32 #define g_stat_HEALTH getstati(STAT_HEALTH)
33 #define g_stat_ARMOR getstati(STAT_ARMOR)
34 #define g_stat_SHELLS getstati(STAT_SHELLS)
35 #define g_stat_NAILS getstati(STAT_NAILS)
36 #define g_stat_ROCKETS getstati(STAT_ROCKETS)
37 #define g_stat_CELLS getstati(STAT_CELLS)
38 #define g_stat_ITEMS getstat_INT(STAT_ITEMS)
39 #define g_stat_VIEWHEIGHT getstati(STAT_VIEWHEIGHT)
41 #define stat_HEALTH health
42 #define stat_ARMOR armorvalue
43 #define stat_SHELLS ammo_shells
44 #define stat_NAILS ammo_nails
45 #define stat_ROCKETS ammo_rockets
46 #define stat_CELLS ammo_cells
47 #define stat_ITEMS items
48 #define stat_VIEWHEIGHT view_ofs_z
90#define autocvar_fraglimit cvar("fraglimit")
91#define autocvar_fraglimit_override cvar("fraglimit_override")
92#define autocvar_timelimit cvar("timelimit")
93#define autocvar_timelimit_override cvar("timelimit_override")
314AUTOCVAR(g_walljump,
bool,
false,
"enable wall jumping mutator");
315AUTOCVAR(g_walljump_delay,
float, 1,
"minimum delay between wall jumps");
316AUTOCVAR(g_walljump_force,
float, 300,
"how far to bounce/jump off the wall");
317AUTOCVAR(g_walljump_velocity_xy_factor,
float, 1.15,
"how much to slow down along horizontal axis, higher value = higher deceleration, if factor is < 1, you accelerate by wall jumping");
318AUTOCVAR(g_walljump_velocity_z_factor,
float, 0.5,
"upwards velocity factor, multiplied by normal jump velocity");
321REGISTER_STAT(WALLJUMP_VELOCITY_Z_FACTOR, FLOAT, autocvar_g_walljump_velocity_z_factor)
322REGISTER_STAT(WALLJUMP_VELOCITY_XY_FACTOR, FLOAT, autocvar_g_walljump_velocity_xy_factor)
323REGISTER_STAT(WALLJUMP_DELAY, FLOAT, autocvar_g_walljump_delay)
324REGISTER_STAT(WALLJUMP_FORCE, FLOAT, autocvar_g_walljump_force)
368 #define Q3COMPAT_COMMON q3compat
370 #define Q3COMPAT_COMMON STAT(Q3COMPAT)
420float autocvar_sv_wallfriction;
421#define autocvar_sv_gravity cvar("sv_gravity")
424REGISTER_STAT(MOVEVARS_WALLFRICTION, INT, autocvar_sv_wallfriction)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float autocvar_sv_jumpspeedcap_max_disable_on_ramps
float autocvar_sv_dodging_height_threshold
float autocvar_sv_friction_on_land
int autocvar_sv_gameplayfix_noairborncorpse_allowsuspendeditems
float autocvar_g_teleport_maxspeed
bool autocvar_sv_dodging_frozen
float autocvar_sv_dodging_wall_distance_threshold
bool autocvar_g_shootfromeye
float autocvar_g_bloodloss
float autocvar_sv_dodging_air_maxspeed
float g_bugrigs_angle_smoothing
float autocvar_sv_dodging_maxspeed
int g_dodging
cvar loopback
float g_bugrigs_reverse_speeding
vector weaponsInMap
all the weapons actually spawned in the map, does not include filtered items
bool autocvar_sv_gameplayfix_nogravityonground
int autocvar_sv_gameplayfix_noairborncorpse
float autocvar_sv_dodging_delay
float g_bugrigs_reverse_spinning
#define autocvar_sv_gravity
float g_bugrigs_reverse_stopping
const int OVERTIME_SUDDENDEATH
bool autocvar_g_multijump_client
float g_bugrigs_friction_air
float autocvar_g_multijump_add
bool autocvar_sv_dodging_frozen_doubletap
int autocvar_sv_gameplayfix_stepdown
float g_bugrigs_friction_floor
int autocvar_g_jetpack_fuel
float g_bugrigs_air_steering
int autocvar_sv_gameplayfix_stepmultipletimes
vector weaponsInMapAll
all the weapons placed by the mapper (weaponreplace applied), ignores most filters
#define autocvar_timelimit
bool autocvar_sv_dodging_clientselect
float autocvar_g_multijump_maxspeed
int autocvar_sv_gameplayfix_grenadebouncedownslopes
float autocvar_g_jetpack_maxspeed_up
int autocvar_sv_gameplayfix_fixedcheckwatertransition
float autocvar_sv_dodging_horiz_force_frozen
bool autocvar_g_shootfromcenter
bool g_bugrigs_planar_movement
#define autocvar_fraglimit
bool autocvar_sv_dodging_air_dodging
float autocvar_sv_dodging_horiz_force_slowest
float autocvar_sv_dodging_ramp_time
bool autocvar_sv_slick_applygravity
float W_WeaponRateFactor(entity this)
float g_bugrigs_speed_ref
bool autocvar_g_ctf_leaderboard
float autocvar_g_multijump_dodging
var float autocvar_sv_friction_slick
float autocvar_g_multijump_speed
int autocvar_sv_gameplayfix_delayprojectiles
float autocvar_g_jetpack_acceleration_up
bool autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag
float autocvar_g_jetpack_acceleration_side
cvar loopback
float autocvar_g_jetpack_maxspeed_side
float autocvar_sv_dodging_horiz_speed_min
float autocvar_sv_dodging_up_speed
float g_bugrigs_friction_brake
bool autocvar_sv_gameplayfix_gravityunaffectedbyticrate
int autocvar_sv_gameplayfix_easierwaterjump
float autocvar_sv_gameplayfix_q2airaccelerate
int autocvar_sv_gameplayfix_slidemoveprojectiles
float autocvar_g_teleport_minspeed
float autocvar_sv_stepheight
float autocvar_sv_gameplayfix_stepdown_maxspeed
float autocvar_g_jetpack_reverse_thrust
bool autocvar_sv_dodging_wall_dodging
int autocvar_sv_gameplayfix_unstickplayers
bool g_bugrigs_planar_movement_car_jumping
float autocvar_sv_dodging_horiz_force_fastest
float autocvar_sv_showfps
arc heat in [0,1]
float autocvar_g_jetpack_antigravity
int autocvar_sv_gameplayfix_downtracesupportsongroundflag
float autocvar_sv_dodging_horiz_speed_max
float g_bugrigs_speed_pow
bool autocvar_sv_doublejump
int autocvar_sv_itemstime
#define REGISTER_STAT(...)
#define GAMEPLAYFIX_STEPDOWN(s)
#define GAMEPLAYFIX_DOWNTRACEONGROUND(s)
#define GAMEPLAYFIX_UNSTICKPLAYERS(s)
const int MOVEFLAG_NOGRAVITYONGROUND
const int MOVEFLAG_Q2AIRACCELERATE
#define NOAIRBORNCORPSE_ALLOWSUSPENDED(s)
#define GAMEPLAYFIX_DELAYPROJECTILES(s)
#define GAMEPLAYFIX_WATERTRANSITION(s)
#define GAMEPLAYFIX_EASIERWATERJUMP(s)
#define GAMEPLAYFIX_NOAIRBORNCORPSE(s)
#define GAMEPLAYFIX_STEPMULTIPLETIMES(s)
#define GAMEPLAYFIX_GRENADEBOUNCESLOPES(s)
#define GAMEPLAYFIX_SLIDEMOVEPROJECTILES(s)
#define GAMEPLAYFIX_STEPDOWN_MAXSPEED(s)
const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE
#define SPECTATE_COPYFIELD(fld)
float autocvar_sys_ticrate
int autocvar_leadlimit_and_fraglimit
bool autocvar_g_telefrags_avoid