Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_nix.qc File Reference
#include "sv_nix.qh"
#include <server/weapons/selection.qh>
#include <server/world.qh>
Include dependency graph for sv_nix.qc:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Functions

 MUTATOR_HOOKFUNCTION (nix, BuildMutatorsPrettyString)
 MUTATOR_HOOKFUNCTION (nix, BuildMutatorsString)
 MUTATOR_HOOKFUNCTION (nix, FilterItemDefinition)
 MUTATOR_HOOKFUNCTION (nix, ForbidRandomStartWeapons)
 MUTATOR_HOOKFUNCTION (nix, ForbidThrowCurrentWeapon)
 MUTATOR_HOOKFUNCTION (nix, OnEntityPreSpawn)
 MUTATOR_HOOKFUNCTION (nix, PlayerPreThink)
 MUTATOR_HOOKFUNCTION (nix, PlayerSpawn)
 MUTATOR_HOOKFUNCTION (nix, SetModname, CBC_ORDER_LAST)
 MUTATOR_HOOKFUNCTION (nix, SetWeaponStay)
bool NIX_CanChooseWeapon (int wpn)
void NIX_ChooseNextWeapon ()
void NIX_GiveCurrentWeapon (entity this)
 REGISTER_MUTATOR (nix, expr_evaluate(cvar_string("g_nix")) &&!MUTATOR_IS_ENABLED(mutator_instagib) &&!MUTATOR_IS_ENABLED(ok) &&!MUTATOR_IS_ENABLED(melee_only) &&!MapInfo_LoadedGametype.m_weaponarena)

Variables

int autocvar_g_balance_nix_ammo_cells
int autocvar_g_balance_nix_ammo_fuel
int autocvar_g_balance_nix_ammo_nails
int autocvar_g_balance_nix_ammo_rockets
int autocvar_g_balance_nix_ammo_shells
int autocvar_g_balance_nix_ammoincr_cells
int autocvar_g_balance_nix_ammoincr_fuel
int autocvar_g_balance_nix_ammoincr_nails
int autocvar_g_balance_nix_ammoincr_rockets
int autocvar_g_balance_nix_ammoincr_shells
float autocvar_g_balance_nix_incrtime
float autocvar_g_balance_nix_roundtime
bool autocvar_g_nix_with_blaster
bool autocvar_g_nix_with_healtharmor
bool autocvar_g_nix_with_powerups
float g_nix_with_blaster
float nix_lastchange_id
float nix_lastinfotime
float nix_nextchange
float nix_nextincr
float nix_nextweapon
int nix_weapon

Function Documentation

◆ MUTATOR_HOOKFUNCTION() [1/10]

MUTATOR_HOOKFUNCTION ( nix ,
BuildMutatorsPrettyString  )

Definition at line 238 of file sv_nix.qc.

239{
240 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", NIX");
241}
#define M_ARGV(idx, type)
Definition base.qh:153
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [2/10]

MUTATOR_HOOKFUNCTION ( nix ,
BuildMutatorsString  )

Definition at line 233 of file sv_nix.qc.

234{
235 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":NIX");
236}

References M_ARGV, and strcat().

◆ MUTATOR_HOOKFUNCTION() [3/10]

MUTATOR_HOOKFUNCTION ( nix ,
FilterItemDefinition  )

Definition at line 243 of file sv_nix.qc.

244{
245 entity definition = M_ARGV(0, entity);
246
247 if (definition.instanceOfHealth || definition.instanceOfArmor)
248 {
250 }
251 else if (definition.instanceOfPowerup)
252 {
254 }
255
256 return true; // delete all other items
257}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool autocvar_g_nix_with_powerups
Definition sv_nix.qc:21
bool autocvar_g_nix_with_healtharmor
Definition sv_nix.qc:19

References autocvar_g_nix_with_healtharmor, autocvar_g_nix_with_powerups, entity(), and M_ARGV.

◆ MUTATOR_HOOKFUNCTION() [4/10]

MUTATOR_HOOKFUNCTION ( nix ,
ForbidRandomStartWeapons  )

Definition at line 277 of file sv_nix.qc.

278{
279 return true;
280}

◆ MUTATOR_HOOKFUNCTION() [5/10]

MUTATOR_HOOKFUNCTION ( nix ,
ForbidThrowCurrentWeapon  )

Definition at line 228 of file sv_nix.qc.

229{
230 return true; // no throwing in NIX
231}

◆ MUTATOR_HOOKFUNCTION() [6/10]

MUTATOR_HOOKFUNCTION ( nix ,
OnEntityPreSpawn  )

Definition at line 259 of file sv_nix.qc.

260{
261 entity ent = M_ARGV(0, entity);
262
263 if(ent.classname == "target_items") // items triggers cannot work in nix (as they change weapons/ammo)
264 return true;
265}

References entity(), and M_ARGV.

◆ MUTATOR_HOOKFUNCTION() [7/10]

MUTATOR_HOOKFUNCTION ( nix ,
PlayerPreThink  )

Definition at line 267 of file sv_nix.qc.

268{
269 entity player = M_ARGV(0, entity);
270
271 if(!game_stopped)
272 if(!IS_DEAD(player))
273 if(IS_PLAYER(player))
274 NIX_GiveCurrentWeapon(player);
275}
#define IS_DEAD(s)
Definition player.qh:244
#define IS_PLAYER(s)
Definition player.qh:242
float game_stopped
Definition stats.qh:81
void NIX_GiveCurrentWeapon(entity this)
Definition sv_nix.qc:105

References entity(), game_stopped, IS_DEAD, IS_PLAYER, M_ARGV, NIX_GiveCurrentWeapon(), and PlayerPreThink.

◆ MUTATOR_HOOKFUNCTION() [8/10]

MUTATOR_HOOKFUNCTION ( nix ,
PlayerSpawn  )

Definition at line 282 of file sv_nix.qc.

283{
284 entity player = M_ARGV(0, entity);
285
286 player.nix_lastchange_id = -1;
287 NIX_GiveCurrentWeapon(player); // overrides the weapons you got when spawning
288 player.items |= IT_UNLIMITED_SUPERWEAPONS;
289}
const int IT_UNLIMITED_SUPERWEAPONS
Definition item.qh:24

References entity(), IT_UNLIMITED_SUPERWEAPONS, M_ARGV, and NIX_GiveCurrentWeapon().

◆ MUTATOR_HOOKFUNCTION() [9/10]

MUTATOR_HOOKFUNCTION ( nix ,
SetModname ,
CBC_ORDER_LAST  )

Definition at line 291 of file sv_nix.qc.

292{
293 M_ARGV(0, string) = "NIX";
294}

References CBC_ORDER_LAST, and M_ARGV.

◆ MUTATOR_HOOKFUNCTION() [10/10]

MUTATOR_HOOKFUNCTION ( nix ,
SetWeaponStay  )

Definition at line 222 of file sv_nix.qc.

223{
224 // turn weapon stay off
225 M_ARGV(0, int) = 0;
226}

References M_ARGV.

◆ NIX_CanChooseWeapon()

bool NIX_CanChooseWeapon ( int wpn)

Definition at line 75 of file sv_nix.qc.

76{
77 entity e = REGISTRY_GET(Weapons, wpn);
78 if (e == WEP_Null) return false; // skip dummies
80 {
81 if(!(g_weaponarena_weapons & e.m_wepset))
82 return false;
83 }
84 else
85 {
86 if(wpn == WEP_BLASTER.m_id && g_nix_with_blaster)
87 return false;
88 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
89 return false;
90 if (!(e.spawnflags & WEP_FLAG_NORMAL))
91 return false;
92 }
93 return true;
94}
Weapons
Definition guide.qh:113
#define REGISTRY_GET(id, i)
Definition registry.qh:62
float g_nix_with_blaster
Definition sv_nix.qc:23
@ WEPARENA_OFF
Definition weapon.qh:273
const int WEP_FLAG_MUTATORBLOCKED
hides from impulse 99 etc. (mutators are allowed to clear this flag)
Definition weapon.qh:256
const int WEP_FLAG_NORMAL
in "most weapons" set
Definition weapon.qh:252
WepSet g_weaponarena_weapons
Definition world.qh:75
int g_weaponarena_type
Definition world.qh:77

References entity(), g_nix_with_blaster, g_weaponarena_type, g_weaponarena_weapons, REGISTRY_GET, Weapons, WEP_FLAG_MUTATORBLOCKED, WEP_FLAG_NORMAL, and WEPARENA_OFF.

Referenced by NIX_ChooseNextWeapon(), and REGISTER_MUTATOR().

◆ NIX_ChooseNextWeapon()

void NIX_ChooseNextWeapon ( )

Definition at line 95 of file sv_nix.qc.

96{
98 FOREACH(Weapons, it != WEP_Null, {
99 if(NIX_CanChooseWeapon(it.m_id))
100 RandomSelection_AddFloat(it.m_id, 1, (it.m_id != nix_weapon));
101 });
103}
#define FOREACH(list, cond, body)
Definition iter.qh:19
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
float RandomSelection_chosen_float
Definition random.qh:6
#define RandomSelection_AddFloat(f, weight, priority)
Definition random.qh:15
bool NIX_CanChooseWeapon(int wpn)
Definition sv_nix.qc:75
float nix_nextweapon
Definition sv_nix.qc:27
int nix_weapon
Definition sv_nix.qc:25

References FOREACH, NIX_CanChooseWeapon(), nix_nextweapon, nix_weapon, RandomSelection_AddFloat, RandomSelection_chosen_float, RandomSelection_Init(), and Weapons.

Referenced by NIX_GiveCurrentWeapon().

◆ NIX_GiveCurrentWeapon()

void NIX_GiveCurrentWeapon ( entity this)

Definition at line 105 of file sv_nix.qc.

106{
107 float dt;
108
109 if(!nix_nextweapon)
111
112 dt = ceil(nix_nextchange - time);
113
114 if(dt <= 0)
115 {
117 nix_nextweapon = 0;
118 if (!nix_nextchange) // no round played yet?
119 nix_nextchange = time; // start the first round now!
120 else
122 // Weapon w = REGISTRY_GET(Weapons, nix_weapon);
123 // w.wr_init(w); // forget it, too slow
124 }
125
126 // get weapon info
128
129 // TODO: registry handles
130 if(nix_nextchange != this.nix_lastchange_id) // this shall only be called once per round!
131 {
132 SetResource(this, RES_SHELLS, 0);
133 SetResource(this, RES_BULLETS, 0);
134 SetResource(this, RES_ROCKETS, 0);
135 SetResource(this, RES_CELLS, 0);
136 SetResource(this, RES_FUEL, 0);
137 if(this.items & IT_UNLIMITED_AMMO)
138 {
139 switch (wpn.ammo_type)
140 {
141 case RES_SHELLS: SetResource(this, RES_SHELLS, autocvar_g_pickup_shells_max); break;
142 case RES_BULLETS: SetResource(this, RES_BULLETS, autocvar_g_pickup_nails_max); break;
143 case RES_ROCKETS: SetResource(this, RES_ROCKETS, autocvar_g_pickup_rockets_max); break;
144 case RES_CELLS: SetResource(this, RES_CELLS, autocvar_g_pickup_cells_max); break;
145 case RES_FUEL: SetResource(this, RES_FUEL, autocvar_g_pickup_fuel_max); break;
146 }
147 }
148 else
149 {
150 switch (wpn.ammo_type)
151 {
152 case RES_SHELLS: SetResource(this, RES_SHELLS, autocvar_g_balance_nix_ammo_shells); break;
153 case RES_BULLETS: SetResource(this, RES_BULLETS, autocvar_g_balance_nix_ammo_nails); break;
154 case RES_ROCKETS: SetResource(this, RES_ROCKETS, autocvar_g_balance_nix_ammo_rockets); break;
155 case RES_CELLS: SetResource(this, RES_CELLS, autocvar_g_balance_nix_ammo_cells); break;
156 case RES_FUEL: SetResource(this, RES_FUEL, autocvar_g_balance_nix_ammo_fuel); break;
157 }
158 }
159
161 if(dt >= 1 && dt <= 5)
162 this.nix_lastinfotime = -42;
163 else
164 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_NEWWEAPON, nix_weapon);
165
166 wpn.wr_resetplayer(wpn, this);
167
168 // all weapons must be fully loaded when we spawn
169 if (wpn.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
170 {
171 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
172 {
173 .entity weaponentity = weaponentities[slot];
174 this.(weaponentity).(weapon_load[nix_weapon]) = wpn.reloading_ammo;
175 }
176 }
177
178 // set last change info
180 }
181 if(this.nix_lastinfotime != dt)
182 {
183 this.nix_lastinfotime = dt; // initial value 0 should count as "not seen"
184 if(dt >= 1 && dt <= 5)
185 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_NIX_COUNTDOWN, nix_nextweapon, dt);
186 }
187
188 if(!(this.items & IT_UNLIMITED_AMMO) && time > this.nix_nextincr)
189 {
190 switch (wpn.ammo_type)
191 {
192 case RES_SHELLS: GiveResource(this, RES_SHELLS, autocvar_g_balance_nix_ammoincr_shells); break;
193 case RES_BULLETS: GiveResource(this, RES_BULLETS, autocvar_g_balance_nix_ammoincr_nails); break;
194 case RES_ROCKETS: GiveResource(this, RES_ROCKETS, autocvar_g_balance_nix_ammoincr_rockets); break;
195 case RES_CELLS: GiveResource(this, RES_CELLS, autocvar_g_balance_nix_ammoincr_cells); break;
196 case RES_FUEL: GiveResource(this, RES_FUEL, autocvar_g_balance_nix_ammoincr_fuel); break;
197 }
198
200 }
201
202 STAT(WEAPONS, this) = '0 0 0';
204 STAT(WEAPONS, this) |= WEPSET(BLASTER);
205 STAT(WEAPONS, this) |= wpn.m_wepset;
206
207 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
208 {
209 .entity weaponentity = weaponentities[slot];
210 if (this.(weaponentity).m_weapon == WEP_Null && slot != 0)
211 continue;
212
213 if (this.(weaponentity).m_switchweapon != wpn)
214 if (!client_hasweapon(this, this.(weaponentity).m_switchweapon, weaponentity, true, false))
215 {
216 if (client_hasweapon(this, wpn, weaponentity, true, false))
217 W_SwitchWeapon(this, wpn, weaponentity);
218 }
219 }
220}
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
int autocvar_g_pickup_rockets_max
Definition ammo.qh:118
int autocvar_g_pickup_fuel_max
Definition ammo.qh:190
int autocvar_g_pickup_shells_max
Definition ammo.qh:46
int autocvar_g_pickup_cells_max
Definition ammo.qh:154
int autocvar_g_pickup_nails_max
Definition ammo.qh:82
const int IT_UNLIMITED_AMMO
Definition item.qh:23
int items
Definition player.qh:226
float time
#define STAT(...)
Definition stats.qh:94
float ceil(float f)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
bool W_SwitchWeapon(entity this, Weapon w,.entity weaponentity)
Definition selection.qc:265
bool client_hasweapon(entity this, Weapon wpn,.entity weaponentity, float andammo, bool complain)
Definition selection.qc:47
int autocvar_g_balance_nix_ammo_shells
Definition sv_nix.qc:11
int autocvar_g_balance_nix_ammo_fuel
Definition sv_nix.qc:8
float autocvar_g_balance_nix_roundtime
Definition sv_nix.qc:18
int autocvar_g_balance_nix_ammo_rockets
Definition sv_nix.qc:10
int autocvar_g_balance_nix_ammoincr_nails
Definition sv_nix.qc:14
float nix_lastchange_id
Definition sv_nix.qc:28
int autocvar_g_balance_nix_ammoincr_shells
Definition sv_nix.qc:16
int autocvar_g_balance_nix_ammo_cells
Definition sv_nix.qc:7
float nix_nextincr
Definition sv_nix.qc:30
int autocvar_g_balance_nix_ammoincr_fuel
Definition sv_nix.qc:13
void NIX_ChooseNextWeapon()
Definition sv_nix.qc:95
float nix_nextchange
Definition sv_nix.qc:26
int autocvar_g_balance_nix_ammoincr_rockets
Definition sv_nix.qc:15
float nix_lastinfotime
Definition sv_nix.qc:29
int autocvar_g_balance_nix_ammo_nails
Definition sv_nix.qc:9
float autocvar_g_balance_nix_incrtime
Definition sv_nix.qc:17
int autocvar_g_balance_nix_ammoincr_cells
Definition sv_nix.qc:12
void GiveResource(entity receiver, Resource res_type, float amount)
Gives an entity some resource.
#define WEPSET(id)
Definition all.qh:47
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
const int WEP_FLAG_RELOADABLE
can has reload
Definition weapon.qh:254
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
float weapon_load[REGISTRY_MAX(Weapons)]
Weapon m_weapon
Definition wepent.qh:26
Weapon m_switchweapon
Definition wepent.qh:25

References autocvar_g_balance_nix_ammo_cells, autocvar_g_balance_nix_ammo_fuel, autocvar_g_balance_nix_ammo_nails, autocvar_g_balance_nix_ammo_rockets, autocvar_g_balance_nix_ammo_shells, autocvar_g_balance_nix_ammoincr_cells, autocvar_g_balance_nix_ammoincr_fuel, autocvar_g_balance_nix_ammoincr_nails, autocvar_g_balance_nix_ammoincr_rockets, autocvar_g_balance_nix_ammoincr_shells, autocvar_g_balance_nix_incrtime, autocvar_g_balance_nix_roundtime, autocvar_g_pickup_cells_max, autocvar_g_pickup_fuel_max, autocvar_g_pickup_nails_max, autocvar_g_pickup_rockets_max, autocvar_g_pickup_shells_max, ceil(), client_hasweapon(), entity(), g_nix_with_blaster, GiveResource(), IT_UNLIMITED_AMMO, items, m_switchweapon, m_weapon, MAX_WEAPONSLOTS, NIX_ChooseNextWeapon(), nix_lastchange_id, nix_lastinfotime, nix_nextchange, nix_nextincr, nix_nextweapon, nix_weapon, REGISTRY_GET, Send_Notification(), SetResource(), STAT, time, W_SwitchWeapon(), weapon_load, weaponentities, Weapons, WEP_FLAG_RELOADABLE, and WEPSET.

Referenced by MUTATOR_HOOKFUNCTION(), and MUTATOR_HOOKFUNCTION().

◆ REGISTER_MUTATOR()

REGISTER_MUTATOR ( nix ,
expr_evaluate(cvar_string("g_nix")) &&!MUTATOR_IS_ENABLED(mutator_instagib) &&!MUTATOR_IS_ENABLED(ok) &&!MUTATOR_IS_ENABLED(melee_only) &&!MapInfo_LoadedGametype. m_weaponarena )

Definition at line 34 of file sv_nix.qc.

35{
37 {
39
42
43 FOREACH(Weapons, it != WEP_Null && NIX_CanChooseWeapon(it.m_id), { it.wr_init(it); });
44 }
45
47 {
48 // nothing to roll back
49 }
50
52 {
53 // as the PlayerSpawn hook will no longer run, NIX is turned off by this!
54 FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), {
55 SetResource(it, RES_SHELLS, start_ammo_shells);
56 SetResource(it, RES_BULLETS, start_ammo_nails);
57 SetResource(it, RES_ROCKETS, start_ammo_rockets);
58 SetResource(it, RES_CELLS, start_ammo_cells);
59 SetResource(it, RES_FUEL, start_ammo_fuel);
60 STAT(WEAPONS, it) = start_weapons;
61 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
62 {
63 .entity weaponentity = weaponentities[slot];
64 if(it.(weaponentity).m_weapon == WEP_Null && slot != 0)
65 continue;
66 if(!client_hasweapon(it, it.(weaponentity).m_weapon, weaponentity, true, false))
67 it.(weaponentity).m_switchweapon = w_getbestweapon(it, weaponentity);
68 }
69 });
70 }
71
72 return false;
73}
#define MUTATOR_ONADD
Definition base.qh:365
#define MUTATOR_ONROLLBACK_OR_REMOVE
Definition base.qh:367
#define MUTATOR_ONREMOVE
Definition base.qh:366
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
bool autocvar_g_nix_with_blaster
Definition sv_nix.qc:20
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
WepSet start_weapons
Definition world.qh:79
float start_ammo_shells
Definition world.qh:83
float start_ammo_fuel
Definition world.qh:87
float start_ammo_cells
Definition world.qh:86
float start_ammo_rockets
Definition world.qh:85
float start_ammo_nails
Definition world.qh:84

References autocvar_g_nix_with_blaster, client_hasweapon(), FOREACH, FOREACH_CLIENT, g_nix_with_blaster, IS_DEAD, IS_PLAYER, m_switchweapon, MapInfo_LoadedGametype, MAX_WEAPONSLOTS, MUTATOR_ONADD, MUTATOR_ONREMOVE, MUTATOR_ONROLLBACK_OR_REMOVE, NIX_CanChooseWeapon(), nix_nextchange, nix_nextweapon, SetResource(), start_ammo_cells, start_ammo_fuel, start_ammo_nails, start_ammo_rockets, start_ammo_shells, start_weapons, STAT, w_getbestweapon, weaponentities, and Weapons.

Variable Documentation

◆ autocvar_g_balance_nix_ammo_cells

int autocvar_g_balance_nix_ammo_cells

Definition at line 7 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammo_fuel

int autocvar_g_balance_nix_ammo_fuel

Definition at line 8 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammo_nails

int autocvar_g_balance_nix_ammo_nails

Definition at line 9 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammo_rockets

int autocvar_g_balance_nix_ammo_rockets

Definition at line 10 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammo_shells

int autocvar_g_balance_nix_ammo_shells

Definition at line 11 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammoincr_cells

int autocvar_g_balance_nix_ammoincr_cells

Definition at line 12 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammoincr_fuel

int autocvar_g_balance_nix_ammoincr_fuel

Definition at line 13 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammoincr_nails

int autocvar_g_balance_nix_ammoincr_nails

Definition at line 14 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammoincr_rockets

int autocvar_g_balance_nix_ammoincr_rockets

Definition at line 15 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_ammoincr_shells

int autocvar_g_balance_nix_ammoincr_shells

Definition at line 16 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_incrtime

float autocvar_g_balance_nix_incrtime

Definition at line 17 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_balance_nix_roundtime

float autocvar_g_balance_nix_roundtime

Definition at line 18 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ autocvar_g_nix_with_blaster

bool autocvar_g_nix_with_blaster

Definition at line 20 of file sv_nix.qc.

Referenced by REGISTER_MUTATOR().

◆ autocvar_g_nix_with_healtharmor

bool autocvar_g_nix_with_healtharmor

Definition at line 19 of file sv_nix.qc.

Referenced by MUTATOR_HOOKFUNCTION().

◆ autocvar_g_nix_with_powerups

bool autocvar_g_nix_with_powerups

Definition at line 21 of file sv_nix.qc.

Referenced by MUTATOR_HOOKFUNCTION().

◆ g_nix_with_blaster

float g_nix_with_blaster

Definition at line 23 of file sv_nix.qc.

Referenced by NIX_CanChooseWeapon(), NIX_GiveCurrentWeapon(), and REGISTER_MUTATOR().

◆ nix_lastchange_id

float nix_lastchange_id

Definition at line 28 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ nix_lastinfotime

float nix_lastinfotime

Definition at line 29 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ nix_nextchange

float nix_nextchange

Definition at line 26 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon(), and REGISTER_MUTATOR().

◆ nix_nextincr

float nix_nextincr

Definition at line 30 of file sv_nix.qc.

Referenced by NIX_GiveCurrentWeapon().

◆ nix_nextweapon

float nix_nextweapon

Definition at line 27 of file sv_nix.qc.

Referenced by NIX_ChooseNextWeapon(), NIX_GiveCurrentWeapon(), and REGISTER_MUTATOR().

◆ nix_weapon

int nix_weapon

Definition at line 25 of file sv_nix.qc.

Referenced by NIX_ChooseNextWeapon(), and NIX_GiveCurrentWeapon().