set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default"
set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition"
set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn"
-set g_minstagib 0 "enable minstagib"
-set g_minstagib_extralives 1 "how many extra lives you will get per powerup"
-set g_minstagib_ammo_start 10 "starting ammo"
-set g_minstagib_ammo_drop 5 "how much ammo you'll get for weapons or cells"
-set g_minstagib_invis_alpha 0.15
-set g_minstagib_speed_highspeed 1.5 "speed-multiplier that applies while you carry the invincibility powerup"
-set g_vampire 0 "set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health"
set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\""
set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)"
set g_weaponarena_random_with_laser "1" "additionally, always provide the laser in random weapon arena games"
set g_player_brightness 0 "set to 2 for brighter players"
seta g_balance_cloaked_alpha 0.25
-set g_sandbox 0 "allow players to spawn and edit objects around the map"
-set g_sandbox_info 1 "print object information to the server. 1 prints info about spawned / removed objects, 2 also prints info about edited objects"
-set g_sandbox_readonly 0 "when this mode is active, players cannot modify objects or use any sandbox commands"
-set g_sandbox_storage_name default "name of the selected storage to use"
-set g_sandbox_storage_autosave 5 "storage is automatically saved every specified number of seconds"
-set g_sandbox_storage_autoload 1 "if a storage file exists for the given map, automatically load it at startup"
-set g_sandbox_editor_flood 1 "players must wait this many seconds between spawning objects"
-set g_sandbox_editor_maxobjects 1000 "maximum number of objects that may exist at a time"
-set g_sandbox_editor_free 1 "0 = players can only copy or edit their own objects, 1 = players can copy but not edit other objects, 2 = players can copy and edit all object"
-set g_sandbox_editor_distance_spawn 200 "distance at which objects spawn in front of the player"
-set g_sandbox_editor_distance_edit 300 "distance at which players can edit or remove objects they are looking at"
-set g_sandbox_object_scale_min 0.1 "minimum scale that objects can be set to"
-set g_sandbox_object_scale_max 2 "maximum scale that objects can be set to"
-set g_sandbox_object_material_velocity_min 100 "velocity objects must have while colliding for material effects to be applied"
-set g_sandbox_object_material_velocity_factor 0.002 "velocity range which decides the intensity of material effects"
-set cl_sandbox_clipboard ""
-
seta menu_sandbox_spawn_model ""
seta menu_sandbox_attach_bone ""
seta menu_sandbox_edit_skin 0
set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
-set g_invincible_projectiles 0 "set to 1 to disable any damage to projectiles in all balance configs, regardless of g_projectiles_damage"
-set g_dodging 0 "set to 1 to enable dodging in games"
-set g_rocket_flying 0 "set to 1 to enable rocket flying in all balance configs"
-
-seta cl_dodging_timeout 0.2 "determines how long apart (in seconds) two taps on the same direction key are considered a dodge. use 0 to disable"
-
-set sv_dodging_wall_dodging 0 "set to 1 to allow dodging off walls. 0 to disable"
-set sv_dodging_delay 0.5 "determines how long a player has to wait to be able to dodge again after dodging"
-set sv_dodging_up_speed 200 "the jump velocity of the dodge"
-set sv_dodging_horiz_speed 400 "the horizontal velocity of the dodge"
-set sv_dodging_ramp_time 0.1 "a ramp so that the horizontal part of the dodge is added smoothly (seconds)"
-set sv_dodging_height_threshold 10 "the maximum height above ground where to allow dodging"
-set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging"
-set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent"
-
set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
set g_spawn_furthest 1 "this amount of the spawns shall be far away from any players"
set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
-set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate"
-set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be near a team mate"
// respawn delay
set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again"
set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
//used for spectate/observer mode
bind F3 spec
-// NIX (No Items Xonotic) - at each time, everyone uses the same weapon,
-// and in regular intervals, this weapon is cycled
-set g_nix 0 "No Items Xonotic - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on"
-set g_nix_with_laser 0 "always carry the laser as an additional weapon in NIX"
-set g_nix_with_healtharmor 0 "when 1, health and armor still show up in NIX"
-set g_nix_with_powerups 0 "when 1, powerups still show up in NIX"
-
// score log
set sv_logscores_console 0 "print scores to server console"
set sv_logscores_file 0 "print scores to file"
set sv_foginterval 1 "force enable fog in regular intervals"
-set g_physical_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
-set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage"
-set g_physical_items_reset 1 "return map items to their original lotation after being picked up"
-
// Audio track names (for old-style "cd loop NUMBER" usage)
set _cdtrack_first "1"
alias _cdtrack_0 "g_cdtracks_remaplist \"$g_cdtracks_remaplist $1\""
set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness"
set g_bugrigs_steer 1 "steering amount"
-set g_touchexplode 0
-set g_touchexplode_radius 50
-set g_touchexplode_damage 10
-set g_touchexplode_edgedamage 0
-set g_touchexplode_force 150
-
set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)"
set g_ban_sync_interval 5 "sync every 5 minutes"
set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce preceived lag"
-// debug cvars for keyhunt attaching
-set _angles "0 0 0"
-set _origin "0 0 0"
-
// campaign internal, set when loading a campaign map1G
set _campaign_index ""
set _campaign_name ""
exec vehicles.cfg
exec crosshairs.cfg
exec gamemodes.cfg
+exec mutators.cfg
exec notifications.cfg
// load console command aliases and settings
set cl_fullbright_items 0 "enable fullbright items (if server allows, controled by g_fullbrightitems)"
set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0"
set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0"
-
-seta g_superspectate 0 "server side, allows extended spectator functions through the cmd interface. followpowerup, followstrength, followstshield or followfc [red|blue] will transfer spectation to the relevent player, if any"
alpha 190 190 180
sizeincrease -80
color 0xFFFFFF 0xFFFFFF
+
+
+// nade effects
+effect nade_blue
+trailspacing 1
+type smoke
+color 0x006cff 0x0600ff
+tex 65 65
+size 3 3
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_blue
+notunderwater
+trailspacing 8
+type smoke
+color 0x0600ff 0x9794ff
+tex 65 65
+size 15 25
+sizeincrease -10
+alpha 30 30 150
+// bubbles
+effect nade_blue
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0x006cff 0x0600ff
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+
+effect nade_red
+trailspacing 1
+type smoke
+color 0xff0000 0xff3c00
+tex 65 65
+size 3 3
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_red
+notunderwater
+trailspacing 8
+type smoke
+color 0xff0000 0xffa2a2
+tex 65 65
+size 15 25
+sizeincrease -10
+alpha 30 30 150
+// bubbles
+effect nade_red
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xff0000 0xff3c00
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+
+effect nade_yellow
+trailspacing 1
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 65 65
+size 3 3
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_yellow
+notunderwater
+trailspacing 8
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 65 65
+size 15 25
+sizeincrease -10
+alpha 30 30 150
+// bubbles
+effect nade_yellow
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFFFF0F 0xFFFF0F
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+
+effect nade_pink
+trailspacing 1
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 65 65
+size 3 3
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_pink
+notunderwater
+trailspacing 8
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 65 65
+size 15 25
+sizeincrease -10
+alpha 30 30 150
+// bubbles
+effect nade_pink
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFF0FFF 0xFF0FFF
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+
+effect nade
+trailspacing 1
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 65 65
+size 3 3
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade
+notunderwater
+trailspacing 8
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 65 65
+size 15 25
+sizeincrease -10
+alpha 30 30 150
+// bubbles
+effect nade
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFFFFFF 0xFFFFFF
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+
+effect nade_red_burn
+trailspacing 1
+type smoke
+color 0xff0000 0xff3c00
+tex 65 65
+size 5 5
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_red_burn
+notunderwater
+trailspacing 64
+type smoke
+color 0xff0000 0xffa2a2
+tex 65 65
+size 45 25
+sizeincrease -30
+alpha 200 200 1000
+// bubbles
+effect nade_red_burn
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xff0000 0xff3c00
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+effect nade_red_burn
+trailspacing 16
+type smoke
+color 0xff0000 0xff3c00
+tex 71 73
+size 15 25
+sizeincrease -40
+rotate -180 180 20 -20
+originjitter 2 2 2
+velocityjitter 10 10 10
+alpha 300 900 1500
+
+effect nade_blue_burn
+trailspacing 1
+type smoke
+color 0x006cff 0x0600ff
+tex 65 65
+size 5 5
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_blue_burn
+notunderwater
+trailspacing 64
+type smoke
+color 0x0600ff 0x9794ff
+tex 65 65
+size 45 25
+sizeincrease -30
+alpha 200 200 1000
+// bubbles
+effect nade_blue_burn
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0x006cff 0x0600ff
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+effect nade_blue_burn
+trailspacing 16
+type smoke
+color 0x006cff 0x0600ff
+tex 33 33
+size 25 25
+sizeincrease -30
+
+effect nade_yellow_burn
+trailspacing 1
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 65 65
+size 5 5
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_yellow_burn
+notunderwater
+trailspacing 64
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 65 65
+size 45 25
+sizeincrease -30
+alpha 200 200 1000
+// bubbles
+effect nade_yellow_burn
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFFFF0F 0xFFFF0F
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+effect nade_yellow_burn
+trailspacing 16
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 33 33
+size 25 25
+sizeincrease -30
+
+effect nade_pink_burn
+trailspacing 1
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 65 65
+size 5 5
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_pink_burn
+notunderwater
+trailspacing 64
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 65 65
+size 45 25
+sizeincrease -30
+alpha 200 200 1000
+// bubbles
+effect nade_pink_burn
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFF0FFF 0xFF0FFF
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+effect nade_pink_burn
+trailspacing 16
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 33 33
+size 25 25
+sizeincrease -30
+
+effect nade_burn
+trailspacing 1
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 65 65
+size 5 5
+sizeincrease -1
+alpha 100 100 250
+//gravity -0.11
+// fire
+effect nade_burn
+notunderwater
+trailspacing 64
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 65 65
+size 45 25
+sizeincrease -30
+alpha 200 200 1000
+// bubbles
+effect nade_burn
+underwater
+trailspacing 16
+type bubble
+tex 62 62
+color 0xFFFFFF 0xFFFFFF
+size 1 1
+alpha 256 256 256
+gravity -0.125
+bounce 1.5
+liquidfriction 4
+velocityjitter 16 16 16
+effect nade_burn
+trailspacing 16
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 33 33
+size 25 25
+sizeincrease -30
+
+effect nade_blue_explode
+countabsolute 1
+type decal
+tex 8 16
+size 88 88
+alpha 256 256 0
+originjitter 26 26 26
+lightradius 300
+lightradiusfade 1500
+lightcolor 20 20 100
+// shockwave
+effect nade_blue_explode
+type smoke
+countabsolute 1
+tex 33 33
+size 32 32
+sizeincrease 1800
+color 0x80C0FF 0x80C0FF
+alpha 80 80 650
+velocitymultiplier 44
+// fire
+effect nade_blue_explode
+notunderwater
+count 16
+type smoke
+color 0x629dff 0x0018ff
+tex 48 55
+size 20 24
+sizeincrease 555
+alpha 400 656 2000
+airfriction 30
+originjitter 50 50 50
+velocityjitter 320 320 320
+rotate -180 180 -9 9
+// fire streched
+effect nade_blue_explode
+count 8
+type spark
+tex 48 55
+color 0x629dff 0x0018ff
+size 60 90
+alpha 1500 3000 13000
+stretchfactor 80
+sizeincrease 40
+velocityjitter 30 30 30
+airfriction -9
+//smoke
+effect nade_blue_explode
+type smoke
+count 32
+blend alpha
+tex 0 7
+size 60 30
+color 0x222222 0x000000
+alpha 128 328 390
+rotate -180 180 2 -2
+velocityjitter 200 200 200
+velocityoffset 0 0 180
+originjitter 50 50 10
+sizeincrease 50
+airfriction 0.04
+gravity 0.4
+// underwater bubbles
+effect nade_blue_explode
+underwater
+count 32
+type bubble
+tex 62 62
+color 0x404040 0x808080
+size 3 6
+alpha 128 256 64
+gravity -0.125
+bounce 1.5
+liquidfriction 0.25
+originjitter 16 16 16
+velocityjitter 196 196 196
+rotate 0 0 0 0
+// bouncing sparks
+effect nade_blue_explode
+notunderwater
+count 8
+type spark
+tex 40 40
+color 0x006cff 0x0600ff
+size 1 2
+alpha 644 956 484
+gravity 1
+airfriction 1
+bounce 1.6
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// notbouncing sparks
+effect nade_blue_explode
+count 16
+type spark
+tex 40 40
+color 0x006cff 0x0600ff
+size 1 2
+alpha 644 956 684
+gravity 0.5
+airfriction 0.7
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// derbis
+effect nade_blue_explode
+notunderwater
+count 12
+type alphastatic
+tex 66 68
+color 0x6a3d25 0xcac5b4
+size 2 6
+alpha 644 956 684
+gravity 1.3
+airfriction 0.5
+bounce 1.6
+velocityjitter 324 324 524
+rotate -180 180 -1000 1000
+
+effect nade_red_explode
+countabsolute 1
+type decal
+tex 8 16
+size 88 88
+alpha 256 256 0
+originjitter 26 26 26
+lightradius 300
+lightradiusfade 1500
+lightcolor 100 20 20
+// shockwave
+effect nade_red_explode
+type smoke
+countabsolute 1
+tex 33 33
+size 32 32
+sizeincrease 2200
+color 0xff0000 0xffa2a2
+alpha 80 80 650
+velocitymultiplier 44
+// fire
+effect nade_red_explode
+notunderwater
+count 16
+type smoke
+color 0xff0000 0xff4200
+tex 48 55
+size 20 24
+sizeincrease 555
+alpha 400 656 2000
+airfriction 30
+originjitter 50 50 50
+velocityjitter 320 320 320
+rotate -180 180 -9 9
+// fire streched
+effect nade_red_explode
+count 8
+type spark
+tex 48 55
+color 0xff0000 0xff4200
+size 60 90
+alpha 1500 3000 13000
+stretchfactor 80
+sizeincrease 40
+velocityjitter 30 30 30
+airfriction -9
+//smoke
+effect nade_red_explode
+type smoke
+count 32
+blend alpha
+tex 0 7
+size 60 30
+color 0x222222 0x000000
+alpha 128 328 390
+rotate -180 180 2 -2
+velocityjitter 200 200 200
+velocityoffset 0 0 180
+originjitter 50 50 10
+sizeincrease 50
+airfriction 0.04
+gravity 0.4
+// underwater bubbles
+effect nade_red_explode
+underwater
+count 32
+type bubble
+tex 62 62
+color 0x404040 0x808080
+size 3 6
+alpha 128 256 64
+gravity -0.125
+bounce 1.5
+liquidfriction 0.25
+originjitter 16 16 16
+velocityjitter 196 196 196
+rotate 0 0 0 0
+// bouncing sparks
+effect nade_red_explode
+notunderwater
+count 8
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 484
+gravity 1
+airfriction 1
+bounce 1.6
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// notbouncing sparks
+effect nade_red_explode
+count 16
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 684
+gravity 0.5
+airfriction 0.7
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// derbis
+effect nade_red_explode
+notunderwater
+count 8
+type smoke
+tex 71 73
+color 0xff0000 0xffa2a2
+size 20 40
+alpha 644 956 2500
+originjitter 64 64 64
+velocityjitter 324 324 324
+rotate -180 180 -100 100
+
+effect nade_yellow_explode
+countabsolute 1
+type decal
+tex 8 16
+size 88 88
+alpha 256 256 0
+originjitter 26 26 26
+lightradius 300
+lightradiusfade 1500
+lightcolor 100 20 20
+// shockwave
+effect nade_yellow_explode
+type smoke
+countabsolute 1
+tex 33 33
+size 32 32
+sizeincrease 2200
+color 0xff0000 0xffa2a2
+alpha 80 80 650
+velocitymultiplier 44
+// fire
+effect nade_yellow_explode
+notunderwater
+count 16
+type smoke
+color 0xFFFF0F 0xFFFF0F
+tex 48 55
+size 20 24
+sizeincrease 555
+alpha 400 656 2000
+airfriction 30
+originjitter 50 50 50
+velocityjitter 320 320 320
+rotate -180 180 -9 9
+// fire streched
+effect nade_yellow_explode
+count 8
+type spark
+tex 48 55
+color 0xFFFF0F 0xFFFF0F
+size 60 90
+alpha 1500 3000 13000
+stretchfactor 80
+sizeincrease 40
+velocityjitter 30 30 30
+airfriction -9
+//smoke
+effect nade_yellow_explode
+type smoke
+count 32
+blend alpha
+tex 0 7
+size 60 30
+color 0x222222 0x000000
+alpha 128 328 390
+rotate -180 180 2 -2
+velocityjitter 200 200 200
+velocityoffset 0 0 180
+originjitter 50 50 10
+sizeincrease 50
+airfriction 0.04
+gravity 0.4
+// underwater bubbles
+effect nade_yellow_explode
+underwater
+count 32
+type bubble
+tex 62 62
+color 0x404040 0x808080
+size 3 6
+alpha 128 256 64
+gravity -0.125
+bounce 1.5
+liquidfriction 0.25
+originjitter 16 16 16
+velocityjitter 196 196 196
+rotate 0 0 0 0
+// bouncing sparks
+effect nade_yellow_explode
+notunderwater
+count 8
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 484
+gravity 1
+airfriction 1
+bounce 1.6
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// notbouncing sparks
+effect nade_yellow_explode
+count 16
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 684
+gravity 0.5
+airfriction 0.7
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// derbis
+effect nade_yellow_explode
+notunderwater
+count 8
+type smoke
+tex 71 73
+color 0xff0000 0xffa2a2
+size 20 40
+alpha 644 956 2500
+originjitter 64 64 64
+velocityjitter 324 324 324
+rotate -180 180 -100 100
+
+effect nade_pink_explode
+countabsolute 1
+type decal
+tex 8 16
+size 88 88
+alpha 256 256 0
+originjitter 26 26 26
+lightradius 300
+lightradiusfade 1500
+lightcolor 100 20 20
+// shockwave
+effect nade_pink_explode
+type smoke
+countabsolute 1
+tex 33 33
+size 32 32
+sizeincrease 2200
+color 0xff0000 0xffa2a2
+alpha 80 80 650
+velocitymultiplier 44
+// fire
+effect nade_pink_explode
+notunderwater
+count 16
+type smoke
+color 0xFF0FFF 0xFF0FFF
+tex 48 55
+size 20 24
+sizeincrease 555
+alpha 400 656 2000
+airfriction 30
+originjitter 50 50 50
+velocityjitter 320 320 320
+rotate -180 180 -9 9
+// fire streched
+effect nade_pink_explode
+count 8
+type spark
+tex 48 55
+color 0xFF0FFF 0xFF0FFF
+size 60 90
+alpha 1500 3000 13000
+stretchfactor 80
+sizeincrease 40
+velocityjitter 30 30 30
+airfriction -9
+//smoke
+effect nade_pink_explode
+type smoke
+count 32
+blend alpha
+tex 0 7
+size 60 30
+color 0x222222 0x000000
+alpha 128 328 390
+rotate -180 180 2 -2
+velocityjitter 200 200 200
+velocityoffset 0 0 180
+originjitter 50 50 10
+sizeincrease 50
+airfriction 0.04
+gravity 0.4
+// underwater bubbles
+effect nade_pink_explode
+underwater
+count 32
+type bubble
+tex 62 62
+color 0x404040 0x808080
+size 3 6
+alpha 128 256 64
+gravity -0.125
+bounce 1.5
+liquidfriction 0.25
+originjitter 16 16 16
+velocityjitter 196 196 196
+rotate 0 0 0 0
+// bouncing sparks
+effect nade_pink_explode
+notunderwater
+count 8
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 484
+gravity 1
+airfriction 1
+bounce 1.6
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// notbouncing sparks
+effect nade_pink_explode
+count 16
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 684
+gravity 0.5
+airfriction 0.7
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// derbis
+effect nade_pink_explode
+notunderwater
+count 8
+type smoke
+tex 71 73
+color 0xff0000 0xffa2a2
+size 20 40
+alpha 644 956 2500
+originjitter 64 64 64
+velocityjitter 324 324 324
+rotate -180 180 -100 100
+
+effect nade_explode
+countabsolute 1
+type decal
+tex 8 16
+size 88 88
+alpha 256 256 0
+originjitter 26 26 26
+lightradius 300
+lightradiusfade 1500
+lightcolor 100 20 20
+// shockwave
+effect nade_explode
+type smoke
+countabsolute 1
+tex 33 33
+size 32 32
+sizeincrease 2200
+color 0xff0000 0xffa2a2
+alpha 80 80 650
+velocitymultiplier 44
+// fire
+effect nade_explode
+notunderwater
+count 16
+type smoke
+color 0xFFFFFF 0xFFFFFF
+tex 48 55
+size 20 24
+sizeincrease 555
+alpha 400 656 2000
+airfriction 30
+originjitter 50 50 50
+velocityjitter 320 320 320
+rotate -180 180 -9 9
+// fire streched
+effect nade_explode
+count 8
+type spark
+tex 48 55
+color 0xFFFFFF 0xFFFFFF
+size 60 90
+alpha 1500 3000 13000
+stretchfactor 80
+sizeincrease 40
+velocityjitter 30 30 30
+airfriction -9
+//smoke
+effect nade_explode
+type smoke
+count 32
+blend alpha
+tex 0 7
+size 60 30
+color 0x222222 0x000000
+alpha 128 328 390
+rotate -180 180 2 -2
+velocityjitter 200 200 200
+velocityoffset 0 0 180
+originjitter 50 50 10
+sizeincrease 50
+airfriction 0.04
+gravity 0.4
+// underwater bubbles
+effect nade_explode
+underwater
+count 32
+type bubble
+tex 62 62
+color 0x404040 0x808080
+size 3 6
+alpha 128 256 64
+gravity -0.125
+bounce 1.5
+liquidfriction 0.25
+originjitter 16 16 16
+velocityjitter 196 196 196
+rotate 0 0 0 0
+// bouncing sparks
+effect nade_explode
+notunderwater
+count 8
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 484
+gravity 1
+airfriction 1
+bounce 1.6
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// notbouncing sparks
+effect nade_explode
+count 16
+type spark
+tex 40 40
+color 0xff0000 0xffa2a2
+size 1 2
+alpha 644 956 684
+gravity 0.5
+airfriction 0.7
+liquidfriction 0.8
+velocityoffset 0 0 80
+originjitter 16 16 16
+velocityjitter 424 424 624
+// derbis
+effect nade_explode
+notunderwater
+count 8
+type smoke
+tex 71 73
+color 0xff0000 0xffa2a2
+size 20 40
+alpha 644 956 2500
+originjitter 64 64 64
+velocityjitter 324 324 324
+rotate -180 180 -100 100
set g_lms_lives_override -1
set g_lms_extra_lives 0
set g_lms_regenerate 0
-set g_lms_campcheck_interval 10
-set g_lms_campcheck_damage 100
-set g_lms_campcheck_distance 1800
set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_01
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_02
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_03
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_04
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_05
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_06
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_07
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_08
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_09
\ No newline at end of file
--- /dev/null
+sprite,models/ok_nade_counter/ok_nade_counter_10
\ No newline at end of file
--- /dev/null
+// =========================
+// Config for all mutators
+// =========================
+
+
+// =========
+// dodging
+// =========
+set g_dodging 0 "set to 1 to enable dodging in games"
+
+seta cl_dodging_timeout 0.2 "determines how long apart (in seconds) two taps on the same direction key are considered a dodge. use 0 to disable"
+
+set sv_dodging_wall_dodging 0 "set to 1 to allow dodging off walls. 0 to disable"
+set sv_dodging_delay 0.5 "determines how long a player has to wait to be able to dodge again after dodging"
+set sv_dodging_up_speed 200 "the jump velocity of the dodge"
+set sv_dodging_horiz_speed 400 "the horizontal velocity of the dodge"
+set sv_dodging_horiz_speed_frozen 200 "the horizontal velocity of the dodge while frozen"
+set sv_dodging_ramp_time 0.1 "a ramp so that the horizontal part of the dodge is added smoothly (seconds)"
+set sv_dodging_height_threshold 10 "the maximum height above ground where to allow dodging"
+set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging"
+set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent"
+set sv_dodging_frozen 0 "allow dodging while frozen"
+
+
+// ===========
+// minstagib
+// ===========
+set g_minstagib 0 "enable minstagib"
+set g_minstagib_extralives 1 "how many extra lives you will get per powerup"
+set g_minstagib_ammo_start 10 "starting ammo"
+set g_minstagib_ammo_drop 5 "how much ammo you'll get for weapons or cells"
+set g_minstagib_invis_alpha 0.15
+set g_minstagib_speed_highspeed 1.5 "speed-multiplier that applies while you carry the invincibility powerup"
+
+
+// =========
+// vampire
+// =========
+set g_vampire 0 "set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health"
+
+
+// =========
+// sandbox
+// =========
+set g_sandbox 0 "allow players to spawn and edit objects around the map"
+set g_sandbox_info 1 "print object information to the server. 1 prints info about spawned / removed objects, 2 also prints info about edited objects"
+set g_sandbox_readonly 0 "when this mode is active, players cannot modify objects or use any sandbox commands"
+set g_sandbox_storage_name default "name of the selected storage to use"
+set g_sandbox_storage_autosave 5 "storage is automatically saved every specified number of seconds"
+set g_sandbox_storage_autoload 1 "if a storage file exists for the given map, automatically load it at startup"
+set g_sandbox_editor_flood 1 "players must wait this many seconds between spawning objects"
+set g_sandbox_editor_maxobjects 1000 "maximum number of objects that may exist at a time"
+set g_sandbox_editor_free 1 "0 = players can only copy or edit their own objects, 1 = players can copy but not edit other objects, 2 = players can copy and edit all object"
+set g_sandbox_editor_distance_spawn 200 "distance at which objects spawn in front of the player"
+set g_sandbox_editor_distance_edit 300 "distance at which players can edit or remove objects they are looking at"
+set g_sandbox_object_scale_min 0.1 "minimum scale that objects can be set to"
+set g_sandbox_object_scale_max 2 "maximum scale that objects can be set to"
+set g_sandbox_object_material_velocity_min 100 "velocity objects must have while colliding for material effects to be applied"
+set g_sandbox_object_material_velocity_factor 0.002 "velocity range which decides the intensity of material effects"
+set cl_sandbox_clipboard ""
+
+
+// ========================
+// invincible projectiles
+// ========================
+set g_invincible_projectiles 0 "set to 1 to disable any damage to projectiles in all balance configs, regardless of g_projectiles_damage"
+
+
+// ===============
+// rocket flying
+// ===============
+set g_rocket_flying 0 "set to 1 to enable rocket flying in all balance configs"
+
+
+// =====================
+// spawn near teammate
+// =====================
+set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate"
+set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be near a team mate"
+
+
+// ========================
+// NIX (No Items Xonotic)
+// ========================
+// at each time, everyone uses the same weapon,
+// and in regular intervals, this weapon is cycled
+set g_nix 0 "No Items Xonotic - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on"
+set g_nix_with_laser 0 "always carry the laser as an additional weapon in NIX"
+set g_nix_with_healtharmor 0 "when 1, health and armor still show up in NIX"
+set g_nix_with_powerups 0 "when 1, powerups still show up in NIX"
+
+
+// ================
+// physical items
+// ================
+set g_physical_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled"
+set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage"
+set g_physical_items_reset 1 "return map items to their original lotation after being picked up"
+
+
+// ===============
+// touch explode
+// ===============
+set g_touchexplode 0 "touching other players causes an explosion"
+set g_touchexplode_radius 50
+set g_touchexplode_damage 10
+set g_touchexplode_edgedamage 0
+set g_touchexplode_force 150
+
+
+// ================
+// super spectate
+// ================
+set g_superspectate 0 "server side, allows extended spectator functions through the cmd interface. followpowerup, followstrength, followstshield or followfc [red|blue] will transfer spectation to the relevent player, if any"
+
+
+// ==================
+// melee only arena
+// ==================
+set g_melee_only 0 "enable melee only arena"
+
+
+// ================
+// random gravity
+// ================
+set g_random_gravity 0 "enable random gravity mutator"
+set g_random_gravity_delay 3 "delay between gravity changes"
+set g_random_gravity_negative_chance 0.5 "chance of gravity being a negative value"
+set g_random_gravity_min -2000 "minimum gravity"
+set g_random_gravity_max 2000 "maximum gravity"
+set g_random_gravity_positive 1000 "positive gravity multiplier"
+set g_random_gravity_negative 1000 "negative gravity multiplier"
+
+
+// =======
+// nades
+// =======
+set g_nades 0 "enable off-hand grenades"
+set g_nades_spawn 1 "give nades right away when player spawns rather than delaying entire refire"
+set g_nades_nade_lifetime 3.5
+set g_nades_nade_minforce 400
+set g_nades_nade_maxforce 2000
+set g_nades_nade_health 25
+set g_nades_nade_refire 6
+set g_nades_nade_damage 225
+set g_nades_nade_edgedamage 90
+set g_nades_nade_radius 300
+set g_nades_nade_force 650
+set g_nades_nade_newton_style 0
+
+
+// =============
+// rifle arena
+// =============
+set g_riflearena 0
+set g_riflearena_rifle_secondary_spread 0
+set g_riflearena_rifle_secondary_shots 1
+set g_riflearena_rifle_secondary_animtime 0.15
+set g_riflearena_rifle_secondary_refire 0.15
+set g_riflearena_rifle_secondary_damage 40
+
+
+// ============
+// camp check
+// ============
+set g_campcheck 0 "damages campers every few seconds"
+set g_campcheck_interval 10
+set g_campcheck_damage 100
+set g_campcheck_distance 1800
case PROJECTILE_GRENADE_BOUNCING:
rot = '0 -1000 0'; // sideways
break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ rot = self.avelocity;
+ break;
case PROJECTILE_HOOKBOMB:
rot = '1000 0 0'; // forward
break;
trailorigin = self.origin;
switch(self.cnt)
{
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ trailorigin += v_up * 4;
+ break;
case PROJECTILE_GRENADE:
case PROJECTILE_GRENADE_BOUNCING:
trailorigin += v_right * 1 + v_forward * -10;
case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
+
+ case PROJECTILE_NADE_RED: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red"); break;
+ case PROJECTILE_NADE_RED_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_red_burn"); break;
+ case PROJECTILE_NADE_BLUE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue"); break;
+ case PROJECTILE_NADE_BLUE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_blue_burn"); break;
+ case PROJECTILE_NADE_YELLOW: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow"); break;
+ case PROJECTILE_NADE_YELLOW_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_yellow_burn"); break;
+ case PROJECTILE_NADE_PINK: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink"); break;
+ case PROJECTILE_NADE_PINK_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_pink_burn"); break;
+ case PROJECTILE_NADE: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade"); break;
+ case PROJECTILE_NADE_BURN: setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum("nade_burn"); break;
default:
error("Received invalid CSQC projectile, can't work with this!");
self.mins = '-3 -3 -3';
self.maxs = '3 3 3';
break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ self.mins = '-3 -3 -3';
+ self.maxs = '3 3 3';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
case PROJECTILE_GRENADE_BOUNCING:
self.mins = '-3 -3 -3';
self.maxs = '3 3 3';
self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
break;
+ case PROJECTILE_NADE_RED_BURN:
+ case PROJECTILE_NADE_RED:
+ case PROJECTILE_NADE_BLUE_BURN:
+ case PROJECTILE_NADE_BLUE:
+ case PROJECTILE_NADE_YELLOW_BURN:
+ case PROJECTILE_NADE_YELLOW:
+ case PROJECTILE_NADE_PINK_BURN:
+ case PROJECTILE_NADE_PINK:
+ case PROJECTILE_NADE_BURN:
+ case PROJECTILE_NADE:
+ self.mins = '-16 -16 -16';
+ self.maxs = '16 16 16';
+ self.move_movetype = MOVETYPE_BOUNCE;
+ self.move_touch = func_null;
+ self.scale = 1.5;
+ self.avelocity = randomvec() * 720;
+ break;
case PROJECTILE_MINE:
self.mins = '-4 -4 -4';
self.maxs = '4 4 4';
precache_model("models/rocket.md3");
precache_model("models/tagrocket.md3");
precache_model("models/tracer.mdl");
+
+ precache_model("models/weapons/v_ok_grenade.md3");
precache_sound("weapons/electro_fly.wav");
precache_sound("weapons/rocket_fly.wav");
float PROJECTILE_BUMBLE_GUN = 30;
float PROJECTILE_BUMBLE_BEAM = 31;
+float PROJECTILE_NADE_RED = 50;
+float PROJECTILE_NADE_RED_BURN = 51;
+float PROJECTILE_NADE_BLUE = 52;
+float PROJECTILE_NADE_BLUE_BURN = 53;
+float PROJECTILE_NADE_YELLOW = 54;
+float PROJECTILE_NADE_YELLOW_BURN = 55;
+float PROJECTILE_NADE_PINK = 56;
+float PROJECTILE_NADE_PINK_BURN = 57;
+float PROJECTILE_NADE = 58;
+float PROJECTILE_NADE_BURN = 59;
+
float SPECIES_HUMAN = 0;
float SPECIES_ROBOT_SOLID = 1;
float SPECIES_ALIEN = 2;
DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
+ DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \
DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FALL, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_fall", _("^BG%s%s^K1 was grounded by ^BG%s^K1%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_FIRE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was burnt up into a crisp by ^BG%s^K1%s%s\n"), _("^BG%s%s^K1 felt a little hot from ^BG%s^K1's fire^K1%s%s\n")) \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_LAVA, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_lava", _("^BG%s%s^K1 was cooked by ^BG%s^K1%s%s\n"), "") \
+ MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_NADE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_death", _("^BG%s%s^K1 was blown up by ^BG%s^K1's Nade%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SHOOTING_STAR, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_shootingstar", _("^BG%s%s^K1 was shot into space by ^BG%s^K1%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SLIME, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_slime", _("^BG%s%s^K1 was slimed by ^BG%s^K1%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_MURDER_SWAMP, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "notify_slime", _("^BG%s%s^K1 was preserved by ^BG%s^K1%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_FIRE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 became a bit too crispy%s%s\n"), _("^BG%s^K1 felt a little hot%s%s\n")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_GENERIC, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_LAVA, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s\n"), _("^BG%s^K1 found a hot place%s%s\n")) \
+ MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NADE, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 mastered the art of self-nading%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_NOAMMO, 2, 1, "s1 s2loc spree_lost", "s1", "notify_outofammo", _("^BG%s^K1 died%s%s. What's the point of living without ammo?\n"), _("^BG%s^K1 ran out of ammo%s%s\n")) \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_ROT, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 rotted away%s%s\n"), "") \
MSG_INFO_NOTIF(1, INFO_DEATH_SELF_SHOOTING_STAR, 2, 1, "s1 s2loc spree_lost", "s1", "notify_shootingstar", _("^BG%s^K1 became a shooting star%s%s\n"), "") \
MSG_CENTER_NOTIF(1, CENTER_COUNTDOWN_ROUNDSTOP, 0, 0, "", CPID_ROUND, "2 0", _("^F4Round cannot start"), "") \
MSG_CENTER_NOTIF(1, CENTER_ROUND_TIED, 0, 0, "", CPID_ROUND, "0 0", _("^BGRound tied"), "") \
MSG_CENTER_NOTIF(1, CENTER_ROUND_OVER, 0, 0, "", CPID_ROUND, "0 0", _("^BGRound over, there's no winner"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_CAMPCHECK, 0, 0, "", CPID_CAMPCHECK, "0 0", _("^F2Don't camp!"), "") \
MSG_CENTER_NOTIF(1, CENTER_CTF_CAPTURESHIELD_FREE, 0, 0, "", CPID_CTF_CAPSHIELD, "0 0", _("^BGYou are now free.\n^BGFeel free to ^F2try to capture^BG the flag again\n^BGif you think you will succeed."), "") \
MSG_CENTER_NOTIF(1, CENTER_CTF_CAPTURESHIELD_SHIELDED, 0, 0, "", CPID_CTF_CAPSHIELD, "0 0", _("^BGYou are now ^F1shielded^BG from the flag\n^BGfor ^F2too many unsuccessful attempts^BG to capture.\n^BGMake some defensive scores before trying again."), "") \
MULTITEAM_CENTER(1, CENTER_CTF_CAPTURE_, 2, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou captured the ^TC^TT^BG flag!"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_MURDER_TYPEFRAGGED, 1, 1, "spree_cen s1", NO_CPID, "0 0", _("^K1%sYou were typefragged by ^BG%s"), _("^K1%sYou were scored against by ^BG%s^K1 while typing!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, 1, 4, "spree_cen s1 frag_stats", NO_CPID, "0 0", _("^K1%sYou were typefragged by ^BG%s^BG%s"), _("^K1%sYou were scored against by ^BG%s^K1 while typing^BG%s")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, 1, 2, "spree_cen s1 frag_ping", NO_CPID, "0 0", _("^K1%sYou typefragged ^BG%s^BG%s"), _("^K1%sYou scored against ^BG%s^K1 while they were typing^BG%s")) \
+ MSG_CENTER_NOTIF(1, CENTER_NADE_THROW, 0, 0, "", CPID_NADES, "0 0", _("^BGPress ^F2DROPWEAPON^BG again to toss the nade!"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_AUTOTEAMCHANGE, 0, 1, "death_team", NO_CPID, "0 0", _("^BGYou have been moved into a different team\nYou are now on: %s"), "") \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_BETRAYAL, 0, 0, "", NO_CPID, "0 0", _("^K1Don't shoot your team mates!"), _("^K1Don't go against your team mates!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_CAMP, 0, 0, "", NO_CPID, "0 0", _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_FIRE, 0, 0, "", NO_CPID, "0 0", _("^K1You got a little bit too crispy!"), _("^K1You felt a little too hot!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_GENERIC, 0, 0, "", NO_CPID, "0 0", _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_LAVA, 0, 0, "", NO_CPID, "0 0", _("^K1You couldn't stand the heat!"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE, 0, 0, "", NO_CPID, "0 0", _("^K1You forgot to put the pin back in!"), _("^K1Tastes like chicken!")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NOAMMO, 0, 0, "", NO_CPID, "0 0", _("^K1You were killed for running out of ammo..."), _("^K1You are respawning for running out of ammo...")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_ROT, 0, 0, "", NO_CPID, "0 0", _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health")) \
MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_SHOOTING_STAR, 0, 0, "", NO_CPID, "0 0", _("^K1You became a shooting star!"), "") \
MSG_CENTER_NOTIF(1, CENTER_KEYHUNT_WAIT, 0, 4, "missing_teams", CPID_KEYHUNT_OTHER, "0 0", _("^BGWaiting for players to join...\nNeed active players for: %s"), "") \
MSG_CENTER_NOTIF(1, CENTER_MISSING_TEAMS, 0, 4, "missing_teams", CPID_MISSING_TEAMS, "-1 0", _("^BGWaiting for players to join...\nNeed active players for: %s"), "") \
MSG_CENTER_NOTIF(1, CENTER_MISSING_PLAYERS, 0, 1, "f1", CPID_MISSING_PLAYERS, "-1 0", _("^BGWaiting for %s player(s) to join..."), "") \
- MSG_CENTER_NOTIF(1, CENTER_LMS_CAMPCHECK, 0, 0, "", CPID_LMS_CAMP, "0 0", _("^F2Don't camp!"), "") \
MSG_CENTER_NOTIF(1, CENTER_MINSTA_FINDAMMO, 0, 0, "", CPID_MINSTA_FINDAMMO, "1 9", _("^F4^COUNT^BG left to find some ammo!"), "") \
MSG_CENTER_NOTIF(1, CENTER_MINSTA_FINDAMMO_FIRST, 0, 0, "", CPID_MINSTA_FINDAMMO, "1 10", _("^BGGet some ammo or you'll be dead in ^F4^COUNT^BG!"), _("^BGGet some ammo! ^F4^COUNT^BG left!")) \
MSG_CENTER_NOTIF(1, CENTER_MINSTA_LIVES_REMAINING, 0, 1, "f1", NO_CPID, "0 0", _("^F2Extra lives remaining: ^K1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_MOTD, 1, 0, "s1", CPID_MOTD, "-1 0", _("^BG%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NIX_COUNTDOWN, 0, 2, "item_wepname", CPID_NIX, "1 f2", _("^F2^COUNT^BG until weapon change...\nNext weapon: ^F1%s"), "") \
MSG_CENTER_NOTIF(1, CENTER_NIX_NEWWEAPON, 0, 1, "item_wepname", CPID_NIX, "0 0", _("^F2Active weapon: ^F1%s"), "") \
+ MSG_CENTER_NOTIF(1, CENTER_NADE, 0, 0, "", NO_CPID, "0 0", _("^BGPress ^F2DROPWEAPON^BG again to toss the grenade!"), "") \
MSG_CENTER_NOTIF(1, CENTER_OVERTIME_FRAG, 0, 0, "", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\nKeep fragging until we have a winner!"), _("^F2Now playing ^F4OVERTIME^F2!\nKeep scoring until we have a winner!")) \
MSG_CENTER_NOTIF(1, CENTER_OVERTIME_TIME, 0, 1, "f1time", CPID_OVERTIME, "0 0", _("^F2Now playing ^F4OVERTIME^F2!\n^BGAdded ^F4%s^BG to the game!"), "") \
MSG_CENTER_NOTIF(1, CENTER_POWERDOWN_INVISIBILITY, 0, 0, "", CPID_POWERUP, "0 0", _("^F2Invisibility has worn off"), "") \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FALL, NO_MSG, INFO_DEATH_MURDER_FALL, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_FIRE, NO_MSG, INFO_DEATH_MURDER_FIRE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_LAVA, NO_MSG, INFO_DEATH_MURDER_LAVA, NO_MSG) \
+ MSG_MULTI_NOTIF(1, DEATH_MURDER_NADE, NO_MSG, INFO_DEATH_MURDER_NADE, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SHOOTING_STAR, NO_MSG, INFO_DEATH_MURDER_SHOOTING_STAR, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SLIME, NO_MSG, INFO_DEATH_MURDER_SLIME, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_MURDER_SWAMP, NO_MSG, INFO_DEATH_MURDER_SWAMP, NO_MSG) \
MSG_MULTI_NOTIF(1, DEATH_SELF_FIRE, NO_MSG, INFO_DEATH_SELF_FIRE, CENTER_DEATH_SELF_FIRE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_GENERIC, NO_MSG, INFO_DEATH_SELF_GENERIC, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, DEATH_SELF_LAVA, NO_MSG, INFO_DEATH_SELF_LAVA, CENTER_DEATH_SELF_LAVA) \
+ MSG_MULTI_NOTIF(1, DEATH_SELF_NADE, NO_MSG, INFO_DEATH_SELF_NADE, CENTER_DEATH_SELF_NADE) \
MSG_MULTI_NOTIF(1, DEATH_SELF_NOAMMO, NO_MSG, INFO_DEATH_SELF_NOAMMO, CENTER_DEATH_SELF_NOAMMO) \
MSG_MULTI_NOTIF(1, DEATH_SELF_ROT, NO_MSG, INFO_DEATH_SELF_ROT, CENTER_DEATH_SELF_ROT) \
MSG_MULTI_NOTIF(1, DEATH_SELF_SHOOTING_STAR, NO_MSG, INFO_DEATH_SELF_SHOOTING_STAR, CENTER_DEATH_SELF_SHOOTING_STAR) \
#define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
float autocvar_g_keyhunt_teams;
float autocvar_g_keyhunt_teams_override;
-float autocvar_g_lms_campcheck_damage;
-float autocvar_g_lms_campcheck_distance;
float autocvar_g_lms_extra_lives;
-float autocvar_g_lms_campcheck_interval;
float autocvar_g_lms_join_anytime;
float autocvar_g_lms_last_join;
#define autocvar_g_lms_lives_override cvar("g_lms_lives_override")
float autocvar_g_maxplayers_spectator_blocktime;
float autocvar_g_maxpushtime;
float autocvar_g_maxspeed;
-#define autocvar_g_midair cvar("g_midair")
float autocvar_g_midair_shieldtime;
#define autocvar_g_minstagib cvar("g_minstagib")
float autocvar_g_minstagib_ammo_drop;
float autocvar_g_nix_with_powerups;
float autocvar_g_nodepthtestitems;
float autocvar_g_nodepthtestplayers;
-float autocvar_g_norecoil;
float autocvar_g_onslaught_cp_buildhealth;
float autocvar_g_onslaught_cp_buildtime;
float autocvar_g_onslaught_cp_health;
float autocvar_sv_dodging_delay;
float autocvar_sv_dodging_height_threshold;
float autocvar_sv_dodging_horiz_speed;
+float autocvar_sv_dodging_horiz_speed_frozen;
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_sound;
float autocvar_sv_dodging_up_speed;
float autocvar_sv_dodging_wall_distance_threshold;
float autocvar_sv_dodging_wall_dodging;
+float autocvar_sv_dodging_frozen;
float autocvar_sv_doublejump;
float autocvar_sv_eventlog;
float autocvar_sv_eventlog_console;
float autocvar_g_touchexplode_damage;
float autocvar_g_touchexplode_edgedamage;
float autocvar_g_touchexplode_force;
+#define autocvar_g_bloodloss cvar("g_bloodloss")
+float autocvar_g_random_gravity_negative_chance;
+float autocvar_g_random_gravity_min;
+float autocvar_g_random_gravity_max;
+float autocvar_g_random_gravity_positive;
+float autocvar_g_random_gravity_negative;
+float autocvar_g_random_gravity_delay;
+float autocvar_g_nades;
+float autocvar_g_nades_spawn;
+float autocvar_g_nades_nade_lifetime;
+float autocvar_g_nades_nade_minforce;
+float autocvar_g_nades_nade_maxforce;
+float autocvar_g_nades_nade_health;
+float autocvar_g_nades_nade_refire;
+float autocvar_g_nades_nade_damage;
+float autocvar_g_nades_nade_edgedamage;
+float autocvar_g_nades_nade_radius;
+float autocvar_g_nades_nade_force;
+float autocvar_g_nades_nade_newton_style;
+float autocvar_g_campcheck_damage;
+float autocvar_g_campcheck_distance;
+float autocvar_g_campcheck_interval;
float maxspeed;
vector gco, gno;
- if(autocvar_g_midair)
- return;
-
// Don't jump when attacking
if(self.aistatus & AI_STATUS_ATTACKING)
return;
if(autocvar_g_fullbrightplayers)
self.effects = self.effects | EF_FULLBRIGHT;
- // midair gamemode: damage only while in the air
- // if in midair mode, being on ground grants temporary invulnerability
- // (this is so that multishot weapon don't clear the ground flag on the
- // first damage in the frame, leaving the player vulnerable to the
- // remaining hits in the same frame)
- if (self.flags & FL_ONGROUND)
- if (g_midair)
- self.spawnshieldtime = max(self.spawnshieldtime, time + autocvar_g_midair_shieldtime);
-
if (time >= game_starttime)
if (time < self.spawnshieldtime)
self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
float do_crouch = self.BUTTON_CROUCH;
if(self.hook.state)
do_crouch = 0;
- if(self.health <= g_bloodloss)
- do_crouch = 1;
if(self.vehicle)
do_crouch = 0;
if(self.freezetag_frozen)
}
}
- if(self.health <= g_bloodloss && self.deadflag == DEAD_NO)
- {
- if(self.bloodloss_timer < time)
- {
- self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
- self.bloodloss_timer = time + 0.5 + random() * 0.5;
- }
- }
-
FixPlayermodel();
GrapplingHookFrame();
if(frametime)
player_anim();
-
- if(g_nexball)
- nexball_setstatus();
// secret status
secrets_setstatus();
.float wasFlying;
.float spectatorspeed;
-.float multijump_count;
-.float multijump_ready;
-.float prevjumpbutton;
-
/*
=============
PlayerJump
*/
void PlayerJump (void)
{
- if(self.freezetag_frozen)
- return; // no jumping in freezetag when frozen
+ float doublejump = FALSE;
- float mjumpheight;
- float doublejump;
+ player_multijump = doublejump;
+ if(MUTATOR_CALLHOOK(PlayerJump))
+ return;
+
+ doublejump = player_multijump;
- doublejump = FALSE;
+ float mjumpheight;
+
if (autocvar_sv_doublejump)
{
tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
return;
}
- if (autocvar_g_multijump)
- {
- if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
- self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
- else
- self.multijump_ready = FALSE;
- }
-
- if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
- {
- // doublejump = FALSE; // checked above in the if
- if (autocvar_g_multijump)
- {
- if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
- {
- if (self.velocity_z < mjumpheight)
- {
- doublejump = TRUE;
- self.velocity_z = 0;
- }
- }
- else
- doublejump = TRUE;
-
- if(doublejump)
- {
- if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
- {
- float curspeed;
- vector wishvel, wishdir;
-
- curspeed = max(
- vlen(vec2(self.velocity)), // current xy speed
- vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
- );
- makevectors(self.v_angle_y * '0 1 0');
- wishvel = v_forward * self.movement_x + v_right * self.movement_y;
- wishdir = normalize(wishvel);
-
- self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
- self.velocity_y = wishdir_y * curspeed;
- // keep velocity_z unchanged!
- }
- if (autocvar_g_multijump > 0)
- self.multijump_count += 1;
- }
- }
- self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
- }
-
if (!doublejump)
if (!(self.flags & FL_ONGROUND))
return;
if (!(self.flags & FL_JUMPRELEASED))
return;
- if(self.health <= g_bloodloss)
- return;
-
// sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
// velocity bounds. Final velocity is bound between (jumpheight *
// min + jumpheight) and (jumpheight * max + jumpheight);
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
- if(g_jump_grunt)
- PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
self.restart_jump = -1; // restart jump anim next time
// value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
}
}
void CheckPlayerJump()
{
- if(self.flags & FL_ONGROUND)
- {
- if (autocvar_g_multijump > 0)
- self.multijump_count = 0;
- else
- self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
- }
-
if (self.BUTTON_JUMP)
PlayerJump ();
else
if (self.waterlevel == WATERLEVEL_SWIMMING)
CheckWaterJump ();
- self.prevjumpbutton = self.BUTTON_JUMP;
}
float racecar_angle(float forward, float down)
self.angles_z = 0;
}
- if(self.flags & FL_ONGROUND)
- if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
- if(self.wasFlying)
- {
- self.wasFlying = 0;
-
- if(self.waterlevel < WATERLEVEL_SWIMMING)
- if(time >= self.ladder_time)
- if not(self.hook)
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
- }
-
if(IsFlying(self))
self.wasFlying = 1;
void SpawnThrownWeapon (vector org, float w)
{
- if(g_pinata)
- {
- float j;
- for(j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- if(WEPSET_CONTAINS_EW(self, j))
- if(W_IsWeaponThrowable(j))
- W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
- }
- }
- else
- {
- if(WEPSET_CONTAINS_EW(self, self.weapon))
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
- }
+ if(WEPSET_CONTAINS_EW(self, self.weapon))
+ if(W_IsWeaponThrowable(self.weapon))
+ W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
- if (!g_norecoil)
- ent.punchangle_x = recoil * -1;
+ ent.punchangle_x = recoil * -1;
if (snd != "")
{
complain = 0;
if(complain)
self.hasweapon_complain_spam = time + 0.2;
+
+ if(wpn == WEP_HOOK && !g_grappling_hook && autocvar_g_nades && !WEPSET_CONTAINS_EW(cl, wpn) && !WEPSET_CONTAINS_AW(weaponsInMap, wpn))
+ complain = 0;
if (wpn < WEP_FIRST || wpn > WEP_LAST)
{
// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss;
+float g_cloaked, g_grappling_hook, g_minstagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
.float in_swamp; // bool
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
-// footstep interval
-.float nextstep;
-
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock();
.float spectatee_status;
.float zoomstate;
-.float bloodloss_timer;
.float restriction;
.entity clientdata;
// apply push
if (self.damageforcescale)
if (vlen(force))
- if (!IS_PLAYER(self) || time >= self.spawnshieldtime || g_midair)
+ if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
{
vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
if(self.movetype == MOVETYPE_PHYSICS)
if(autocvar_g_weaponarena != "0")
s = strcat(s, ":", autocvar_g_weaponarena, " arena");
- // TODO to mutator system
- if(autocvar_g_norecoil)
- s = strcat(s, ":norecoil");
-
- // TODO to mutator system
- if(autocvar_g_midair)
- s = strcat(s, ":midair");
-
// TODO to mutator system
if(autocvar_g_powerups == 0)
s = strcat(s, ":no_powerups");
if (g_weaponarena)
{
- g_pinata = 0; // incompatible
g_weapon_stay = 0; // incompatible
WEPSET_COPY_AA(start_weapons, g_weaponarena_weapons);
start_items |= IT_UNLIMITED_AMMO;
if(!cvar("g_use_ammunition"))
start_items |= IT_UNLIMITED_AMMO;
-
- if(cvar("g_nexball"))
- start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
-
+
if(start_items & IT_UNLIMITED_WEAPON_AMMO)
{
start_ammo_rockets = 999;
CHECK_MUTATOR_ADD("g_rocket_flying", mutator_rocketflying, !cvar("g_minstagib"));
CHECK_MUTATOR_ADD("g_vampire", mutator_vampire, !cvar("g_minstagib"));
CHECK_MUTATOR_ADD("g_superspectate", mutator_superspec, 1);
+ CHECK_MUTATOR_ADD("g_pinata", mutator_pinata, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_midair", mutator_midair, 1);
+ CHECK_MUTATOR_ADD("g_bloodloss", mutator_bloodloss, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_random_gravity", mutator_random_gravity, 1);
+ CHECK_MUTATOR_ADD("g_norecoil", mutator_norecoil, 1);
+ CHECK_MUTATOR_ADD("g_multijump", mutator_multijump, 1);
+ CHECK_MUTATOR_ADD("g_jump_grunt", mutator_jump_grunt, 1);
+ CHECK_MUTATOR_ADD("g_footsteps", mutator_footsteps, 1);
+ CHECK_MUTATOR_ADD("g_melee_only", mutator_melee_only, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_nades", mutator_nades, 1);
CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
+ CHECK_MUTATOR_ADD("g_riflearena", mutator_riflearena, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_campcheck", mutator_campcheck, 1);
#undef CHECK_MUTATOR_ADD
g_cloaked = cvar("g_cloaked");
if(g_cts)
g_cloaked = 1; // always enable cloak in CTS
- g_jump_grunt = cvar("g_jump_grunt");
- g_footsteps = cvar("g_footsteps");
g_grappling_hook = cvar("g_grappling_hook");
g_jetpack = cvar("g_jetpack");
- g_midair = cvar("g_midair");
- g_norecoil = cvar("g_norecoil");
- g_bloodloss = cvar("g_bloodloss");
sv_maxidle = cvar("sv_maxidle");
sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
sv_autotaunt = cvar("sv_autotaunt");
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_arena || g_minstagib || g_assault || cvar("g_campaign"))
+ if ((g_race && g_race_qualifying == 2) || g_arena || g_assault || cvar("g_campaign"))
inWarmupStage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
g_pickup_ammo_anyway = cvar("g_pickup_ammo_anyway");
g_pickup_weapons_anyway = cvar("g_pickup_weapons_anyway");
- g_pinata = cvar("g_pinata");
-
g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
if(!g_weapon_stay)
g_weapon_stay = cvar("g_weapon_stay");
precache_playermodel(s);
}
- if (g_footsteps)
- {
- PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));
- PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));
- }
-
// gore and miscellaneous sounds
//precache_sound ("misc/h2ohit.wav");
precache_model ("models/hook.md3");
entity frag_attacker;
entity frag_target; // same as self
float frag_deathtype;
+
+MUTATOR_HOOKABLE(PlayerJump);
+ // called when a player presses the jump key
+ // INPUT, OUTPUT:
+ float player_multijump;
MUTATOR_HOOKABLE(GiveFragsForKill);
// called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
{
if(self.freezetag_frozen)
{
- self.movement = '0 0 0';
+ if(autocvar_sv_dodging_frozen)
+ {
+ self.movement_x = bound(-5, self.movement_x, 5);
+ self.movement_y = bound(-5, self.movement_y, 5);
+ self.movement_z = bound(-5, self.movement_z, 5);
+ }
+ else
+ self.movement = '0 0 0';
+
self.disableclientprediction = 1;
}
return 1;
return 1;
}
+MUTATOR_HOOKFUNCTION(freezetag_PlayerJump)
+{
+ if(self.freezetag_frozen)
+ return TRUE; // no jumping in freezetag when frozen
+
+ return FALSE;
+}
+
MUTATOR_HOOKFUNCTION(freezetag_ForbidThrowCurrentWeapon)
{
if (self.freezetag_frozen)
MUTATOR_HOOK(PlayerPreThink, freezetag_PlayerPreThink, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerPhysics, freezetag_PlayerPhysics, CBC_ORDER_FIRST);
MUTATOR_HOOK(PlayerDamage_Calculate, freezetag_PlayerDamage_Calculate, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerJump, freezetag_PlayerJump, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidThrowCurrentWeapon, freezetag_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
MUTATOR_HOOK(ItemTouch, freezetag_ItemTouch, CBC_ORDER_ANY);
MUTATOR_HOOK(HavocBot_ChooseRule, freezetag_BotRoles, CBC_ORDER_ANY);
return FALSE;
}
-MUTATOR_HOOKFUNCTION(lms_PlayerSpawn)
-{
- self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
- self.lms_traveled_distance = 0;
-
- return FALSE;
-}
-
MUTATOR_HOOKFUNCTION(lms_PlayerDies)
{
self.respawn_flags |= RESPAWN_FORCE;
if(self.deadflag == DEAD_DYING)
self.deadflag = DEAD_RESPAWNING;
- if not(self.deadflag)
- if(autocvar_g_lms_campcheck_interval)
- {
- vector dist;
-
- // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
- dist = self.prevorigin - self.origin;
- dist_z = 0;
- self.lms_traveled_distance += fabs(vlen(dist));
-
- if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime))
- {
- self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval*2;
- self.lms_traveled_distance = 0;
- }
-
- if(time > self.lms_nextcheck)
- {
- if(self.lms_traveled_distance < autocvar_g_lms_campcheck_distance)
- {
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_LMS_CAMPCHECK);
- if(self.vehicle)
- Damage(self.vehicle, self, self, autocvar_g_lms_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
- else
- Damage(self, self, self, bound(0, autocvar_g_lms_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
- }
- self.lms_nextcheck = time + autocvar_g_lms_campcheck_interval;
- self.lms_traveled_distance = 0;
- }
- }
-
- return FALSE;
-}
-
-MUTATOR_HOOKFUNCTION(lms_PlayerDamage)
-{
- if(IS_PLAYER(frag_target))
- if(IS_PLAYER(frag_attacker))
- if(frag_attacker != frag_target)
- {
- frag_target.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
- frag_attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
- }
-
return FALSE;
}
MUTATOR_HOOK(reset_map_global, lms_ResetMap, CBC_ORDER_ANY);
MUTATOR_HOOK(reset_map_players, lms_ResetPlayers, CBC_ORDER_ANY);
MUTATOR_HOOK(PutClientInServer, lms_PlayerPreSpawn, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerSpawn, lms_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerDies, lms_PlayerDies, CBC_ORDER_ANY);
MUTATOR_HOOK(MakePlayerObserver, lms_RemovePlayer, CBC_ORDER_ANY);
MUTATOR_HOOK(ClientConnect, lms_ClientConnect, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, lms_PlayerThink, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerDamage_Calculate, lms_PlayerDamage, CBC_ORDER_ANY);
MUTATOR_HOOK(ForbidThrowCurrentWeapon, lms_ForbidThrowing, CBC_ORDER_ANY);
MUTATOR_HOOK(GiveFragsForKill, lms_GiveFragsForKill, CBC_ORDER_ANY);
MUTATOR_HOOK(SetStartItems, lms_SetStartItems, CBC_ORDER_ANY);
// lives related defs
float lms_lowest_lives;
float lms_next_place;
-float LMS_NewPlayerLives();
-
-// camp check
-.float lms_nextcheck;
-.float lms_traveled_distance;
\ No newline at end of file
+float LMS_NewPlayerLives();
\ No newline at end of file
}
}
+
+ nexball_setstatus();
+
return FALSE;
}
return FALSE;
}
+MUTATOR_HOOKFUNCTION(nexball_SetStartItems)
+{
+ start_items |= IT_UNLIMITED_SUPERWEAPONS; // FIXME BAD BAD BAD BAD HACK, NEXBALL SHOULDN'T ABUSE PORTO'S WEAPON SLOT
+
+ return FALSE;
+}
+
MUTATOR_DEFINITION(gamemode_nexball)
{
MUTATOR_HOOK(PlayerDies, nexball_BallDrop, CBC_ORDER_ANY);
MUTATOR_HOOK(BuildMutatorsString, nexball_BuildMutatorsString, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerSpawn, nexball_PlayerSpawn, CBC_ORDER_ANY);
MUTATOR_HOOK(PlayerPreThink, nexball_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetStartItems, nexball_SetStartItems, CBC_ORDER_ANY);
MUTATOR_ONADD
{
--- /dev/null
+.float bloodloss_timer;
+
+MUTATOR_HOOKFUNCTION(bloodloss_PlayerThink)
+{
+ if(IS_PLAYER(self))
+ if(self.health <= autocvar_g_bloodloss && self.deadflag == DEAD_NO)
+ {
+ self.BUTTON_CROUCH = TRUE;
+
+ if(time >= self.bloodloss_timer)
+ {
+ self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
+ self.bloodloss_timer = time + 0.5 + random() * 0.5;
+ }
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss_PlayerJump)
+{
+ if(self.health <= autocvar_g_bloodloss)
+ return TRUE;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":bloodloss");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(bloodloss_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Blood loss");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_bloodloss)
+{
+ MUTATOR_HOOK(PlayerPreThink, bloodloss_PlayerThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerJump, bloodloss_PlayerJump, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, bloodloss_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, bloodloss_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+.float campcheck_nextcheck;
+.float campcheck_traveled_distance;
+
+MUTATOR_HOOKFUNCTION(campcheck_PlayerDies)
+{
+ Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_CAMPCHECK);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(campcheck_PlayerDamage)
+{
+ if(IS_PLAYER(frag_target))
+ if(IS_PLAYER(frag_attacker))
+ if(frag_attacker != frag_target)
+ {
+ frag_target.campcheck_traveled_distance = autocvar_g_campcheck_distance;
+ frag_attacker.campcheck_traveled_distance = autocvar_g_campcheck_distance;
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(campcheck_PlayerThink)
+{
+ if(IS_PLAYER(self))
+ if(self.deadflag == DEAD_NO)
+ if(autocvar_g_campcheck_interval)
+ {
+ vector dist;
+
+ // calculate player movement (in 2 dimensions only, so jumping on one spot doesn't count as movement)
+ dist = self.prevorigin - self.origin;
+ dist_z = 0;
+ self.campcheck_traveled_distance += fabs(vlen(dist));
+
+ if((autocvar_g_campaign && !campaign_bots_may_start) || (time < game_starttime) || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
+ {
+ self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
+ self.campcheck_traveled_distance = 0;
+ }
+
+ if(time > self.campcheck_nextcheck)
+ {
+ if(self.campcheck_traveled_distance < autocvar_g_campcheck_distance)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_CAMPCHECK);
+ if(self.vehicle)
+ Damage(self.vehicle, self, self, autocvar_g_campcheck_damage * 2, DEATH_CAMP, self.vehicle.origin, '0 0 0');
+ else
+ Damage(self, self, self, bound(0, autocvar_g_campcheck_damage, self.health + self.armorvalue * autocvar_g_balance_armor_blockpercent + 5), DEATH_CAMP, self.origin, '0 0 0');
+ }
+ self.campcheck_nextcheck = time + autocvar_g_campcheck_interval;
+ self.campcheck_traveled_distance = 0;
+ }
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(campcheck_PlayerSpawn)
+{
+ self.campcheck_nextcheck = time + autocvar_g_campcheck_interval * 2;
+ self.campcheck_traveled_distance = 0;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(campcheck_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":CampCheck");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_campcheck)
+{
+ MUTATOR_HOOK(PlayerDies, campcheck_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDamage_Calculate, campcheck_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, campcheck_PlayerThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, campcheck_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, campcheck_BuildMutatorsString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
// and to ramp up the dodge acceleration in the physics hook.
.float last_dodging_time;
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
// This is the velocity gain to be added over the ramp time.
// It will decrease from frame to frame during dodging_action = 1
// until it's 0.
.float dodging_velocity_gain;
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
-
MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
return 0;
float new_velocity_gain;
float velocity_difference;
float clean_up_and_do_nothing;
+ float horiz_speed = autocvar_sv_dodging_horiz_speed;
+
+ if(self.freezetag_frozen)
+ horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
if (self.deadflag != DEAD_NO)
return 0;
if (common_factor > 1)
common_factor = 1;
- new_velocity_gain = self.dodging_velocity_gain - (common_factor * autocvar_sv_dodging_horiz_speed);
+ new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
if (new_velocity_gain < 0)
new_velocity_gain = 0;
float g_dodging;
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
--- /dev/null
+// footstep interval
+.float nextstep;
+
+MUTATOR_HOOKFUNCTION(footsteps_PlayerPhysics)
+{
+ if(self.flags & FL_ONGROUND)
+ if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
+ if(self.wasFlying)
+ {
+ self.wasFlying = 0;
+
+ if(self.waterlevel < WATERLEVEL_SWIMMING)
+ if(time >= self.ladder_time)
+ if not(self.hook)
+ {
+ self.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
+ {
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ }
+ }
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(footsteps_StartFrame)
+{
+ entity oldself = self;
+
+ if(gameover)
+ return FALSE;
+
+ for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
+ {
+ float velocity_len = vlen(self.velocity);
+ // play stupid sounds
+ if (self.flags & FL_ONGROUND)
+ if (velocity_len > autocvar_sv_maxspeed * 0.6)
+ if (!self.deadflag)
+ if (time < self.lastground + 0.2)
+ {
+ if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
+ {
+ self.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
+ {
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ }
+ }
+ }
+ }
+ self = oldself;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(footsteps_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":Footsteps");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_footsteps)
+{
+ MUTATOR_HOOK(PlayerPhysics, footsteps_PlayerPhysics, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SV_StartFrame, footsteps_StartFrame, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, footsteps_BuildMutatorsString, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));
+ PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));
+ }
+
+ return FALSE;
+}
--- /dev/null
+MUTATOR_HOOKFUNCTION(grunt_PlayerJump)
+{
+ if(self.flags & FL_ONGROUND)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(grunt_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":JumpGrunt");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_jump_grunt)
+{
+ MUTATOR_HOOK(PlayerJump, grunt_PlayerJump, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, grunt_BuildMutatorsString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+MUTATOR_HOOKFUNCTION(melee_SetStartItems)
+{
+ start_ammo_shells = 0;
+ warmup_start_ammo_shells = 0;
+
+ WEPSET_COPY_AW(start_weapons, WEP_SHOTGUN);
+ WEPSET_COPY_AW(warmup_start_weapons, WEP_SHOTGUN);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(melee_FilterItem)
+{
+ switch (self.items)
+ {
+ case IT_5HP:
+ case IT_ARMOR_SHARD:
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(melee_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":MeleeOnly");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(melee_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Melee Only Arena");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_melee_only)
+{
+ MUTATOR_HOOK(SetStartItems, melee_SetStartItems, CBC_ORDER_ANY);
+ MUTATOR_HOOK(FilterItem, melee_FilterItem, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, melee_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, melee_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+.float midair_shieldtime;
+
+MUTATOR_HOOKFUNCTION(midair_PlayerDamage)
+{
+ if(IS_PLAYER(frag_attacker))
+ if(IS_PLAYER(frag_target))
+ if(time < self.midair_shieldtime)
+ frag_damage = FALSE;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(midair_PlayerPowerups)
+{
+ if(time >= game_starttime)
+ if(self.flags & FL_ONGROUND)
+ {
+ self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+ self.midair_shieldtime = max(self.midair_shieldtime, time + autocvar_g_midair_shieldtime);
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(midair_PlayerSpawn)
+{
+ if(IS_BOT_CLIENT(self))
+ self.bot_moveskill = 0; // disable bunnyhopping
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(midair_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":midair");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(midair_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Midair");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_midair)
+{
+ MUTATOR_HOOK(PlayerDamage_Calculate, midair_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPowerups, midair_PlayerPowerups, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, midair_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, midair_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, midair_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
MUTATOR_HOOKFUNCTION(minstagib_ForbidThrowing)
{
// weapon dropping on death handled by FilterItem
+ nades_CheckThrow();
return TRUE;
}
start_health = 100;
start_armorvalue = 0;
WEPSET_COPY_AW(start_weapons, WEP_MINSTANEX);
+ WEPSET_COPY_AW(warmup_start_weapons, WEP_MINSTANEX);
start_items |= IT_UNLIMITED_SUPERWEAPONS;
return FALSE;
--- /dev/null
+.float multijump_count;
+.float multijump_ready;
+
+MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
+{
+ if(self.flags & FL_ONGROUND)
+ {
+ if (autocvar_g_multijump > 0)
+ self.multijump_count = 0;
+ else
+ self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+{
+ if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
+ self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
+ else
+ self.multijump_ready = FALSE;
+
+ if(!player_multijump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
+ {
+ if (autocvar_g_multijump)
+ {
+ if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
+ {
+ if (self.velocity_z < autocvar_sv_jumpvelocity)
+ {
+ player_multijump = TRUE;
+ self.velocity_z = 0;
+ }
+ }
+ else
+ player_multijump = TRUE;
+
+ if(player_multijump)
+ {
+ if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
+ {
+ float curspeed;
+ vector wishvel, wishdir;
+
+ curspeed = max(
+ vlen(vec2(self.velocity)), // current xy speed
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
+ );
+ makevectors(self.v_angle_y * '0 1 0');
+ wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ wishdir = normalize(wishvel);
+
+ self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
+ self.velocity_y = wishdir_y * curspeed;
+ // keep velocity_z unchanged!
+ }
+ if (autocvar_g_multijump > 0)
+ self.multijump_count += 1;
+ }
+ }
+ self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":multijump");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Multi jump");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_multijump)
+{
+ MUTATOR_HOOK(PlayerPhysics, multijump_PlayerPhysics, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerJump, multijump_PlayerJump, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+void nade_timer_think()
+{
+ self.skin = 8 - (self.owner.wait - time) / (autocvar_g_nades_nade_lifetime / 10);
+ self.nextthink = time;
+ if(!self.owner || wasfreed(self.owner))
+ remove(self);
+
+}
+
+void nade_burn_spawn(entity _nade)
+{
+ float p;
+
+ switch(_nade.realowner.team)
+ {
+ case NUM_TEAM_1: p = PROJECTILE_NADE_RED_BURN; break;
+ case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE_BURN; break;
+ case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW_BURN; break;
+ case NUM_TEAM_4: p = PROJECTILE_NADE_PINK_BURN; break;
+ default: p = PROJECTILE_NADE_BURN; break;
+ }
+
+ CSQCProjectile(_nade, TRUE, p, TRUE);
+}
+
+void nade_spawn(entity _nade)
+{
+ float p;
+ entity timer = spawn();
+ setmodel(timer, "models/ok_nade_counter/ok_nade_counter.md3");
+ setattachment(timer, _nade, "");
+ timer.classname = "nade_timer";
+ timer.colormap = _nade.colormap;
+ timer.glowmod = _nade.glowmod;
+ timer.think = nade_timer_think;
+ timer.nextthink = time;
+ timer.wait = _nade.wait;
+ timer.owner = _nade;
+ timer.skin = 10;
+
+ switch(_nade.realowner.team)
+ {
+ case NUM_TEAM_1: p = PROJECTILE_NADE_RED; break;
+ case NUM_TEAM_2: p = PROJECTILE_NADE_BLUE; break;
+ case NUM_TEAM_3: p = PROJECTILE_NADE_YELLOW; break;
+ case NUM_TEAM_4: p = PROJECTILE_NADE_PINK; break;
+ default: p = PROJECTILE_NADE; break;
+ }
+
+ CSQCProjectile(_nade, TRUE, p, TRUE);
+
+}
+
+void nade_boom()
+{
+ string expef;
+
+ switch(self.realowner.team)
+ {
+ case NUM_TEAM_1: expef = "nade_red_explode"; break;
+ case NUM_TEAM_2: expef = "nade_blue_explode"; break;
+ case NUM_TEAM_3: expef = "nade_yellow_explode"; break;
+ case NUM_TEAM_4: expef = "nade_pink_explode"; break;
+ default: expef = "nade_explode"; break;
+ }
+
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
+ pointparticles(particleeffectnum(expef), self.origin + '0 0 1', '0 0 0', 1);
+
+ Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
+
+ self.takedamage = DAMAGE_NO;
+ RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
+ autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+
+ remove(self);
+}
+
+void nade_touch()
+{
+ PROJECTILE_TOUCH;
+ //setsize(self, '-2 -2 -2', '2 2 2');
+ //UpdateCSQCProjectile(self);
+ if(self.health == autocvar_g_nades_nade_health)
+ {
+ spamsound(self, CH_SHOTS, strcat("weapons/grenade_bounce", ftos(1 + rint(random() * 5)), ".wav"), VOL_BASE, ATTN_NORM);
+ return;
+ }
+
+ self.enemy = other;
+ nade_boom();
+}
+
+void nade_beep()
+{
+ sound(self, CH_SHOTS_SINGLE, "overkill/grenadebip.ogg", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
+ self.think = nade_boom;
+ self.nextthink = max(self.wait, time);
+}
+
+void nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ if(DEATH_ISWEAPON(deathtype, WEP_LASER))
+ return;
+
+ if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
+ {
+ force *= 6;
+ damage = autocvar_g_nades_nade_health * 0.55;
+ }
+
+ if(DEATH_ISWEAPON(deathtype, WEP_UZI))
+ damage = autocvar_g_nades_nade_health * 0.1;
+
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && !(deathtype & HITTYPE_SECONDARY))
+ damage = autocvar_g_nades_nade_health * 1.1;
+
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && (deathtype & HITTYPE_SECONDARY))
+ {
+ damage = autocvar_g_nades_nade_health * 0.1;
+ force *= 15;
+ }
+
+ self.velocity += force;
+
+ if(!damage)
+ return;
+
+ if(self.health == autocvar_g_nades_nade_health)
+ {
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
+ self.nextthink = max(time + autocvar_g_nades_nade_lifetime, time);
+ self.think = nade_beep;
+ }
+
+ self.health -= damage;
+ self.realowner = attacker;
+
+ if(self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, nade_boom);
+ else
+ nade_burn_spawn(self);
+}
+
+void toss_nade(entity e, vector _velocity, float _time)
+{
+ entity _nade = e.nade;
+ e.nade = world;
+
+ remove(e.fake_nade);
+ e.fake_nade = world;
+
+ makevectors(e.v_angle);
+
+ W_SetupShot(e, FALSE, FALSE, "", CH_WEAPON_A, 0);
+
+ Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
+
+ //setorigin(_nade, CENTER_OR_VIEWOFS(e) + (v_right * 10) * -1);
+ setorigin(_nade, w_shotorg + (v_right * 10) * -1);
+ setmodel(_nade, "models/weapons/v_ok_grenade.md3");
+ setattachment(_nade, world, "");
+ PROJECTILE_MAKETRIGGER(_nade);
+ setsize(_nade, '-16 -16 -16', '16 16 16');
+ _nade.movetype = MOVETYPE_BOUNCE;
+
+ tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, FALSE, _nade);
+ if (trace_startsolid)
+ setorigin(_nade, e.origin);
+
+ if(e.crouch)
+ _nade.velocity = '0 0 -10';
+ else if(autocvar_g_nades_nade_newton_style == 1)
+ _nade.velocity = e.velocity + _velocity;
+ else if(autocvar_g_nades_nade_newton_style == 2)
+ _nade.velocity = _velocity;
+ else
+ _nade.velocity = W_CalculateProjectileVelocity(e.velocity, _velocity, TRUE);
+
+ //_nade.solid = SOLID_BBOX; // TODO: remember why this was needed
+ _nade.touch = nade_touch;
+ _nade.health = autocvar_g_nades_nade_health;
+ _nade.takedamage = DAMAGE_AIM;
+ _nade.event_damage = nade_damage;
+ _nade.teleportable = TRUE;
+ _nade.pushable = TRUE;
+ _nade.gravity = 1;
+ _nade.missile_flags = MIF_SPLASH | MIF_ARC;
+ _nade.damagedbycontents = TRUE;
+ _nade.angles = vectoangles(_nade.velocity);
+ _nade.flags = FL_PROJECTILE;
+
+ nade_spawn(_nade);
+
+ if(_time)
+ {
+ _nade.think = nade_boom;
+ _nade.nextthink = _time;
+ }
+
+ e.nade_refire = time + autocvar_g_nades_nade_refire;
+}
+
+void nade_prime()
+{
+ if(self.nade)
+ remove(self.nade);
+
+ if(self.fake_nade)
+ remove(self.fake_nade);
+
+ self.nade = spawn();
+ setmodel(self.nade, "null");
+ setattachment(self.nade, self, "bip01 l hand");
+ self.nade.classname = "nade";
+ self.nade.realowner = self;
+ self.nade.colormap = self.colormap;
+ self.nade.glowmod = self.glowmod;
+ self.nade.wait = time + autocvar_g_nades_nade_lifetime;
+ self.nade.lifetime = time;
+ self.nade.think = nade_beep;
+ self.nade.nextthink = max(self.nade.wait - 3, time);
+ self.nade.projectiledeathtype = DEATH_NADE;
+
+ self.fake_nade = spawn();
+ setmodel(self.fake_nade, "models/weapons/h_ok_grenade.iqm");
+ setattachment(self.fake_nade, self.weaponentity, "");
+ self.fake_nade.classname = "fake_nade";
+ //self.fake_nade.viewmodelforclient = self;
+ self.fake_nade.realowner = self.fake_nade.owner = self;
+ self.fake_nade.colormap = self.colormap;
+ self.fake_nade.glowmod = self.glowmod;
+ self.fake_nade.think = SUB_Remove;
+ self.fake_nade.nextthink = self.nade.wait;
+}
+
+float CanThrowNade()
+{
+ if(self.vehicle)
+ return FALSE;
+
+ if(gameover)
+ return FALSE;
+
+ if(self.deadflag != DEAD_NO)
+ return FALSE;
+
+ if not(autocvar_g_nades)
+ return FALSE; // allow turning them off mid match
+
+ if(forbidWeaponUse())
+ return FALSE;
+
+ if not(IS_PLAYER(self))
+ return FALSE;
+
+ return TRUE;
+}
+
+void nades_CheckThrow()
+{
+ if(!CanThrowNade())
+ return;
+
+ if(!self.nade)
+ {
+ if(self.nade_refire < time)
+ {
+ Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE_THROW);
+ nade_prime();
+ self.nade_refire = time + autocvar_g_nades_nade_refire;
+ }
+ }
+ else
+ {
+ if(time - self.nade.lifetime >= 1)
+ {
+ makevectors(self.v_angle);
+ float _force = time - self.nade.lifetime;
+ _force /= autocvar_g_nades_nade_lifetime;
+ _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+ toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
+ }
+ }
+}
+
+MUTATOR_HOOKFUNCTION(nades_VehicleEnter)
+{
+ if(other.nade)
+ toss_nade(other, '0 0 100', max(other.nade.wait, time + 0.05));
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_PlayerPreThink)
+{
+ float key_pressed = ((g_grappling_hook || client_hasweapon(self, WEP_HOOK, FALSE, FALSE) || WEPSET_CONTAINS_AW(weaponsInMap, WEP_HOOK)) ? self.button16 : self.BUTTON_HOOK);
+
+ if(self.nade)
+ if(self.nade.wait - 0.1 <= time)
+ toss_nade(self, '0 0 0', time + 0.05);
+
+ if(CanThrowNade())
+ if(self.nade_refire < time)
+ {
+ if(key_pressed)
+ {
+ if(!self.nade)
+ nade_prime();
+ }
+ else if(time - self.nade.lifetime >= 1)
+ {
+ if(self.nade)
+ {
+ makevectors(self.v_angle);
+ float _force = time - self.nade.lifetime;
+ _force /= autocvar_g_nades_nade_lifetime;
+ _force = autocvar_g_nades_nade_minforce + (_force * (autocvar_g_nades_nade_maxforce - autocvar_g_nades_nade_minforce));
+ toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
+ }
+ }
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_PlayerSpawn)
+{
+ if(autocvar_g_nades_spawn)
+ self.nade_refire = time + autocvar_g_spawnshieldtime;
+ else
+ self.nade_refire = time + autocvar_g_nades_nade_refire;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_PlayerDies)
+{
+ if(self.nade)
+ toss_nade(self, '0 0 100', max(self.nade.wait, time + 0.05));
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_RemovePlayer)
+{
+ if(self.nade)
+ remove(self.nade);
+
+ if(self.fake_nade)
+ remove(self.fake_nade);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":Nades");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(nades_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Nades");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_nades)
+{
+ MUTATOR_HOOK(VehicleEnter, nades_VehicleEnter, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerPreThink, nades_PlayerPreThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, nades_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerDies, nades_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(MakePlayerObserver, nades_RemovePlayer, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ClientDisconnect, nades_RemovePlayer, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, nades_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, nades_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ precache_model("models/ok_nade_counter/ok_nade_counter.md3");
+
+ precache_model("models/weapons/h_ok_grenade.iqm");
+ precache_model("models/weapons/v_ok_grenade.md3");
+ precache_sound("weapons/rocket_impact.wav");
+ precache_sound("weapons/grenade_bounce1.wav");
+ precache_sound("weapons/grenade_bounce2.wav");
+ precache_sound("weapons/grenade_bounce3.wav");
+ precache_sound("weapons/grenade_bounce4.wav");
+ precache_sound("weapons/grenade_bounce5.wav");
+ precache_sound("weapons/grenade_bounce6.wav");
+ precache_sound("overkill/grenadebip.ogg");
+ }
+
+ return FALSE;
+}
--- /dev/null
+.entity nade;
+.entity fake_nade;
+.float nade_refire;
+
+void() nades_CheckThrow;
--- /dev/null
+MUTATOR_HOOKFUNCTION(norecoil_PlayerThink)
+{
+ if(IS_PLAYER(self))
+ self.punchangle = '0 0 0';
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(norecoil_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":norecoil");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_norecoil)
+{
+ MUTATOR_HOOK(PlayerPreThink, norecoil_PlayerThink, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, norecoil_BuildMutatorsString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+MUTATOR_HOOKFUNCTION(pinata_PlayerDies)
+{
+ float j;
+ for(j = WEP_FIRST; j <= WEP_LAST; ++j)
+ if(WEPSET_CONTAINS_EW(self, j))
+ if(self.switchweapon != j)
+ if(W_IsWeaponThrowable(j))
+ W_ThrowNewWeapon(self, j, FALSE, self.origin + (self.mins + self.maxs) * 0.5, randomvec() * 175 + '0 0 325');
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(pinata_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":Pinata");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(pinata_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", PiƱata");
+ return FALSE;
+}
+
+MUTATOR_DEFINITION(mutator_pinata)
+{
+ MUTATOR_HOOK(PlayerDies, pinata_PlayerDies, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, pinata_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, pinata_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ return FALSE;
+}
--- /dev/null
+// Random Gravity
+//
+// Mutator by Mario
+// Inspired by Player 2
+
+float gravity_delay;
+
+MUTATOR_HOOKFUNCTION(gravity_StartFrame)
+{
+ if(gameover || !cvar("g_random_gravity")) return FALSE;
+ if(time < gravity_delay) return FALSE;
+ if(time < game_starttime) return FALSE;
+ if(round_handler_IsActive() && !round_handler_IsRoundStarted()) return FALSE;
+
+ if(random() >= autocvar_g_random_gravity_negative_chance)
+ cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() - random() * -autocvar_g_random_gravity_negative, autocvar_g_random_gravity_max)));
+ else
+ cvar_set("sv_gravity", ftos(bound(autocvar_g_random_gravity_min, random() * autocvar_g_random_gravity_positive, autocvar_g_random_gravity_max)));
+
+ gravity_delay = time + autocvar_g_random_gravity_delay;
+
+ dprint("Gravity is now: ", ftos(autocvar_sv_gravity), "\n");
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":RandomGravity");
+ return 0;
+}
+
+MUTATOR_HOOKFUNCTION(gravity_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Random gravity");
+ return 0;
+}
+
+MUTATOR_DEFINITION(mutator_random_gravity)
+{
+ MUTATOR_HOOK(SV_StartFrame, gravity_StartFrame, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, gravity_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, gravity_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ cvar_settemp("sv_gravity", cvar_string("sv_gravity")); // settemp current gravity so it's restored on match end
+ }
+
+ return FALSE;
+}
--- /dev/null
+void ra_SetCvars()
+{
+ cvar_settemp("g_balance_rifle_secondary_spread", ftos(cvar("g_riflearena_rifle_secondary_spread")));
+ cvar_settemp("g_balance_rifle_secondary_shots", ftos(cvar("g_riflearena_rifle_secondary_shots")));
+ cvar_settemp("g_balance_rifle_secondary_animtime", ftos(cvar("g_riflearena_rifle_secondary_animtime")));
+ cvar_settemp("g_balance_rifle_secondary_refire", ftos(cvar("g_riflearena_rifle_secondary_refire")));
+ cvar_settemp("g_balance_rifle_secondary_damage", ftos(cvar("g_riflearena_rifle_secondary_damage")));
+}
+
+MUTATOR_HOOKFUNCTION(ra_PlayerDamage)
+{
+ if(IS_PLAYER(frag_attacker))
+ if(IS_PLAYER(frag_target))
+ {
+ if (DEATH_ISWEAPON(frag_deathtype, WEP_LASER))
+ {
+ if(frag_attacker == frag_target)
+ frag_damage = 5;
+ else
+ frag_damage = 0;
+ if (frag_target != frag_attacker)
+ {
+ if (frag_target.health >= 1 && IS_PLAYER(frag_target))
+ centerprint(frag_attacker, "Laser inflicts no damage!");
+ frag_force = '0 0 0';
+ }
+ }
+ }
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_PlayerSpawn)
+{
+ WEPSET_CLEAR_E(self);
+ WEPSET_OR_EW(self, WEP_RIFLE);
+ WEPSET_OR_EW(self, WEP_LASER);
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_FilterItem)
+{
+ switch (self.items)
+ {
+ case IT_5HP:
+ case IT_ARMOR_SHARD:
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_StartItems)
+{
+ start_items |= IT_UNLIMITED_AMMO;
+ start_ammo_nails = 100;
+
+ g_grappling_hook = 0;
+
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_ForbidThrowCurrentWeapon)
+{
+ nades_CheckThrow();
+ return TRUE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_BuildMutatorsString)
+{
+ ret_string = strcat(ret_string, ":RA");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_BuildMutatorsPrettyString)
+{
+ ret_string = strcat(ret_string, ", Rifle Arena");
+ return FALSE;
+}
+
+MUTATOR_HOOKFUNCTION(ra_SetModname)
+{
+ modname = "Rifle Arena";
+ return TRUE;
+}
+
+MUTATOR_DEFINITION(mutator_riflearena)
+{
+ MUTATOR_HOOK(PlayerDamage_Calculate, ra_PlayerDamage, CBC_ORDER_ANY);
+ MUTATOR_HOOK(PlayerSpawn, ra_PlayerSpawn, CBC_ORDER_ANY);
+ MUTATOR_HOOK(FilterItem, ra_FilterItem, CBC_ORDER_ANY);
+ MUTATOR_HOOK(SetStartItems, ra_StartItems, CBC_ORDER_ANY);
+ MUTATOR_HOOK(ForbidThrowCurrentWeapon, ra_ForbidThrowCurrentWeapon, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsString, ra_BuildMutatorsString, CBC_ORDER_ANY);
+ MUTATOR_HOOK(BuildMutatorsPrettyString, ra_BuildMutatorsPrettyString, CBC_ORDER_ANY);
+
+ MUTATOR_ONADD
+ {
+ ra_SetCvars();
+
+ weapon_action(WEP_LASER, WR_PRECACHE);
+ weapon_action(WEP_RIFLE, WR_PRECACHE);
+
+ get_weaponinfo(WEP_HOOK).spawnflags |= WEP_FLAG_MUTATORBLOCKED;
+ }
+
+ MUTATOR_ONROLLBACK_OR_REMOVE
+ {
+ get_weaponinfo(WEP_HOOK).spawnflags &~= WEP_FLAG_MUTATORBLOCKED;
+ }
+
+ MUTATOR_ONREMOVE
+ {
+ print("This cannot be removed at runtime\n");
+ return -1;
+ }
+
+ return FALSE;
+}
MUTATOR_HOOKFUNCTION(vampire_PlayerDamage)
{
- if(time < self.spawnshieldtime)
- return 0;
- if(g_minstagib)
+ if(time >= frag_target.spawnshieldtime)
+ if(frag_target != frag_attacker)
+ if(frag_target.deadflag == DEAD_NO)
{
- // minstagib: each hit means +1 ammo
- if(frag_attacker != frag_target)
- frag_attacker.ammo_cells += 2; // note: 1 cell was deducted for the shot
+ frag_attacker.health += bound(0, damage_take, frag_target.health);
+ frag_attacker.health = bound(0, frag_attacker.health, autocvar_g_balance_health_limit);
}
- else
- {
- // otherwise: each hit gets damage back
- frag_attacker.health = frag_attacker.health + bound(0, damage_take, self.health);
- }
- return 0;
+
+ return FALSE;
}
MUTATOR_HOOKFUNCTION(vampire_BuildMutatorsString)
MUTATOR_DECLARATION(mutator_superspec);
MUTATOR_DECLARATION(mutator_minstagib);
MUTATOR_DECLARATION(mutator_touchexplode);
+MUTATOR_DECLARATION(mutator_pinata);
+MUTATOR_DECLARATION(mutator_midair);
+MUTATOR_DECLARATION(mutator_bloodloss);
+MUTATOR_DECLARATION(mutator_random_gravity);
+MUTATOR_DECLARATION(mutator_norecoil);
+MUTATOR_DECLARATION(mutator_multijump);
+MUTATOR_DECLARATION(mutator_jump_grunt);
+MUTATOR_DECLARATION(mutator_footsteps);
+MUTATOR_DECLARATION(mutator_melee_only);
+MUTATOR_DECLARATION(mutator_nades);
+MUTATOR_DECLARATION(mutator_riflearena);
+MUTATOR_DECLARATION(mutator_campcheck);
MUTATOR_DECLARATION(sandbox);
mutators/gamemode_nexball.qh
mutators/gamemode_lms.qh
mutators/mutator_dodging.qh
+mutators/mutator_nades.qh
//// tZork Turrets ////
tturrets/include/turrets_early.qh
mutators/mutator_superspec.qc
mutators/mutator_minstagib.qc
mutators/mutator_touchexplode.qc
+mutators/mutator_pinata.qc
+mutators/mutator_midair.qc
+mutators/mutator_bloodloss.qc
+mutators/mutator_random_gravity.qc
+mutators/mutator_norecoil.qc
+mutators/mutator_multijump.qc
+mutators/mutator_jump_grunt.qc
+mutators/mutator_footsteps.qc
+mutators/mutator_melee_only.qc
+mutators/mutator_nades.qc
+mutators/mutator_riflearena.qc
+mutators/mutator_campcheck.qc
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc
if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
- // play stupid sounds
- if (g_footsteps)
- if (!gameover)
- if (self.flags & FL_ONGROUND)
- if (velocity_len > autocvar_sv_maxspeed * 0.6)
- if (!self.deadflag)
- if (time < self.lastground + 0.2)
- {
- if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- /*
- if(trace_fraction == 1)
- dprint("nohit\n");
- else
- dprint(ftos(trace_dphitq3surfaceflags), "\n");
- */
- if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
- }
}
self.oldvelocity = self.velocity;
*/
// push him so high...
- vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
+ vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
// we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
if(ht < 0)
modifications = strcat(modifications, ", Cloaked");
if(g_grappling_hook)
modifications = strcat(modifications, ", Hook");
- if(g_midair)
- modifications = strcat(modifications, ", Midair");
- if(g_pinata)
- modifications = strcat(modifications, ", PiƱata");
if(g_weapon_stay && !g_cts)
modifications = strcat(modifications, ", Weapons stay");
- if(g_bloodloss > 0)
- modifications = strcat(modifications, ", Blood loss");
if(g_jetpack)
modifications = strcat(modifications, ", Jet pack");
if(autocvar_g_powerups == 0)
W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- if (!g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
+
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
missile = spawn ();
missile.owner = missile.realowner = self;
for(i=autocvar_g_balance_hlac_secondary_shots;i>0;--i)
W_HLAC_Attack2f();
-
- if (!g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
+
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
}
// weapon frames
void W_UZI_Attack (float deathtype)
{
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
- if (!g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
+
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
// this attack_finished just enforces a cooldown at the end of a burst
ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
W_DecreaseAmmo(ammo_nails, autocvar_g_balance_uzi_sustained_ammo, autocvar_g_balance_uzi_reload_ammo);
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
+
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.misc_bulletcounter), autocvar_g_balance_uzi_spread_max);
fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
void uzi_mode1_fire_burst()
{
W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_uzi_sustained_damage);
- if (!g_norecoil)
- {
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
- }
+
+ self.punchangle_x = random () - 0.5;
+ self.punchangle_y = random () - 0.5;
fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
--- /dev/null
+models/ok_nade_counter/ok_nade_counter_01
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_01"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_02
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_02"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_03
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_03"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_04
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_04"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_05
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_05"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_06
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_06"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_07
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_07"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_08
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_08"
+ blendfunc add
+ }
+}
+models/ok_nade_counter/ok_nade_counter_09
+{
+ dpnoshadow
+ deformVertexes autosprite
+ dppolygonoffset -6000
+ {
+ map "models/ok_nade_counter/ok_nade_counter_09"
+ blendfunc add
+ }
+}
\ No newline at end of file
tuba
turrets
weapons
+ok_nade_counter