set g_balance_fireball_switchdelay_drop 0.15
set g_balance_fireball_switchdelay_raise 0.15
// }}}
+
+
+// {{{ heavy machine gun
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_add 0.01
+
+set g_balance_hmg_sustained_damage 10 // 200 dps
+set g_balance_hmg_sustained_headshotaddeddamage 0
+set g_balance_hmg_sustained_force 5
+set g_balance_hmg_sustained_spread 0.03
+set g_balance_hmg_sustained_refire 0.05
+set g_balance_hmg_sustained_ammo 1
+
+set g_balance_hmg_speed 24000
+set g_balance_hmg_bulletconstant 115 // 13.1qu
+
+set g_balance_hmg_reload_ammo 120 //default: 30
+set g_balance_hmg_reload_time 1
+// }}}
+
+// {{{ RPC
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 0
+set g_balance_rpc_speedstart 1250
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+// }}}
set g_balance_fireball_switchdelay_drop 0.15
set g_balance_fireball_switchdelay_raise 0.15
// }}}
+
+
+// {{{ heavy machine gun
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_add 0.01
+
+set g_balance_hmg_sustained_damage 10 // 200 dps
+set g_balance_hmg_sustained_headshotaddeddamage 0
+set g_balance_hmg_sustained_force 5
+set g_balance_hmg_sustained_spread 0.03
+set g_balance_hmg_sustained_refire 0.05
+set g_balance_hmg_sustained_ammo 1
+
+set g_balance_hmg_speed 24000
+set g_balance_hmg_bulletconstant 115 // 13.1qu
+
+set g_balance_hmg_reload_ammo 120 //default: 30
+set g_balance_hmg_reload_time 1
+// }}}
+
+// {{{ RPC
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 0
+set g_balance_rpc_speedstart 1250
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+// }}}
set g_balance_fireball_switchdelay_drop 0
set g_balance_fireball_switchdelay_raise 0
// }}}
+// {{{ heavy machine gun
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_add 0.01
+
+set g_balance_hmg_sustained_damage 10 // 200 dps
+set g_balance_hmg_sustained_headshotaddeddamage 0
+set g_balance_hmg_sustained_force 5
+set g_balance_hmg_sustained_spread 0.03
+set g_balance_hmg_sustained_refire 0.05
+set g_balance_hmg_sustained_ammo 1
+
+set g_balance_hmg_speed 24000
+set g_balance_hmg_bulletconstant 115 // 13.1qu
+
+set g_balance_hmg_reload_ammo 120 //default: 30
+set g_balance_hmg_reload_time 1
+// }}}
+// {{{ RPC
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 0
+set g_balance_rpc_speedstart 1250
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+// }}}
+
set g_balance_fireball_switchdelay_drop 0.2
set g_balance_fireball_switchdelay_raise 0.2
// }}}
+
+// {{{ heavy machine gun
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_add 0.01
+
+set g_balance_hmg_sustained_damage 10 // 200 dps
+set g_balance_hmg_sustained_headshotaddeddamage 0
+set g_balance_hmg_sustained_force 5
+set g_balance_hmg_sustained_spread 0.03
+set g_balance_hmg_sustained_refire 0.05
+set g_balance_hmg_sustained_ammo 1
+
+set g_balance_hmg_speed 24000
+set g_balance_hmg_bulletconstant 115 // 13.1qu
+
+set g_balance_hmg_reload_ammo 120 //default: 30
+set g_balance_hmg_reload_time 1
+// }}}
+
+// {{{ RPC
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 0
+set g_balance_rpc_speedstart 1250
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+// }}}
set g_balance_fireball_switchdelay_drop 0.2
set g_balance_fireball_switchdelay_raise 0.2
// }}}
+
+// {{{ heavy machine gun
+set g_balance_hmg_spread_min 0.02
+set g_balance_hmg_spread_max 0.05
+set g_balance_hmg_spread_add 0.01
+
+set g_balance_hmg_sustained_damage 10 // 200 dps
+set g_balance_hmg_sustained_headshotaddeddamage 0
+set g_balance_hmg_sustained_force 5
+set g_balance_hmg_sustained_spread 0.03
+set g_balance_hmg_sustained_refire 0.05
+set g_balance_hmg_sustained_ammo 1
+
+set g_balance_hmg_speed 24000
+set g_balance_hmg_bulletconstant 115 // 13.1qu
+
+set g_balance_hmg_reload_ammo 120 //default: 30
+set g_balance_hmg_reload_time 1
+set g_balance_hmg_switchdelay_drop 0.2
+set g_balance_hmg_switchdelay_raise 0.2
+// }}}
+
+// {{{ RPC
+set g_balance_rpc_ammo 10
+set g_balance_rpc_animtime 1
+set g_balance_rpc_damage 150
+set g_balance_rpc_damage2 500
+set g_balance_rpc_damageforcescale 2
+set g_balance_rpc_edgedamage 50
+set g_balance_rpc_force 400
+set g_balance_rpc_health 25
+set g_balance_rpc_lifetime 30
+set g_balance_rpc_radius 300
+set g_balance_rpc_refire 1
+set g_balance_rpc_speed 1250
+set g_balance_rpc_speedaccel 0
+set g_balance_rpc_speedstart 1250
+set g_balance_rpc_reload_ammo 10
+set g_balance_rpc_reload_time 1
+set g_balance_rpc_switchdelay_drop 0.2
+set g_balance_rpc_switchdelay_raise 0.2
+// }}}
set g_weaponreplace_hook ""
set g_weaponreplace_tuba ""
set g_weaponreplace_fireball ""
+set g_weaponreplace_hmg ""
+set g_weaponreplace_rpc ""
set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)"
set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)"
set g_minstagib_speed_highspeed 1.5 "speed-multiplier that applies while you carry the invincibility powerup"
+// ==========
+// overkill
+// ==========
+set g_overkill 0 "enable overkill"
+set g_overkill_spawnsystem 1 "experimental spawnsystem"
+set g_overkill_spawnsystem_delay 2.5 "how long to wait before its OK to spawn at a player after someone just spawned at this player"
+set g_overkill_spawnsystem_delay_death 0 "how long to wait before its OK to spawn at a player after death "
+set g_overkill_spawnsystem_check_health 1 "only allow spawn at this player if hes health is full"
+set g_overkill_spawnsystem_close2death 1 "spawn as close as possible to where we died"
+
+set g_overkill_100a_anyway 1
+set g_overkill_100h_anyway 1
+set g_overkill_powerups_replace 1
+set g_overkill_superguns_onemag 1
+set g_overkill_superguns_respawn_time 20
+
+
// =========
// vampire
// =========
--- /dev/null
+g_overkill 1
+
+g_overkill_ammo_start 50
+g_overkill_ammo_max 100
+g_overkill_ammo_regen 2.52
+g_overkill_superguns_builtin 0
+
+g_use_ammunition 1
+g_pickup_items 0
+sv_gibhealth 120
+g_spawnshieldtime 0.5
+
+g_balance_health_regen 0
+g_balance_health_regenlinear 100
+g_balance_health_rot 0
+g_balance_health_rotstable 200 // needs this too, else it rots towards 100 even with g_balance_health_rot 0
+g_balance_armor_rotstable 0
+g_balance_armor_rotlinear 1
+g_balance_armor_rot 0
+g_balance_pause_health_regen 2
+
+// g_balance_laser_primary_force_velocitybias 1.2 // sorry i realy hate this
+
+g_balance_shotgun_primary_damage 17
+g_balance_shotgun_primary_bullets 10
+g_balance_shotgun_primary_force 80
+g_balance_shotgun_primary_spread 0.07
+g_balance_shotgun_primary_animtime 0.65
+g_balance_shotgun_primary_ammo 6.25
+g_balance_shotgun_reload_ammo 50
+g_balance_shotgun_reload_time 2
+g_balance_shotgun_primary_bulletconstant 3000
+
+g_balance_uzi_mode 1
+g_balance_uzi_sustained_damage 25
+g_balance_uzi_sustained_refire 0.1
+g_balance_uzi_sustained_spread 0.01
+g_balance_uzi_sustained_force 5
+g_balance_uzi_reload_ammo 30
+g_balance_uzi_reload_time 1.5
+g_balance_uzi_spread_min 0
+g_balance_uzi_spread_add 0.0015
+g_balance_uzi_bulletconstant 500
+
+g_balance_hmg_spread_min 0.01
+g_balance_hmg_spread_max 0.06
+g_balance_hmg_spread_add 0.005
+
+g_balance_hmg_sustained_damage 30
+g_balance_hmg_sustained_headshotaddeddamage 0
+g_balance_hmg_sustained_force 10
+g_balance_hmg_sustained_spread 0.03
+g_balance_hmg_sustained_refire 0.05
+g_balance_hmg_sustained_ammo 1
+
+g_balance_hmg_speed 24000
+g_balance_hmg_bulletconstant 115 // 13.1qu
+
+g_balance_hmg_reload_ammo 100 //default: 30
+g_balance_hmg_reload_time 1
+
+g_balance_nex_primary_damage 100
+g_balance_nex_primary_force 500
+g_balance_nex_primary_refire 1
+g_balance_nex_primary_animtime 0.95
+g_balance_nex_primary_ammo 10
+g_balance_nex_primary_damagefalloff_mindist 0
+g_balance_nex_primary_damagefalloff_maxdist 0
+g_balance_nex_primary_damagefalloff_halflife 0
+g_balance_nex_primary_damagefalloff_forcehalflife 0
+
+g_balance_nex_secondary 1
+g_balance_nex_charge 0
+g_balance_nex_reload_ammo 50
+g_balance_nex_reload_time 2
+
+g_balance_rpc_ammo 10
+g_balance_rpc_animtime 1
+g_balance_rpc_damage 150
+g_balance_rpc_damage2 500
+g_balance_rpc_damageforcescale 2
+g_balance_rpc_edgedamage 50
+g_balance_rpc_force 400
+g_balance_rpc_health 25
+g_balance_rpc_lifetime 30
+g_balance_rpc_radius 300
+g_balance_rpc_refire 1
+g_balance_rpc_speed 2500
+g_balance_rpc_speedaccel 5000
+g_balance_rpc_reload_ammo 50
+g_balance_rpc_reload_time 1
+
+g_projectiles_newton_style_2_minfactor 1 // rocket will never fly below default speed, even you you move backwards
+
+g_overkill_spawnsystem 1 // Experimental spawnsystem
+g_overkill_spawnsystem_delay 2.5 // How long to wait before its OK to spawn at a player after someone just spawned at this player
+g_overkill_spawnsystem_delay_death 0 // How long to wait before its OK to spawn at a player after death
+g_overkill_spawnsystem_check_health 1 // Only allow spawn at this player if hes health is full
+g_overkill_spawnsystem_close2death 1 // Spawn as close as possible to where we died?
+g_overkill_spawnsystem_give_nade 1 // Give nade at spawn
+
+g_overkill_nade_lifetime 3.5
+g_overkill_nade_minforce 400
+g_overkill_nade_maxforce 2000
+g_overkill_nade_health 25
+g_overkill_nade_refire 10
+
+g_overkill_nade_damage 225
+g_overkill_nade_edgedamage 90
+g_overkill_nade_radius 300
+g_overkill_nade_force 650
+g_overkill_nade_newton_style 0
+
+g_pickup_healthmega_anyway 0
+g_pikup_armorsmall_max 20
+g_pickup_armorsmall_anyway 0
+g_pickup_healthmega_max 200
+g_pickup_healthmega_anyway 0
+
+g_overkill_100a_anyway 1
+g_overkill_100h_anyway 1
+g_overkill_powerups_repalce 1
+g_overkill_superguns_onemag 1
+g_overkill_superguns_respawn_time 20
+
+sv_defaultcharacter 1
+sv_defaultplayermodel "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"
+sv_defaultplayermodel_red "models/ok_player/okrobot1.dpm models/ok_player/okrobot2.dpm models/ok_player/okrobot3.dpm models/ok_player/okrobot4.dpm"
+sv_defaultplayermodel_blue "models/ok_player/okmale1.dpm models/ok_player/okmale2.dpm models/ok_player/okmale3.dpm models/ok_player/okmale4.dpm"
float autocvar_cl_deathglow;
float autocvar_developer_csqcentities;
float autocvar_g_jetpack_attenuation;
+
+// OK Crosshair
+var string autocvar_crosshair_hmg = "";
+var vector autocvar_crosshair_hmg_color = '0.2 1.0 0.2';
+var float autocvar_crosshair_hmg_alpha = 1;
+var float autocvar_crosshair_hmg_size = 1;
+var string autocvar_crosshair_rpc = "";
+var vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2';
+var float autocvar_crosshair_rpc_alpha = 1;
+var float autocvar_crosshair_rpc_size = 1;
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;
+
+ case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
default:
error("Received invalid CSQC projectile, can't work with this!");
self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
break;
+ case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
self.mins = '-3 -3 -3';
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';
precache_model("models/tracer.mdl");
precache_model("models/weapons/v_ok_grenade.md3");
+ precache_model("models/weapons/ok_rocket.md3");
precache_sound("weapons/electro_fly.wav");
precache_sound("weapons/rocket_fly.wav");
case "wpn-hlac": return _("HLAC");
case "wpn-campingrifle": return _("Rifle");
case "wpn-minelayer": return _("Mine Layer");
+ case "wpn-hmg": return _("Heavy Machine Gun");
+ case "wpn-rpc": return _("Rocket-Propelled Chainsaw");
case "dom-neut": return _("Control point");
case "dom-red": return _("Control point");
case "dom-blue": return _("Control point");
const float PROJECTILE_NADE = 58;
const float PROJECTILE_NADE_BURN = 59;
+const float PROJECTILE_RPC = 60;
+
const float SPECIES_HUMAN = 0;
const float SPECIES_ROBOT_SOLID = 1;
const float SPECIES_ALIEN = 2;
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_MURDER, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weapontuba", _("^BG%s%s^K1 died of ^BG%s^K1's great playing on the @!#%%'n Tuba%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_TUBA_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weapontuba", _("^BG%s^K1 hurt their own ears with the @!#%%'n Tuba%s%s"), "") \
MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Machine Gun%s%s"), "") \
- MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "")
+ MSG_INFO_NOTIF(1, INFO_WEAPON_UZI_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponuzi", _("^BG%s%s^K1 was riddled full of holes by ^BG%s^K1's Machine Gun%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_HMG_MURDER_SNIPE, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponhmg", _("^BG%s%s^K1 was sniped by ^BG%s^K1's Heavy Machine Gun%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_HMG_MURDER_SPRAY, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponhmg", _("^BG%s%s^K1 was torn to bits by ^BG%s^K1's Heavy Machine Gun%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_RPC_MURDER_DIRECT, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrpc", _("^BG%s%s^K1 got sawn in half by ^BG%s^K1's Rocket Propelled Chainsaw%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_RPC_MURDER_SPLASH, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponrpc", _("^BG%s%s^K1 almost dodged ^BG%s^K1's Rocket Propelled Chainsaw%s%s"), "") \
+ MSG_INFO_NOTIF(1, INFO_WEAPON_RPC_SUICIDE, 2, 1, "s1 s2loc spree_lost", "s1", "weaponrpc", _("^BG%s^K1 blew themself up with their Rocket Propelled Chainsaw%s%s"), "")
#define MULTITEAM_CENTER2(default,prefix,strnum,flnum,args,cpid,durcnt,normal,gentle) \
MSG_CENTER_NOTIF(default, prefix##RED, strnum, flnum, args, cpid, durcnt, TCR(normal, COL_TEAM_1, strtoupper(NAME_TEAM_1)), TCR(gentle, COL_TEAM_1, strtoupper(NAME_TEAM_1))) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_MURDER, NO_MSG, INFO_WEAPON_TUBA_MURDER, NO_MSG) \
MSG_MULTI_NOTIF(1, WEAPON_TUBA_SUICIDE, NO_MSG, INFO_WEAPON_TUBA_SUICIDE, CENTER_DEATH_SELF_GENERIC) \
MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SNIPE, NO_MSG, INFO_WEAPON_UZI_MURDER_SNIPE, NO_MSG) \
- MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SPRAY, NO_MSG, INFO_WEAPON_UZI_MURDER_SPRAY, NO_MSG)
+ MSG_MULTI_NOTIF(1, WEAPON_UZI_MURDER_SPRAY, NO_MSG, INFO_WEAPON_UZI_MURDER_SPRAY, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_HMG_MURDER_SNIPE, NO_MSG, INFO_WEAPON_HMG_MURDER_SNIPE, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_HMG_MURDER_SPRAY, NO_MSG, INFO_WEAPON_HMG_MURDER_SPRAY, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_RPC_MURDER_DIRECT, NO_MSG, INFO_WEAPON_RPC_MURDER_DIRECT, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_RPC_MURDER_SPLASH, NO_MSG, INFO_WEAPON_RPC_MURDER_SPLASH, NO_MSG) \
+ MSG_MULTI_NOTIF(1, WEAPON_RPC_SUICIDE, NO_MSG, INFO_WEAPON_RPC_SUICIDE, NO_MSG)
#define MULTITEAM_CHOICE2(default,challow,prefix,chtype,optiona,optionb) \
MSG_CHOICE_NOTIF(default, challow, prefix##RED, chtype, optiona##RED, optionb##RED) \
s = strcat(s, ", ", _("Blood loss"));
if(cvar("g_jetpack"))
s = strcat(s, ", ", _("Jet pack"));
+ if(cvar("g_overkill"))
+ s = strcat(s, ", ", _("Overkill"));
if(cvar("g_powerups") == 0)
s = strcat(s, ", ", _("No powerups"));
if(cvar("g_powerups") > 0)
me.TDempty(me, 0.2);
me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_minstagib", "1", _("MinstaGib")));
e.cvarOffValue = "0";
+ me.TR(me);
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "g_overkill", "1", _("Overkill")));
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_nix", "1", _("NIX")));
me.TDempty(me, 0.2);
me.TD(me, 1, 1.8, e = makeXonoticRadioButton(1, "g_start_weapon_laser", "0", _("No start weapons")));
e.cvarOffValue = "-1";
- makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba");
+ makeMulti(e, "g_start_weapon_shotgun g_start_weapon_uzi g_start_weapon_grenadelauncher g_start_weapon_minelayer g_start_weapon_electro g_start_weapon_crylink g_start_weapon_nex g_start_weapon_hagar g_start_weapon_rocketlauncher g_start_weapon_porto g_start_weapon_minstanex g_start_weapon_hook g_start_weapon_hlac g_start_weapon_rifle g_start_weapon_fireball g_start_weapon_seeker g_start_weapon_tuba g_overkill");
me.gotoRC(me, me.rows - 1, 0);
me.TD(me, 1, me.columns, e = makeXonoticButton(_("OK"), '0 0 0'));
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
float autocvar_g_debug_defaultsounds;
+float autocvar_g_balance_hmg_bulletconstant;
+float autocvar_g_balance_hmg_speed;
+float autocvar_g_balance_hmg_spread_add;
+float autocvar_g_balance_hmg_spread_max;
+float autocvar_g_balance_hmg_spread_min;
+float autocvar_g_balance_hmg_sustained_ammo;
+float autocvar_g_balance_hmg_sustained_damage;
+//float autocvar_g_balance_hmg_sustained_headshotaddeddamage;
+float autocvar_g_balance_hmg_sustained_force;
+float autocvar_g_balance_hmg_sustained_refire;
+//float autocvar_g_balance_hmg_sustained_spread;
+float autocvar_g_balance_hmg_reload_ammo;
+float autocvar_g_balance_hmg_reload_time;
+float autocvar_g_balance_rpc_ammo;
+float autocvar_g_balance_rpc_animtime;
+float autocvar_g_balance_rpc_damage;
+float autocvar_g_balance_rpc_damage2;
+float autocvar_g_balance_rpc_damageforcescale;
+float autocvar_g_balance_rpc_edgedamage;
+float autocvar_g_balance_rpc_force;
+float autocvar_g_balance_rpc_health;
+float autocvar_g_balance_rpc_lifetime;
+float autocvar_g_balance_rpc_radius;
+float autocvar_g_balance_rpc_refire;
+float autocvar_g_balance_rpc_speed;
+float autocvar_g_balance_rpc_speedaccel;
+float autocvar_g_balance_rpc_reload_ammo;
+float autocvar_g_balance_rpc_reload_time;
float autocvar_g_grab_range;
float autocvar_g_sandbox_info;
float autocvar_g_sandbox_readonly;
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_overkill", mutator_overkill, !cvar("g_minstagib"));
#undef CHECK_MUTATOR_ADD
MUTATOR_DECLARATION(mutator_campcheck);
MUTATOR_DECLARATION(sandbox);
+MUTATOR_DECLARATION(mutator_overkill);
+
mutators/gamemode_lms.qh
mutators/mutator_dodging.qh
mutators/mutator_nades.qh
+mutators/mutator_overkill.qh
//// tZork Turrets ////
tturrets/include/turrets_early.qh
mutators/mutator_dodging.qc
mutators/mutator_rocketflying.qc
mutators/mutator_vampire.qc
+mutators/mutator_overkill.qc
mutators/mutator_spawn_near_teammate.qc
mutators/mutator_physical_items.qc
mutators/sandbox.qc
#include "w_rifle.qc"
#include "w_fireball.qc"
#include "w_seeker.qc"
+#include "w_hmg.qc"
+#include "w_rpc.qc"
+