seta crosshair_seeker_color "1 0.35 0.35" "crosshair color to display when wielding the TAG seeker"
seta crosshair_seeker_alpha 0.9 "crosshair alpha value to display when wielding the TAG seeker"
seta crosshair_seeker_size 0.8 "crosshair size when wielding the TAG seeker"
- seta crosshair_sniperrifle "" "crosshair to display when wielding the sniperrifle"
- seta crosshair_sniperrifle_color "0.85 0.5 0.25" "crosshair color to display when wielding the sniperrifle"
- seta crosshair_sniperrifle_alpha 1 "crosshair alpha value to display when wielding the sniperrifle"
- seta crosshair_sniperrifle_size 0.65 "crosshair size when wielding the sniperrifle"
+ seta crosshair_rifle "" "crosshair to display when wielding the rifle"
+ seta crosshair_rifle_color "0.85 0.5 0.25" "crosshair color to display when wielding the rifle"
+ seta crosshair_rifle_alpha 1 "crosshair alpha value to display when wielding the rifle"
+ seta crosshair_rifle_size 0.65 "crosshair size when wielding the rifle"
seta crosshair_tuba "" "crosshair to display when wielding the tuba"
seta crosshair_tuba_color "0.85 0.5 0.25" "crosshair color to display when wielding the tuba"
seta crosshair_tuba_alpha 1 "crosshair alpha value to display when wielding the tuba"
set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
- set bot_ai_custom_weapon_priority_far "minstanex nex sniperrifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority"
- set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi sniperrifle crylink hlac hagar shotgun laser tuba minelayer" "Desired weapons for middle distances ordered by priority"
- set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro sniperrifle rocketlauncher laser fireball minelayer" "Desired weapons for close distances ordered by priority"
+ set bot_ai_custom_weapon_priority_far "minstanex nex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority"
+ set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi rifle crylink hlac hagar shotgun laser tuba minelayer" "Desired weapons for middle distances ordered by priority"
+ set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rifle rocketlauncher laser fireball minelayer" "Desired weapons for close distances ordered by priority"
set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
alias cl_fbskin_red "playermodel models/player/erebus.iqm; playerskin 1; color 4 4"
alias cl_fbskin_orange "playermodel models/player/erebus.iqm; playerskin 1; color 14 14"
alias cl_fbskin_off "playermodel models/player/erebus.iqm; playerskin 0"
- alias sv_fbskin_green "sv_defaultcharacter 1; sv_defaultplayermodel models/player/erebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 51"
- alias sv_fbskin_red "sv_defaultcharacter 1; sv_defaultplayermodel models/player/erebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 68"
- alias sv_fbskin_orange "sv_defaultcharacter 1; sv_defaultplayermodel models/player/erebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 238"
+ alias sv_fbskin_green "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 51"
+ alias sv_fbskin_red "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 68"
+ alias sv_fbskin_orange "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 238"
alias sv_fbskin_off "sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\""
seta sv_servermodelsonly 1
cl_curl_enabled 1
- cl_curl_maxspeed 300
- sv_curl_defaulturl "http://www.xonotic.com/contentdownload/getmap.php?file="
+ cl_curl_maxspeed 400
+ sv_curl_defaulturl "http://www.xonotic.org/contentdownload/getmap.php?file="
set sv_curl_serverpackages_auto 1 "automatically add packs with *.serverpackage files to sv_curl_serverpackages"
set sv_motd ""
seta hud_panel_weapons_ammo_full_cells 80 "show 100% of the status bar at this ammo count"
seta hud_panel_weapons_ammo_full_rockets 80 "show 100% of the status bar at this ammo count"
seta hud_panel_weapons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count"
+seta hud_panel_weapons_onlyowned 0 "show only owned weapons"
seta hud_panel_ammo_maxammo "40" "when you have this much ammo, the ammo status bar is full"
// for menu server list (eventually make them have engine support?)
seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join"
seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against"
- set menu_slist_modfilter "=" // set to either: !modname or modname. modname of = means "same as we are running now".
+ seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now".
// for menu weapon arena
set menu_weaponarena_with_laser 0 "also enable the Laser in this weapon arena"
alias allready "sv_cmd allready"
- seta cl_weaponpriority "minstanex rocketlauncher nex grenadelauncher minelayer fireball hlac hagar seeker crylink sniperrifle uzi electro tuba shotgun laser hook porto" "weapon priority list"
+ seta cl_weaponpriority "minstanex rocketlauncher nex grenadelauncher minelayer fireball hlac hagar seeker crylink rifle uzi electro tuba shotgun laser hook porto" "weapon priority list"
seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
seta cl_weaponpriority0 "rocketlauncher grenadelauncher hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives"
seta cl_weaponpriority1 "minstanex nex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy"
- seta cl_weaponpriority2 "minstanex nex sniperrifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact"
- seta cl_weaponpriority3 "minstanex nex sniperrifle uzi shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all"
+ seta cl_weaponpriority2 "minstanex nex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact"
+ seta cl_weaponpriority3 "minstanex nex rifle uzi shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all"
seta cl_weaponpriority4 "grenadelauncher minelayer hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons"
seta cl_weaponpriority5 "laser hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving"
seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun"
set g_weaponreplace_minstanex ""
set g_weaponreplace_hook ""
set g_weaponreplace_hlac ""
- set g_weaponreplace_sniperrifle ""
+ set g_weaponreplace_rifle ""
set g_weaponreplace_tuba ""
set g_weaponreplace_fireball ""
set g_weaponreplace_seeker ""
case WEP_HLAC: return 3;
case WEP_MINSTANEX: return 3;
case WEP_NEX: return 3;
- case WEP_SNIPERRIFLE: return 1;
+ case WEP_RIFLE: return 1;
case WEP_HAGAR: return 2;
case WEP_ROCKET_LAUNCHER: return 2;
case WEP_SEEKER: return 2;
void HUD_Weapons(void)
{
- float f, screen_ar;
+ float i, f, screen_ar;
float center_x, center_y;
if(!autocvar__hud_configure)
HUD_Panel_UpdateCvars(weapons);
+ float weapons_st = getstati(STAT_WEAPONS);
+ float weapon_count;
+ if (!autocvar__hud_configure && autocvar_hud_panel_weapons_onlyowned)
+ {
+ vector old_panel_size;
+ for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
+ {
+ if(weapons_st & weaponorder[i].weapons)
+ ++weapon_count;
+ }
+ // reduce size of the panel
+ if (panel_size_y > panel_size_x)
+ {
+ old_panel_size_y = panel_size_y;
+ panel_size_y *= weapon_count / WEP_COUNT;
+ panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
+ }
+ else
+ {
+ old_panel_size_x = panel_size_x;
+ panel_size_x *= weapon_count / WEP_COUNT;
+ panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
+ }
+ }
+ else
+ weapon_count = WEP_COUNT;
+
if (timeout && time >= weapontime + timeout && !autocvar__hud_configure)
{
f = (time - (weapontime + timeout)) / timeout_effect_length;
}
}
- float i, weapid, wpnalpha, weapon_cnt;
-
// TODO make this configurable
if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
{
+ float weapon_cnt;
if(weaponorder_bypriority)
strunzone(weaponorder_bypriority);
if(weaponorder_byimpulse)
panel_size -= '2 2 0' * panel_bg_padding;
}
+ float weapid, wpnalpha;
+
if(autocvar_hud_panel_weapons_fade)
{
wpnalpha = 3.2 - 2 * (time - weapontime);
float rows, columns;
float aspect = autocvar_hud_panel_weapons_aspect;
rows = panel_size_y/panel_size_x;
- rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
+ rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
- columns = ceil(WEP_COUNT/rows);
+ columns = ceil(weapon_count/rows);
float row, column;
float a, type, fullammo;
acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
}
- float weapons_st = getstati(STAT_WEAPONS);
-
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
self = weaponorder[i];
if (!self || self.impulse < 0)
continue;
+ if (autocvar_hud_panel_weapons_onlyowned)
+ if (!(weapons_st & self.weapons))
+ if (!autocvar__hud_configure)
+ continue;
wpnpos = panel_pos + eX * column * wpnsize_x + eY * row * wpnsize_y;
weapid = self.impulse;
} else if(msg == MSG_KILL) {
w = DEATH_WEAPONOF(type);
if(WEP_VALID(w)) {
- if((w == WEP_SNIPERRIFLE || w == WEP_MINSTANEX) && type & HITTYPE_HEADSHOT) // all headshot weapons go here
+ if((w == WEP_RIFLE || w == WEP_MINSTANEX) && type & HITTYPE_HEADSHOT) // all headshot weapons go here
HUD_KillNotify_Push(s1, s2, 1, DEATH_HEADSHOT);
else
HUD_KillNotify_Push(s1, s2, 1, type);