mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
95295401a4
Added weapon balancing and tech control cvars to 3ZB2 DLL. Added Vampire and Ammogen techs to 3ZB2 game DLL. Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL. Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs. Removed unused tech cvars in default Lazarus DLL. Changed parsing of TE_BLASTER_COLORED tempent.
385 lines
15 KiB
C
385 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Knightmare
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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/******* Knightmare's cvar code file ***********/
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// enable/disable options
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cvar_t *mega_gibs; // whether to spawn extra gibs, default to 0
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cvar_t *player_gib_health; // what health level to gib players at
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cvar_t *allow_player_use_abandoned_turret; //whether to allow player to use turrets in exisiting maps
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cvar_t *adjust_train_corners; //whether to subtract (1,1,1) from train path corners to fix misalignments
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cvar_t *add_velocity_throw; //whether to add player's velocity to thrown objects
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cvar_t *falling_armor_damage; //whether player's armor absorbs damage from falling
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cvar_t *player_jump_sounds; //whether to play that STUPID grunting sound when the player jumps
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// Server-side speed control stuff
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cvar_t *player_max_speed;
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cvar_t *player_crouch_speed;
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cvar_t *player_accel;
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cvar_t *player_stopspeed;
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cvar_t *use_vwep;
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// weapon balancing
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cvar_t *sk_blaster_damage;
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cvar_t *sk_blaster_damage_dm;
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cvar_t *sk_blaster_speed;
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cvar_t *sk_blaster_color; //blaster color- 1=yellow, 2=green, 3=blue, 4=red
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cvar_t *sk_shotgun_damage;
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cvar_t *sk_shotgun_count;
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cvar_t *sk_shotgun_hspread;
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cvar_t *sk_shotgun_vspread;
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cvar_t *sk_sshotgun_damage;
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cvar_t *sk_sshotgun_count;
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cvar_t *sk_sshotgun_hspread;
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cvar_t *sk_sshotgun_vspread;
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cvar_t *sk_machinegun_damage;
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cvar_t *sk_machinegun_hspread;
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cvar_t *sk_machinegun_vspread;
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cvar_t *sk_chaingun_damage;
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cvar_t *sk_chaingun_damage_dm;
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cvar_t *sk_chaingun_hspread;
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cvar_t *sk_chaingun_vspread;
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cvar_t *sk_grenade_damage;
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cvar_t *sk_grenade_radius;
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cvar_t *sk_grenade_speed;
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cvar_t *sk_hand_grenade_damage;
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cvar_t *sk_hand_grenade_radius;
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cvar_t *sk_rocket_damage;
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cvar_t *sk_rocket_damage2;
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cvar_t *sk_rocket_rdamage;
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cvar_t *sk_rocket_radius;
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cvar_t *sk_rocket_speed;
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cvar_t *sk_hyperblaster_damage;
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cvar_t *sk_hyperblaster_damage_dm;
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cvar_t *sk_hyperblaster_speed;
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cvar_t *sk_hyperblaster_color; //hyperblaster color- 1=yellow, 2=green, 3=blue, 4=red
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cvar_t *sk_railgun_damage;
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cvar_t *sk_railgun_damage_dm;
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cvar_t *sk_railgun_skin;
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cvar_t *sk_bfg_damage;
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cvar_t *sk_bfg_damage_dm;
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cvar_t *sk_bfg_damage2;
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cvar_t *sk_bfg_damage2_dm;
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cvar_t *sk_bfg_rdamage;
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cvar_t *sk_bfg_radius;
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cvar_t *sk_bfg_speed;
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cvar_t *sk_jump_kick_damage;
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// DM start values
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cvar_t *sk_dm_start_shells;
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cvar_t *sk_dm_start_bullets;
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cvar_t *sk_dm_start_rockets;
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cvar_t *sk_dm_start_homing;
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cvar_t *sk_dm_start_grenades;
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cvar_t *sk_dm_start_cells;
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cvar_t *sk_dm_start_slugs;
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cvar_t *sk_dm_start_shotgun;
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cvar_t *sk_dm_start_sshotgun;
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cvar_t *sk_dm_start_machinegun;
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cvar_t *sk_dm_start_chaingun;
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cvar_t *sk_dm_start_grenadelauncher;
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cvar_t *sk_dm_start_rocketlauncher;
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cvar_t *sk_dm_start_hyperblaster;
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cvar_t *sk_dm_start_railgun;
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cvar_t *sk_dm_start_bfg;
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// maximum values
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cvar_t *sk_max_health;
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cvar_t *sk_max_health_dm;
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cvar_t *sk_max_armor_jacket;
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cvar_t *sk_max_armor_combat;
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cvar_t *sk_max_armor_body;
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cvar_t *sk_max_bullets;
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cvar_t *sk_max_shells;
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cvar_t *sk_max_rockets;
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cvar_t *sk_max_grenades;
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cvar_t *sk_max_cells;
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cvar_t *sk_max_slugs;
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cvar_t *sk_max_fuel;
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// maximum settings if a player gets a bandolier
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cvar_t *sk_bando_bullets; // 300
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cvar_t *sk_bando_shells; // 200
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cvar_t *sk_bando_cells; // 300
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cvar_t *sk_bando_slugs; // 100
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cvar_t *sk_bando_fuel;
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// maximum settings if a player gets a pack
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cvar_t *sk_pack_health;
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cvar_t *sk_pack_armor;
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cvar_t *sk_pack_bullets; // 300
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cvar_t *sk_pack_shells; // 200
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cvar_t *sk_pack_rockets; // 100
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cvar_t *sk_pack_grenades; // 100
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cvar_t *sk_pack_cells; // 300
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cvar_t *sk_pack_slugs; // 100
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cvar_t *sk_pack_fuel;
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cvar_t *sk_box_shells; //value of shells
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cvar_t *sk_box_bullets; //value of bullets
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cvar_t *sk_box_grenades; //value of grenade pack
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cvar_t *sk_box_rockets; //value of rocket pack
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cvar_t *sk_box_cells; //value of cell pack
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cvar_t *sk_box_slugs; //value of slug box
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cvar_t *sk_box_fuel; //value of fuel
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cvar_t *sk_armor_bonus_value; //value of armor shards
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cvar_t *sk_health_bonus_value; //value of stimpacks
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cvar_t *sk_powerup_max;
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cvar_t *sk_nuke_max;
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cvar_t *sk_nbomb_max;
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cvar_t *sk_quad_time;
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cvar_t *sk_inv_time;
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cvar_t *sk_breather_time;
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cvar_t *sk_enviro_time;
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cvar_t *sk_silencer_shots;
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cvar_t *sk_stasis_time;
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// CTF stuff
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cvar_t *use_techs; // enables techs
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cvar_t *use_coloredtechs; // enable colored techs, otherwise plain CTF Techs
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cvar_t *use_lithiumtechs; // enable lithium style colored runes, otherwise plain CTF Techs
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cvar_t *ctf_blastercolors; // enable different blaster colors for each team
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cvar_t *ctf_railcolors; // enable different railtrail colors for each team
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cvar_t *allow_flagdrop;
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cvar_t *allow_flagpickup;
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cvar_t *allow_techdrop;
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cvar_t *allow_techpickup;
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cvar_t *tech_flags; // determines which techs will show in the game, add these:
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// 1 = resist, 2 = strength, 4 = haste, 8 = regen, 16 = vampire, 32 = ammogen
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cvar_t *tech_spawn; // chance a rune will spawn from another item respawning
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cvar_t *tech_perplayer; // sets techs per player that will appear in map
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cvar_t *tech_life; // seconds a rune will stay around before disappearing
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cvar_t *tech_min; // sets minimum number of techs to be in the game
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cvar_t *tech_max; // sets maximum number of techs to be in the game
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//cvar_t *tech_haste; // what should I use this for?
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cvar_t *tech_resist; // sets how much damage is divided by with resist rune
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cvar_t *tech_strength; // sets how much damage is multiplied by with strength rune
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//cvar_t *tech_regen; // sets how fast health is gained back
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cvar_t *tech_regen_armor;
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cvar_t *tech_regen_health_max; // sets maximum health that can be gained from regen rune
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cvar_t *tech_regen_armor_max; // sets maximum armor that can be gained from regen rune
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cvar_t *tech_regen_armor_always; // sets whether armor should be regened regardless of if currently held
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cvar_t *tech_vampire; // sets percentage of health gained from damage inflicted
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cvar_t *tech_vampiremax; // sets maximum health that can be gained from vampire rune
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// end CTF stuff
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void InitLithiumVars (void)
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{
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mega_gibs = gi.cvar("mega_gibs", "0", 0);
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player_gib_health = gi.cvar("player_gib_health", "-40", 0);
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allow_player_use_abandoned_turret = gi.cvar("allow_player_use_abandoned_turret", "0", CVAR_ARCHIVE);
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adjust_train_corners = gi.cvar("adjust_train_corners", "0", CVAR_ARCHIVE);
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add_velocity_throw = gi.cvar("add_velocity_throw", "0", CVAR_ARCHIVE);
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falling_armor_damage = gi.cvar("falling_armor_damage", "0", CVAR_ARCHIVE);
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player_jump_sounds = gi.cvar("player_jump_sounds", "1", CVAR_ARCHIVE);
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player_max_speed = gi.cvar("player_max_speed", "300", 0);
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player_crouch_speed = gi.cvar("player_crouch_speed", "100", 0);
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player_accel = gi.cvar("player_accel", "10", 0);
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player_stopspeed = gi.cvar("player_stopspeed", "100", 0);
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use_vwep = gi.cvar("use_vwep", "1", CVAR_ARCHIVE);
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// weapon balancing
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sk_blaster_damage = gi.cvar("sk_blaster_damage", "10", 0);
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sk_blaster_damage_dm = gi.cvar("sk_blaster_damage_dm", "15", 0);
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sk_blaster_speed = gi.cvar("sk_blaster_speed", "1000", 0);
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sk_blaster_color = gi.cvar("sk_blaster_color", "1", 0);
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sk_shotgun_damage = gi.cvar("sk_shotgun_damage", "4", 0);
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sk_shotgun_count = gi.cvar("sk_shotgun_count", "12", 0);
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sk_shotgun_hspread = gi.cvar("sk_shotgun_hspread", "500", 0);
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sk_shotgun_vspread = gi.cvar("sk_shotgun_vspread", "500", 0);
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sk_sshotgun_damage = gi.cvar("sk_sshotgun_damage", "6", 0);
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sk_sshotgun_count = gi.cvar("sk_sshotgun_count", "20", 0);
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sk_sshotgun_hspread = gi.cvar("sk_sshotgun_hspread", "1000", 0);
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sk_sshotgun_vspread = gi.cvar("sk_sshotgun_vspread", "500", 0);
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sk_machinegun_damage = gi.cvar("sk_machinegun_damage", "8", 0);
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sk_machinegun_hspread = gi.cvar("sk_machinegun_hspread", "300", 0);
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sk_machinegun_vspread = gi.cvar("sk_machinegun_vspread", "500", 0);
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sk_chaingun_damage = gi.cvar("sk_chaingun_damage", "8", 0);
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sk_chaingun_damage_dm = gi.cvar("sk_chaingun_damage_dm", "6", 0);
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sk_chaingun_hspread = gi.cvar("sk_chaingun_hspread", "300", 0);
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sk_chaingun_vspread = gi.cvar("sk_chaingun_vspread", "500", 0);
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sk_grenade_damage = gi.cvar("sk_grenade_damage", "120", 0);
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sk_grenade_radius = gi.cvar("sk_grenade_radius", "160", 0);
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sk_grenade_speed = gi.cvar("sk_grenade_speed", "600", 0);
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sk_hand_grenade_damage = gi.cvar("sk_hand_grenade_damage", "125", 0);
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sk_hand_grenade_radius = gi.cvar("sk_hand_grenade_radius", "165", 0);
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sk_rocket_damage = gi.cvar("sk_rocket_damage", "100", 0);
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sk_rocket_damage2 = gi.cvar("sk_rocket_damage2", "20", 0);
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sk_rocket_rdamage = gi.cvar("sk_rocket_rdamage", "120", 0);
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sk_rocket_radius = gi.cvar("sk_rocket_radius", "140", 0);
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sk_rocket_speed = gi.cvar("sk_rocket_speed", "650", 0);
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sk_hyperblaster_damage = gi.cvar("sk_hyperblaster_damage", "10", 0);
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sk_hyperblaster_damage_dm = gi.cvar("sk_hyperblaster_damage_dm", "15", 0);
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sk_hyperblaster_speed = gi.cvar("sk_hyperblaster_speed", "1000", 0);
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sk_hyperblaster_color = gi.cvar("sk_hyperblaster_color", "1", 0);
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sk_railgun_damage = gi.cvar("sk_railgun_damage", "150", 0);
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sk_railgun_damage_dm = gi.cvar("sk_railgun_damage_dm", "100", 0);
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sk_railgun_skin = gi.cvar("sk_railgun_skin", "0", 0);
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sk_bfg_damage = gi.cvar("sk_bfg_damage", "500", 0);
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sk_bfg_damage_dm = gi.cvar("sk_bfg_damage_dm", "200", 0);
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sk_bfg_damage2 = gi.cvar("sk_bfg_damage2", "10", 0);
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sk_bfg_damage2_dm = gi.cvar("sk_bfg_damage2_dm", "5", 0);
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sk_bfg_rdamage = gi.cvar("sk_bfg_rdamage", "200", 0);
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sk_bfg_radius = gi.cvar("sk_bfg_radius", "1000", 0);
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sk_bfg_speed = gi.cvar("sk_bfg_speed", "400", 0);
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sk_jump_kick_damage = gi.cvar("sk_jump_kick_damage", "10", 0);
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// DM start values
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sk_dm_start_shells = gi.cvar("sk_dm_start_shells", "0", 0);
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sk_dm_start_bullets = gi.cvar("sk_dm_start_bullets", "0", 0);
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sk_dm_start_rockets = gi.cvar("sk_dm_start_rockets", "0", 0);
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sk_dm_start_homing = gi.cvar("sk_dm_start_homing", "0", 0);
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sk_dm_start_grenades = gi.cvar("sk_dm_start_grenades", "0", 0);
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sk_dm_start_cells = gi.cvar("sk_dm_start_cells", "0", 0);
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sk_dm_start_slugs = gi.cvar("sk_dm_start_slugs", "0", 0);
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sk_dm_start_shotgun = gi.cvar("sk_dm_start_shotgun", "0", 0);
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sk_dm_start_sshotgun = gi.cvar("sk_dm_start_sshotgun", "0", 0);
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sk_dm_start_machinegun = gi.cvar("sk_dm_start_machinegun", "0", 0);
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sk_dm_start_chaingun = gi.cvar("sk_dm_start_chaingun", "0", 0);
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sk_dm_start_grenadelauncher = gi.cvar("sk_dm_start_grenadelauncher", "0", 0);
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sk_dm_start_rocketlauncher = gi.cvar("sk_dm_start_rocketlauncher", "0", 0);
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sk_dm_start_hyperblaster = gi.cvar("sk_dm_start_hyperblaster", "0", 0);
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sk_dm_start_railgun = gi.cvar("sk_dm_start_railgun", "0", 0);
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sk_dm_start_bfg = gi.cvar("sk_dm_start_bfg", "0", 0);
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// maximum values
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sk_max_health = gi.cvar("sk_max_health", "100", 0);
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sk_max_health_dm = gi.cvar("sk_max_health_dm", "120", 0);
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sk_max_armor_jacket = gi.cvar("sk_max_armor_jacket", "50", 0);
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sk_max_armor_combat = gi.cvar("sk_max_armor_combat", "100", 0);
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sk_max_armor_body = gi.cvar("sk_max_armor_body", "200", 0);
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sk_max_bullets = gi.cvar("sk_max_bullets", "200", 0);
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sk_max_shells = gi.cvar("sk_max_shells", "100", 0);
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sk_max_rockets = gi.cvar("sk_max_rockets", "50", 0);
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sk_max_grenades = gi.cvar("sk_max_grenades", "50", 0);
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sk_max_cells = gi.cvar("sk_max_cells", "200", 0);
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sk_max_slugs = gi.cvar("sk_max_slugs", "50", 0);
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sk_max_fuel = gi.cvar("sk_max_fuel", "1000", 0);
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// maximum settings if a player gets a bandolier
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sk_bando_bullets = gi.cvar("sk_bando_bullets", "250", 0);
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sk_bando_shells = gi.cvar("sk_bando_shells", "150", 0);
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sk_bando_cells = gi.cvar("sk_bando_cells", "250", 0);
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sk_bando_slugs = gi.cvar("sk_bando_slugs", "75", 0);
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sk_bando_fuel = gi.cvar("sk_bando_fuel", "1500", 0);
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// maximum settings if a player gets a pack
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sk_pack_bullets = gi.cvar("sk_pack_bullets", "300", 0);
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sk_pack_shells = gi.cvar("sk_pack_shells", "200", 0);
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sk_pack_rockets = gi.cvar("sk_pack_rockets", "100", 0);
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sk_pack_grenades = gi.cvar("sk_pack_grenades", "100", 0);
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sk_pack_cells = gi.cvar("sk_pack_cells", "300", 0);
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sk_pack_slugs = gi.cvar("sk_pack_slugs", "100", 0);
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sk_pack_fuel = gi.cvar("sk_pack_fuel", "2000", 0);
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// pickup values
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sk_box_shells = gi.cvar("sk_box_shells", "10", 0);
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sk_box_bullets = gi.cvar("sk_box_bullets", "50", 0);
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sk_box_grenades = gi.cvar("sk_box_grenades", "5", 0);
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sk_box_rockets = gi.cvar("sk_box_rockets", "5", 0);
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sk_box_cells = gi.cvar("sk_box_cells", "50", 0);
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sk_box_slugs = gi.cvar("sk_box_slugs", "10", 0);
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sk_box_fuel = gi.cvar("sk_box_fuel", "500", 0);
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// items/powerups
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sk_armor_bonus_value = gi.cvar("sk_armor_bonus_value", "2", 0);
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sk_health_bonus_value = gi.cvar("sk_health_bonus_value", "2", 0);
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sk_powerup_max = gi.cvar("sk_powerup_max", "2", 0);
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sk_quad_time = gi.cvar("sk_quad_time", "30", 0);
|
|
sk_inv_time = gi.cvar("sk_inv_time", "30", 0);
|
|
sk_breather_time = gi.cvar("sk_breather_time", "30", 0);
|
|
sk_enviro_time = gi.cvar("sk_enviro_time", "30", 0);
|
|
sk_silencer_shots = gi.cvar("sk_silencer_shots", "30", 0);
|
|
sk_stasis_time = gi.cvar("sk_stasis_time", "30", 0);
|
|
|
|
// CTF stuff
|
|
use_techs = gi.cvar("use_techs", "0", 0);
|
|
use_coloredtechs = gi.cvar("use_coloredtechs", "0", 0);
|
|
use_lithiumtechs = gi.cvar("use_lithiumtechs", "0", 0);
|
|
|
|
ctf_blastercolors = gi.cvar("ctf_blastercolors", "1", 0);
|
|
ctf_railcolors = gi.cvar("ctf_railcolors", "1", 0);
|
|
|
|
allow_flagdrop = gi.cvar("allow_flagdrop", "1", 0);
|
|
allow_flagpickup = gi.cvar("allow_flagpickup", "1", 0);
|
|
allow_techdrop = gi.cvar("allow_techdrop", "1", 0);
|
|
allow_techpickup = gi.cvar("allow_techpickup", "1", 0);
|
|
|
|
tech_flags = gi.cvar("tech_flags", "15", 0);
|
|
tech_spawn = gi.cvar("tech_spawn", "0.10", 0);
|
|
tech_perplayer = gi.cvar("tech_perplayer", "0.7", 0);
|
|
tech_life = gi.cvar("tech_life", "20", 0);
|
|
tech_min = gi.cvar("tech_min", "2", 0);
|
|
tech_max = gi.cvar("tech_max", "10", 0);
|
|
|
|
// tech_haste = gi.cvar("tech_haste", "", 0);
|
|
tech_resist = gi.cvar("tech_resist", "2.0", 0);
|
|
tech_strength = gi.cvar("tech_strength", "2.0", 0);
|
|
// tech_regen = gi.cvar("tech_regen", "0.25", 0);
|
|
tech_regen_armor = gi.cvar("tech_regen_armor", "1", 0);
|
|
tech_regen_health_max = gi.cvar("tech_regen_health_max", "150", 0);
|
|
tech_regen_armor_max = gi.cvar("tech_regen_armor_max", "150", 0);
|
|
tech_regen_armor_always = gi.cvar("tech_regen_armor_always", "0", 0);
|
|
tech_vampire = gi.cvar("tech_vampire", "0.5", 0);
|
|
tech_vampiremax = gi.cvar("tech_vampiremax", "200", 0);
|
|
// end CTF Tech stuff
|
|
}
|