*.lno
qcsrc/qccversion*
qcsrc/server/precache-for-csqc.inc
+.DS_Store
r_mipskins 1
r_shadow_realtime_world_lightmaps 1
cl_decals_fadetime 5
-cl_decals_time 2
+cl_decals_time 1
seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
seta cl_nogibs 0 "reduce number of violence effects, or remove them totally"
seta cl_particlegibs 0 "simpler gibs"
seta cl_gibs_damageforcescale 3.5 "force to push around gibs"
-seta cl_gibs_lifetime 5 "average lifetime of gibs"
+seta cl_gibs_lifetime 2.5 "average lifetime of gibs"
seta cl_gibs_velocity_scale 1 "gib throw velocity force scale"
seta cl_gibs_velocity_random 1 "gib throw velocity randomness scale"
seta cl_gibs_velocity_up 1 "extra z velocity for gibs"
seta cl_casings_bronze_time 10 "bullet casings lifetime"
seta cl_casings_ticrate 0.1 "ticrate for casings"
seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls"
-seta cl_projectiles_sloppy 0 "sloppy projectiles, may temporarily penetrate walls"
+seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls"
cl_stainmaps 0
cl_particles_smoke 1
vid_gl20 1
set con_completion_vmap map
set con_completion_vnextmap map
set con_completion_vdomap map
-set con_completion_playermodel models/player/*.iqm
+set con_completion_playermodel "models/player/*.iqm"
// helper
// these non-saved engine cvars shall be saved
set cl_loddistance1 1024
set cl_loddistance2 3072
-seta cl_playerdetailreduction 1 "the higher, the less detailed player models are displayed (LOD)"
+seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)"
seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)"
set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars"
r_fakelight 1
r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water
+r_water_refractdistort 0.019
// strength sound settings
set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds"
cl_decals 1
cl_decals_models 0
-cl_decals_time 4
+cl_decals_fadetime 4
cl_particles_quality 1
cl_damageeffect 1
cl_spawn_point_particles 1
-cl_playerdetailreduction 0.5
+cl_playerdetailreduction 4
gl_flashblend 0
gl_picmip -1
mod_q3bsp_nolightmaps 0
cl_decals 1
cl_decals_models 0
-cl_decals_time 2
+cl_decals_fadetime 2
cl_particles_quality 0.4
cl_damageeffect 0
cl_spawn_point_particles 0
-cl_playerdetailreduction 2
+cl_playerdetailreduction 4
gl_flashblend 1
gl_picmip 1
mod_q3bsp_nolightmaps 1
cl_decals 1
cl_decals_models 0
-cl_decals_time 2
+cl_decals_fadetime 2
cl_particles_quality 1
cl_damageeffect 0
cl_spawn_point_particles 0
-cl_playerdetailreduction 1
+cl_playerdetailreduction 4
gl_flashblend 0
gl_picmip 0
mod_q3bsp_nolightmaps 0
cl_decals 1
cl_decals_models 0
-cl_decals_time 2
+cl_decals_fadetime 2
cl_particles_quality 1
cl_damageeffect 1
cl_spawn_point_particles 1
-cl_playerdetailreduction 1
+cl_playerdetailreduction 4
gl_flashblend 0
gl_picmip 0
mod_q3bsp_nolightmaps 0
cl_decals 0
cl_decals_models 0
-cl_decals_time 2
+cl_decals_fadetime 2
cl_particles_quality 0.4
cl_damageeffect 0
cl_spawn_point_particles 0
cl_decals 1
cl_decals_models 1
-cl_decals_time 10
+cl_decals_fadetime 10
cl_particles_quality 1
cl_damageeffect 2
cl_spawn_point_particles 1
cl_decals 1
cl_decals_models 0
-cl_decals_time 10
+cl_decals_fadetime 10
cl_particles_quality 1
cl_damageeffect 1
cl_spawn_point_particles 1
-cl_playerdetailreduction 0
+cl_playerdetailreduction 2
gl_flashblend 0
gl_picmip -1
mod_q3bsp_nolightmaps 0
"dropweapon" "drop weapon"
"+use" "drop key / drop flag"
"+button8" "drag object"
+"toggle chase_active" "3rd person view"
"" ""
"" "User defined"
"+userbind 1" "$userbind1"
"dropweapon" "Waffe wegwerfen"
"+use" "Schlüssel oder Flagge wegwerfen"
"+button8" "Objekt ziehen"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Benutzerdefiniert"
"+userbind 1" "$userbind1"
"dropweapon" "soltar arma"
"+use" "soltar llave / soltar bandera"
"+button8" "drag object (FIXME)"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Definido por el usuario"
"+userbind 1" "$userbind1"
"dropweapon" "lâcher l'arme"
"+use" "lâcher la clé / lâcher le drapeau"
"+button8" "drag object (FIXME)"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Utilisateur"
"+userbind 1" "$userbind1"
"dropweapon" "fegyver eldobás"
"+use" "zászló eldobás, kiszállás"
"+button8" "drag object"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Felhasználói hozzárendelések"
"+userbind 1" "$userbind1"
"dropweapon" "abbandona arma"
"+use" "abbandona chiave / bandiera"
"+button8" "trascina oggetto"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Definiti dall'utente"
"+userbind 1" "$userbind1"
"dropweapon" "бросить оружие"
"+use" "бросить ключ или флаг"
"+button8" "drag object"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Определенно пользователем"
"+userbind 1" "$userbind1"
"dropweapon" "викинути зброю"
"+use" "викинути ключ / прапор"
"+button8" "drag object"
+"toggle chase_active" "3rd person view (FIXME)"
"" ""
"" "Визначені користувачем"
"+userbind 1" "$userbind1"
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Time:")));
setDependent(e, "cl_decals", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticSlider(1, 20, 1, "cl_decals_time"));
+ me.TD(me, 1, 2, e = makeXonoticSlider(1, 20, 1, "cl_decals_fadetime"));
setDependent(e, "cl_decals", 1, 1);
me.gotoRC(me, me.rows - 1, 0);
// private
BADCVAR("developer");
BADCVAR("log_dest_udp");
- BADCVAR("log_file");
BADCVAR("net_address");
BADCVAR("net_address_ipv6");
BADCVAR("port");
BADPREFIX("g_playerstats_");
BADPREFIX("g_respawn_ghosts");
BADPREFIX("g_voice_flood_");
+ BADPREFIX("log_file");
BADPREFIX("rcon_");
BADPREFIX("sv_allowdownloads");
BADPREFIX("sv_autodemo");
float sv_taunt;
string GetGametype(); // g_world.qc
+void mutators_add(); // mutators.qc
void readlevelcvars(void)
{
// load mutators
- #define CHECK_MUTATOR_ADD(mut_cvar,mut_name,dependence) \
- { if(cvar(mut_cvar) && dependence) { MUTATOR_ADD(mut_name); } }
-
- CHECK_MUTATOR_ADD("g_dodging", mutator_dodging, 1);
- CHECK_MUTATOR_ADD("g_spawn_near_teammate", mutator_spawn_near_teammate, teamplay);
- CHECK_MUTATOR_ADD("g_physical_items", mutator_physical_items, 1);
- CHECK_MUTATOR_ADD("g_touchexplode", mutator_touchexplode, 1);
- CHECK_MUTATOR_ADD("g_minstagib", mutator_minstagib, 1);
- CHECK_MUTATOR_ADD("g_invincible_projectiles", mutator_invincibleprojectiles, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_new_toys", mutator_new_toys, !cvar("g_minstagib"));
- CHECK_MUTATOR_ADD("g_nix", mutator_nix, !cvar("g_minstagib"));
- 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_multijump", mutator_multijump, 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_campcheck", mutator_campcheck, 1);
- CHECK_MUTATOR_ADD("g_buffs", mutator_buffs, 1);
-
- #undef CHECK_MUTATOR_ADD
+ mutators_add();
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
return r; // callbacks return an error status, so 0 is default return value
}
-#define MAX_MUTATORS 8
+#define MAX_MUTATORS 15
string loaded_mutators[MAX_MUTATORS];
float Mutator_Add(mutatorfunc_t func, string name)
{
--- /dev/null
+void mutators_add()
+{
+ #define CHECK_MUTATOR_ADD(mut_cvar,mut_name,dependence) \
+ { if(cvar(mut_cvar) && dependence) { MUTATOR_ADD(mut_name); } }
+
+ CHECK_MUTATOR_ADD("g_dodging", mutator_dodging, 1);
+ CHECK_MUTATOR_ADD("g_spawn_near_teammate", mutator_spawn_near_teammate, teamplay);
+ CHECK_MUTATOR_ADD("g_physical_items", mutator_physical_items, 1);
+ CHECK_MUTATOR_ADD("g_touchexplode", mutator_touchexplode, 1);
+ CHECK_MUTATOR_ADD("g_minstagib", mutator_minstagib, !g_nexball);
+ CHECK_MUTATOR_ADD("g_invincible_projectiles", mutator_invincibleprojectiles, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_new_toys", mutator_new_toys, !cvar("g_minstagib"));
+ CHECK_MUTATOR_ADD("g_nix", mutator_nix, !cvar("g_minstagib"));
+ 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_multijump", mutator_multijump, 1);
+ CHECK_MUTATOR_ADD("g_melee_only", mutator_melee_only, !cvar("g_minstagib") && !g_nexball);
+ CHECK_MUTATOR_ADD("g_nades", mutator_nades, 1);
+ CHECK_MUTATOR_ADD("g_sandbox", sandbox, 1);
+ CHECK_MUTATOR_ADD("g_campcheck", mutator_campcheck, 1);
+ CHECK_MUTATOR_ADD("g_buffs", mutator_buffs, 1);
+
+ #undef CHECK_MUTATOR_ADD
+}
--- /dev/null
+#include "base.qc"
+#include "gamemode_assault.qc"
+#include "gamemode_ca.qc"
+#include "gamemode_ctf.qc"
+#include "gamemode_domination.qc"
+#include "gamemode_freezetag.qc"
+#include "gamemode_keyhunt.qc"
+#include "gamemode_keepaway.qc"
+#include "gamemode_nexball.qc"
+#include "gamemode_onslaught.qc"
+#include "gamemode_lms.qc"
+#include "gamemode_invasion.qc"
+#include "gamemode_race.qc"
+#include "gamemode_cts.qc"
+
+#include "mutator_invincibleproj.qc"
+#include "mutator_new_toys.qc"
+#include "mutator_nix.qc"
+#include "mutator_dodging.qc"
+#include "mutator_rocketflying.qc"
+#include "mutator_vampire.qc"
+#include "mutator_spawn_near_teammate.qc"
+#include "mutator_physical_items.qc"
+#include "sandbox.qc"
+#include "mutator_superspec.qc"
+#include "mutator_minstagib.qc"
+#include "mutator_touchexplode.qc"
+#include "mutator_pinata.qc"
+#include "mutator_midair.qc"
+#include "mutator_bloodloss.qc"
+#include "mutator_random_gravity.qc"
+#include "mutator_multijump.qc"
+#include "mutator_melee_only.qc"
+#include "mutator_nades.qc"
+#include "mutator_campcheck.qc"
+#include "mutator_buffs.qc"
--- /dev/null
+#include "base.qh"
+#include "mutators.qh"
+#include "gamemode_assault.qh"
+#include "gamemode_ca.qh"
+#include "gamemode_ctf.qh"
+#include "gamemode_domination.qh"
+#include "gamemode_keyhunt.qh"
+#include "gamemode_keepaway.qh"
+#include "gamemode_nexball.qh"
+#include "gamemode_lms.qh"
+#include "gamemode_invasion.qh"
+#include "gamemode_race.qh"
+#include "gamemode_cts.qh"
+
+#include "mutator_dodging.qh"
+#include "mutator_nades.qh"
+#include "mutator_buffs.qh"
../common/notifications.qh // must be after autocvars
../common/deathtypes.qh // must be after notifications
-mutators/base.qh
-mutators/mutators.qh
-mutators/gamemode_assault.qh
-mutators/gamemode_ca.qh
-mutators/gamemode_ctf.qh
-mutators/gamemode_domination.qh
-mutators/gamemode_keyhunt.qh // TODO fix this
-mutators/gamemode_keepaway.qh
-mutators/gamemode_nexball.qh
-mutators/gamemode_lms.qh
-mutators/gamemode_invasion.qh
-mutators/gamemode_cts.qh
-mutators/gamemode_race.qh
-mutators/mutator_dodging.qh
-mutators/mutator_nades.qh
-mutators/mutator_buffs.qh
+mutators/mutators_include.qh
//// tZork Turrets ////
tturrets/include/turrets_early.qh
miscfunctions.qc
+mutators/mutators.qc
+
waypointsprites.qc
bot/bot.qc
../common/monsters/spawn.qc
-mutators/base.qc
-mutators/gamemode_assault.qc
-mutators/gamemode_ca.qc
-mutators/gamemode_ctf.qc
-mutators/gamemode_domination.qc
-mutators/gamemode_freezetag.qc
-mutators/gamemode_keyhunt.qc
-mutators/gamemode_keepaway.qc
-mutators/gamemode_nexball.qc
-mutators/gamemode_onslaught.qc
-mutators/gamemode_lms.qc
-mutators/gamemode_invasion.qc
-mutators/gamemode_cts.qc
-mutators/gamemode_race.qc
-mutators/mutator_invincibleproj.qc
-mutators/mutator_new_toys.qc
-mutators/mutator_nix.qc
-mutators/mutator_dodging.qc
-mutators/mutator_rocketflying.qc
-mutators/mutator_vampire.qc
-mutators/mutator_spawn_near_teammate.qc
-mutators/mutator_physical_items.qc
-mutators/sandbox.qc
-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_multijump.qc
-mutators/mutator_melee_only.qc
-mutators/mutator_nades.qc
-mutators/mutator_campcheck.qc
-mutators/mutator_buffs.qc
+mutators/mutators_include.qc
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc