--- /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_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"
+
+
+// ===========
+// 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
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!"), _("^K1Try throwing the nade!")) \
- MSG_CENTER_NOTIF(1, CENTER_DEATH_SELF_NADE, 0, 0, "", NO_CPID, "0 0", _("^K1You ate your own grenade!"), _("^K1Tastes like chicken!")) \
++ 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!"), "") \
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"));
#undef CHECK_MUTATOR_ADD
--- /dev/null
- return FALSE; // TODO: fix this to support all modes that don't disable weapon dropping
+.entity nade;
+.entity fake_nade;
+.float nade_refire;
+
+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() // TODO: DamageInfo
+{
+ 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);
+
+ 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;
+}
+
+MUTATOR_HOOKFUNCTION(nades_ForbidThrowing)
+{
+ if(!g_weaponarena || !g_minstagib)
++ return FALSE; // TODO: fix this to support all modes that disable weapon dropping
+
+ if(!CanThrowNade())
+ return FALSE;
+
+ 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);
+ }
+ }
+
+ return TRUE;
+}
+
+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(ForbidThrowCurrentWeapon, nades_ForbidThrowing, CBC_ORDER_ANY);
+ 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 ra_nade;
-.float ra_nade_refire;
-
-float ra_CanThrowNade()
-{
- if(self.vehicle)
- return FALSE;
-
- if(gameover)
- return FALSE;
-
- if(self.deadflag)
- return FALSE;
-
- if not(IS_PLAYER(self))
- return FALSE;
-
- if not(autocvar_g_riflearena_nades)
- return FALSE;
-
- if(forbidWeaponUse())
- return FALSE;
-
- return TRUE;
-}
-
-void ra_nade_timer_think()
-{
- self.skin = 8 - (self.owner.wait - time) / (autocvar_g_riflearena_nade_lifetime / 10);
- self.nextthink = time;
- if(!self.owner || wasfreed(self.owner))
- remove(self);
-
-}
-
-void ra_nade_burn_spawn(entity nade)
-{
- switch(nade.realowner.team)
- {
- case NUM_TEAM_1:
- CSQCProjectile(nade, TRUE, PROJECTILE_NADE_RED_BURN, TRUE);
- break;
- case NUM_TEAM_2:
- CSQCProjectile(nade, TRUE, PROJECTILE_NADE_BLUE_BURN, TRUE);
- break;
- default:
- CSQCProjectile(nade, TRUE, PROJECTILE_NADE_RED_BURN, TRUE);
- break;
- }
-}
-
-void ra_nade_spawn(entity nade)
-{
- 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 = ra_nade_timer_think;
- timer.nextthink = time;
- timer.wait = nade.wait;
- timer.owner = nade;
- timer.skin = 10;
-
- CSQCProjectile(nade, TRUE, ((nade.realowner.team == NUM_TEAM_2) ? PROJECTILE_NADE_BLUE: PROJECTILE_NADE_RED) , TRUE);
-
-}
-
-void ra_nade_boom() // TODO: DamageInfo
-{
- 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((self.realowner.team == NUM_TEAM_2) ? "nade_blue_explode" : "nade_red_explode"), self.origin + '0 0 1', '0 0 0', 1);
-
-
- self.takedamage = DAMAGE_NO;
- RadiusDamage(self, self.realowner, autocvar_g_riflearena_nade_damage, autocvar_g_riflearena_nade_edgedamage,
- autocvar_g_riflearena_nade_radius, self, autocvar_g_riflearena_nade_force, self.projectiledeathtype, self.enemy);
-
- remove(self);
-}
-
-void ra_nade_touch()
-{
- PROJECTILE_TOUCH;
- setsize(self, '-2 -2 -2', '2 2 2');
- UpdateCSQCProjectile(self);
- if(self.health == autocvar_g_riflearena_nade_health)
- {
- spamsound(self, CH_SHOTS, strcat("weapons/grenade_bounce", ftos(1 + rint(random() * 5)), ".wav"), VOL_BASE, ATTN_NORM);
- return;
- }
-
- self.enemy = other;
- ra_nade_boom();
-}
-
-void ra_nade_beep()
-{
- sound(self, CH_SHOTS_SINGLE, "overkill/grenadebip.wav", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
- self.think = ra_nade_boom;
- self.nextthink = max(self.wait, time);
-}
-
-void ra_nade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if(DEATH_ISWEAPON(deathtype, WEP_LASER))
- return;
-
- self.velocity += force;
-
- if(!damage)
- return;
-
- if(self.health == autocvar_g_riflearena_nade_health)
- {
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, 0.5 *(ATTN_LARGE + ATTN_MAX));
- self.nextthink = max(time + autocvar_g_riflearena_nade_lifetime, time);
- self.think = ra_nade_beep;
- }
-
- self.health -= damage;
- self.realowner = attacker;
-
- if(self.health <= 0)
- W_PrepareExplosionByDamage(attacker, ra_nade_boom);
- else
- ra_nade_burn_spawn(self);
-}
-
-void ra_toss_nade(entity ent, vector _velocity, float _time)
-{
- entity _nade = ent.ra_nade;
- ent.ra_nade = world;
-
- setorigin(_nade, gettaginfo(_nade, gettagindex(_nade, "Object001")));
- setattachment(_nade, world, "");
- PROJECTILE_MAKETRIGGER(_nade);
- setsize(_nade, '-16 -16 -16', '16 16 16');
- _nade.movetype = MOVETYPE_BOUNCE;
-
- if(ent.crouch)
- _nade.velocity = '0 0 -10';
- else if(autocvar_g_riflearena_nade_newton_style == 1)
- _nade.velocity = ent.velocity + _velocity;
- else if(autocvar_g_riflearena_nade_newton_style == 2)
- _nade.velocity = _velocity;
- else
- _nade.velocity = W_CalculateProjectileVelocity(ent.velocity, _velocity, FALSE);
-
- _nade.solid = SOLID_BBOX;
- _nade.touch = ra_nade_touch;
- _nade.health = autocvar_g_riflearena_nade_health;
- _nade.takedamage = DAMAGE_YES;
- _nade.event_damage = ra_nade_damage;
- _nade.teleportable = TRUE;
-
- ra_nade_spawn(_nade);
-
- if(_time)
- {
- _nade.think = ra_nade_boom;
- _nade.nextthink = _time;
- }
- else
- _nade.projectiledeathtype = DEATH_NADE_NORMAL;
-
- ent.ra_nade_refire = time + autocvar_g_riflearena_nade_refire;
-}
-
-void ra_nade_prime()
-{
- if(self.ra_nade)
- remove(self.ra_nade);
-
- self.ra_nade = spawn();
- setmodel(self.ra_nade, "models/weapons/h_ok_grenade.iqm");
- setattachment(self.ra_nade, self.weaponentity, "");
- self.ra_nade.classname = "nade";
- self.ra_nade.realowner = self;
- self.ra_nade.colormap = self.colormap;
- self.ra_nade.glowmod = self.glowmod;
- self.ra_nade.wait = time + autocvar_g_riflearena_nade_lifetime;
- self.ra_nade.cnt = time;
- self.ra_nade.think = ra_nade_beep;
- self.ra_nade.nextthink = max(self.ra_nade.wait - 3, time);
- self.ra_nade.projectiledeathtype = DEATH_NADE_NORMAL;
-}
-
+ 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_VehicleEnter)
-{
- if(other.ra_nade)
- ra_toss_nade(other, '0 0 100', max(other.ra_nade.wait, time + 0.05));
-
- return FALSE;
-}
-
+ 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);
+
- self.ra_nade_refire = time + 2;
-
+ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(ra_FilterItem)
+ {
+ switch (self.items)
+ {
+ case IT_5HP:
+ case IT_ARMOR_SHARD:
+ return FALSE;
+ }
+
+ return TRUE;
+ }
+
-MUTATOR_HOOKFUNCTION(ra_PlayerThink)
-{
- if(self.ra_nade)
- if(self.ra_nade.wait - 0.1 <= time)
- ra_toss_nade(self, '0 0 0', time + 0.05);
-
- if(ra_CanThrowNade())
- if(self.ra_nade_refire < time)
- {
- if(self.BUTTON_HOOK)
- {
- if(!self.ra_nade)
- ra_nade_prime();
- }
- else if(time - self.ra_nade.cnt >= 1)
- {
- if(self.ra_nade)
- {
- makevectors(self.v_angle);
- float _force = time - self.ra_nade.cnt;
- _force /= autocvar_g_riflearena_nade_lifetime;
- _force = autocvar_g_riflearena_nade_minforce + (_force * (autocvar_g_riflearena_nade_maxforce - autocvar_g_riflearena_nade_minforce));
- ra_toss_nade(self, (v_forward * 0.7 + v_up * 0.2 + v_right * 0.1) * _force, 0);
- }
- }
- }
-
- self.hasweapon_complain_spam = time + 5; // this isn't needed, so keep it off
-
- return FALSE;
-}
-
-MUTATOR_HOOKFUNCTION(ra_RemovePlayer)
-{
- if(self.ra_nade)
- remove(self.ra_nade);
-
- return FALSE;
-}
-
+ MUTATOR_HOOKFUNCTION(ra_StartItems)
+ {
+ start_items |= IT_UNLIMITED_AMMO;
+ start_ammo_nails = 100;
+
+ g_grappling_hook = 0;
+
+ return FALSE;
+ }
+
-MUTATOR_HOOKFUNCTION(ra_PlayerDies)
-{
- if(self.ra_nade)
- ra_toss_nade(self, '0 0 100', max(self.ra_nade.wait, time + 0.05));
-
- return 0;
-}
-
+ MUTATOR_HOOKFUNCTION(ra_ForbidThrowCurrentWeapon)
+ {
- if(!ra_CanThrowNade())
- return 1;
-
- if(!self.ra_nade)
- {
- if(self.ra_nade_refire < time)
- {
- Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_NADE);
- ra_nade_prime();
- self.ra_nade_refire = time + autocvar_g_riflearena_nade_refire;
- }
- }
- else
- {
- if(time - self.ra_nade.cnt >= 1)
- {
- makevectors(self.v_angle);
- float _force = time - self.ra_nade.cnt;
- _force /= autocvar_g_riflearena_nade_lifetime;
- _force = autocvar_g_riflearena_nade_minforce + (_force * (autocvar_g_riflearena_nade_maxforce - autocvar_g_riflearena_nade_minforce));
- ra_toss_nade(self, (v_forward * 0.75 + v_up * 0.2 + v_right * 0.05) * _force, 0);
- }
- }
- return 1;
++ return TRUE;
+ }
+
+ MUTATOR_HOOKFUNCTION(ra_BuildMutatorsString)
+ {
+ ret_string = strcat(ret_string, ":RA");
- return 0;
++ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(ra_BuildMutatorsPrettyString)
+ {
+ ret_string = strcat(ret_string, ", Rifle Arena");
- return 0;
++ return FALSE;
+ }
+
+ MUTATOR_HOOKFUNCTION(ra_SetModname)
+ {
+ modname = "Rifle Arena";
+ return TRUE;
+ }
+
+ MUTATOR_DEFINITION(mutator_riflearena)
+ {
- MUTATOR_HOOK(VehicleEnter, ra_VehicleEnter, CBC_ORDER_ANY);
+ 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(MakePlayerObserver, ra_RemovePlayer, CBC_ORDER_ANY);
- MUTATOR_HOOK(ClientDisconnect, ra_RemovePlayer, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerDies, ra_PlayerDies, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPreThink, ra_PlayerThink, 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();
+
- 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.wav");
-
+ 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 0;
++ return FALSE;
+ }
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(sandbox);
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
../warpzonelib/anglestransform.qc
../warpzonelib/mathlib.qc