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All hail the whitespace shambler!
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7 changed files with 49 additions and 55 deletions
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@ -79,7 +79,6 @@ float TEAM_CAPTURE_FLAG_RETURN_TIME = 40; // seconds until auto return
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// XXX EXPERT CTF Additional scoring system
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// bonuses
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float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone
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// who has recently hurt your flag carrier
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float TEAM_CAPTURE_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while
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@ -92,14 +91,12 @@ float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag c
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// capture happens almost immediately
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// radii
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float TEAM_CAPTURE_TARGET_PROTECT_RADIUS = 400; // the radius around an object being
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// defended where a target will be worth extra frags
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float TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS = 400; // the radius around an object being
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// defended where an attacker will get extra frags when making kills
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// timeouts
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float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT = 4;
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float TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT = 2;
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float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT = 6;
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@ -650,7 +647,6 @@ TeamCheckLock =
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// If teams are static and we've been on some team already,
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// put us back on the team we were on.
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if ((teamplay & TEAM_STATIC_TEAMS) && (self.steam >= 0)) {
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if (TeamColorIsLegal (self.steam)) {
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// changing teams sucks, kill him
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@ -719,7 +715,7 @@ TossBackpack =
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// If we don't have any ammo, return (except AXE/GRAPPLE)
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if (self.currentammo <= 0) {
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if (self.weapon != IT_AXE && self.weapon != IT_GRAPPLE)
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if ((self.weapon != IT_AXE) && (self.weapon != IT_GRAPPLE))
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return;
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}
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@ -1305,8 +1301,7 @@ TeamCaptureSpawn =
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impulse. I think he may have mailed you, but I wrote a quick version
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myself, which your welcome to use if you like the feature (it offsets
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some of the problems with the chat capabilities in Quake so it seems
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like a worthwhile feature). Feel free to change it
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as necessary.
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like a worthwhile feature). Feel free to change it as necessary.
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*/
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// *Capture The Flag - Status report by Wonko
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@ -1,5 +1,5 @@
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/*
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#FILENAME#
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telefrag.qc
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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@ -61,9 +61,9 @@ entity(entity spot) TelefragSelectSpawnPoint =
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while (search_spot) {
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e = findradius(spot.origin, 50);
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if (!e)
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if (!e) {
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search_spot = 0;
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else {
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} else {
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local float occupied;
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occupied = 0;
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while (!occupied && !(!e)) {
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@ -77,7 +77,7 @@ multi_trigger =
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self.nextthink = time + self.wait;
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} else {
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// we can't just remove (self) here, because this is a touch function
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// called wheil C code is looping through area links...
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// called while C code is looping through area links...
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self.touch = SUB_Null;
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self.nextthink = time + 0.1;
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self.think = SUB_Remove;
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@ -442,7 +442,6 @@ LightningDamage =
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}
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};
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void ()
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W_FireLightning =
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{
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@ -716,7 +715,6 @@ superspike_touch =
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}
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remove (self);
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};
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// PLAYER WEAPON USE ==========================================================
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@ -796,20 +794,21 @@ W_BestWeapon =
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it = self.items;
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if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING))
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if ((self.waterlevel <= 1) && (self.ammo_cells >= 1)
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&& (it & IT_LIGHTNING))
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return IT_LIGHTNING;
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else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN))
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else if ((self.ammo_nails >= 2) && (it & IT_SUPER_NAILGUN))
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return IT_SUPER_NAILGUN;
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else if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN))
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else if ((self.ammo_shells >= 2) && (it & IT_SUPER_SHOTGUN))
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return IT_SUPER_SHOTGUN;
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else if (self.ammo_nails >= 1 && (it & IT_NAILGUN))
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else if ((self.ammo_nails >= 1) && (it & IT_NAILGUN))
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return IT_NAILGUN;
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else if (self.ammo_shells >= 1 && (it & IT_SHOTGUN))
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else if ((self.ammo_shells >= 1) && (it & IT_SHOTGUN))
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return IT_SHOTGUN;
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/*
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if (self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
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if ((self.ammo_rockets >= 1) && (it & IT_ROCKET_LAUNCHER))
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return IT_ROCKET_LAUNCHER;
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else if (self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
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else if ((self.ammo_rockets >= 1) && (it & IT_GRENADE_LAUNCHER))
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return IT_GRENADE_LAUNCHER;
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*/
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return IT_AXE;
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