_NOTIF(CAMPAIGN_MESSAGE, N_ENABLE, 1, 1, "f1 s1 join_key", CPID_CAMPAIGN_MESSAGE, "-1 0", strcat(_("Level %s: "), "^BG%s\n^3\n", _("^BGPress ^F2%s^BG to enter the game")), "")
MSG_CENTER_NOTIF(MOTD, N_ENABLE, 1, 0, "s1", CPID_MOTD, "-1 0", "^BG%s", "")
MSG_CENTER_NOTIF(NIX_COUNTDOWN, N_ENABLE, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "")
MSG_MULTI_NOTIF(DEATH_SELF_GENERIC, N_ENABLE, NULL, INFO_DEATH_SELF_GENERIC, CENTER_DEATH_SELF_GENERIC)
MSG_MULTI_NOTIF(DEATH_SELF_LAVA, N_ENABLE, NULL, INFO_DEATH_SELF_LAVA, CENTER_DEATH_SELF_LAVA)
MSG_MULTI_NOTIF(DEATH_SELF_MON_MAGE, N_ENABLE, NULL, INFO_DEATH_SELF_MON_MAGE, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SHAMBLER_ZAP, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_CLAW, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_SMASH, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_GOLEM_ZAP, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_SPIDER, N_ENABLE, NULL, INFO_DEATH_SELF_MON_SPIDER, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_WYVERN, N_ENABLE, NULL, INFO_DEATH_SELF_MON_WYVERN, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, N_ENABLE, NULL, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, CENTER_DEATH_SELF_MONSTER)
#undef TRY
}
-bool turret_closetotarget(entity this, vector targ)
+bool turret_closetotarget(entity this, vector targ, float range)
{
- vector path_extra_size = '64 64 64';
+ vector path_extra_size = '1 1 1' * range;
return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
}
entity e = find(NULL, classname, "turret_manager");
if(!e)
{
- e = new(turret_manager);
+ e = new_pure(turret_manager);
setthink(e, turrets_manager_think);
e.nextthink = time + 2;
}
depthfirst(root, parent, firstChild, nextSibling, funcPre, funcPost, pass);
}
- .string cvarName;
+ .string controlledCvar;
void SUB_Null_ee(entity e1, entity e2)
{
}
forAllDescendants(root, loadCvarsOf, SUB_Null_ee, NULL);
}
- .string cvarNames_Multi;
+ .string controlledCvars_Multi;
.void(entity me) saveCvars_Multi;
string getCvarsMulti(entity me)
{
- if (me.cvarNames_Multi)
- return me.cvarNames_Multi;
+ if (me.controlledCvars_Multi)
+ return me.controlledCvars_Multi;
return string_null;
}
void saveCvarsMulti(entity me)
string s, cvarname;
me.saveCvars_Multi(me);
- s = cvar_string(me.cvarName);
+ s = cvar_string(me.controlledCvar);
- n = tokenize_console(me.cvarNames_Multi);
+ n = tokenize_console(me.controlledCvars_Multi);
for(i = 0; i < n; ++i)
{
// cvars prefixed with ! get saved with the inverted value
}
void makeMulti(entity e, string otherCvars)
{
- e.cvarNames_Multi = otherCvars;
+ e.controlledCvars_Multi = otherCvars;
e.saveCvars_Multi = e.saveCvars;
e.saveCvars = saveCvarsMulti;
}
string s;
string un_version = "";
+ string un_tosversion = "";
string un_download = "";
string un_url = "";
string un_bannedservers = "";
un_version = s;
break;
}
+ case "T":
+ {
+ un_tosversion = s;
+ break;
+ }
case "C":
{
un_compatexpire = s;
}
}
+ if(un_tosversion != "")
+ {
+ _Nex_ExtResponseSystem_NewToS = stof(un_tosversion);
+ }
+
if(un_bannedservers != "")
{
_Nex_ExtResponseSystem_BannedServers = strzone(un_bannedservers);
if(!_Nex_ExtResponseSystem_Queried)
{
_Nex_ExtResponseSystem_Queried = 1;
- float startcnt;
- string uri;
-
- cvar_set("cl_startcount", ftos(startcnt = cvar("cl_startcount") + 1));
-
- // for privacy, munge the start count a little
- startcnt = floor((floor(startcnt / 10) + random()) * 10);
- uri = sprintf("http://update.xonotic.org/checkupdate.txt?version=%s&cnt=%d", uri_escape(cvar_string("g_xonoticversion")), startcnt);
- uri_get(uri, URI_GET_UPDATENOTIFICATION);
+ cvar_set("cl_startcount", ftos(cvar("cl_startcount") + 1));
+ uri_get("https://update.xonotic.org/checkupdate.txt", URI_GET_UPDATENOTIFICATION);
}
if(_Nex_ExtResponseSystem_PacksStep > 0)
draw_CenterText(mid - 1 * line, l1, fs, '1 0 0', 1, 0);
draw_CenterText(mid - 0 * line, l2, fs, '0 0 1', 1, 0);
}
+
if (!campaign_name_previous)
campaign_name_previous = strzone(strcat(campaign_name, "x")); // force unequal
if(campaign_name == campaign_name_previous)
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
/* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
- /* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
/**/
// hidden gametypes come last so indexing always works correctly
#define HIDDEN_GAMETYPES \
GAMETYPE(MAPINFO_TYPE_RACE) \
GAMETYPE(MAPINFO_TYPE_CTS) \
+ GAMETYPE(MAPINFO_TYPE_INVASION) \
/**/
Gametype GameType_GetID(int cnt)
e.configureXonoticTextSliderValues(e);
}
+ bool isServerSingleplayer()
+ {
+ return (cvar_string("net_address") == "127.0.0.1" && cvar_string("net_address_ipv6") == "::1");
+ }
+
+ void makeServerSingleplayer()
+ {
+ // it doesn't allow clients to connect from different machines
+ localcmd("defer 0.1 \"sv_cmd settemp net_address 127.0.0.1\"\n");
+ localcmd("defer 0.1 \"sv_cmd settemp net_address_ipv6 ::1\"\n");
+ }
+
float getFadedAlpha(float currentAlpha, float startAlpha, float targetAlpha)
{
if(startAlpha < targetAlpha)
return selection;
}
- // same thing, but instead return their edict number
- float GetFilteredNumber(string input)
- {
- entity selection = GetFilteredEntity(input);
- float output;
-
- output = etof(selection);
-
- return output;
- }
-
// switch between sprint and print depending on whether the receiver is the server or a player
void print_to(entity to, string input)
{
string mon_oldname = mon.monster_name;
mon.monster_name = argument;
- if (mon.sprite) WaypointSprite_UpdateSprites(mon.sprite, WP_Monster, WP_Null, WP_Null);
+ if (mon.sprite) WaypointSprite_UpdateSprites(mon.sprite, WP_Monster, WP_Null, WP_Null); // TODO: the new name is never actually sent to CSQC!
print_to(caller, sprintf("Your pet '%s' is now known as '%s'", mon_oldname, mon.monster_name));
return;
}
default:
case CMD_REQUEST_USAGE:
{
- print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " editmob command [arguments]"));
- print_to(caller, " Where 'command' can be butcher spawn skin movetarget kill name");
- print_to(caller, " spawn, skin, movetarget and name require 'arguments'");
+ print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " editmob <command> [<arguments>]"));
+ print_to(caller, " Where <command> can be butcher spawn skin movetarget kill name");
+ print_to(caller, " spawn, skin, movetarget and name require <arguments>");
print_to(caller, " spawn also takes arguments list and random");
print_to(caller, " Monster will follow owner if third argument of spawn command is not defined");
return;
default:
case CMD_REQUEST_USAGE:
{
- print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " info request"));
- print_to(caller, " Where 'request' is the suffixed string appended onto the request for cvar.");
+ print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " info <request>"));
+ print_to(caller, " Where <request> is the suffixed string appended onto the request for cvar.");
return;
}
}
default:
case CMD_REQUEST_USAGE:
{
- print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " records"));
- print_to(caller, " No arguments required.");
+ print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " records [<pagenum>]"));
+ print_to(caller, " Without arguments it prints all records (all pages) for the current gametype,");
+ print_to(caller, " otherwise if there are multiple pages it only prints page <pagenum> (1..10),");
return;
}
}
timeout_status = TIMEOUT_INACTIVE;
timeout_time = 0;
timeout_handler.nextthink = time; // timeout_handler has to take care of it immediately
+ Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_TIMEOUT);
bprint(strcat("^7The timeout was aborted by ", GetCallerName(caller), " !\n"));
return;
}
default:
case CMD_REQUEST_USAGE:
{
- print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " who [separator]"));
- print_to(caller, " Where 'separator' is the optional string to separate the values with, default is a space.");
+ print_to(caller, strcat("\nUsage:^3 ", GetCommandPrefix(caller), " who [<separator>]"));
+ print_to(caller, " Where <separator> is the optional string to separate the values with, default is a space.");
return;
}
}
{
WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
WriteByte(MSG_BROADCAST, this.cnt);
- WriteShort(MSG_BROADCAST, bound(1, CS(e).ping, 65535));
+ WriteShort(MSG_BROADCAST, bound(1, rint(CS(e).ping), 32767));
WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_packetloss * 255), 255));
WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_movementloss * 255), 255));
}
const float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1;
- float world_initialized;
void SetDefaultAlpha()
{
#define BADPREFIX(p) if(substring(k, 0, strlen(p)) == p) continue
#define BADPRESUFFIX(p,s) if(substring(k, 0, strlen(p)) == p && substring(k, -strlen(s), -1) == s) continue
#define BADCVAR(p) if(k == p) continue
+ #define BADVALUE(p, val) if (k == p && v == val) continue
// general excludes and namespaces for server admin used cvars
BADPREFIX("help_"); // PN's server has this listed as changed, let's not rat him out for THAT
BADCVAR("g_duel_not_dm_maps");
BADCVAR("g_freezetag");
BADCVAR("g_freezetag_teams");
- BADCVAR("g_invasion_teams");
BADCVAR("g_invasion_type");
BADCVAR("g_jailbreak");
BADCVAR("g_jailbreak_teams");
BADCVAR("g_chatsounds");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ca_point_limit");
+ BADCVAR("g_ca_spectate_enemies");
BADCVAR("g_ctf_captimerecord_always");
BADCVAR("g_ctf_flag_glowtrails");
BADCVAR("g_ctf_dynamiclights");
BADCVAR("g_ctf_flag_pickup_verbosename");
+ BADCVAR("g_ctf_flagcarrier_auto_helpme_damage");
BADPRESUFFIX("g_ctf_flag_", "_model");
BADPRESUFFIX("g_ctf_flag_", "_skin");
BADCVAR("g_domination_point_leadlimit");
BADCVAR("sv_minigames");
BADCVAR("sv_namechangetimer");
BADCVAR("sv_precacheplayermodels");
+ BADCVAR("sv_qcphysics");
BADCVAR("sv_radio");
BADCVAR("sv_stepheight");
BADCVAR("sv_timeout");
BADPREFIX("skill_");
BADPREFIX("sv_allow_");
BADPREFIX("sv_cullentities_");
- BADPREFIX("sv_maxidle_");
+ BADPREFIX("sv_maxidle");
BADPREFIX("sv_minigames_");
BADPREFIX("sv_radio_");
BADPREFIX("sv_timeout_");
BADCVAR("g_ctf_leaderboard");
BADCVAR("g_domination_point_limit");
BADCVAR("g_domination_teams_override");
+ BADCVAR("g_freezetag_revive_spawnshield");
BADCVAR("g_freezetag_teams_override");
BADCVAR("g_friendlyfire");
BADCVAR("g_fullbrightitems");
BADCVAR("g_physics_clientselect");
BADCVAR("g_pinata");
BADCVAR("g_powerups");
+ BADCVAR("g_powerups_drop_ondeath");
BADCVAR("g_player_brightness");
BADCVAR("g_rocket_flying");
BADCVAR("g_rocket_flying_disabledelays");
- BADCVAR("g_spawnshieldtime");
+ BADPREFIX("g_spawnshield");
BADCVAR("g_start_delay");
BADCVAR("g_superspectate");
BADCVAR("g_tdm_teams_override");
BADCVAR("sv_defaultplayercolors");
BADCVAR("sv_defaultplayermodel");
BADCVAR("sv_defaultplayerskin");
- BADCVAR("sv_maxidle");
BADCVAR("sv_maxrate");
BADCVAR("sv_motd");
BADCVAR("sv_public");
- BADCVAR("sv_ready_restart");
+ BADCVAR("sv_showfps");
+ BADCVAR("sv_showspectators");
BADCVAR("sv_status_privacy");
BADCVAR("sv_taunt");
BADCVAR("sv_vote_call");
BADCVAR("sv_vote_master_commands");
BADCVAR("sv_vote_master_password");
BADCVAR("sv_vote_simple_majority_factor");
+ BADVALUE("sys_ticrate", "0.0166667");
+ BADVALUE("sys_ticrate", "0.0333333");
BADCVAR("teamplay_mode");
BADCVAR("timelimit_override");
BADPREFIX("g_warmup_");
BADCVAR("g_lms_weaponarena");
BADCVAR("g_ctf_stalemate_time");
- if(cvar_string("g_mod_balance") == "Testing")
- {
- // (temporary) while using the Testing balance, any weapon balance cvars are allowed to be changed
- BADPREFIX("g_balance_");
- }
-
#undef BADPRESUFFIX
#undef BADPREFIX
#undef BADCVAR
+ #undef BADVALUE
if(pureadding)
{
{
server_is_dedicated = boolean(stof(cvar_defstring("is_dedicated")));
+ if (autocvar_sv_termsofservice_url && autocvar_sv_termsofservice_url != "")
+ {
+ strcpy(sv_termsofservice_url_escaped, strreplace(":", "|", autocvar_sv_termsofservice_url));
+ }
+ else
+ {
+ strcpy(sv_termsofservice_url_escaped, "INVALID");
+ }
+
bool wantrestart = false;
{
if (!server_is_dedicated)
cvar_changes_init(); // do this very early now so it REALLY matches the server config
+ // default to RACE_RECORD, can be overwritten by gamemodes
+ record_type = RACE_RECORD;
+
// needs to be done so early because of the constants they create
static_init();
if(autocvar_g_campaign)
CampaignPreInit();
+ else
+ PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode
Map_MarkAsRecent(mapname);
- PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode
-
InitGameplayMode();
static_init_late();
static_init_precache();
// character set: ASCII 33-126 without the following characters: : ; ' " \ $
if(autocvar_sv_eventlog)
{
- string s = sprintf("%s.%s.%06d", itos(autocvar_sv_eventlog_files_counter), strftime(false, "%s"), floor(random() * 1000000));
+ string num = strftime_s(); // strftime(false, "%s") isn't reliable, see strftime_s description
+ string s = sprintf("%s.%s.%06d", itos(autocvar_sv_eventlog_files_counter), num, floor(random() * 1000000));
matchid = strzone(s);
GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));
if(autocvar_g_norecoil)
s = strcat(s, ":norecoil");
- // TODO to mutator system
- if(autocvar_g_powerups == 0)
- s = strcat(s, ":no_powerups");
- if(autocvar_g_powerups > 0)
- s = strcat(s, ":powerups");
-
GameLogEcho(s);
GameLogEcho(":gameinfo:end");
}
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);
- if(fexists(strcat("scripts/", mapname, ".arena")))
- cvar_settemp("sv_q3acompat_machineshotgunswap", "1");
-
- if(fexists(strcat("scripts/", mapname, ".defi")))
- cvar_settemp("sv_q3defragcompat", "1");
+ q3compat = BITSET(q3compat, Q3COMPAT_ARENA, fexists(strcat("scripts/", mapname, ".arena")));
+ q3compat = BITSET(q3compat, Q3COMPAT_DEFI, fexists(strcat("scripts/", mapname, ".defi")));
if(whichpack(strcat("maps/", mapname, ".cfg")) != "")
{
maplist_reply = strzone(getmaplist());
lsmaps_reply = strzone(getlsmaps());
monsterlist_reply = strzone(getmonsterlist());
+ bool records_available = false;
for(int i = 0; i < 10; ++i)
{
string s = getrecords(i);
- if (s)
+ if (s != "")
+ {
records_reply[i] = strzone(s);
+ records_available = true;
+ }
}
+ if (!records_available)
+ records_reply[0] = "No records available for the current game mode.\n";
ladder_reply = strzone(getladder());
rankings_reply = strzone(getrankings());
delete(this);
}
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance)
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos)
{
float m = e.dphitcontentsmask;
e.dphitcontentsmask = goodcontents | badcontents;
// rule 4: we must "see" some spawnpoint or item
entity sp = NULL;
- IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+ if(frompos)
{
- if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
- {
- sp = it;
- break;
- }
- });
+ if((traceline(mstart, e.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+ sp = e;
+ }
+ if(!sp)
+ {
+ IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+ {
+ if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+ {
+ sp = it;
+ break;
+ }
+ });
+ }
if(!sp)
{
int items_checked = 0;
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
{
- return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance);
+ return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance, false);
}
/*
s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));
if(to_console)
- LOG_INFO(s);
+ LOG_HELP(s);
if(to_eventlog)
GameLogEcho(s);
s = strcat(":labels:player:", GetPlayerScoreString(NULL, 0));
if(to_console)
- LOG_INFO(s);
+ LOG_HELP(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), {
s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
s = strcat(s, ftos(rint(time - CS(it).jointime)), ":");
- if(IS_PLAYER(it) || MUTATOR_CALLHOOK(GetPlayerStatus, it))
+ if(IS_PLAYER(it) || INGAME_JOINED(it))
s = strcat(s, ftos(it.team), ":");
else
s = strcat(s, "spectator:");
if(to_console)
- LOG_INFO(s, playername(it.netname, it.team, false));
+ LOG_HELP(s, playername(it.netname, it.team, false));
if(to_eventlog)
GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it.netname, it.team, false)));
if(to_file)
{
s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));
if(to_console)
- LOG_INFO(s);
+ LOG_HELP(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));
s = strcat(s, ":", ftos(i));
if(to_console)
- LOG_INFO(s);
+ LOG_HELP(s);
if(to_eventlog)
GameLogEcho(s);
if(to_file)
}
if(to_console)
- LOG_INFO(":end");
+ LOG_HELP(":end");
if(to_eventlog)
GameLogEcho(":end");
if(to_file)
*/
void NextLevel()
{
+ cvar_set("_endmatch", "0");
game_stopped = true;
- intermission_running = 1; // game over
+ intermission_running = true; // game over
// enforce a wait time before allowing changelevel
if(player_count > 0)
GameLogClose();
- FOREACH_CLIENT(IS_PLAYER(it), {
+ int winner_team = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), {
FixIntermissionClient(it);
if(it.winning)
- bprint(playername(it.netname, it.team, false), " ^7wins.\n");
+ {
+ if (teamplay && !winner_team)
+ {
+ winner_team = it.team;
+ bprint(Team_ColorCode(winner_team), Team_ColorName_Upper(winner_team), "^7 team wins the match\n");
+ }
+ bprint(playername(it.netname, it.team, false), " ^7wins\n");
+ }
});
target_music_kill();
}
- float InitiateSuddenDeath()
+ int InitiateSuddenDeath()
{
// Check first whether normal overtimes could be added before initiating suddendeath mode
// - for this timelimit_overtime needs to be >0 of course
if(!checkrules_suddendeathend)
{
if(autocvar_g_campaign)
+ {
checkrules_suddendeathend = time; // no suddendeath in campaign
+ }
else
+ {
checkrules_suddendeathend = time + 60 * autocvar_timelimit_suddendeath;
+ overtimes = -1;
+ }
if(g_race && !g_race_qualifying)
race_StartCompleting();
}
void InitiateOvertime() // ONLY call this if InitiateSuddenDeath returned true
{
++checkrules_overtimesadded;
+ overtimes = checkrules_overtimesadded;
//add one more overtime by simply extending the timelimit
cvar_set("timelimit", ftos(autocvar_timelimit + autocvar_timelimit_overtime));
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_TIME, autocvar_timelimit_overtime * 60);
// set the .winning flag for exactly those players with a given field value
void SetWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), { it.winning = (it.(field) == value); });
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), { it.winning = (it.(field) == value); });
}
// set the .winning flag for those players with a given field value
void AddWinners(.float field, float value)
{
- FOREACH_CLIENT(IS_PLAYER(it), {
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), {
if(it.(field) == value)
it.winning = 1;
});
// clear the .winning flags
void ClearWinners()
{
- FOREACH_CLIENT(IS_PLAYER(it), { it.winning = 0; });
+ FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), { it.winning = 0; });
}
int fragsleft_last;
leadlimit = 0; // no leadlimit for now
}
- if(timelimit > 0)
- {
- timelimit += game_starttime;
- }
- else if (timelimit < 0)
+ if (autocvar__endmatch || timelimit < 0)
{
// endmatch
NextLevel();
return;
}
- float wantovertime;
- wantovertime = 0;
+ if(timelimit > 0)
+ timelimit += game_starttime;
+
+ int overtimes_prev = overtimes;
+ int wantovertime = 0;
if(checkrules_suddendeathend)
{
if(readyplayers || playerswithlaps >= 2)
{
checkrules_suddendeathend = 0;
- ReadyRestart(); // go to race
+ ReadyRestart(true); // go to race
return;
}
else
if(checkrules_status == WINNING_YES)
{
+ if (overtimes == -1 && overtimes != overtimes_prev)
+ {
+ // if suddendeathend overtime has just begun, revert it
+ checkrules_suddendeathend = 0;
+ overtimes = overtimes_prev;
+ }
//print("WINNING\n");
NextLevel();
}
start_ammo_plasma = 0;
if (random_start_ammo == NULL)
{
- random_start_ammo = new(random_start_ammo);
+ random_start_ammo = new_pure(random_start_ammo);
}
start_health = cvar("g_balance_health_start");
start_armorvalue = cvar("g_balance_armor_start");
else if (s == "all" || s == "1")
{
g_weaponarena = 1;
- g_weaponarena_list = "All Weapons";
+ g_weaponarena_list = "All Weapons Arena";
g_weaponarena_weapons = weapons_all();
}
else if (s == "devall")
{
g_weaponarena = 1;
- g_weaponarena_list = "Dev All Weapons";
+ g_weaponarena_list = "Dev All Weapons Arena";
g_weaponarena_weapons = weapons_devall();
}
else if (s == "most")
{
g_weaponarena = 1;
- g_weaponarena_list = "Most Weapons";
+ g_weaponarena_list = "Most Weapons Arena";
g_weaponarena_weapons = weapons_most();
}
else if (s == "all_available")
{
g_weaponarena = 1;
- g_weaponarena_list = "All Available Weapons";
+ g_weaponarena_list = "All Available Weapons Arena";
// this needs to run after weaponsInMapAll is initialized
InitializeEntity(NULL, weaponarena_available_all_update, INITPRIO_FINDTARGET);
else if (s == "devall_available")
{
g_weaponarena = 1;
- g_weaponarena_list = "Dev All Available Weapons";
+ g_weaponarena_list = "Dev All Available Weapons Arena";
// this needs to run after weaponsInMapAll is initialized
InitializeEntity(NULL, weaponarena_available_devall_update, INITPRIO_FINDTARGET);
else if (s == "most_available")
{
g_weaponarena = 1;
- g_weaponarena_list = "Most Available Weapons";
+ g_weaponarena_list = "Most Available Weapons Arena";
// this needs to run after weaponsInMapAll is initialized
InitializeEntity(NULL, weaponarena_available_most_update, INITPRIO_FINDTARGET);
else if (s == "none")
{
g_weaponarena = 1;
- g_weaponarena_list = "No Weapons";
+ g_weaponarena_list = "No Weapons Arena";
}
else
{
if(wep != WEP_Null)
{
g_weaponarena_weapons |= (wep.m_wepset);
- g_weaponarena_list = strcat(g_weaponarena_list, wep.m_name, " & ");
+ g_weaponarena_list = strcat(g_weaponarena_list, wep.netname, " & ");
}
}
- g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
+ if (g_weaponarena_list != "") // remove trailing " & "
+ g_weaponarena_list = substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3);
+ else // no valid weapon found
+ g_weaponarena_list = "No Weapons Arena";
}
if (g_weaponarena)
g_weapon_stay = 0; // incompatible
start_weapons = g_weaponarena_weapons;
start_items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+ g_weaponarena_list = strzone(g_weaponarena_list);
}
else
{
random_start_weapons_count = cvar("g_random_start_weapons_count");
SetResource(random_start_ammo, RES_SHELLS, cvar("g_random_start_shells"));
SetResource(random_start_ammo, RES_BULLETS, cvar("g_random_start_bullets"));
- SetResource(random_start_ammo, RES_ROCKETS,cvar("g_random_start_rockets"));
+ SetResource(random_start_ammo, RES_ROCKETS, cvar("g_random_start_rockets"));
SetResource(random_start_ammo, RES_CELLS, cvar("g_random_start_cells"));
SetResource(random_start_ammo, RES_PLASMA, cvar("g_random_start_plasma"));
}
start_ammo_cells = max(0, start_ammo_cells);
start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_fuel = max(0, start_ammo_fuel);
- SetResource(random_start_ammo, RES_SHELLS,
- max(0, GetResource(random_start_ammo, RES_SHELLS)));
- SetResource(random_start_ammo, RES_BULLETS,
- max(0, GetResource(random_start_ammo, RES_BULLETS)));
- SetResource(random_start_ammo, RES_ROCKETS,
- max(0, GetResource(random_start_ammo, RES_ROCKETS)));
- SetResource(random_start_ammo, RES_CELLS,
- max(0, GetResource(random_start_ammo, RES_CELLS)));
- SetResource(random_start_ammo, RES_PLASMA,
- max(0, GetResource(random_start_ammo, RES_PLASMA)));
+ SetResource(random_start_ammo, RES_SHELLS, max(0, GetResource(random_start_ammo, RES_SHELLS)));
+ SetResource(random_start_ammo, RES_BULLETS, max(0, GetResource(random_start_ammo, RES_BULLETS)));
+ SetResource(random_start_ammo, RES_ROCKETS, max(0, GetResource(random_start_ammo, RES_ROCKETS)));
+ SetResource(random_start_ammo, RES_CELLS, max(0, GetResource(random_start_ammo, RES_CELLS)));
+ SetResource(random_start_ammo, RES_PLASMA, max(0, GetResource(random_start_ammo, RES_PLASMA)));
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
MUTATOR_CALLHOOK(ReadLevelCvars);
- if (!warmup_stage)
+ if (!warmup_stage && !autocvar_g_campaign)
game_starttime = time + cvar("g_start_delay");
FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
}
bool autocvar_sv_gameplayfix_multiplethinksperframe = true;
- void RunThink(entity this)
+ void RunThink(entity this, float dt)
{
// don't let things stay in the past.
// it is possible to start that way by a trigger with a local time.
- if(this.nextthink <= 0 || this.nextthink > time + frametime)
+ if(this.nextthink <= 0 || this.nextthink > time + dt)
return;
float oldtime = time; // do we need to save this?
// we don't want to loop in that case, so exit if the new nextthink is
// <= the time the qc was told, also exit if it is past the end of the
// frame
- if(this.nextthink <= time || this.nextthink > oldtime + frametime || !autocvar_sv_gameplayfix_multiplethinksperframe)
+ if(this.nextthink <= time || this.nextthink > oldtime + dt || !autocvar_sv_gameplayfix_multiplethinksperframe)
break;
}
if(it.move_movetype == MOVETYPE_PUSH || it.move_movetype == MOVETYPE_FAKEPUSH)
continue; // these movetypes have no regular think function
// handle thinking here
- if (getthink(it) && it.nextthink > 0 && it.nextthink <= time + frametime)
- RunThink(it);
+ if (getthink(it) && it.nextthink > 0 && it.nextthink <= time + PHYS_INPUT_TIMELENGTH)
+ RunThink(it, PHYS_INPUT_TIMELENGTH);
}
});
STAT(TYPEHIT_TIME, it) = time;
} else if (e.killsound) {
STAT(KILL_TIME, it) = time;
- } else if (e.damage_dealt) {
+ } else if (e.hitsound_damage_dealt) {
STAT(HIT_TIME, it) = time;
- STAT(DAMAGE_DEALT_TOTAL, it) += ceil(e.damage_dealt);
+ // NOTE: this is not accurate as client code doesn't need so much accuracy for its purposes
+ STAT(HITSOUND_DAMAGE_DEALT_TOTAL, it) += ceil(e.hitsound_damage_dealt);
}
});
// add 1 frametime because after this, engine SV_Physics
float altime = time + frametime * (1 + autocvar_g_antilag_nudge);
FOREACH_CLIENT(true, {
it.typehitsound = false;
- it.damage_dealt = 0;
+ it.hitsound_damage_dealt = 0;
it.killsound = false;
antilag_record(it, CS(it), altime);
});
WeaponStats_Shutdown();
MapInfo_Shutdown();
+
+ strfree(sv_termsofservice_url_escaped);
}
else if(world_initialized == 0)
{
#include <common/weapons/_all.qh>
bool autocvar__sv_init;
+ bool autocvar__endmatch;
bool autocvar_g_use_ammunition;
bool autocvar_g_jetpack;
bool autocvar_g_warmup_allguns;
float checkrules_equality;
float checkrules_suddendeathwarning;
float checkrules_suddendeathend;
- float checkrules_overtimesadded; //how many overtimes have been already added
+ int checkrules_overtimesadded; //how many overtimes have been already added
// flag set on worldspawn so that the code knows if it is dedicated or not
bool server_is_dedicated;
+ int world_initialized;
+
string cvar_changes;
string cvar_purechanges;
float cvar_purechanges_count;
string gamemode_name;
+ string record_type;
+
+ string autocvar_sv_termsofservice_url;
+ // only escape the terms of service url on map change
+ string sv_termsofservice_url_escaped;
+
string clientstuff;
string matchid;
float WinningCondition_Scores(float limit, float leadlimit);
void SetWinners(.float field, float value);
- void ReadyRestart();
+ void ReadyRestart(bool forceWarmupEnd);
void DumpStats(float final);
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);