diff-xonotic-mod-dec_17_2011.diff

mikeeusa, 12/17/2011 07:50 am

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autoexec/chaos-esque_mod.cfg
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//CHAOS-ESQUE mod for Xonotic
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//by MikeeUSA
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//(C) License: (same as Xonotic): Gnu GPL v2 or later 
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set g_showweaponspawns 1
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set g_antilag_bullets 0
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set g_ballistics_force 1
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set g_casings 2
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exec vehicle_spiderbot.cfg
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exec vehicle_racer.cfg
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exec vehicle_raptor.cfg
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//Main setting config for this mod
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exec fastweap.cfg
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//Looks like we're aming from the sholder, all tacticool,
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// also can see all the details on the sides of the guns, which is nice
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// also can shoot crouched from behind cover without hitting the cover
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exec shootfromrightshoulder.cfg
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// When you die, you are dead on the floor
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set g_respawn_ghosts 0
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set g_projectiles_newton_style 2
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set g_projectiles_newton_style_2_maxfactor 1000000
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//0.01 causes nades to shoot many of it's projectiles downward
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set g_projectiles_newton_style_2_minfactor 0.8
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//So we may use the new weapons:
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set g_weaponreplace_uzi "uzi uzi shotgunautomat uzi uzi hmg"
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set g_weaponreplace_nex "nex nex rifle"
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set g_weaponreplace_rifle "rifle rifle minstanex"
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set g_weaponreplace_hagar "hagar hagar minelayer"
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set g_weaponreplace_minelayer "minelayer minelayer porto"
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set g_weaponreplace_electro "electro electro fireball"
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set g_weaponreplace_rocketlauncher "rocketlauncher rocketlauncher seeker"
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set g_weaponreplace_hlac "hlac hlac mg"
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//Give everyone a pistol at start too
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set g_start_weapon_pistol 1
bots.txt
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//bot configuration: name	model	skin	shirt	pants	team	keyboard use	moving	dodging	ping	weapon use	aggressivity	range	aiming	calmhand	mouse	fightthink	aithink
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//bot configuration: name	model	skin	shirt	pants	team	keyboard use	moving	dodging	ping	weapon use	aggressivity	range	aiming	calmhand	.mouse	fightthink	aithink
2 2
//default team values (team-override): 1 = red, 2 = blue, 3 = yellow, 4 = pink																	
3 3
//use -1 for shirt-color or pants-color to get random colors																	
4 4
Hellfire	ignis	0	4	0	0	0	0	-0.5	-1	1	1	-0.5	-1	-1	2	0.5	-1
......
19 19
Sensible	seraphina	0	9	9	0	0	0	0.5	-1	0	-1	0	-1	2.5	-1.5	1	0.5
20 20
Shadow	seraphinamasked	0	4	8	0	-0.5	2	1	0	0	-1	0	-1	0	1	-1	-0.5
21 21
Resurrection	umbra	0	1	1	0	0	-0.5	-0.5	0	2	-1	-1	-1	0	-1	1	1
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StormHitler	megaerebus	0	4	4	1	7	7	7	0	1	9.5	-2.5	7	2	2	2	2
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Desu	suiseiseki.zym	0	-1	-1	0	1	1	0	1	-1	-3	3	5	2	0	-1	-1
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Quark	crash.zym	0	6	5	0	5	1.5	-2	-1	0	-1	1	10	0	2	10	10
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Xolar	xonos.dpm	0	12	1	0	0	2	2	0	2	2	1	0.5	-1	1	-1	-1
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NR-5	xonos.dpm	1	0	0	0	2	2	-2	0	-1	0	-1	2	1	-1	1	1
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QR-S	crash.zym	0	0	0	0	7	2	2	-1	2	-1	0	10	0	5	10	10
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QR-B	crash.zym	0	11	11	0	2	1	0	-1	0	2	1	10	0	0	10	10
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Reptile	lurk.zym	0	3	3	0	0	1	2	0.5	2	0.5	-0.5	1	0	0	2	2
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Lurk	lurk.zym	0	12	7	0	0	-1	-1	-1	0	2	0	1	0	2	-1	-1
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Velic	lurk.zym	0	7	2	0	0	0	0	-0.5	-1	1	0.5	0.5	-0.5	1	0.5	1
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Mulder	nexus.zym	1	4	0	0	7	7	7	0	1	2	-1	5	2	3	2	2
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//name	model		skin	shirt	pants	team	keyb	moving	dodging	ping	wepuse	aggrs	range	aiming	cahnd	.mouse	fightthink	aithink
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//bot configuration: 
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//default team values (team-override): 1 = red, 2 = blue, 3 = yellow, 4 = pink																	
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//use -1 for shirt-color or pants-color to get random colors
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fastweap.cfg
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//  ______       _____ _________          ________          _____   ____  _   _  _____ 
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// |  ____/\    / ____|__   __\ \        / /  ____|   /\   |  __ \ / __ \| \ | |/ ____|
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// | |__ /  \  | (___    | |   \ \  /\  / /| |__     /  \  | |__) | |  | |  \| | (___  
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// |  __/ /\ \  \___ \   | |    \ \/  \/ / |  __|   / /\ \ |  ___/| |  | | . ` |\___ \ 
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// | | / ____ \ ____) |  | |     \  /\  /  | |____ / ____ \| |    | |__| | |\  |____) |
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// |_|/_/    \_\_____/   |_|      \/  \/   |______/_/    \_\_|     \____/|_| \_|_____/ 
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//
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// Config.
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////Here is the config for the "weapons_deadly" command
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////on CAEthaver2's Nexuiz server. (AKA: fastweapons config)
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//
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//Nexuiz: First we exec the nexuiz 2.5 config.
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//exec default25.cfg
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//Xonotic: First we exec the xonotic balance
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exec balanceXonotic.cfg
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exec vehicle_spiderbot.cfg
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exec vehicle_raptor.cfg
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exec vehicle_racer.cfg
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exec vehicle_spiderbot_ballistics.cfg
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exec vehicle_climbjet.cfg
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exec vehicle_forklift.cfg
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//exec vehicles.cfg
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//
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////The reason this setting was created was to have the weapons feel
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////"real": This is the damage they would do if they were actual weapons.
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////Most of them can kill in 1 or 2 shots. The diffrences in the weapons
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////are how they kill 
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//
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////You can do whatever you want with this file.
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////No restrictions (I don't think this is even a copyrightable "work")
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////--MikeeUSA--
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//
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////Below, commented out, is the stuff you need to put in your server.cfg
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////to have the weapons_deadly and weapons_normal commands working, also 
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////directly below is some sample g_weaponreplace code, you don't need to
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////do anything with it by default (it exists so if you have weaponreplace on
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////you will know you have to add your settings there as when the weapons
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////commands run they exec weapons.cfg first and that clears all ////weapreplacements aswell)
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//
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//alias nexnexnex "g_weaponreplace_nex \"nex nex nex\""
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//alias standardweapreplace nexnexnex
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//alias weapons_normal "exec weapons.cfg; set g_ballistics_force_uzi_bulletconstant 115; set g_ballistics_force_shotgun_bulletconstant 50; set g_balance_crylink_primary_bounces 1; set g_balance_crylink_secondary_bounces 0; set g_balance_crylink_secondary_shots 7; set g_balance_crylink_primary_shots 4; standardweapreplace;"
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//alias weapons_deadly "exec weapons.cfg; set g_balance_crylink_primary_bounces 1; set g_balance_crylink_secondary_bounces 0; set g_balance_crylink_secondary_shots 7; set g_balance_crylink_primary_shots 4; set g_ballistics_force_uzi_bulletconstant 115; set g_ballistics_force_shotgun_bulletconstant 50; exec fastweap.cfg; standardweapreplace;"
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//
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////OK That is it, the rest is the settings :)
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set g_balance_laser_primary_force "165"
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//Energy weapons don't need reload (their strength)
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set g_balance_hlac_reload_ammo 0
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set g_balance_minstanex_reload_ammo 0
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set g_balance_nex_reload_ammo 0 
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set g_balance_crylink_reload_ammo 0
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set g_balance_electro_reload_ammo 0 
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//What should gib and what should not
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set g_balance_tuba_nogibs 1
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set g_balance_laser_nogibs 1
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set g_balance_nex_nogibs 1
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set g_balance_minstanex_nogibs 1
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set g_balance_crylink_nogibs 1  // I don't think the crylink has enough elec to destroy a body
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set g_balance_electro_nogibs 1
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set g_balance_hlac_nogibs 1
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set g_balance_shotgun_nogibs 0
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set g_balance_rifle_nogibs 1    // The bullet goes through, it doesn't explode inside the person
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set g_balance_uzi_nogibs 1      // Ditto
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set g_balance_rocketlauncher_nogibs 0
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set g_balance_grenadelauncher_nogibs 0
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set g_balance_hagar_nogibs 0
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set g_balance_seeker_nogibs 0
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set g_balance_minelayer_nogibs 0
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set g_balance_fireball_nogibs 1
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set g_balance_hmg_nogibs 1 
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set g_balance_mg_nogibs 1 
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set g_balance_shotgunautomat_nogibs 0
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set g_balance_nukelayer_nogibs 0
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set g_balance_pistol_nogibs 1
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set sv_gibhealth_weapon_nogib_add 999
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//How reliable are munitions?
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//C13 failure rate 1.0% to 1.7%, Will set timed to 1.0%, pressure to 1.7%
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set g_balance_grenadelauncher_primary_failurerate "0.017"
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set g_balance_grenadelauncher_secondary_failurerate "0.01"
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//Going to set similar to Hellfire
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set g_balance_rocketlauncher_primary_failurerate "0.09"
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set g_balance_rocketlauncher_secondary_failurerate "0.09"
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set g_balance_rocketlauncher_commlink_failurerate "0.03"
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//40mm's have 3-8% failure rate, I'll assume closer to 8 here
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set g_balance_hagar_primary_failurerate "0.08"
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set g_balance_hagar_secondary_failurerate "0.08"
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set g_balance_minelayer_primary_failurerate "0.01"
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set g_balance_minelayer_secondary_failurerate "0.01"
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//Uzi, The machinegun. Shoots through sheetrock walls with ease.
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set g_balance_uzi_speed 18000
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set g_balance_uzi_sustained_refire "0.05"
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set g_balance_uzi_first_refire "0.1"
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set g_balance_uzi_sustained_damage "25"
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set g_balance_uzi_first_damage "25"
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set g_balance_uzi_first_spread "0.007"
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set g_balance_uzi_spread_add "0.001"
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set g_balance_uzi_spread_min "0.018"
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set g_balance_uzi_spread_max "0.14"
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set g_balance_uzi_bulletconstant "115"
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set g_balance_uzi_reload_ammo "30"
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set g_balance_uzi_burst_refire "0.01"
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set g_balance_uzi_sustained_headshotaddeddamage 80
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set g_balance_uzi_first_headshotaddeddamage 80
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//Assault Rifle
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set g_balance_mg_mode 1 				// Activates varible spread for sustained & burst mode secondary
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set g_balance_mg_spread_add 0.001
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set g_balance_mg_spread_min 0.006
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set g_balance_mg_spread_max 0.05
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set g_balance_mg_burst 3				// # of bullets in a burst (if set to 2 or more)
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set g_balance_mg_burst_animtime 0.3
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set g_balance_mg_burst_refire 0.1		// refire between burst bullets
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set g_balance_mg_burst_refire2 0.01	// refire after burst
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set g_balance_mg_burst_spread 0.006
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set g_balance_mg_burst_force 20
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set g_balance_mg_burst_ammo 6
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set g_balance_mg_first 1
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set g_balance_mg_first_headshotaddeddamage 90
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set g_balance_mg_first_force 5
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set g_balance_mg_first_spread 0.006
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set g_balance_mg_first_refire 0.2
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set g_balance_mg_first_ammo 2 // Between rifle and uzi
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set g_balance_mg_sustained_headshotaddeddamage 90
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set g_balance_mg_sustained_force 5
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set g_balance_mg_sustained_spread 0.03
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set g_balance_mg_sustained_refire 0.1
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set g_balance_mg_sustained_ammo 2 // Between rifle and uzi
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set g_balance_mg_speed 24000
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set g_balance_mg_bulletconstant 117 // Between rifle and uzi
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set g_balance_mg_reload_ammo 48 //2 ammo cost * 24 shots
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set g_balance_mg_reload_time 2  // Norm
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set g_balance_mg_burst_damage 47
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set g_balance_mg_sustained_damage 47
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set g_balance_mg_first_damage 47
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seta crosshair_mg ""	"crosshair to display when wielding the machinegun"
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seta crosshair_mg_color "1 0.9 0.55"	"crosshair color to display when wielding the machinegun"
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seta crosshair_mg_alpha 0.9	"crosshair alpha value to display when wielding the machinegun"
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seta crosshair_mg_size 0.6	"crosshair size when wielding the machinegun"
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//Shotgun. Will shoot through a door, a window, or a thin wall.
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set g_balance_shotgun_primary_speed 12000
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set g_balance_shotgun_primary_bullets "22"
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set g_balance_shotgun_primary_bulletconstant "100"
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set g_balance_shotgun_primary_damage "12"
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set g_balance_shotgun_primary_force "90"
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set g_balance_shotgun_secondary_bullets "22"
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set g_balance_shotgun_primary_spread "0.06"
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set g_balance_shotgun_secondary_spread "0.14"
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set g_balance_shotgun_primary_force "90"
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set g_balance_shotgun_reload_ammo "5"
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exec pumpshotgun.cfg
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exec shotgunautomat.cfg
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//ShotgunAutomat. Will shoot through a door, a window, or a thin wall... Quickly.
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set g_balance_shotgunautomat_primary_refire 0.13
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set g_balance_shotgunautomat_primary_animtime 0.1
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set g_balance_shotgunautomat_primary_speed 12000
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set g_balance_shotgunautomat_primary_bullets "22"
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set g_balance_shotgunautomat_primary_bulletconstant "100"
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set g_balance_shotgunautomat_primary_ammo "1"
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set g_balance_shotgunautomat_primary_damage "12"
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set g_balance_shotgunautomat_primary_force "90"
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set g_balance_shotgunautomat_primary_spread "0.06"
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set g_balance_shotgunautomat_secondary_refire 0.8
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set g_balance_shotgunautomat_secondary_animtime 0.2
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set g_balance_shotgunautomat_secondary_speed 12000
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set g_balance_shotgunautomat_secondary_bullets "66"
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set g_balance_shotgunautomat_secondary_bulletconstant "100"
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set g_balance_shotgunautomat_secondary_ammo "3"
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set g_balance_shotgunautomat_secondary_damage "12"
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set g_balance_shotgunautomat_secondary_force "90"
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set g_balance_shotgunautomat_secondary_spread "0.14"
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set g_balance_shotgunautomat_reload_ammo "9"
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exec nukelayer.cfg
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set g_balance_nukelayer_limit 1
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set g_balance_nukelayer_reload_ammo 0 //Since we only allow one, no point to having this set.
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set g_balance_rocketlauncher_health 28
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set g_balance_rocketlauncher_speed 2200
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set g_balance_rocketlauncher_speedaccel 1800
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set g_balance_rocketlauncher_speedstart 800
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set g_balance_rocketlauncher_radius "253"
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set g_balance_rocketlauncher_damage "300"
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set g_balance_rocketlauncher_edgedamage "125"
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set g_balance_rocketlauncher_force 500
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set g_balance_rocketlauncher_remote_radius "221" //0.875 * primary, rounded down
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set g_balance_rocketlauncher_remote_damage "262" //0.875 * primary, rounded down
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set g_balance_rocketlauncher_remote_edgedamage "109" //0.875 * primary, rounded down
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set g_balance_rocketlauncher_remote_force 500
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set g_balance_rocketlauncher_ammo 4
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set g_balance_rocketlauncher_reload_ammo 20 //Looks like there's 5 in the rotary, plus possibly 6 in the other side maybe. X by 4
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set g_balance_rocketlauncher_reload_time 2
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set g_balance_grenadelauncher_primary_damage "100"
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set g_balance_grenadelauncher_primary_edgedamage "60"
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set g_balance_grenadelauncher_primary_radius 140
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set g_balance_grenadelauncher_primary_health 30
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set g_balance_grenadelauncher_secondary_health 30
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set g_balance_grenadelauncher_secondary_damage "100"
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set g_balance_grenadelauncher_secondary_edgedamage "60"
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set g_balance_grenadelauncher_secondary_radius 140
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set g_balance_grenadelauncher_primary_ammo 2
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set g_balance_grenadelauncher_secondary_ammo 2
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set g_balance_grenadelauncher_reload_ammo 12 //default: 12 //fast shooter
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set g_balance_grenadelauncher_reload_time 0.8 //quick reload
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set g_balance_grenadelauncher_secondary_fragments 500
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set g_balance_grenadelauncher_secondary_fragment_damage 40
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set g_balance_grenadelauncher_secondary_fragment_speed 700 
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set g_balance_grenadelauncher_secondary_fragment_bulletconstant 1000 //1000 bulletconstant * 500speed = goes through thin wall
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set g_balance_grenadelauncher_secondary_fragment_headshotbonus 40
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set g_balance_grenadelauncher_secondary_fragment_force 15
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set g_balance_grenadelauncher_secondary_fragment_tracer 0
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set g_balance_grenadelauncher_secondary_fragment_gravity 1
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set g_balance_grenadelauncher_primary_fragments 100
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set g_balance_grenadelauncher_primary_fragment_damage 80
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set g_balance_grenadelauncher_primary_fragment_speed 700
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set g_balance_grenadelauncher_primary_fragment_bulletconstant 1500
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set g_balance_grenadelauncher_primary_fragment_headshotbonus 60
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set g_balance_grenadelauncher_primary_fragment_force 30
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set g_balance_grenadelauncher_primary_fragment_tracer 1
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set g_balance_grenadelauncher_primary_fragment_gravity 1
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set g_balance_nex_damage "150" // Nexuiz
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set g_balance_nex_primary_damage "150" // Xonotic
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set g_balance_nex_primary_force "0" //So it won't gib via force//Default was 400
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set g_balance_hagar_primary_damage "70"
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set g_balance_hagar_secondary_damage "70"
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set g_balance_hagar_secondary_ammo 1
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set g_balance_hagar_secondary_load_max 6
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set g_balance_hagar_secondary_load_hold "-1"
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set g_balance_hagar_secondary_load_releasedeath 1
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set g_balance_hagar_primary_ammo 1
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set g_balance_hagar_reload_ammo 100 //100 round belt of 'nades
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set g_balance_hagar_reload_time 3 //Takes awhile to get the next 'nade belt hooked up
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set g_balance_crylink_primary_force -55
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set g_balance_crylink_primary_damage 18
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set g_balance_crylink_primary_bounces "7"
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set g_balance_crylink_primary_shots "6"
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set g_balance_crylink_secondary_force -40
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set g_balance_crylink_secondary_damage 18
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set g_balance_crylink_secondary_shots "11"
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set g_balance_crylink_secondary_refire "0.3"
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// set g_balance_electro_primary_damage "110" // Nexuiz
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//set g_balance_electro_primary_damage "220"  // Old Xonotic where electro was like a lightning gun
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set g_balance_electro_primary_damage "90"
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set g_balance_electro_secondary_damage "80"
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set g_balance_electro_secondary_count "100"
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set g_balance_electro_primary_force 200
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set g_balance_electro_secondary_force 200
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set g_balance_electro_combo_force 120
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set g_balance_seeker_missile_health 1
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set g_balance_seeker_missile_damage       90
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set g_balance_seeker_missile_edgedamage   30
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set g_balance_seeker_missile_radius       90
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set g_balance_seeker_flac_damage       25
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set g_balance_seeker_flac_edgedamage   20
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set g_balance_seeker_type 0
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set g_balance_seeker_tag_speed 10000
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set g_balance_hlac_primary_damage 55
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set g_balance_hlac_primary_refire 0.1
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set g_balance_hlac_secondary_damage 55
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//Fires same bullets as Rifle
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set g_balance_hmg_spread_min 0.003 //Less than uzi
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set g_balance_hmg_spread_max 0.03  //Less than uzi
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set g_balance_hmg_spread_add 0.0005
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set g_balance_hmg_sustained_damage 95
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set g_balance_hmg_sustained_headshotaddeddamage 130 //less speed less trauma?
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set g_balance_hmg_sustained_force 10 // Same as Rifle
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set g_balance_hmg_sustained_spread 0.03
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set g_balance_hmg_sustained_refire 0.09
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set g_balance_hmg_sustained_ammo 3
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set g_balance_hmg_speed 30000 //Shorter barrel(s) than Rifle
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set g_balance_hmg_bulletconstant 119 // Same as Rifle
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set g_balance_hmg_reload_ammo 360 //120(amnt of bullets in belt)*3(cost of each)
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set g_balance_hmg_reload_time 3 //Got to load belt
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seta crosshair_hmg ""	"crosshair to display when wielding the machinegun"
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seta crosshair_hmg_color "0.9 0.4 0.35"	"crosshair color to display when wielding the machinegun"
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seta crosshair_hmg_alpha 0.9	"crosshair alpha value to display when wielding the machinegun"
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seta crosshair_hmg_size 0.6	"crosshair size when wielding the machinegun"
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//Sniper Rifle. Will shoot through concrete, has long range.
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//##Nexuiz sniper/camping rifle:
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set g_balance_campingrifle_primary_damage 95
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set g_balance_campingrifle_primary_headshotaddeddamage 260
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set g_balance_campingrifle_secondary_force 10
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set g_balance_campingrifle_secondary_burstcost 0
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set g_balance_campingrifle_primary_speed 55000 // Old 40000
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set g_balance_campingrifle_primary_bulletconstant 119 // Old 480
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set g_balance_campingrifle_secondary_refire 0.06
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set g_balance_campingrifle_secondary_animtime 0.06
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set g_balance_campingrifle_secondary_speed 30000
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set g_balance_campingrifle_magazinecapacity 30
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//set g_ballistics_force_shotgun_bulletconstant 130 //OLD
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//set g_ballistics_force_uzi_bulletconstant 245 //OLD
331
set g_balance_campingrifle_secondary_ammo 3
332
set g_balance_campingrifle_primary_ammo 3
333
set g_balance_campingrifle_secondary_tracer 1
334
set g_balance_campingrifle_primary_tracer 0
335
//##Old Xonotic sniper/camping rifle
336
set g_balance_sniperrifle_primary_damage 95
337
set g_balance_sniperrifle_primary_headshotaddeddamage 260
338
set g_balance_sniperrifle_secondary_force 10
339
set g_balance_sniperrifle_secondary_burstcost 0
340
set g_balance_sniperrifle_primary_speed 55000 
341
set g_balance_sniperrifle_primary_bulletconstant 119
342
set g_balance_sniperrifle_primary_refire "0.5"
343
set g_balance_sniperrifle_secondary_refire 0.06
344
set g_balance_sniperrifle_secondary_animtime 0.06
345
set g_balance_sniperrifle_secondary_speed 30000
346
set g_balance_sniperrifle_magazinecapacity 30
347
set g_balance_sniperrifle_secondary_ammo 3
348
set g_balance_sniperrifle_primary_ammo 3
349
set g_balance_sniperrifle_secondary_tracer 1
350
set g_balance_sniperrifle_primary_tracer 0
351
//##Newer Xonotic
352
set g_balance_rifle_primary_damage 95
353
set g_balance_rifle_primary_headshotaddeddamage 260
354
set g_balance_rifle_secondary_force 10
355
set g_balance_rifle_secondary_burstcost 0
356
set g_balance_rifle_primary_speed 55000 
357
set g_balance_rifle_primary_bulletconstant 119
358
set g_balance_rifle_primary_refire "0.5"
359
set g_balance_rifle_secondary_refire 0.06
360
set g_balance_rifle_secondary_animtime 0.06
361
set g_balance_rifle_secondary_speed 30000
362
set g_balance_rifle_reload_ammo 18
363
set g_balance_rifle_secondary_ammo 9
364
set g_balance_rifle_secondary_shots 3
365
set g_balance_rifle_primary_ammo 3
366
set g_balance_rifle_secondary_tracer 1
367
set g_balance_rifle_primary_tracer 0
368
set g_balance_rifle_secondary_damage 30
369
set g_balance_rifle_secondary_headshotaddeddamage 20
370

  
371
set g_balance_minelayer_health 15
372
set g_balance_minelayer_limit 100
373
set g_balance_minelayer_lifetime 99999
374
set g_balance_minelayer_damage 250
375
set g_balance_minelayer_edgedamage 20
376
set g_balance_minelayer_remotedamage 120
377
set g_balance_minelayer_ammo 4
378
set g_balance_minelayer_reload_ammo 0 // 40 if one wants to reload after 10
379
set g_balance_minelayer_reload_time 1.25
380
set g_balance_minelayer_persistent 1
381

  
382
set g_balance_fireball_primary_damagetime 9
383
set g_balance_fireball_primary_lifetime 10
384
set g_balance_fireball_primary_refire 0.5
385
set g_balance_fireball_primary_laserradius 256
386
set g_balance_fireball_secondary_edgedamage 20
387
set g_balance_fireball_secondary_damage 120
388
set g_balance_fireball_secondary_laserradius 192
389
set g_balance_fireball_secondary_lifetime 30
390
set g_balance_fireball_secondary_refire 0.9
391

  
392
//##Mod, pistol
393
// {{{ pistol
394
exec pistol.cfg
395
set g_balance_pistol_bursttime 0
396
set g_balance_pistol_primary_tracer 0 //bullet too slow for tracer
397
set g_balance_pistol_primary_shots 1
398
set g_balance_pistol_primary_damage 25 //same as uzi, same ammo
399
set g_balance_pistol_primary_headshotaddeddamage 80
400
set g_balance_pistol_primary_spread 0.02
401
set g_balance_pistol_primary_force 20
402
set g_balance_pistol_primary_speed 16000 //reduced from uzi due to shorter barrel
403
set g_balance_pistol_primary_lifetime 5
404
set g_balance_pistol_primary_refire 0.2
405
set g_balance_pistol_primary_animtime 0.2
406
set g_balance_pistol_primary_ammo 1
407
set g_balance_pistol_primary_bulletconstant 115
408
set g_balance_pistol_primary_burstcost 0
409
set g_balance_pistol_primary_bullethail 0 // empty magazine on shot
410
set g_balance_pistol_secondary 1
411
set g_balance_pistol_secondary_reload 0
412
set g_balance_pistol_secondary_tracer 0
413
set g_balance_pistol_secondary_shots 1
414
set g_balance_pistol_secondary_damage 10
415
set g_balance_pistol_secondary_headshotaddeddamage 80
416
set g_balance_pistol_secondary_spread 0.06
417
set g_balance_pistol_secondary_force 20
418
set g_balance_pistol_secondary_speed 16000
419
set g_balance_pistol_secondary_lifetime 5
420
set g_balance_pistol_secondary_refire 0.05
421
set g_balance_pistol_secondary_animtime 0.05
422
set g_balance_pistol_secondary_ammo 1
423
set g_balance_pistol_secondary_bulletconstant 115
424
set g_balance_pistol_secondary_burstcost 0
425
set g_balance_pistol_secondary_bullethail 0 // empty magazine on shot
426
set g_balance_pistol_reload_ammo 10 //default: 10
427
set g_balance_pistol_reload_time 2
428
// }}}
429

  
430
//1 q-unit
431
//set g_ballistics_mindistance 1
432
//0 q-unit
433
set g_ballistics_mindistance 0
434

  
435
//set g_casings 2
436
set g_antilag_bullets 0
437

  
438
////Vehicle stuff
439

  
440
//Spiderbot: Anti armor 20 mm gatling gun cannons, Anti-personell rockets.
441
set g_vehicle_spiderbot_health            10600
442
set g_vehicle_spiderbot_rocket_damage     250
443
set g_vehicle_spiderbot_rocket_edgedamage 150
444
set g_vehicle_spiderbot_rocket_force      200
445
set g_vehicle_spiderbot_rocket_radius     300
446
set g_vehicle_spiderbot_rocket_speed      1800
447
set g_vehicle_spiderbot_crush_dmg         100
448
set g_vehicle_spiderbot_health_regen              20
449

  
450
set g_vehicle_spiderbot_minigun_refire    0.01
451
set g_vehicle_spiderbot_minigun_damage    100          // 20mm shells do damage.
452

  
453
set g_vehicle_spiderbot_minigun_expelbulletcasings 1
454
set g_vehicle_spiderbot_minigun_enableballistics 1
455
set g_vehicle_spiderbot_minigun_speed 48000 
456
set g_vehicle_spiderbot_minigun_force 4
457
set g_vehicle_spiderbot_minigun_bulletconstant 470    // 20mm shells are good penetrators.
458

  
459
//Raptor flying vehicle: good for destroying ground troops (energy cannon) and spiderbot formations (bomblets)
460
set g_vehicle_raptor_bomblets           66
461
set g_vehicle_raptor_bomblet_alt        2200
462
set g_vehicle_raptor_bomblet_time       0.1
463
set g_vehicle_raptor_bomblet_spread     0.65
464
set g_vehicle_raptor_bomblet_damage     300
465
set g_vehicle_raptor_bomblet_edgedamage 150
466
set g_vehicle_raptor_bomblet_radius     600
467
set g_vehicle_raptor_bomblet_force      300
468
set g_vehicle_raptor_bombs_refire       6
469

  
470
set g_vehicle_raptor_cannon_cost     6
471
set g_vehicle_raptor_cannon_damage   60
472
set g_vehicle_raptor_cannon_radius   45
473
set g_vehicle_raptor_cannon_refire   0.0025
474
set g_vehicle_raptor_cannon_speed    9000
475
set g_vehicle_raptor_cannon_spread   0.0125
476

  
477
set g_vehicle_raptor_energy             840
478
set g_vehicle_raptor_energy_regen       40
479
set g_vehicle_raptor_energy_regen_pause 1
480

  
481
set g_vehicle_raptor_health             800
482
set g_vehicle_raptor_health_regen       0
483
set g_vehicle_raptor_health_regen_pause 0
484

  
485
//Raptor misc
486
set g_vehicle_raptor_guns_turnspeed 90
487
set g_vehicle_raptor_guns_turnlimit 20
488
set g_vehicle_raptor_guns_pitchlimit_up   12
489
set g_vehicle_raptor_guns_pitchlimit_down 32
490

  
491
set g_vehicle_raptor_movestyle 1
492

  
493
set g_vehicle_raptor_turnroll 0.1
494

  
495
set g_vehicle_raptor_turnspeed 70
496
set g_vehicle_raptor_pitchspeed 30
497
set g_vehicle_raptor_pitchlimit 35
498

  
499
set g_vehicle_raptor_speed_forward 1000
500
set g_vehicle_raptor_speed_strafe 750
501
set g_vehicle_raptor_speed_up 600
502
set g_vehicle_raptor_speed_down 900
503
set g_vehicle_raptor_friction 0.7
504

  
505
set g_vehicle_raptor_cannon_locktarget 1
506
set g_vehicle_raptor_cannon_locking_time 0.5
507
set g_vehicle_raptor_cannon_locking_releasetime 0.5
508
set g_vehicle_raptor_cannon_locked_time 1
509
set g_vehicle_raptor_cannon_predicttarget 1
510

  
511
set g_vehicle_racer_laser_refire 0.065
512
set g_vehicle_racer_laser_damage 30
513

  
514
set g_balance_rocketlauncher_enableshockwave 1
515
set g_vehicle_raptor_bomblet_explode_enableshockwave 1
516

  
grenadelauncherfragmentation.cfg
1
set g_balance_grenadelauncher_secondary_fragments 300
2
set g_balance_grenadelauncher_secondary_fragment_damage 20
3
set g_balance_grenadelauncher_secondary_fragment_speed 700 
4
set g_balance_grenadelauncher_secondary_fragment_bulletconstant 1000
5
set g_balance_grenadelauncher_secondary_fragment_headshotbonus 20
6
set g_balance_grenadelauncher_secondary_fragment_force 15
7
set g_balance_grenadelauncher_secondary_fragment_tracer 0
8
set g_balance_grenadelauncher_secondary_fragment_gravity 1
9

  
10
set g_balance_grenadelauncher_primary_fragments 100
11
set g_balance_grenadelauncher_primary_fragment_damage 40
12
set g_balance_grenadelauncher_primary_fragment_speed 700
13
set g_balance_grenadelauncher_primary_fragment_bulletconstant 1000
14
set g_balance_grenadelauncher_primary_fragment_headshotbonus 40
15
set g_balance_grenadelauncher_primary_fragment_force 25
16
set g_balance_grenadelauncher_primary_fragment_tracer 1
17
set g_balance_grenadelauncher_primary_fragment_gravity 1
make-chaos-esque-mod-serverpackage-pk3.sh
1
git diff origin/master > xmod-chaos-esque-xonotic-binaries_1.serverpackage;
2
git diff origin/master | grep Binary | cut -d " " -f 5- | cut -c 3- | cut -d " " -f 1 | zip -q xmod-chaos-esque-xonotic-binaries.pk3 -@ xmod-chaos-esque-xonotic-*.serverpackage;
3
rm ./xmod-chaos-esque-xonotic-*.serverpackage;
4
mv ./xmod-chaos-esque-xonotic-binaries.pk3 /var/www/xonoticmaps/
5

  
make-diff-xonotic-mod-binaries-pk3.sh
1
git diff origin/master | grep Binary | cut -d " " -f 5- | cut -c 3- | cut -d " " -f 1 | zip -q diff-xonotic-mod-binaries.pk3 -@
models/weapons/h_nukelayer.iqm.framegroups
1
1 8 20 0 // fire
2
9 5 20 0 // fire2
3
15 200 20 1 // idle
4
215 40 20 0 // reload
models/weapons/h_pistol.dpm.framegroups
1
1 8 20 0 // fire
2
9 5 20 0 // fire2
3
15 200 20 1 // idle
4
215 39 20 0 // reload
models/weapons/h_pistol.iqm.framegroups
1
1 8 20 0 // fire
2
9 5 20 0 // fire2
3
15 200 20 1 // idle
4
215 40 20 0 // reload
models/weapons/h_pumpshotgun.iqm.framegroups
1
/*
2
Generated framegroups file for h_pumpshotgun
3
Used by DarkPlaces to simulate frame groups in DPM models.
4
*/
5

  
6
1 22 30 0 // h_pumpshotgun sghmesh_fire
7
300 15 30 0 // h_pumpshotgun sghmesh_fire2
8
54 201 5 1 // h_pumpshotgun sghmesh_idle
9
255 61 22 1 // h_pumpshotgun sghmesh_reload
10

  
11
/*
12
//Orig:
13
//1 22 30 0 // h_shotgun sghmesh_fire
14
//23 31 30 0 // h_shotgun sghmesh_fire2
15
//54 201 5 1 // h_shotgun sghmesh_idle
16
//255 61 30 1 // h_shotgun sghmesh_reload
17
*/
models/weapons/h_shotgunautomat.iqm.framegroups
1
1 8 20 0 // fire
2
9 23 20 0 // fire2
3
32 200 20 1 // idle
4
232 40 20 0 // reload
5
// compile opts used in the iqm exporter (apparently needed to prevent insane ram usage):
6
// fire:1:8, fire2:1:23, idle:1:200, reload:1:40
nukelayer.cfg
1
// {{{ nukelayer
2
set g_balance_nukelayer_damage 20000
3
set g_balance_nukelayer_edgedamage 1000
4
set g_balance_nukelayer_force 2500
5
set g_balance_nukelayer_radius 8191
6
set g_balance_nukelayer_proximityradius 0
7
set g_balance_nukelayer_speed 1000
8
set g_balance_nukelayer_lifetime 99999999
9
set g_balance_nukelayer_lifetime_countdown 0.5
10
set g_balance_nukelayer_refire 1.5
11
set g_balance_nukelayer_animtime 0.4
12
set g_balance_nukelayer_ammo 400
13
set g_balance_nukelayer_health 15
14
set g_balance_nukelayer_limit 1 // 0 disables the limit
15
set g_balance_nukelayer_protection 0 // don't explode if the nuke would hurt the owner or a team mate
16
set g_balance_nukelayer_damageforcescale 0
17
set g_balance_nukelayer_detonatedelay 10 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
18
set g_balance_nukelayer_time 0.5
19
set g_balance_nukelayer_remote_damage 20000
20
set g_balance_nukelayer_remote_edgedamage 1000
21
set g_balance_nukelayer_remote_radius 8191
22
set g_balance_nukelayer_remote_force 3000
23
set g_balance_nukelayer_reload_ammo 400 //default: 15
24
set g_balance_nukelayer_reload_time 10
25
set g_balance_nukelayer_enableshockwave 1
26
//Cumulative:
27
set g_balance_nukelayer_fire0_damage 90
28
set g_balance_nukelayer_fire0_burntime 90
29
set g_balance_nukelayer_fire0_radius 1.2
30

  
31
set g_balance_nukelayer_fire1_damage 70
32
set g_balance_nukelayer_fire1_burntime 60
33
set g_balance_nukelayer_fire1_radius 1.4
34

  
35
set g_balance_nukelayer_fire2_damage 60
36
set g_balance_nukelayer_fire2_burntime 30
37
set g_balance_nukelayer_fire2_radius 1.6
38

  
39
set g_balance_nukelayer_fire3_damage 50
40
set g_balance_nukelayer_fire3_burntime 10
41
set g_balance_nukelayer_fire3_radius 1.8
42

  
43
set g_balance_nukelayer_fire4_damage 40
44
set g_balance_nukelayer_fire4_burntime 8
45
set g_balance_nukelayer_fire4_radius 2
46

  
47
set g_balance_nukelayer_fire5_damage 30
48
set g_balance_nukelayer_fire5_burntime 5
49
set g_balance_nukelayer_fire5_radius 3
50
// }}}
51

  
52

  
53

  
54
seta crosshair_nukelayer ""	"crosshair to display when wielding the nukelayer"
55
seta crosshair_nukelayer_color "1.00 0.50 0.15"	"crosshair color to display when wielding the nukelayer"
56
seta crosshair_nukelayer_alpha 1.15	"crosshair alpha value to display when wielding the nukelayer"
57
seta crosshair_nukelayer_size 0.9 "crosshair size when wielding the nukelayer"
58

  
59
seta crosshair_ring_nukelayer 1
60
seta crosshair_ring_nukelayer_alpha 0.15
61

  
62

  
63
set g_start_weapon_nukelayer -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
pistol.cfg
1
// {{{ pistol
2
set g_balance_pistol_bursttime 0
3
set g_balance_pistol_primary_tracer 1
4
set g_balance_pistol_primary_shots 1
5
set g_balance_pistol_primary_damage 14
6
set g_balance_pistol_primary_headshotaddeddamage 0
7
set g_balance_pistol_primary_spread 0.04
8
set g_balance_pistol_primary_force 20
9
set g_balance_pistol_primary_speed 18000
10
set g_balance_pistol_primary_lifetime 5
11
set g_balance_pistol_primary_refire 0.2
12
set g_balance_pistol_primary_animtime 0.2
13
set g_balance_pistol_primary_ammo 1
14
set g_balance_pistol_primary_bulletconstant 115
15
set g_balance_pistol_primary_burstcost 0
16
set g_balance_pistol_primary_bullethail 0 // empty magazine on shot
17
set g_balance_pistol_secondary 1
18
set g_balance_pistol_secondary_reload 0
19
set g_balance_pistol_secondary_tracer 1
20
set g_balance_pistol_secondary_shots 1
21
set g_balance_pistol_secondary_damage 10
22
set g_balance_pistol_secondary_headshotaddeddamage 0
23
set g_balance_pistol_secondary_spread 0.06
24
set g_balance_pistol_secondary_force 20
25
set g_balance_pistol_secondary_speed 18000
26
set g_balance_pistol_secondary_lifetime 5
27
set g_balance_pistol_secondary_refire 0.1
28
set g_balance_pistol_secondary_animtime 0.1
29
set g_balance_pistol_secondary_ammo 1
30
set g_balance_pistol_secondary_bulletconstant 115
31
set g_balance_pistol_secondary_burstcost 0
32
set g_balance_pistol_secondary_bullethail 0 // empty magazine on shot
33
set g_balance_pistol_reload_ammo 10 //default: 10
34
set g_balance_pistol_reload_time 2
35
// }}}
36

  
37
seta crosshair_pistol ""	"crosshair to display when wielding the pistol"
38
seta crosshair_pistol_color "0.5 0.5 0.1"	"crosshair color to display when wielding the pistol"
39
seta crosshair_pistol_alpha 0.7	"crosshair alpha value to display when wielding the pistol"
40
seta crosshair_pistol_size 0.3	"crosshair size when wielding the pistol"
41

  
42
set g_start_weapon_pistol -1 "0 = never provide the weapon, 1 = always provide the weapon, -1 = game mode default, -2 = provide the weapon in ca and lms"
pumpshotgun.cfg
1

  
2
set g_balance_pumpshotgun_primary_bullets 22
3
set g_balance_pumpshotgun_primary_damage 12
4
set g_balance_pumpshotgun_primary_force 90
5
set g_balance_pumpshotgun_primary_spread 0.03
6
set g_balance_pumpshotgun_primary_refire 0.75
7
set g_balance_pumpshotgun_primary_animtime 0.2
8
set g_balance_pumpshotgun_primary_ammo 1
9
set g_balance_pumpshotgun_primary_speed 14000 //Slightly longer barrel
10
set g_balance_pumpshotgun_primary_bulletconstant 100 
11
set g_balance_pumpshotgun_secondary 1
12
set g_balance_pumpshotgun_secondary_melee_delay 0.05 // 0.35 was too slow
13
set g_balance_pumpshotgun_secondary_melee_range 120
14
set g_balance_pumpshotgun_secondary_melee_swing_side 120
15
set g_balance_pumpshotgun_secondary_melee_swing_up 30
16
set g_balance_pumpshotgun_secondary_melee_time 0.15
17
set g_balance_pumpshotgun_secondary_melee_traces 10
18
set g_balance_pumpshotgun_secondary_melee_no_doubleslap 1
19
set g_balance_pumpshotgun_secondary_melee_nonplayerdamage 40
20
set g_balance_pumpshotgun_secondary_melee_multihit 1
21
set g_balance_pumpshotgun_secondary_damage 70
22
set g_balance_pumpshotgun_secondary_force 200
23
set g_balance_pumpshotgun_secondary_refire 0.25
24
set g_balance_pumpshotgun_secondary_animtime 0.5
25
set g_balance_pumpshotgun_reload_ammo 4 //Tube mag
26
set g_balance_pumpshotgun_reload_time 2.5 //Takes longer to reload
27

  
28
seta crosshair_pumpshotgun ""	"crosshair to display when wielding the pumpshotgun"
29
seta crosshair_pumpshotgun_color "0.8 0.8 0.7"	"crosshair color to display when wielding the pumpshotgun"
30
seta crosshair_pumpshotgun_alpha 1.1	"crosshair alpha value to display when wielding the pumpshotgun"
31
seta crosshair_pumpshotgun_size 0.65	"crosshair size when wielding the pumpshotgun"
qcsrc/client/hud.qc
425 425
		case WEP_SEEKER: return 2;
426 426
		case WEP_FIREBALL: return 4;
427 427
		case WEP_HOOK: return 3;
428
		case WEP_SHOTGUNAUTOMAT: return 0;
429
		case WEP_PISTOL: return 1;
430
		case WEP_NUKE_LAYER: return 2;
428 431
		default: return -1;
429 432
	}
430 433
}
qcsrc/client/waypointsprites.qc
243 243
		case "wpn-fireball":      return '1 0.5 0';
244 244
		case "wpn-hlac":          return '0 1 0';
245 245
		case "wpn-campingrifle":  return '0.5 1 0';
246
		case "wpn-hmg":		  return '1 0.8 0';
247
		case "wpn-mg":		  return '0.8 1 0';
246 248
		case "wpn-minelayer":     return '0.75 1 0';
249
		case "wpn-shotgunautomat":       return '1 0.30 0';
250
		case "wpn-nukelayer":       return '1 1 0.20';
251
		case "wpn-uzi":           return '1 0.5 0';
247 252
		default:                  return def;
248 253
	}
249 254
}
......
302 307
		case "wpn-fireball": return _("Fireball");
303 308
		case "wpn-hlac": return _("HLAC");
304 309
		case "wpn-campingrifle": return _("Rifle");
310
		case "wpn-hmg": return _("Heavy Machine Gun");
311
		case "wpn-mg": return _("Assault Rifle");
305 312
		case "wpn-minelayer": return _("Mine Layer");
313
		case "wpn-shotgunautomat": return _("ShotgunAutomat");
314
		case "wpn-nukelayer": return _("Nuke Layer");
306 315
		case "dom-neut": return _("Control point");
307 316
		case "dom-red": return _("Control point");
308 317
		case "dom-blue": return _("Control point");
qcsrc/menu/xonotic/playermodel.c
10 10
	ATTRIB(XonoticPlayerModelSelector, currentModelImage, string, string_null)
11 11
	ATTRIB(XonoticPlayerModelSelector, currentModelTitle, string, string_null)
12 12
	ATTRIB(XonoticPlayerModelSelector, currentModelDescription, string, string_null)
13
	ATTRIB(XonoticPlayerModelSelector, currentModelSpecies, float, 0)
13 14
	METHOD(XonoticPlayerModelSelector, go, void(entity, float))
14 15
	METHOD(XonoticPlayerModelSelector, destroy, void(entity))
15 16
	ATTRIB(XonoticPlayerModelSelector, origin, vector, '0 0 0')
......
40 41
#define BUFMODELS_MODEL 2
41 42
#define BUFMODELS_SKIN 3
42 43
#define BUFMODELS_DESC 4
43
#define BUFMODELS_COUNT 5
44
#define BUFMODELS_SPECIES 5
45
#define BUFMODELS_COUNT 6
44 46

  
45 47
void XonoticPlayerModelSelector_configureXonoticPlayerModelSelector(entity me)
46 48
{
......
75 77
		bufstr_set(me.bufModels, BUFMODELS_COUNT*i+BUFMODELS_IMAGE, strcat("/", substring(get_model_datafilename(get_model_parameters_modelname, get_model_parameters_modelskin, "tga"), 0, -5)));
76 78
		bufstr_set(me.bufModels, BUFMODELS_COUNT*i+BUFMODELS_MODEL, get_model_parameters_modelname);
77 79
		bufstr_set(me.bufModels, BUFMODELS_COUNT*i+BUFMODELS_SKIN, ftos(get_model_parameters_modelskin));
80
		bufstr_set(me.bufModels, BUFMODELS_COUNT*i+BUFMODELS_SPECIES, ftos(get_model_parameters_species));
78 81
		get_model_parameters_desc = strcat(get_model_parameters_desc, "\n");
79 82
		if(get_model_parameters_sex)
80 83
			get_model_parameters_desc = strcat(get_model_parameters_desc, sprintf("\nSex: %s", get_model_parameters_sex));
......
135 138
	me.currentSkin = stof(bufstr_get(me.bufModels, BUFMODELS_COUNT*me.idxModels+BUFMODELS_SKIN));
136 139
	me.currentModel = strzone(bufstr_get(me.bufModels, BUFMODELS_COUNT*me.idxModels+BUFMODELS_MODEL));
137 140
	me.currentModelDescription = strzone(bufstr_get(me.bufModels, BUFMODELS_COUNT*me.idxModels+BUFMODELS_DESC));
141
	me.currentModelSpecies = stof(bufstr_get(me.bufModels, BUFMODELS_COUNT*me.idxModels+BUFMODELS_SPECIES));
138 142

  
139 143
	// fix the image
140 144
	me.src = me.currentModelImage;
......
162 166
	// we can't immediately apply here because of flood control
163 167
	cvar_set("_cl_playermodel", me.currentModel);
164 168
	cvar_set("_cl_playerskin", ftos(me.currentSkin));
169
	
170
	// client side variables are fine to change here however
171
	if (me.currentModelSpecies == SPECIES_HUMAN) {
172
		cvar_set("hud_damage_color", "1 0 0");
173
	} else if (me.currentModelSpecies == SPECIES_ROBOT_SOLID) {
174
		cvar_set("hud_damage_color", "0.2 0.1 0.4");
175
	} else if  (me.currentModelSpecies == SPECIES_ALIEN) {
176
		cvar_set("hud_damage_color", "0.12 0.25 0.06");
177
	} else if  (me.currentModelSpecies == SPECIES_ANIMAL) {
178
		cvar_set("hud_damage_color", "1 0 0");	
179
	} else if  (me.currentModelSpecies == SPECIES_ROBOT_RUSTY) {
180
		cvar_set("hud_damage_color", "0.2 0.1 0.4");
181
	} else if  (me.currentModelSpecies == SPECIES_ROBOT_SHINY) {
182
		cvar_set("hud_damage_color", "0.2 0.1 0.4");
183
	} else if  (me.currentModelSpecies == SPECIES_RESERVED) {
184
		cvar_set("hud_damage_color", "1 0 0");		
185
	} else {
186
		cvar_set("hud_damage_color", "1 0 0");
187
	}
165 188
}
166 189

  
167 190
void XonoticPlayerModelSelector_draw(entity me)
qcsrc/server/autocvars.qh
1187 1187
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
1188 1188
float autocvar_g_trueaim_minrange;
1189 1189
float autocvar_g_debug_defaultsounds;
1190

  
1191
float autocvar_g_balance_shotgunautomat_primary_ammo;
1192
float autocvar_g_balance_shotgunautomat_primary_animtime;
1193
float autocvar_g_balance_shotgunautomat_primary_bulletconstant;
1194
float autocvar_g_balance_shotgunautomat_primary_bullets;
1195
float autocvar_g_balance_shotgunautomat_primary_damage;
1196
float autocvar_g_balance_shotgunautomat_primary_force;
1197
float autocvar_g_balance_shotgunautomat_primary_refire;
1198
float autocvar_g_balance_shotgunautomat_primary_speed;
1199
float autocvar_g_balance_shotgunautomat_primary_spread;
1200

  
1201
float autocvar_g_balance_shotgunautomat_secondary_ammo;
1202
float autocvar_g_balance_shotgunautomat_secondary_animtime;
1203
float autocvar_g_balance_shotgunautomat_secondary_bulletconstant;
1204
float autocvar_g_balance_shotgunautomat_secondary_bullets;
1205
float autocvar_g_balance_shotgunautomat_secondary_damage;
1206
float autocvar_g_balance_shotgunautomat_secondary_force;
1207
float autocvar_g_balance_shotgunautomat_secondary_refire;
1208
float autocvar_g_balance_shotgunautomat_secondary_speed;
1209
float autocvar_g_balance_shotgunautomat_secondary_spread;
1210

  
1211
float autocvar_g_balance_shotgunautomat_secondary;
1212
float autocvar_g_balance_shotgunautomat_secondary_melee_delay;
1213
float autocvar_g_balance_shotgunautomat_secondary_melee_range;
1214
float autocvar_g_balance_shotgunautomat_secondary_melee_swing;
1215
float autocvar_g_balance_shotgunautomat_secondary_melee_time;
1216
float autocvar_g_balance_shotgunautomat_secondary_melee_no_doubleslap;
1217
float autocvar_g_balance_shotgunautomat_reload_ammo;
1218
float autocvar_g_balance_shotgunautomat_reload_time;
1219

  
1220
float autocvar_g_balance_nukelayer_ammo;
1221
float autocvar_g_balance_nukelayer_animtime;
1222
float autocvar_g_balance_nukelayer_damage;
1223
float autocvar_g_balance_nukelayer_damageforcescale;
1224
float autocvar_g_balance_nukelayer_detonatedelay;
1225
float autocvar_g_balance_nukelayer_edgedamage;
1226
float autocvar_g_balance_nukelayer_force;
1227
float autocvar_g_balance_nukelayer_health;
1228
float autocvar_g_balance_nukelayer_lifetime;
1229
float autocvar_g_balance_nukelayer_lifetime_countdown;
1230
float autocvar_g_balance_nukelayer_limit;
1231
float autocvar_g_balance_nukelayer_protection;
1232
float autocvar_g_balance_nukelayer_proximityradius;
1233
float autocvar_g_balance_nukelayer_radius;
1234
float autocvar_g_balance_nukelayer_refire;
1235
float autocvar_g_balance_nukelayer_remote_damage;
1236
float autocvar_g_balance_nukelayer_remote_edgedamage;
1237
float autocvar_g_balance_nukelayer_remote_force;
1238
float autocvar_g_balance_nukelayer_remote_radius;
1239
float autocvar_g_balance_nukelayer_speed;
1240
float autocvar_g_balance_nukelayer_time;
1241
float autocvar_g_balance_nukelayer_reload_ammo;
1242
float autocvar_g_balance_nukelayer_reload_time;
1243
float autocvar_g_balance_nukelayer_enableshockwave;
1244
float autocvar_g_balance_nukelayer_fire0_damage;
1245
float autocvar_g_balance_nukelayer_fire0_burntime;
1246
float autocvar_g_balance_nukelayer_fire0_radius;
1247
float autocvar_g_balance_nukelayer_fire1_damage;
1248
float autocvar_g_balance_nukelayer_fire1_burntime;
1249
float autocvar_g_balance_nukelayer_fire1_radius;
1250
float autocvar_g_balance_nukelayer_fire2_damage;
1251
float autocvar_g_balance_nukelayer_fire2_burntime;
1252
float autocvar_g_balance_nukelayer_fire2_radius;
1253
float autocvar_g_balance_nukelayer_fire3_damage;
1254
float autocvar_g_balance_nukelayer_fire3_burntime;
1255
float autocvar_g_balance_nukelayer_fire3_radius;
1256
float autocvar_g_balance_nukelayer_fire4_damage;
1257
float autocvar_g_balance_nukelayer_fire4_burntime;
1258
float autocvar_g_balance_nukelayer_fire4_radius;
1259
float autocvar_g_balance_nukelayer_fire5_damage;
1260
float autocvar_g_balance_nukelayer_fire5_burntime;
1261
float autocvar_g_balance_nukelayer_fire5_radius;
1262

  
1263
float autocvar_g_balance_rocketlauncher_enableshockwave;
1264

  
1265
float autocvar_g_balance_grenadelauncher_primary_fragments;
1266
float autocvar_g_balance_grenadelauncher_primary_fragment_damage;
1267
float autocvar_g_balance_grenadelauncher_primary_fragment_speed;
1268
float autocvar_g_balance_grenadelauncher_primary_fragment_bulletconstant;
1269
float autocvar_g_balance_grenadelauncher_primary_fragment_headshotbonus;
1270
float autocvar_g_balance_grenadelauncher_primary_fragment_force;
1271
float autocvar_g_balance_grenadelauncher_primary_fragment_tracer;
1272
float autocvar_g_balance_grenadelauncher_primary_fragment_gravity;
1273

  
1274
float autocvar_g_balance_grenadelauncher_secondary_fragments;
1275
float autocvar_g_balance_grenadelauncher_secondary_fragment_damage;
1276
float autocvar_g_balance_grenadelauncher_secondary_fragment_speed;
1277
float autocvar_g_balance_grenadelauncher_secondary_fragment_bulletconstant;
1278
float autocvar_g_balance_grenadelauncher_secondary_fragment_headshotbonus;
1279
float autocvar_g_balance_grenadelauncher_secondary_fragment_force;
1280
float autocvar_g_balance_grenadelauncher_secondary_fragment_tracer;
1281
float autocvar_g_balance_grenadelauncher_secondary_fragment_gravity;
1282

  
1283
float autocvar_g_balance_tuba_nogibs;
1284
float autocvar_g_balance_laser_nogibs;
1285
float autocvar_g_balance_nex_nogibs;
1286
float autocvar_g_balance_minstanex_nogibs;
1287
float autocvar_g_balance_crylink_nogibs;
1288
float autocvar_g_balance_electro_nogibs;
1289
float autocvar_g_balance_hlac_nogibs;
1290
float autocvar_g_balance_shotgun_nogibs;
1291
float autocvar_g_balance_pumpshotgun_nogibs;
1292
float autocvar_g_balance_rifle_nogibs;
1293
float autocvar_g_balance_uzi_nogibs;
1294
float autocvar_g_balance_hmg_nogibs;
1295
float autocvar_g_balance_mg_nogibs;
1296
float autocvar_g_balance_rocketlauncher_nogibs;
1297
float autocvar_g_balance_grenadelauncher_nogibs;
1298
float autocvar_g_balance_hagar_nogibs;
1299
float autocvar_g_balance_minelayer_nogibs;
1300
float autocvar_g_balance_seeker_nogibs;
1301
float autocvar_g_balance_fireball_nogibs;
1302
	
1303
float autocvar_g_balance_shotgunautomat_nogibs;
1304
float autocvar_g_balance_nukelayer_nogibs;
1305
float autocvar_g_balance_pistol_nogibs;
1306
	
1307
float autocvar_sv_gibhealth_weapon_nogib_add;
1308

  
1309
float autocvar_g_balance_pistol_bursttime;
1310
float autocvar_g_balance_pistol_primary_ammo;
1311
float autocvar_g_balance_pistol_primary_animtime;
1312
float autocvar_g_balance_pistol_primary_bulletconstant;
1313
float autocvar_g_balance_pistol_primary_bullethail;
1314
float autocvar_g_balance_pistol_primary_burstcost;
1315
float autocvar_g_balance_pistol_primary_damage;
1316
float autocvar_g_balance_pistol_primary_force;
1317
float autocvar_g_balance_pistol_primary_headshotaddeddamage;
1318
float autocvar_g_balance_pistol_primary_lifetime;
1319
float autocvar_g_balance_pistol_primary_refire;
1320
float autocvar_g_balance_pistol_primary_shots;
1321
float autocvar_g_balance_pistol_primary_speed;
1322
float autocvar_g_balance_pistol_primary_spread;
1323
float autocvar_g_balance_pistol_primary_tracer;
1324
float autocvar_g_balance_pistol_secondary;
1325
float autocvar_g_balance_pistol_secondary_ammo;
1326
float autocvar_g_balance_pistol_secondary_animtime;
1327
float autocvar_g_balance_pistol_secondary_bulletconstant;
1328
float autocvar_g_balance_pistol_secondary_bullethail;
1329
float autocvar_g_balance_pistol_secondary_burstcost;
1330
float autocvar_g_balance_pistol_secondary_damage;
1331
float autocvar_g_balance_pistol_secondary_force;
1332
float autocvar_g_balance_pistol_secondary_headshotaddeddamage;
1333
float autocvar_g_balance_pistol_secondary_lifetime;
1334
float autocvar_g_balance_pistol_secondary_reload;
1335
float autocvar_g_balance_pistol_secondary_refire;
1336
float autocvar_g_balance_pistol_secondary_shots;
1337
float autocvar_g_balance_pistol_secondary_speed;
1338
float autocvar_g_balance_pistol_secondary_spread;
1339
float autocvar_g_balance_pistol_secondary_tracer;
1340
float autocvar_g_balance_pistol_reload_ammo;
1341
float autocvar_g_balance_pistol_reload_time;
1342

  
1343
float autocvar_g_balance_uzi_sustained_headshotaddeddamage;
1344
float autocvar_g_balance_uzi_first_headshotaddeddamage;
1345

  
1346

  
1347
float autocvar_g_balance_hmg_bulletconstant;
1348
float autocvar_g_balance_hmg_speed;
1349
float autocvar_g_balance_hmg_spread_add;
1350
float autocvar_g_balance_hmg_spread_max;
1351
float autocvar_g_balance_hmg_spread_min;
1352
float autocvar_g_balance_hmg_sustained_ammo;
1353
float autocvar_g_balance_hmg_sustained_damage;
1354
float autocvar_g_balance_hmg_sustained_headshotaddeddamage;
1355
float autocvar_g_balance_hmg_sustained_force;
1356
float autocvar_g_balance_hmg_sustained_refire;
1357
//float autocvar_g_balance_hmg_sustained_spread;
1358
float autocvar_g_balance_hmg_reload_ammo;
1359
float autocvar_g_balance_hmg_reload_time;
1360

  
1361
float autocvar_g_balance_mg_bulletconstant;
1362
float autocvar_g_balance_mg_burst;
1363
float autocvar_g_balance_mg_burst_ammo;
1364
float autocvar_g_balance_mg_burst_animtime;
1365
float autocvar_g_balance_mg_burst_refire;
1366
float autocvar_g_balance_mg_burst_refire2;
1367
float autocvar_g_balance_mg_burst_spread;
1368
float autocvar_g_balance_mg_first;
1369
float autocvar_g_balance_mg_first_ammo;
1370
float autocvar_g_balance_mg_first_damage;
1371
float autocvar_g_balance_mg_first_headshotaddeddamage;
1372
float autocvar_g_balance_mg_first_force;
1373
float autocvar_g_balance_mg_first_refire;
1374
float autocvar_g_balance_mg_first_spread;
1375
float autocvar_g_balance_mg_mode;
1376
float autocvar_g_balance_mg_speed;
1377
float autocvar_g_balance_mg_spread_add;
1378
float autocvar_g_balance_mg_spread_max;
1379
float autocvar_g_balance_mg_spread_min;
1380
float autocvar_g_balance_mg_sustained_ammo;
1381
float autocvar_g_balance_mg_sustained_damage;
1382
float autocvar_g_balance_mg_sustained_headshotaddeddamage;
1383
float autocvar_g_balance_mg_sustained_force;
1384
float autocvar_g_balance_mg_sustained_refire;
1385
float autocvar_g_balance_mg_sustained_spread;
1386
float autocvar_g_balance_mg_reload_ammo;
1387
float autocvar_g_balance_mg_reload_time;
1388

  
1389
float autocvar_g_balance_pumpshotgun_primary_ammo;
1390
float autocvar_g_balance_pumpshotgun_primary_animtime;
1391
float autocvar_g_balance_pumpshotgun_primary_bulletconstant;
1392
float autocvar_g_balance_pumpshotgun_primary_bullets;
1393
float autocvar_g_balance_pumpshotgun_primary_damage;
1394
float autocvar_g_balance_pumpshotgun_primary_force;
1395
float autocvar_g_balance_pumpshotgun_primary_refire;
1396
float autocvar_g_balance_pumpshotgun_primary_speed;
1397
float autocvar_g_balance_pumpshotgun_primary_spread;
1398
float autocvar_g_balance_pumpshotgun_secondary;
1399
float autocvar_g_balance_pumpshotgun_secondary_animtime;
1400
float autocvar_g_balance_pumpshotgun_secondary_damage;
1401
float autocvar_g_balance_pumpshotgun_secondary_force;
1402
float autocvar_g_balance_pumpshotgun_secondary_melee_delay;
1403
float autocvar_g_balance_pumpshotgun_secondary_melee_range;
1404
float autocvar_g_balance_pumpshotgun_secondary_melee_swing_side;
1405
float autocvar_g_balance_pumpshotgun_secondary_melee_swing_up;
1406
float autocvar_g_balance_pumpshotgun_secondary_melee_time;
1407
float autocvar_g_balance_pumpshotgun_secondary_melee_traces;
1408
float autocvar_g_balance_pumpshotgun_secondary_melee_no_doubleslap;
1409
float autocvar_g_balance_pumpshotgun_secondary_melee_nonplayerdamage;
1410
float autocvar_g_balance_pumpshotgun_secondary_melee_multihit;
1411
float autocvar_g_balance_pumpshotgun_secondary_refire;
1412
float autocvar_g_balance_pumpshotgun_reload_ammo;
1413
float autocvar_g_balance_pumpshotgun_reload_time;
1414

  
1415
float autocvar_g_balance_grenadelauncher_primary_failurerate;
1416
float autocvar_g_balance_grenadelauncher_secondary_failurerate;
1417

  
1418
float autocvar_g_balance_rocketlauncher_primary_failurerate;
1419
float autocvar_g_balance_rocketlauncher_secondary_failurerate;
1420
float autocvar_g_balance_rocketlauncher_commlink_failurerate;
1421

  
1422
float autocvar_g_balance_hagar_primary_failurerate;
1423
float autocvar_g_balance_hagar_secondary_failurerate;
1424

  
1425
float autocvar_g_balance_minelayer_primary_failurerate;
1426
float autocvar_g_balance_minelayer_secondary_failurerate;
1427

  
1190 1428
float autocvar_g_loituma;
1429

  
1430
float autocvar_g_balance_minelayer_persistent;
1431

  
1191 1432
float autocvar_g_grab_range;
1192 1433
float autocvar_g_sandbox_info;
1193 1434
float autocvar_g_sandbox_readonly;
qcsrc/server/cl_client.qc
2133 2133
	self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2134 2134
	self.hagar_load = spectatee.hagar_load;
2135 2135
	self.minelayer_mines = spectatee.minelayer_mines;
2136
	self.nukelayer_nukes = spectatee.nukelayer_nukes;
2136 2137
	self.punchangle = spectatee.punchangle;
2137 2138
	self.view_ofs = spectatee.view_ofs;
2138 2139
	self.v_angle = spectatee.v_angle;
qcsrc/server/cl_player.qc
400 400
	self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
401 401
	self.dmg_inflictor = inflictor;
402 402

  
403
	if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
403
	//print(sprintf("Gib Health: %v\n", self.health));
404
	//This code allows the server to set which weapons can gib and which never gib.
405
	//I grouped the weapons mostly by ammo type, leaving one group for my own weapons.
406
	//The last weapon is the fireball so that one can easily delete references to my weapons if desired.
407
	//Turning off gibbing on the shotgun doesn't work, it seems the last pellet or so are not tracked properly.
408
	//This is perhaps a bug in the ballistic bullet code, but perhaps not as uzi and rifle work fine, however they
409
	//are much slower in spawing ballisticbullets than the shotgun (which spawns many almost all at once).
410
	//Crylink can also eventually gib, but it takes many many shots, with this off it gibs quickly, I'm guessing
411
	//that there is a race condition between DEATH_ISWEAPON and the dmg code, I'm not sure.
412
	//The RocketLauncher and GrenadeLauncher seem to gib regardless.
413
	//I suggest turning off gibbing on the uzi and rifle, perhaps on the crylink and other energy weapons
414
	//This way gibbing is special for powerful weapons that provide the needed shearing force (Explosives, etc)
415
	if (
416
	(self.health <= -autocvar_sv_gibhealth && self.modelindex != 0) &&
417
	!( DEATH_ISWEAPON(deathtype, WEP_TUBA) && autocvar_g_balance_tuba_nogibs) &&
418
	!( DEATH_ISWEAPON(deathtype, WEP_LASER) && autocvar_g_balance_laser_nogibs) &&
419
	
420
	!( DEATH_ISWEAPON(deathtype, WEP_NEX) && autocvar_g_balance_nex_nogibs) &&
421
	!( DEATH_ISWEAPON(deathtype, WEP_MINSTANEX) && autocvar_g_balance_minstanex_nogibs) &&
422
	!( DEATH_ISWEAPON(deathtype, WEP_CRYLINK) && autocvar_g_balance_crylink_nogibs) &&
423
	!( DEATH_ISWEAPON(deathtype, WEP_ELECTRO) && autocvar_g_balance_electro_nogibs) &&
424
	!( DEATH_ISWEAPON(deathtype, WEP_HLAC) && autocvar_g_balance_hlac_nogibs) &&
425
	
426
	!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && autocvar_g_balance_shotgun_nogibs) &&
427
	
428
	//!( DEATH_ISWEAPON(deathtype, WEP_PUMPSHOTGUN) && autocvar_g_balance_pumpshotgun_nogibs) &&
429
	!( DEATH_ISWEAPON(deathtype, WEP_RIFLE) && autocvar_g_balance_rifle_nogibs) &&
430
	!( DEATH_ISWEAPON(deathtype, WEP_UZI) && autocvar_g_balance_uzi_nogibs) &&
431
	!( DEATH_ISWEAPON(deathtype, WEP_HMG) && autocvar_g_balance_hmg_nogibs) &&
432
	!( DEATH_ISWEAPON(deathtype, WEP_MG) && autocvar_g_balance_mg_nogibs) &&
433
	
434
	!( DEATH_ISWEAPON(deathtype, WEP_ROCKET_LAUNCHER) && autocvar_g_balance_rocketlauncher_nogibs) &&
435
	!( DEATH_ISWEAPON(deathtype, WEP_GRENADE_LAUNCHER) && autocvar_g_balance_grenadelauncher_nogibs) &&
436
	!( DEATH_ISWEAPON(deathtype, WEP_HAGAR) && autocvar_g_balance_hagar_nogibs) &&
437
	!( DEATH_ISWEAPON(deathtype, WEP_SEEKER) && autocvar_g_balance_seeker_nogibs) &&
438
	!( DEATH_ISWEAPON(deathtype, WEP_MINE_LAYER) && autocvar_g_balance_minelayer_nogibs) &&
439
	
440
	!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUNAUTOMAT) && autocvar_g_balance_shotgunautomat_nogibs) &&
441
	!( DEATH_ISWEAPON(deathtype, WEP_NUKE_LAYER) && autocvar_g_balance_nukelayer_nogibs) &&
442
	!( DEATH_ISWEAPON(deathtype, WEP_PISTOL) && autocvar_g_balance_pistol_nogibs) &&
443
	
444
	!( DEATH_ISWEAPON(deathtype, WEP_FIREBALL) && autocvar_g_balance_fireball_nogibs)
445
	)
404 446
	{
405 447
		// don't use any animations as a gib
406 448
		self.frame = 0;
......
411 453
		Violence_GibSplash(self, 1, 1, attacker);
412 454
		self.modelindex = 0; // restore later
413 455
		self.solid = SOLID_NOT; // restore later
456
	} else if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0) {
457
		//print("No Gib tripped\n");
458
		//If we failed the first test due solely to the weapon being used on the corpse 
459
		//being set to nogib, but for all other reasons gibbing should occur
460
		//Let us give health back to the gib to make sure that it does not gib due to
461
		//the nogib weapon pushing it against a wall.
462
		self.health = -1;
463
		
464
		//We will allow the server admin to set how much health to add to such a gib, to make it resilient
465
		//so that it will not be easily destroyed. By default, nothing.
466
		self.health = self.health + autocvar_sv_gibhealth_weapon_nogib_add;
414 467
	}
415 468
}
416 469

  
qcsrc/server/defs.qh
615 615
.float old_clip_load;
616 616
.float clip_size;
617 617
.float minelayer_mines;
618
.float nukelayer_nukes;
618 619

  
619 620
.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
620 621

  
qcsrc/server/vehicles/raptor.qc
24 24
float autocvar_g_vehicle_raptor_bomblet_radius;
25 25
float autocvar_g_vehicle_raptor_bomblet_force;
26 26
float autocvar_g_vehicle_raptor_bomblet_explode_delay;
27
float autocvar_g_vehicle_raptor_bomblet_explode_enableshockwave;
27 28
float autocvar_g_vehicle_raptor_bombs_refire;
28 29

  
29 30
float autocvar_g_vehicle_raptor_cannon_turnspeed;
......
77 78

  
78 79
void raptor_bomblet_boom()
79 80
{
81

  
82
    if (autocvar_g_vehicle_raptor_bomblet_explode_enableshockwave == 1) {
83
    modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_vehicle_raptor_bomblet_radius, 0.2, 0.05, 0.25);
84
    
85
    modeleffect_spawn("models/sphere/sphexp.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_vehicle_raptor_bomblet_radius, 0.30, 0.05, 1.1);
86
    }
87

  
80 88
    RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
81 89
                                    autocvar_g_vehicle_raptor_bomblet_edgedamage,
82 90
                                    autocvar_g_vehicle_raptor_bomblet_radius, world,
......
745 753
    //precache_model ("models/vehicles/clusterbomb.md3");
746 754
    precache_model ("models/vehicles/clusterbomb_folded.md3");
747 755
    precache_model ("models/vehicles/raptor_body.dpm");
756
    precache_model ("models/sphere/sphere.md3");
757
    precache_model ("models/sphere/sphexp.md3");
748 758
    
749 759
    precache_sound ("vehicles/raptor_fly.wav");
750 760
    precache_sound ("vehicles/raptor_speed.wav");
qcsrc/server/vehicles/spiderbot.qc
32 32
float autocvar_g_vehicle_spiderbot_shield_regen;
33 33
float autocvar_g_vehicle_spiderbot_shield_regen_pause;
34 34

  
35
// Start Ballistic bullet cvars
36
float autocvar_g_vehicle_spiderbot_minigun_expelbulletcasings;
37
float autocvar_g_vehicle_spiderbot_minigun_enableballistics;
38
float autocvar_g_vehicle_spiderbot_minigun_speed;
39
float autocvar_g_vehicle_spiderbot_minigun_force;
40
float autocvar_g_vehicle_spiderbot_minigun_bulletconstant;
41
// End ballistic bullet cvars
42

  
35 43
float autocvar_g_vehicle_spiderbot_minigun_damage;
36 44
float autocvar_g_vehicle_spiderbot_minigun_refire;
37 45
float autocvar_g_vehicle_spiderbot_minigun_spread;
......
342 350
            v_forward = normalize(v_forward);
343 351
            v += v_forward * 50;
344 352

  
353
	if (autocvar_g_vehicle_spiderbot_minigun_enableballistics == 1) {
354
  	 // Start Ballistic bullet
355
	 
356
   	  fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed, 5, autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_SBMINIGUN, 1, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
357
    	 endFireBallisticBullet();
358
	 
359
	 
360
	 sound (gun, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
361

  
362
	// End Ballistic bullet 
363
   } else {
364
   
345 365
            fireBullet (v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_damage,
346 366
                autocvar_g_vehicle_spiderbot_minigun_spread, DEATH_SBMINIGUN, 0);
347

  
348
            sound (gun, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
367
		
368
		sound (gun, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
349 369
            trailparticles(self, particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
370
		
371
	}
... This diff was truncated because it exceeds the maximum size that can be displayed.