prozac-qfcc/options.qh
Bill Currie a365e00b22 <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

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/*======================================================
OPTIONS.QC TeamFortress v2.5
(c) TeamFortress Software Pty Ltd 29/2/97
========================================================
Defines for the compilable options within TF.
========================================================*/
#include "preopdef.qh"
//#define COOP_MODE
#define NET_SERVER
//#define BOTS // doesn't do anything yet
//#define DEMO_STUFF
#define STATUSBAR
//#pragma PROGS_DAT "qwprogs.dat"
#undef COOP_MODE
#define NET_SERVER
#ifdef NET_SERVER
#define SPY_INVIS_ONLY OFF // Spy becomes invisible instead of changing skin/color
#define DEFAULT_AUTOZOOM OFF
#define WEINER_SNIPER // autoaiming for sniper rifle
#define FLAME_MAXWORLDNUM 20 // maximum number of flames in the world. DO NOT PUT BELOW 20.
#define MAX_WORLD_PIPEBOMBS 20 // This is divided between teams - this is the most you should have on a net server
#define MAX_WORLD_AMMOBOXES 6 // This is divided between teams - this is the most you should have on a net server
#define GR_TYPE_MIRV_NO 4 // Number of Mirvs a Mirv Grenade breaks into
#define GR_TYPE_NAPALM_NO 8 // Number of flames napalm grenade breaks into (unused if net server)
#define MEDIKIT_IS_BIOWEAPON // WK THIS MUST BE DEFINED OR SHIT BREAKS NOW
// #define RESTORE_DEAD_SPEEDS // If defined, we restore the cl_speeds
#else
// LAN options
#define SPY_INVIS_ONLY OFF // Spy changes skin/color instead of becoming invisible
#define DEFAULT_AUTOZOOM OFF
#define FLAME_MAXWORLDNUM 60 // maximum number of flames in the world. DO NOT PUT BELOW 20.
#define MAX_WORLD_PIPEBOMBS 30 // This is divided between teams
#define MAX_WORLD_AMMOBOXES 6 // This is divided between teams
#define GR_TYPE_MIRV_NO 4 // Number of Mirvs a Mirv Grenade breaks into
#define GR_TYPE_NAPALM_NO 12 // Number of flames napalm grenade breaks into
#endif
// these defines are ignored if quakeworld is on
#define GRAPPLING_HOOK // Allow players to use the Hook on any map
#define TEAM_HELP_RATE 60 // used only if teamplay bit 64 (help team with lower score) is set.
// 60 is a mild setting, and won't make too much difference
// increasing it _decreases_ the amount of help the losing team gets
// Minimum setting is 1, which would really help the losing team
#define PLAYER_PUSHING // You can push your team mates around!
#define DISPLAY_CLASS_HELP ON // Change this to OFF if you don't want the class help to
// appear whenever a player connects
#define NEVER_TEAMFRAGS ON // teamfrags options always off (i didn't realise people wouldn't like it)
#define ALWAYS_TEAMFRAGS OFF // teamfrags options always on
#define CHECK_SPEEDS ON // makes sure players aren't moving too fast
#define SNIPER_RIFLE_RELOAD_TIME 1.5 // seconds
#define STOP_MOUSE_MOVEMENT ON // stops players from moving forward/back with the mouse, and cheating with it.
#define RESPAWN_DELAY_TIME 5 // this is the respawn delay, if the RESPAWN_DELAY option is
// turned on with temp1. QuakeWorld servers can use
// serverinfo respawn_delay to set their own time.
// see qw.txt for more info.
//#define SPEECH // Don't enable this, ever.
#define MEDIKIT_IS_BIOWEAPON // WK THIS MUST BE DEFINED OR SHIT BREAKS NOW
#undef COOP_MODE
// #undef NET_SERVER
#undef PLAYER_PUSHING
#define NET_SERVER
// Message Options
//#define CHEAT_WARNINGS // If defined, the server will be told when players
// were caught with different skins/colors.
// Debug Options
//#define MAP_DEBUG // Debug for Map code. I suggest running in a hi-res
// mode and/or piping the output from the server to a file.
//#define VERBOSE // Verbose Debugging on/off
//#define PRINT_DMG //CH prints out dmg from TF_T_Damage