add g_mh_startitem cvars to the balance files
-+1 waypoint mode, waypoints for runners on round start always and waypoints for hunters when there are 3 or more hunters
++2 waypoint modes,
+waypoints for runners on round start always and waypoints for hunters when there are 3 or more hunters
+only runners can see other runners but hunters don't see others
rename teams as far as possible
+find a proper damage type for tagging instead of death by camping as it doesn't show kill notifications or text
+
on-screen notification for getting tagged
on-screen indication for your role
-fix waypoint visibility, currently they are always visible to everyone. Fix them to not be visible for self or for spectators of that player.
-can you even see your own null waypoint?
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+fix waypoint visibility, currently they are always visible to everyone. Fix them to not be visible for spectators of that player.
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}
METHOD(Manhunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
{
- if(spawnpoints >= 4 && diameter > 4096)
+ if(spawnpoints >= 2 && diameter > 4096)
return true;
return false;
}
float frag_damage = M_ARGV(4, float);
vector frag_force = M_ARGV(6, vector);
- if(frag_deathtype==DEATH_CAMP.m_id)return;
+ if(frag_deathtype == DEATH_FALL.m_id){
+ M_ARGV(4, float) = 0; //no fall damage or splat damage
+ return;
+ }
+
+ if(frag_deathtype==DEATH_CAMP.m_id || !IS_PLAYER(frag_attacker)return;
if(IS_PLAYER(frag_target) && !IS_DEAD(frag_target)){ //check that the target is a player and not dead, allows anyone to knock around corpses for funsies
- if(frag_deathtype == DEATH_FALL.m_id)frag_damage = 0; //no fall damage or splat damage
+
switch(autocvar_g_mh_weapons_damage)
{