Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_stale_move_negation.qc
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2
3AUTOCVAR(g_smneg, bool, false, "enable stale-move negation, penalizing repeated use of the same weapon");
4AUTOCVAR(g_smneg_bonus, bool, true, "allow weapons to become stronger than their baseline");
5AUTOCVAR(g_smneg_bonus_asymptote, float, 4, "stale-move negation damage is infinity at this bonus level");
6AUTOCVAR(g_smneg_cooldown_factor, float, 1 / 4, "stale-move negation penalty cooldown factor");
7REGISTER_MUTATOR(mutator_smneg, autocvar_g_smneg);
8
9MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsString) {
10 M_ARGV(0, string) = strcat(M_ARGV(0, string), ":StaleMoveNegation");
11}
12
13MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsPrettyString) {
14 M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Stale-move negation");
15}
16
18
19float smneg_multiplier(float weight) {
20 float a = autocvar_g_smneg_bonus_asymptote;
21 float x = max(
22 (!autocvar_g_smneg_bonus ? 0 : (-a + .1)),
23 weight / start_health
24 );
25 float z = (M_PI / 5) * a;
26 float f = (x > 0)
27 ? (atan(z / x) / (M_PI / 2))
28 : (tan(-(x / z)) + 1);
29 return f;
30}
31
32MUTATOR_HOOKFUNCTION(mutator_smneg, Damage_Calculate) {
33 float deathtype = M_ARGV(3, float);
34 Weapon w = DEATH_WEAPONOF(deathtype);
35 if (w == WEP_Null) return;
36
37 entity frag_attacker = M_ARGV(1, entity);
38 entity c = CS(frag_attacker);
39 float weight = c.x_smneg_weight[w.m_id];
40 float f = smneg_multiplier(weight);
41 float frag_damage = M_ARGV(4, float) = f * M_ARGV(4, float);
42 M_ARGV(6, vector) = f * M_ARGV(6, vector); // force
43
44 c.x_smneg_weight[w.m_id] = weight + frag_damage;
45 float restore = frag_damage * autocvar_g_smneg_cooldown_factor;
46 FOREACH(Weapons, it != WEP_Null && it != w, {
47 c.x_smneg_weight[it.m_id] -= restore;
48 });
49}
#define REGISTER_MUTATOR(...)
Definition base.qh:295
#define MUTATOR_HOOKFUNCTION(...)
Definition base.qh:335
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:44
int m_id
Definition weapon.qh:45
#define M_ARGV(x, type)
Definition events.qh:17
#define AUTOCVAR(...)
Definition cvar.qh:161
#define DEATH_WEAPONOF(t)
Definition all.qh:45
Weapons
Definition guide.qh:113
#define FOREACH(list, cond, body)
Definition iter.qh:19
#define M_PI
Definition mathlib.qh:108
float max(float f,...)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define REGISTRY_MAX(id)
Definition registry.qh:17
vector
Definition self.qh:92
ClientState CS(Client this)
Definition state.qh:47
float frag_damage
Definition sv_ctf.qc:2322
float x_smneg_weight[REGISTRY_MAX(Weapons)]
float smneg_multiplier(float weight)
float start_health
Definition world.qh:96