prozac-qfcc/ofndefs.qh

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2001-07-17 05:58:10 +00:00
/*=======================================================//
// ofndefs.QC - CustomTF 3.2.OfN - 30/1/2001 - //
// by Sergio Fuma<6D>a Grunwaldt - OfteN aka superCOCK2000 //
=========================================================//
Flags defined to test something and other stuff
=========================================================*/
//#define VERBOSE_GRUNTY
//#define WARLOCK_TEST // free summon
//#define ARMY_TEST // only 5 seconds for tele the soldier
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//- attack owner?
//#define MAD_GRUNTY //for testing purposes
//#define MAD_MONSTERS // for testing
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//#define MAD_TESLA // for testing
//#define ALLOW_RCON_ABUSE // lets them stuff commands to the players
//#define GRUNTY_EXTRA_WEAPONS WEAP_ROCKET_LAUNCHER | WEAP_SUPER_SHOTGUN // 0
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//--- additional global defines ----------------------//
#define MSG_OFTEN_CUTFVERSION "Running progs build 111 <20>05<30>09<30>2001<30>\n"
#define MOTD_REFRESHRATE 1
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
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#define MAX_KNIFE_BLOOD 32 // maximum of knife kill points that can be accumulated by warlocks
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#define GRUNTY_HP 600 // initial HP for soldier
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
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#define GRUNT_MAX_HP 2000 // OfN - Max health for the damn soldier, no 5000 hp grunts anymore! =) GR - why not?
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#define SHAMBLER_HP 2600 // 2000 - 3000 - 2600
#define HKNIGHT_HP 2200 //
#define DEMON_HP 1800 // 1200 - 2000 - 1400
#define KNIGHT_HP 1400 //
#define SCRAG_HP 1000 // 800
#define SCRAG_DMG 29 // damage the scrag does
#define WAYPOINT_LIFE 240 // 120 after this amount of seconds any unused waypoint will be removed
#define OTR_DMGFACTOR 0.6 // How much damage OTR does normally (should not be more than 1)
#define OTR_IGNFACTOR 0.3 // How much armor-piercing damage OTR does (this + dmgfactor should be slightly <1)
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#define SENTRY_UNLOCKTIME 2.5 // (must be greater than 1.1) time for the sentries to begin to rotate after they have no target (+/- 1 second)
#define HAX_UNSTABLEDIST 300 // distance at which enemy hacks take longer cause of "unstable connection"
#define WAYPOINT_AI_LIFE 10 // life for grunty ai created waypoints - last seen enemy mark
#define ATTN_MONSTERDIE ATTN_NONE // ATTN_NORM
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#define MINE_SCANRATE 0.6 // mines look again for nearby enemy after this time - it was 1 which caused high ping players to not trigger mines sometimes walking around them fast
<Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
2003-11-12 04:58:19 +00:00
#define EXPBODY_DMG 200 // damage exp. body does /was 140 GR this was really really wimpy
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#define MINE_DMG 200 // was 240 /215
#define SNIPER_DMG 200 // was charge up. Makes more sense for sniper bullets to do constant damage.
#define SNIPER_MAXLEG 50 // Max damage sniper rifle can do with legshot
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#define BERSERKER_HP_COST 30
#define LASER_CANNON_DMG 26 // was 28
#define RE_LASER_CANNON_TIME 1.5
#define RE_LASER_CANNON 10
#define GRUNTY_SEEKTIME 8
#define BIO_GREN_RADIUS 200 // was 150
// field generator ranges
#define FIELDGEN_RANGE 275 // max distance between the to generators to work
#define FIELDGEN_HACKEDRANGE 450 // hacked generator distance
//#define FIELDGEN_HACKEDRANGE2 600 // Range for both gens hacked
#define FGTRAP_DMG 300 // damage the field generator trapped explosion does
#define FIELD_FORCEMODE // coment to get rid of the mode switch of the force field
// monster HP regeneration
#define SCRAG_REGEN 3
#define SCRAG_REGRATE 1.5
#define FIEND_REGEN 3
#define FIEND_REGRATE 1.5
#define SHAMBLER_REGEN 3
#define SHAMBLER_REGRATE 1.5
// FLAG DEFINES
#define extra_detpack_explosions
#define detpack_earthquake
#define EXTRA_DETEXPOSIONS 5 // was 6
#define DETPACK_EARTHQUAKE_RANGE 1200
#define no_tf_monsters // uncoment this to compile with the standard quake models
#define no_new_dispenser // enables/disables new dispenser model and gib (dox models)
#define ceasefire_allows_to_move
#define pushable_scrag // scrag pushable by the airfist?
#define pushable_army
#define pushable_fiend
#define HUNTED_YELLOWTEAM_FACTOR 0.5 // this multiplied to current red players is max for yellow team on huntedr
1) Attempted to give players positive frags whenever possible. You now should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
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#define SENSOR_MINSPEED 100 // minimum speed someone has to be moving to be picked up by sense.
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#define AIRGUN_STRENGTH 300 // strength of airfist (was 1000), same as recoil.