diff-xonotic-mod-jan_1_2012.diff

mikeeusa3, 01/01/2012 10:40 am

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b/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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//
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//Mod features:
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//More Weapons
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//	New weapons: pistol shotgunautomat nukelayer  
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//	Added weapons: assaultrifle heavymachinegun pumpshotgun
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//Per-Weapon No-Gib (So death animations actually matter)
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//	(As per this mod's settings,
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//	 energy weapons and bullet firing weapons do not
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//	 gib, shotguns and explosives can gib.)
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//Jamming for cartrige based weapons
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//Failure to detonate for explosives
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//Misc other code additions and configurations to make the game more ...
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//	Rocket Explosion Spheres
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//	Fragmentation of the Grenades
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//..."realistically chaotic"
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//-100,000 tracker rating
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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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set g_weaponreplace_shotgun "shotgun shotgun pumpshotgun"
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//Give everyone a pistol at start too
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set g_start_weapon_pistol "1"
b/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
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//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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b/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 g_balance_pumpshotgun_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 to 5%
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set g_balance_grenadelauncher_primary_failurerate "0.07"
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set g_balance_grenadelauncher_secondary_failurerate "0.05"
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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 "0.12"
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//40mm's have 3-8% failure rate, ours have more
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set g_balance_hagar_primary_failurerate "0.16"
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set g_balance_hagar_secondary_failurerate "0.16"
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//Complex toys...
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set g_balance_seeker_missile_failurerate "0.175"
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//I'll keep these reliable for now
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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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set g_balance_uzi_jamrate "0.005"
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set g_balance_uzi_clearjam_time "3.5"
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set g_balance_mg_jamrate "0.0025"
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set g_balance_mg_clearjam_time "3.5"
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//This family of shotgun is somewhat complex, thus takes longer to unjam
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//(notice the three barrels)
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set g_balance_shotgunautomat_jamrate "0.002"
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set g_balance_shotgunautomat_clearjam_time "4"
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set g_balance_shotgun_jamrate "0.0017"
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set g_balance_shotgun_clearjam_time "4"
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set g_balance_pumpshotgun_jamrate "0.0006"
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set g_balance_pumpshotgun_clearjam_time "1"
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set g_balance_pistol_jamrate "0.00115"
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set g_balance_pistol_clearjam_time "2"
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//Lower mean rounds before stoppage, big gun easy to clear
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set g_balance_hmg_jamrate "0.001"
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set g_balance_hmg_clearjam_time "1.5"
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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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//PumpShotgun. This is a shotgun with a narrow choke and a longer barrel
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//other shotguns are sawn-off compared to this, a good long-range zombie killer
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//unlike other shotguns, doesn't gib
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set g_balance_pumpshotgun_primary_bullets 22
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set g_balance_pumpshotgun_primary_damage 12
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set g_balance_pumpshotgun_primary_force 0 //to help with nogib
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set g_balance_pumpshotgun_primary_spread 0.0175
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set g_balance_pumpshotgun_primary_refire 0.75
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set g_balance_pumpshotgun_primary_animtime 0.2
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set g_balance_pumpshotgun_primary_ammo 1
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set g_balance_pumpshotgun_primary_speed 14000 //Slightly longer barrel
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set g_balance_pumpshotgun_primary_bulletconstant 100 
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set g_balance_pumpshotgun_secondary_refire 0.1
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set g_balance_pumpshotgun_reload_ammo 4 //Tube mag
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set g_balance_pumpshotgun_reload_time 2.5 //Takes longer to reload
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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
324
set g_balance_electro_secondary_force 200
325
set g_balance_electro_combo_force 120
326

  
327
set g_balance_seeker_reload_time 3.5
328
set g_balance_seeker_reload_ammo 0
329
set g_balance_seeker_missile_delay 0.11
330
set g_balance_seeker_missile_count 8
331
set g_balance_seeker_missile_health 1
332
set g_balance_seeker_missile_damage       90
333
set g_balance_seeker_missile_edgedamage   30
334
set g_balance_seeker_missile_radius       90
335
set g_balance_seeker_flac_damage       25
336
set g_balance_seeker_flac_edgedamage   20
337
set g_balance_seeker_type 0
338
set g_balance_seeker_tag_speed 10000
339

  
340

  
341
set g_balance_hlac_primary_damage 55
342
set g_balance_hlac_primary_refire 0.1
343
set g_balance_hlac_secondary_damage 55
344

  
345
//Fires same bullets as Rifle
346
set g_balance_hmg_spread_min 0.003 //Less than uzi
347
set g_balance_hmg_spread_max 0.03  //Less than uzi
348
set g_balance_hmg_spread_add 0.0005
349
set g_balance_hmg_sustained_damage 95
350
set g_balance_hmg_sustained_headshotaddeddamage 130 //less speed less trauma?
351
set g_balance_hmg_sustained_force 10 // Same as Rifle
352
set g_balance_hmg_sustained_spread 0.03
353
set g_balance_hmg_sustained_refire 0.09
354
set g_balance_hmg_sustained_ammo 3
355
set g_balance_hmg_speed 30000 //Shorter barrel(s) than Rifle
356
set g_balance_hmg_bulletconstant 119 // Same as Rifle
357
set g_balance_hmg_reload_ammo 360 //120(amnt of bullets in belt)*3(cost of each)
358
set g_balance_hmg_reload_time 3 //Got to load belt
359

  
360
seta crosshair_hmg ""	"crosshair to display when wielding the machinegun"
361
seta crosshair_hmg_color "0.9 0.4 0.35"	"crosshair color to display when wielding the machinegun"
362
seta crosshair_hmg_alpha 0.9	"crosshair alpha value to display when wielding the machinegun"
363
seta crosshair_hmg_size 0.6	"crosshair size when wielding the machinegun"
364

  
365

  
366
//Sniper Rifle. Will shoot through concrete, has long range.
367
//##Nexuiz sniper/camping rifle:
368
set g_balance_campingrifle_primary_damage 95
369
set g_balance_campingrifle_primary_headshotaddeddamage 260
370
set g_balance_campingrifle_secondary_force 10
371
set g_balance_campingrifle_secondary_burstcost 0
372
set g_balance_campingrifle_primary_speed 55000 // Old 40000
373
set g_balance_campingrifle_primary_bulletconstant 119 // Old 480
374
set g_balance_campingrifle_secondary_refire 0.06
375
set g_balance_campingrifle_secondary_animtime 0.06
376
set g_balance_campingrifle_secondary_speed 30000
377
set g_balance_campingrifle_magazinecapacity 30
378
//set g_ballistics_force_shotgun_bulletconstant 130 //OLD
379
//set g_ballistics_force_uzi_bulletconstant 245 //OLD
380
set g_balance_campingrifle_secondary_ammo 3
381
set g_balance_campingrifle_primary_ammo 3
382
set g_balance_campingrifle_secondary_tracer 1
383
set g_balance_campingrifle_primary_tracer 0
384
//##Old Xonotic sniper/camping rifle
385
set g_balance_sniperrifle_primary_damage 95
386
set g_balance_sniperrifle_primary_headshotaddeddamage 260
387
set g_balance_sniperrifle_secondary_force 10
388
set g_balance_sniperrifle_secondary_burstcost 0
389
set g_balance_sniperrifle_primary_speed 55000 
390
set g_balance_sniperrifle_primary_bulletconstant 119
391
set g_balance_sniperrifle_primary_refire "0.5"
392
set g_balance_sniperrifle_secondary_refire 0.06
393
set g_balance_sniperrifle_secondary_animtime 0.06
394
set g_balance_sniperrifle_secondary_speed 30000
395
set g_balance_sniperrifle_magazinecapacity 30
396
set g_balance_sniperrifle_secondary_ammo 3
397
set g_balance_sniperrifle_primary_ammo 3
398
set g_balance_sniperrifle_secondary_tracer 1
399
set g_balance_sniperrifle_primary_tracer 0
400
//##Newer Xonotic
401
set g_balance_rifle_primary_damage 95
402
set g_balance_rifle_primary_headshotaddeddamage 260
403
set g_balance_rifle_secondary_force 10
404
set g_balance_rifle_secondary_burstcost 0
405
set g_balance_rifle_primary_speed 55000 
406
set g_balance_rifle_primary_bulletconstant 119
407
set g_balance_rifle_primary_refire "0.5"
408
set g_balance_rifle_secondary_refire 0.06
409
set g_balance_rifle_secondary_animtime 0.06
410
set g_balance_rifle_secondary_speed 30000
411
set g_balance_rifle_reload_ammo 18
412
set g_balance_rifle_secondary_ammo 9
413
set g_balance_rifle_secondary_shots 3
414
set g_balance_rifle_primary_ammo 3
415
set g_balance_rifle_secondary_tracer 1
416
set g_balance_rifle_primary_tracer 0
417
set g_balance_rifle_secondary_damage 30
418
set g_balance_rifle_secondary_headshotaddeddamage 20
419

  
420
set g_balance_minelayer_health 15
421
set g_balance_minelayer_limit 100
422
set g_balance_minelayer_lifetime 99999
423
set g_balance_minelayer_damage 250
424
set g_balance_minelayer_edgedamage 20
425
set g_balance_minelayer_remotedamage 120
426
set g_balance_minelayer_ammo 4
427
set g_balance_minelayer_reload_ammo 0 // 40 if one wants to reload after 10
428
set g_balance_minelayer_reload_time 1.25
429
set g_balance_minelayer_persistent 1
430

  
431
set g_balance_fireball_primary_damagetime 9
432
set g_balance_fireball_primary_lifetime 10
433
set g_balance_fireball_primary_refire 0.5
434
set g_balance_fireball_primary_laserradius 256
435
set g_balance_fireball_secondary_edgedamage 20
436
set g_balance_fireball_secondary_damage 120
437
set g_balance_fireball_secondary_laserradius 192
438
set g_balance_fireball_secondary_lifetime 30
439
set g_balance_fireball_secondary_refire 0.9
440

  
441
//##Mod, pistol
442
// {{{ pistol
443
exec pistol.cfg
444
set g_balance_pistol_recoil 0
445
set g_balance_pistol_bursttime 0
446
set g_balance_pistol_primary_shots 1
447
set g_balance_pistol_primary_damage 25 //same as uzi, same ammo
448
set g_balance_pistol_primary_headshotaddeddamage 80
449
set g_balance_pistol_primary_spread 0.02
450
set g_balance_pistol_primary_force 20
451
set g_balance_pistol_primary_speed 16000 //reduced from uzi due to shorter barrel
452
set g_balance_pistol_primary_lifetime 5
453
set g_balance_pistol_primary_refire 0.2
454
set g_balance_pistol_primary_animtime 0.2
455
set g_balance_pistol_primary_ammo 1
456
set g_balance_pistol_primary_bulletconstant 115
457
set g_balance_pistol_primary_burstcost 0
458
set g_balance_pistol_primary_bullethail 0 // empty magazine on shot
459
set g_balance_pistol_secondary 1
460
set g_balance_pistol_secondary_reload 0
461
set g_balance_pistol_secondary_shots 1
462
set g_balance_pistol_secondary_damage 10
463
set g_balance_pistol_secondary_headshotaddeddamage 80
464
set g_balance_pistol_secondary_spread 0.06
465
set g_balance_pistol_secondary_force 20
466
set g_balance_pistol_secondary_speed 16000
467
set g_balance_pistol_secondary_lifetime 5
468
set g_balance_pistol_secondary_refire 0.05
469
set g_balance_pistol_secondary_animtime 0.05
470
set g_balance_pistol_secondary_ammo 1
471
set g_balance_pistol_secondary_bulletconstant 115
472
set g_balance_pistol_secondary_burstcost 0
473
set g_balance_pistol_secondary_bullethail 0 // empty magazine on shot
474
set g_balance_pistol_reload_ammo 10 //default: 10
475
set g_balance_pistol_reload_time 1.2
476
// }}}
477

  
478
//1 q-unit
479
//set g_ballistics_mindistance 1
480
//0 q-unit
481
set g_ballistics_mindistance 0
482

  
483
//set g_casings 2
484
set g_antilag_bullets 0
485

  
486
////Vehicle stuff
487

  
488
//Spiderbot: Anti armor 20 mm gatling gun cannons, Anti-personell rockets.
489
set g_vehicle_spiderbot_health            10600
490
set g_vehicle_spiderbot_rocket_damage     250
491
set g_vehicle_spiderbot_rocket_edgedamage 150
492
set g_vehicle_spiderbot_rocket_force      200
493
set g_vehicle_spiderbot_rocket_radius     300
494
set g_vehicle_spiderbot_rocket_speed      1800
495
set g_vehicle_spiderbot_crush_dmg         100
496
set g_vehicle_spiderbot_health_regen              20
497

  
498
set g_vehicle_spiderbot_minigun_refire    0.01
499
set g_vehicle_spiderbot_minigun_damage    100          // 20mm shells do damage.
500

  
501
set g_vehicle_spiderbot_minigun_expelbulletcasings 1
502
set g_vehicle_spiderbot_minigun_enableballistics 1
503
set g_vehicle_spiderbot_minigun_speed 48000 
504
set g_vehicle_spiderbot_minigun_force 4
505
set g_vehicle_spiderbot_minigun_bulletconstant 470    // 20mm shells are good penetrators.
506

  
507
//Raptor flying vehicle: good for destroying ground troops (energy cannon) and spiderbot formations (bomblets)
508
set g_vehicle_raptor_bomblets           66
509
set g_vehicle_raptor_bomblet_alt        2200
510
set g_vehicle_raptor_bomblet_time       0.1
511
set g_vehicle_raptor_bomblet_spread     0.65
512
set g_vehicle_raptor_bomblet_damage     300
513
set g_vehicle_raptor_bomblet_edgedamage 150
514
set g_vehicle_raptor_bomblet_radius     600
515
set g_vehicle_raptor_bomblet_force      300
516
set g_vehicle_raptor_bombs_refire       6
517

  
518
set g_vehicle_raptor_cannon_cost     6
519
set g_vehicle_raptor_cannon_damage   60
520
set g_vehicle_raptor_cannon_radius   45
521
set g_vehicle_raptor_cannon_refire   0.0025
522
set g_vehicle_raptor_cannon_speed    9000
523
set g_vehicle_raptor_cannon_spread   0.0125
524

  
525
set g_vehicle_raptor_energy             840
526
set g_vehicle_raptor_energy_regen       40
527
set g_vehicle_raptor_energy_regen_pause 1
528

  
529
set g_vehicle_raptor_health             800
530
set g_vehicle_raptor_health_regen       0
531
set g_vehicle_raptor_health_regen_pause 0
532

  
533
//Raptor misc
534
set g_vehicle_raptor_guns_turnspeed 90
535
set g_vehicle_raptor_guns_turnlimit 20
536
set g_vehicle_raptor_guns_pitchlimit_up   12
537
set g_vehicle_raptor_guns_pitchlimit_down 32
538

  
539
set g_vehicle_raptor_movestyle 1
540

  
541
set g_vehicle_raptor_turnroll 0.1
542

  
543
set g_vehicle_raptor_turnspeed 70
544
set g_vehicle_raptor_pitchspeed 30
545
set g_vehicle_raptor_pitchlimit 35
546

  
547
set g_vehicle_raptor_speed_forward 1000
548
set g_vehicle_raptor_speed_strafe 750
549
set g_vehicle_raptor_speed_up 600
550
set g_vehicle_raptor_speed_down 900
551
set g_vehicle_raptor_friction 0.7
552

  
553
set g_vehicle_raptor_cannon_locktarget 1
554
set g_vehicle_raptor_cannon_locking_time 0.5
555
set g_vehicle_raptor_cannon_locking_releasetime 0.5
556
set g_vehicle_raptor_cannon_locked_time 1
557
set g_vehicle_raptor_cannon_predicttarget 1
558

  
559
set g_vehicle_racer_laser_refire 0.065
560
set g_vehicle_racer_laser_damage 30
561

  
562
set g_balance_rocketlauncher_enableshockwave 1
563
set g_vehicle_raptor_bomblet_explode_enableshockwave 1
564

  
b/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
b/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

  
b/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
b/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
b/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
b/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
*/
b/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
b/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"
b/pistol.cfg
1
// {{{ pistol
2
set g_balance_pistol_bursttime 0
3
set g_balance_pistol_primary_shots 1
4
set g_balance_pistol_primary_damage 14
5
set g_balance_pistol_primary_headshotaddeddamage 0
6
set g_balance_pistol_primary_spread 0.04
7
set g_balance_pistol_primary_force 20
8
set g_balance_pistol_primary_speed 18000
9
set g_balance_pistol_primary_lifetime 5
10
set g_balance_pistol_primary_refire 0.2
11
set g_balance_pistol_primary_animtime 0.2
12
set g_balance_pistol_primary_ammo 1
13
set g_balance_pistol_primary_bulletconstant 115
14
set g_balance_pistol_primary_burstcost 0
15
set g_balance_pistol_primary_bullethail 0 // empty magazine on shot
16
set g_balance_pistol_secondary 1
17
set g_balance_pistol_secondary_reload 0
18
set g_balance_pistol_secondary_shots 1
19
set g_balance_pistol_secondary_damage 10
20
set g_balance_pistol_secondary_headshotaddeddamage 0
21
set g_balance_pistol_secondary_spread 0.06
22
set g_balance_pistol_secondary_force 20
23
set g_balance_pistol_secondary_speed 18000
24
set g_balance_pistol_secondary_lifetime 5
25
set g_balance_pistol_secondary_refire 0.1
26
set g_balance_pistol_secondary_animtime 0.1
27
set g_balance_pistol_secondary_ammo 1
28
set g_balance_pistol_secondary_bulletconstant 115
29
set g_balance_pistol_secondary_burstcost 0
30
set g_balance_pistol_secondary_bullethail 0 // empty magazine on shot
31
set g_balance_pistol_reload_ammo 10 //default: 10
32
set g_balance_pistol_reload_time 2
33
// }}}
34

  
35
seta crosshair_pistol ""	"crosshair to display when wielding the pistol"
36
seta crosshair_pistol_color "0.5 0.5 0.1"	"crosshair color to display when wielding the pistol"
37
seta crosshair_pistol_alpha 0.7	"crosshair alpha value to display when wielding the pistol"
38
seta crosshair_pistol_size 0.3	"crosshair size when wielding the pistol"
39

  
40
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"
b/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"
b/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;
431
		case WEP_MG: return 1;
432
		case WEP_HMG: return 1;
433
		case WEP_PUMPSHOTGUN: return 0;
428 434
		default: return -1;
429 435
	}
430 436
}
b/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-pumpshotgun":       return '0.5 0.25 0';
251
		//case "wpn-nukelayer":       return '1 1 0.20';
252
		case "wpn-uzi":           return '1 0.5 0';
247 253
		default:                  return def;
248 254
	}
249 255
}
......
302 308
		case "wpn-fireball": return _("Fireball");
303 309
		case "wpn-hlac": return _("HLAC");
304 310
		case "wpn-campingrifle": return _("Rifle");
311
		case "wpn-hmg": return _("Heavy Machine Gun");
312
		case "wpn-mg": return _("Assault Rifle");
305 313
		case "wpn-minelayer": return _("Mine Layer");
314
		case "wpn-shotgunautomat": return _("ShotgunAutomat");
315
		case "wpn-pumpshotgun": return _("Pump Shotgun");
316
		//case "wpn-nukelayer": return _("Nuke Layer");
306 317
		case "dom-neut": return _("Control point");
307 318
		case "dom-red": return _("Control point");
308 319
		case "dom-blue": return _("Control point");
b/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)
b/qcsrc/server/autocvars.qh
1184 1184
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
1185 1185
float autocvar_g_trueaim_minrange;
1186 1186
float autocvar_g_debug_defaultsounds;
1187

  
1188
float autocvar_g_balance_shotgunautomat_primary_ammo;
1189
float autocvar_g_balance_shotgunautomat_primary_animtime;
1190
float autocvar_g_balance_shotgunautomat_primary_bulletconstant;
1191
float autocvar_g_balance_shotgunautomat_primary_bullets;
1192
float autocvar_g_balance_shotgunautomat_primary_damage;
1193
float autocvar_g_balance_shotgunautomat_primary_force;
1194
float autocvar_g_balance_shotgunautomat_primary_refire;
1195
float autocvar_g_balance_shotgunautomat_primary_speed;
1196
float autocvar_g_balance_shotgunautomat_primary_spread;
1197

  
1198
float autocvar_g_balance_shotgunautomat_secondary_ammo;
1199
float autocvar_g_balance_shotgunautomat_secondary_animtime;
1200
float autocvar_g_balance_shotgunautomat_secondary_bulletconstant;
1201
float autocvar_g_balance_shotgunautomat_secondary_bullets;
1202
float autocvar_g_balance_shotgunautomat_secondary_damage;
1203
float autocvar_g_balance_shotgunautomat_secondary_force;
1204
float autocvar_g_balance_shotgunautomat_secondary_refire;
1205
float autocvar_g_balance_shotgunautomat_secondary_speed;
1206
float autocvar_g_balance_shotgunautomat_secondary_spread;
1207

  
1208
float autocvar_g_balance_shotgunautomat_secondary;
1209
float autocvar_g_balance_shotgunautomat_secondary_melee_delay;
1210
float autocvar_g_balance_shotgunautomat_secondary_melee_range;
1211
float autocvar_g_balance_shotgunautomat_secondary_melee_swing;
1212
float autocvar_g_balance_shotgunautomat_secondary_melee_time;
1213
float autocvar_g_balance_shotgunautomat_secondary_melee_no_doubleslap;
1214
float autocvar_g_balance_shotgunautomat_reload_ammo;
1215
float autocvar_g_balance_shotgunautomat_reload_time;
1216

  
1217
float autocvar_g_balance_nukelayer_ammo;
1218
float autocvar_g_balance_nukelayer_animtime;
1219
float autocvar_g_balance_nukelayer_damage;
1220
float autocvar_g_balance_nukelayer_damageforcescale;
1221
float autocvar_g_balance_nukelayer_detonatedelay;
1222
float autocvar_g_balance_nukelayer_edgedamage;
1223
float autocvar_g_balance_nukelayer_force;
1224
float autocvar_g_balance_nukelayer_health;
1225
float autocvar_g_balance_nukelayer_lifetime;
1226
float autocvar_g_balance_nukelayer_lifetime_countdown;
1227
float autocvar_g_balance_nukelayer_limit;
1228
float autocvar_g_balance_nukelayer_protection;
1229
float autocvar_g_balance_nukelayer_proximityradius;
1230
float autocvar_g_balance_nukelayer_radius;
1231
float autocvar_g_balance_nukelayer_refire;
1232
float autocvar_g_balance_nukelayer_remote_damage;
1233
float autocvar_g_balance_nukelayer_remote_edgedamage;
1234
float autocvar_g_balance_nukelayer_remote_force;
1235
float autocvar_g_balance_nukelayer_remote_radius;
1236
float autocvar_g_balance_nukelayer_speed;
1237
float autocvar_g_balance_nukelayer_time;
1238
float autocvar_g_balance_nukelayer_reload_ammo;
1239
float autocvar_g_balance_nukelayer_reload_time;
1240
float autocvar_g_balance_nukelayer_enableshockwave;
1241
float autocvar_g_balance_nukelayer_fire0_damage;
1242
float autocvar_g_balance_nukelayer_fire0_burntime;
1243
float autocvar_g_balance_nukelayer_fire0_radius;
1244
float autocvar_g_balance_nukelayer_fire1_damage;
1245
float autocvar_g_balance_nukelayer_fire1_burntime;
1246
float autocvar_g_balance_nukelayer_fire1_radius;
1247
float autocvar_g_balance_nukelayer_fire2_damage;
1248
float autocvar_g_balance_nukelayer_fire2_burntime;
1249
float autocvar_g_balance_nukelayer_fire2_radius;
1250
float autocvar_g_balance_nukelayer_fire3_damage;
1251
float autocvar_g_balance_nukelayer_fire3_burntime;
1252
float autocvar_g_balance_nukelayer_fire3_radius;
1253
float autocvar_g_balance_nukelayer_fire4_damage;
1254
float autocvar_g_balance_nukelayer_fire4_burntime;
1255
float autocvar_g_balance_nukelayer_fire4_radius;
1256
float autocvar_g_balance_nukelayer_fire5_damage;
1257
float autocvar_g_balance_nukelayer_fire5_burntime;
1258
float autocvar_g_balance_nukelayer_fire5_radius;
1259

  
1260
float autocvar_g_balance_rocketlauncher_enableshockwave;
1261

  
1262
float autocvar_g_balance_grenadelauncher_primary_fragments;
1263
float autocvar_g_balance_grenadelauncher_primary_fragment_damage;
1264
float autocvar_g_balance_grenadelauncher_primary_fragment_speed;
1265
float autocvar_g_balance_grenadelauncher_primary_fragment_bulletconstant;
1266
float autocvar_g_balance_grenadelauncher_primary_fragment_headshotbonus;
1267
float autocvar_g_balance_grenadelauncher_primary_fragment_force;
1268
float autocvar_g_balance_grenadelauncher_primary_fragment_tracer;
1269
float autocvar_g_balance_grenadelauncher_primary_fragment_gravity;
1270

  
1271
float autocvar_g_balance_grenadelauncher_secondary_fragments;
1272
float autocvar_g_balance_grenadelauncher_secondary_fragment_damage;
1273
float autocvar_g_balance_grenadelauncher_secondary_fragment_speed;
1274
float autocvar_g_balance_grenadelauncher_secondary_fragment_bulletconstant;
1275
float autocvar_g_balance_grenadelauncher_secondary_fragment_headshotbonus;
1276
float autocvar_g_balance_grenadelauncher_secondary_fragment_force;
1277
float autocvar_g_balance_grenadelauncher_secondary_fragment_tracer;
1278
float autocvar_g_balance_grenadelauncher_secondary_fragment_gravity;
1279

  
1280
float autocvar_g_balance_tuba_nogibs;
1281
float autocvar_g_balance_laser_nogibs;
1282
float autocvar_g_balance_nex_nogibs;
1283
float autocvar_g_balance_minstanex_nogibs;
1284
float autocvar_g_balance_crylink_nogibs;
1285
float autocvar_g_balance_electro_nogibs;
1286
float autocvar_g_balance_hlac_nogibs;
1287
float autocvar_g_balance_shotgun_nogibs;
1288
float autocvar_g_balance_pumpshotgun_nogibs;
1289
float autocvar_g_balance_rifle_nogibs;
1290
float autocvar_g_balance_uzi_nogibs;
1291
float autocvar_g_balance_hmg_nogibs;
1292
float autocvar_g_balance_mg_nogibs;
1293
float autocvar_g_balance_rocketlauncher_nogibs;
1294
float autocvar_g_balance_grenadelauncher_nogibs;
1295
float autocvar_g_balance_hagar_nogibs;
1296
float autocvar_g_balance_minelayer_nogibs;
1297
float autocvar_g_balance_seeker_nogibs;
1298
float autocvar_g_balance_fireball_nogibs;
1299
	
1300
float autocvar_g_balance_shotgunautomat_nogibs;
1301
float autocvar_g_balance_nukelayer_nogibs;
1302
float autocvar_g_balance_pistol_nogibs;
1303
	
1304
float autocvar_sv_gibhealth_weapon_nogib_add;
1305

  
1306
float autocvar_g_balance_pistol_recoil;
1307
float autocvar_g_balance_pistol_bursttime;
1308
float autocvar_g_balance_pistol_primary_ammo;
1309
float autocvar_g_balance_pistol_primary_animtime;
1310
float autocvar_g_balance_pistol_primary_bulletconstant;
1311
float autocvar_g_balance_pistol_primary_bullethail;
1312
float autocvar_g_balance_pistol_primary_burstcost;
1313
float autocvar_g_balance_pistol_primary_damage;
1314
float autocvar_g_balance_pistol_primary_force;
1315
float autocvar_g_balance_pistol_primary_headshotaddeddamage;
1316
float autocvar_g_balance_pistol_primary_lifetime;
1317
float autocvar_g_balance_pistol_primary_refire;
1318
float autocvar_g_balance_pistol_primary_shots;
1319
float autocvar_g_balance_pistol_primary_speed;
1320
float autocvar_g_balance_pistol_primary_spread;
1321
//float autocvar_g_balance_pistol_primary_tracer;
1322
float autocvar_g_balance_pistol_secondary;
1323
float autocvar_g_balance_pistol_secondary_ammo;
1324
float autocvar_g_balance_pistol_secondary_animtime;
1325
float autocvar_g_balance_pistol_secondary_bulletconstant;
1326
float autocvar_g_balance_pistol_secondary_bullethail;
1327
float autocvar_g_balance_pistol_secondary_burstcost;
1328
float autocvar_g_balance_pistol_secondary_damage;
1329
float autocvar_g_balance_pistol_secondary_force;
1330
float autocvar_g_balance_pistol_secondary_headshotaddeddamage;
1331
float autocvar_g_balance_pistol_secondary_lifetime;
1332
float autocvar_g_balance_pistol_secondary_reload;
1333
float autocvar_g_balance_pistol_secondary_refire;
1334
float autocvar_g_balance_pistol_secondary_shots;
1335
float autocvar_g_balance_pistol_secondary_speed;
1336
float autocvar_g_balance_pistol_secondary_spread;
1337
//float autocvar_g_balance_pistol_secondary_tracer;
1338
float autocvar_g_balance_pistol_reload_ammo;
1339
float autocvar_g_balance_pistol_reload_time;
1340

  
1341
float autocvar_g_balance_uzi_sustained_headshotaddeddamage;
1342
float autocvar_g_balance_uzi_first_headshotaddeddamage;
1343

  
1344

  
1345
float autocvar_g_balance_hmg_bulletconstant;
1346
float autocvar_g_balance_hmg_speed;
1347
float autocvar_g_balance_hmg_spread_add;
1348
float autocvar_g_balance_hmg_spread_max;
1349
float autocvar_g_balance_hmg_spread_min;
1350
float autocvar_g_balance_hmg_sustained_ammo;
1351
float autocvar_g_balance_hmg_sustained_damage;
1352
float autocvar_g_balance_hmg_sustained_headshotaddeddamage;
1353
float autocvar_g_balance_hmg_sustained_force;
1354
float autocvar_g_balance_hmg_sustained_refire;
1355
//float autocvar_g_balance_hmg_sustained_spread;
1356
float autocvar_g_balance_hmg_reload_ammo;
1357
float autocvar_g_balance_hmg_reload_time;
1358

  
1359
float autocvar_g_balance_mg_bulletconstant;
1360
float autocvar_g_balance_mg_burst;
1361
float autocvar_g_balance_mg_burst_ammo;
1362
float autocvar_g_balance_mg_burst_animtime;
1363
float autocvar_g_balance_mg_burst_refire;
1364
float autocvar_g_balance_mg_burst_refire2;
1365
float autocvar_g_balance_mg_burst_spread;
1366
float autocvar_g_balance_mg_first;
1367
float autocvar_g_balance_mg_first_ammo;
1368
float autocvar_g_balance_mg_first_damage;
1369
float autocvar_g_balance_mg_first_headshotaddeddamage;
1370
float autocvar_g_balance_mg_first_force;
1371
float autocvar_g_balance_mg_first_refire;
1372
float autocvar_g_balance_mg_first_spread;
1373
float autocvar_g_balance_mg_mode;
1374
float autocvar_g_balance_mg_speed;
1375
float autocvar_g_balance_mg_spread_add;
1376
float autocvar_g_balance_mg_spread_max;
1377
float autocvar_g_balance_mg_spread_min;
1378
float autocvar_g_balance_mg_sustained_ammo;
1379
float autocvar_g_balance_mg_sustained_damage;
1380
float autocvar_g_balance_mg_sustained_headshotaddeddamage;
1381
float autocvar_g_balance_mg_sustained_force;
1382
float autocvar_g_balance_mg_sustained_refire;
1383
float autocvar_g_balance_mg_sustained_spread;
1384
float autocvar_g_balance_mg_reload_ammo;
1385
float autocvar_g_balance_mg_reload_time;
1386

  
1387
float autocvar_g_balance_pumpshotgun_primary_ammo;
1388
float autocvar_g_balance_pumpshotgun_primary_animtime;
1389
float autocvar_g_balance_pumpshotgun_primary_bulletconstant;
1390
float autocvar_g_balance_pumpshotgun_primary_bullets;
1391
float autocvar_g_balance_pumpshotgun_primary_damage;
1392
float autocvar_g_balance_pumpshotgun_primary_force;
1393
float autocvar_g_balance_pumpshotgun_primary_refire;
1394
float autocvar_g_balance_pumpshotgun_primary_speed;
1395
float autocvar_g_balance_pumpshotgun_primary_spread;
1396
float autocvar_g_balance_pumpshotgun_secondary;
1397
float autocvar_g_balance_pumpshotgun_secondary_animtime;
1398
float autocvar_g_balance_pumpshotgun_secondary_damage;
1399
float autocvar_g_balance_pumpshotgun_secondary_force;
1400
float autocvar_g_balance_pumpshotgun_secondary_melee_delay;
1401
float autocvar_g_balance_pumpshotgun_secondary_melee_range;
1402
float autocvar_g_balance_pumpshotgun_secondary_melee_swing_side;
1403
float autocvar_g_balance_pumpshotgun_secondary_melee_swing_up;
1404
float autocvar_g_balance_pumpshotgun_secondary_melee_time;
1405
float autocvar_g_balance_pumpshotgun_secondary_melee_traces;
1406
float autocvar_g_balance_pumpshotgun_secondary_melee_no_doubleslap;
1407
float autocvar_g_balance_pumpshotgun_secondary_melee_nonplayerdamage;
1408
float autocvar_g_balance_pumpshotgun_secondary_melee_multihit;
1409
float autocvar_g_balance_pumpshotgun_secondary_refire;
1410
float autocvar_g_balance_pumpshotgun_reload_ammo;
1411
float autocvar_g_balance_pumpshotgun_reload_time;
1412

  
1413
float autocvar_g_balance_grenadelauncher_primary_failurerate;
1414
float autocvar_g_balance_grenadelauncher_secondary_failurerate;
1415

  
1416
float autocvar_g_balance_rocketlauncher_primary_failurerate;
1417
float autocvar_g_balance_rocketlauncher_secondary_failurerate;
1418
float autocvar_g_balance_rocketlauncher_commlink_failurerate;
1419

  
1420
float autocvar_g_balance_seeker_missile_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

  
1428
float autocvar_g_balance_uzi_jamrate;
1429
float autocvar_g_balance_uzi_clearjam_time;
1430

  
1431
float autocvar_g_balance_mg_jamrate;
1432
float autocvar_g_balance_mg_clearjam_time;
1433

  
1434
float autocvar_g_balance_shotgunautomat_jamrate;
1435
float autocvar_g_balance_shotgunautomat_clearjam_time;
1436

  
1437
float autocvar_g_balance_shotgun_jamrate;
1438
float autocvar_g_balance_shotgun_clearjam_time;
1439

  
1440
float autocvar_g_balance_pumpshotgun_jamrate;
1441
float autocvar_g_balance_pumpshotgun_clearjam_time;
1442

  
1443
float autocvar_g_balance_pistol_jamrate;
1444
float autocvar_g_balance_pistol_clearjam_time;
1445

  
1446
float autocvar_g_balance_hmg_jamrate;
1447
float autocvar_g_balance_hmg_clearjam_time;
1448

  
1187 1449
float autocvar_g_loituma;
1450

  
1451
float autocvar_g_balance_minelayer_persistent;
1452

  
1188 1453
float autocvar_g_grab_range;
1189 1454
float autocvar_g_sandbox_info;
1190 1455
float autocvar_g_sandbox_readonly;
b/qcsrc/server/cl_client.qc
2121 2121
	self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
2122 2122
	self.hagar_load = spectatee.hagar_load;
2123 2123
	self.minelayer_mines = spectatee.minelayer_mines;
2124
	self.nukelayer_nukes = spectatee.nukelayer_nukes;
2124 2125
	self.punchangle = spectatee.punchangle;
2125 2126
	self.view_ofs = spectatee.view_ofs;
2126 2127
	self.v_angle = spectatee.v_angle;
b/qcsrc/server/cl_player.qc
408 408
	self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
409 409
	self.dmg_inflictor = inflictor;
410 410

  
411
	if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
411
	//print(sprintf("Gib Health: %v\n", self.health));
412
	//This code allows the server to set which weapons can gib and which never gib.
413
	//I grouped the weapons mostly by ammo type, leaving one group for my own weapons.
414
	//The last weapon is the fireball so that one can easily delete references to my weapons if desired.
415
	//Turning off gibbing on the shotgun doesn't work, it seems the last pellet or so are not tracked properly.
416
	//This is perhaps a bug in the ballistic bullet code, but perhaps not as uzi and rifle work fine, however they
417
	//are much slower in spawing ballisticbullets than the shotgun (which spawns many almost all at once).
418
	//Crylink can also eventually gib, but it takes many many shots, with this off it gibs quickly, I'm guessing
419
	//that there is a race condition between DEATH_ISWEAPON and the dmg code, I'm not sure.
420
	//The RocketLauncher and GrenadeLauncher seem to gib regardless.
421
	//I suggest turning off gibbing on the uzi and rifle, perhaps on the crylink and other energy weapons
422
	//This way gibbing is special for powerful weapons that provide the needed shearing force (Explosives, etc)
423
	if (
424
	(self.health <= -autocvar_sv_gibhealth && self.alpha >= 0) &&
425
	!( DEATH_ISWEAPON(deathtype, WEP_TUBA) && autocvar_g_balance_tuba_nogibs) &&
426
	!( DEATH_ISWEAPON(deathtype, WEP_LASER) && autocvar_g_balance_laser_nogibs) &&
427
	
428
	!( DEATH_ISWEAPON(deathtype, WEP_NEX) && autocvar_g_balance_nex_nogibs) &&
429
	!( DEATH_ISWEAPON(deathtype, WEP_MINSTANEX) && autocvar_g_balance_minstanex_nogibs) &&
430
	!( DEATH_ISWEAPON(deathtype, WEP_CRYLINK) && autocvar_g_balance_crylink_nogibs) &&
431
	!( DEATH_ISWEAPON(deathtype, WEP_ELECTRO) && autocvar_g_balance_electro_nogibs) &&
432
	!( DEATH_ISWEAPON(deathtype, WEP_HLAC) && autocvar_g_balance_hlac_nogibs) &&
433
	
434
	!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) && autocvar_g_balance_shotgun_nogibs) &&
435
	
436
	!( DEATH_ISWEAPON(deathtype, WEP_PUMPSHOTGUN) && autocvar_g_balance_pumpshotgun_nogibs) &&
437
	!( DEATH_ISWEAPON(deathtype, WEP_RIFLE) && autocvar_g_balance_rifle_nogibs) &&
438
	!( DEATH_ISWEAPON(deathtype, WEP_UZI) && autocvar_g_balance_uzi_nogibs) &&
439
	!( DEATH_ISWEAPON(deathtype, WEP_HMG) && autocvar_g_balance_hmg_nogibs) &&
440
	!( DEATH_ISWEAPON(deathtype, WEP_MG) && autocvar_g_balance_mg_nogibs) &&
441
	
442
	!( DEATH_ISWEAPON(deathtype, WEP_ROCKET_LAUNCHER) && autocvar_g_balance_rocketlauncher_nogibs) &&
443
	!( DEATH_ISWEAPON(deathtype, WEP_GRENADE_LAUNCHER) && autocvar_g_balance_grenadelauncher_nogibs) &&
444
	!( DEATH_ISWEAPON(deathtype, WEP_HAGAR) && autocvar_g_balance_hagar_nogibs) &&
445
	!( DEATH_ISWEAPON(deathtype, WEP_SEEKER) && autocvar_g_balance_seeker_nogibs) &&
446
	!( DEATH_ISWEAPON(deathtype, WEP_MINE_LAYER) && autocvar_g_balance_minelayer_nogibs) &&
447
	
448
	!( DEATH_ISWEAPON(deathtype, WEP_SHOTGUNAUTOMAT) && autocvar_g_balance_shotgunautomat_nogibs) &&
449
	//!( DEATH_ISWEAPON(deathtype, WEP_NUKE_LAYER) && autocvar_g_balance_nukelayer_nogibs) &&
450
	!( DEATH_ISWEAPON(deathtype, WEP_PISTOL) && autocvar_g_balance_pistol_nogibs) &&
451
	
452
	!( DEATH_ISWEAPON(deathtype, WEP_FIREBALL) && autocvar_g_balance_fireball_nogibs)
453
	)
412 454
	{
413 455
		// don't use any animations as a gib
414 456
		self.frame = 0;
......
418 460
		Violence_GibSplash(self, 1, 1, attacker);
419 461
		self.alpha = -1;
420 462
		self.solid = SOLID_NOT; // restore later
463
	} else if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0) {
464
		//print("No Gib tripped\n");
465
		//If we failed the first test due solely to the weapon being used on the corpse 
466
		//being set to nogib, but for all other reasons gibbing should occur
467
		//Let us give health back to the gib to make sure that it does not gib due to
468
		//the nogib weapon pushing it against a wall.
469
		self.health = -1;
470
		
471
		//We will allow the server admin to set how much health to add to such a gib, to make it resilient
472
		//so that it will not be easily destroyed. By default, nothing.
473
		self.health = self.health + autocvar_sv_gibhealth_weapon_nogib_add;
421 474
	}
422 475
}
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