Xonotic
sv_stale_move_negation.qc
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2 
3 AUTOCVAR(g_smneg, bool, false, "Stale-move negation: penalize repeated use of the same weapon");
4 AUTOCVAR(g_smneg_bonus, bool, true, "Stale-move negation: allow weapons to become stronger than their baseline");
5 AUTOCVAR(g_smneg_bonus_asymptote, float, 4, "Stale-move negation: damage = infinity at this bonus level");
6 AUTOCVAR(g_smneg_cooldown_factor, float, 1 / 4, "Stale-move negation: penalty cooldown factor");
7 REGISTER_MUTATOR(mutator_smneg, autocvar_g_smneg);
8 
9 MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsString) {
10  M_ARGV(0, string) = strcat(M_ARGV(0, string), ":StaleMoveNegation");
11 }
12 
13 MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsPrettyString) {
14  M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Stale-move negation");
15 }
16 
17 .float x_smneg_weight[REGISTRY_MAX(Weapons)];
18 
19 float 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 
32 MUTATOR_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 }
AUTOCVAR(g_smneg, bool, false, "Stale-move negation: penalize repeated use of the same weapon")
float x_smneg_weight[REGISTRY_MAX(Weapons)]
MUTATOR_HOOKFUNCTION(mutator_smneg, BuildMutatorsString)
entity() spawn
ClientState CS(Client this)
Definition: state.qh:47
#define DEATH_WEAPONOF(t)
Definition: all.qh:41
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
#define REGISTRY_MAX(id)
Definition: registry.qh:17
#define M_ARGV(x, type)
Definition: events.qh:17
vector(float skel, float bonenum) _skel_get_boneabs_hidden
const float M_PI
Definition: csprogsdefs.qc:269
REGISTER_MUTATOR(mutator_smneg, autocvar_g_smneg)
float start_health
Definition: world.qh:98
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
int m_id
Definition: weapon.qh:42
#define FOREACH(list, cond, body)
Definition: iter.qh:19
float smneg_multiplier(float weight)