diff options
| author | Mikko Tiusanen <ams@daug.net> | 2015-07-06 20:37:11 +0300 | 
|---|---|---|
| committer | Mikko Tiusanen <ams@daug.net> | 2015-07-06 20:37:11 +0300 | 
| commit | 4c0afec94806a7cf4f8c15e83e5c2906aa7df3a9 (patch) | |
| tree | 2ab165386d987460ed25a35f5126475dd94d09e8 | |
| parent | 59e0654cc57faa115cc934c213c6688c5d19d935 (diff) | |
Adjusted equipment, stage definitions for 4 stage gameplay.
| -rw-r--r-- | src/game/bg_misc.c | 70 | ||||
| -rw-r--r-- | src/game/g_weapon.c | 2 | ||||
| -rw-r--r-- | src/game/tremulous.h | 20 | 
3 files changed, 46 insertions, 46 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index b5bd305..cbd3612 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -37,8 +37,8 @@ void trap_FS_FCloseFile( fileHandle_t f );  void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t  int  trap_FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize ); -#define STAGE_GE_5   ((1 << S5)) -#define STAGE_GE_4   ((1 << S4) | STAGE_GE_5) +// #define STAGE_GE_5   ((1 << S5)) +#define STAGE_GE_4   (1 << S4)/* | STAGE_GE_5)*/  #define STAGE_GE_3   ((1 << S3) | STAGE_GE_4)  #define STAGE_GE_2   ((1 << S2) | STAGE_GE_3)  #define STAGE_GE_1   ((1 << S1) | STAGE_GE_2) @@ -198,7 +198,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            //trType_t  traj;      0.0,                   //float     bounce;      BOOSTER_BP,            //int       buildPoints; -    STAGE_GE_3,            //int  stages +    STAGE_GE_2,            //int  stages      BOOSTER_HEALTH,        //int       health;      BOOSTER_REGEN,         //int       regenRate;      BOOSTER_SPLASHDAMAGE,  //int       splashDamage; @@ -232,7 +232,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            //trType_t  traj;      0.0,                   //float     bounce;      HIVE_BP,               //int       buildPoints; -    STAGE_GE_4,            //int  stages +    STAGE_GE_3,            //int  stages      HIVE_HEALTH,           //int       health;      HIVE_REGEN,            //int       regenRate;      HIVE_SPLASHDAMAGE,     //int       splashDamage; @@ -300,7 +300,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,           	    //trType_t  traj;      0,                 		    //float     bounce;      PANZER_MEDIUM_BP,           //int       buildPoints; -    STAGE_GE_3,                 //int  stages +    STAGE_GE_2,                 //int  stages      PANZER_MEDIUM_HEALTH,       //int       health;      PANZER_MEDIUM_REGEN,        //int       regenRate;      PANZER_MEDIUM_SPLASHDAMAGE, //int       splashDamage; @@ -334,7 +334,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,                 //trType_t  traj;      0,                          //float     bounce;      PANZER_LARGE_BP,            //int       buildPoints; -    STAGE_GE_4,                 //int  stages +    STAGE_GE_3,                 //int  stages      PANZER_LARGE_HEALTH,        //int       health;      PANZER_LARGE_REGEN,         //int       regenRate;      PANZER_LARGE_SPLASHDAMAGE,  //int       splashDamage; @@ -474,7 +474,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            //trType_t  traj;      0,                   //float     bounce;      NET_BP,           //int       buildPoints; -    STAGE_GE_3,       //int  stages +    STAGE_GE_1,       //int  stages      NET_HEALTH,       //int       health;      NET_REGEN,        //int       regenRate;      NET_SPLASHDAMAGE, //int       splashDamage; @@ -547,7 +547,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            //trType_t  traj;      0,                   //float     bounce;      INFESTATION_SLIME_BP,           //int       buildPoints; -    STAGE_GE_5,                     //int  stages +    STAGE_GE_4,                     //int  stages      INFESTATION_SLIME_HEALTH,       //int       health;      INFESTATION_SLIME_REGEN,        //int       regenRate;      INFESTATION_SLIME_SPLASHDAMAGE, //int       splashDamage; @@ -724,7 +724,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,           			  //trType_t  traj;      0.0,                   			  //float     bounce;      SPITEFUL_ABCESS_BP,         	  //int       buildPoints; -    STAGE_GE_2,		                  //int  stages +    STAGE_GE_1,		                  //int  stages      SPITEFUL_ABCESS_HEALTH,      	  //int       health;      SPITEFUL_ABCESS_REGEN,       	  //int       regenRate;      SPITEFUL_ABCESS_SPLASHDAMAGE, 	  //int       splashDamage; @@ -760,7 +760,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			 //trType_t  traj;      0,                   			 //float     bounce;      COCOON_BP,           			 //int       buildPoints; -    STAGE_GE_4, 				 //int  stages +    STAGE_GE_3, 				 //int  stages      COCOON_HEALTH,       			 //int       health;      COCOON_REGEN,        			 //int       regenRate;      COCOON_SPLASHDAMAGE, 			 //int       splashDamage; @@ -794,7 +794,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      ORGANIC_BULB_BP,           		//int       buildPoints; -    STAGE_GE_3,           		//int  stages +    STAGE_GE_1,           		//int  stages      ORGANIC_BULB_HEALTH,       		//int       health;      ORGANIC_BULB_REGEN,        		//int       regenRate;      ORGANIC_BULB_SPLASHDAMAGE, 		//int       splashDamage; @@ -896,7 +896,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      CREEPCOLONY_BP,        			//int       buildPoints; -    STAGE_GE_3, 		                //int  stages +    STAGE_GE_2, 		                //int  stages      CREEPCOLONY_HEALTH,    			//int       health;      CREEPCOLONY_REGEN,     			//int       regenRate;      CREEPCOLONY_SPLASHDAMAGE, 		//int       splashDamage; @@ -1284,7 +1284,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      CONTAINER_MEDIUM_BP,            //int       buildPoints; -    STAGE_GE_3, 		    //int  stages +    STAGE_GE_2, 		    //int  stages      CONTAINER_MEDIUM_HEALTH,        //int       health;      0,                     			//int       regenRate;      CONTAINER_MEDIUM_SPLASHDAMAGE,  //int       splashDamage; @@ -1319,7 +1319,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      CONTAINER_LARGE_BP,           	//int       buildPoints; -    STAGE_GE_4, 					//int  stages +    STAGE_GE_3, 					//int  stages      CONTAINER_LARGE_HEALTH,       	//int       health;      0,                    		 	//int       regenRate;      CONTAINER_LARGE_SPLASHDAMAGE, 	//int       splashDamage; @@ -1599,7 +1599,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      SHIELD_BP,           			//int       buildPoints; -    STAGE_GE_5,				        //int  stages +    STAGE_GE_4,				        //int  stages      SHIELD_HEALTH,       			//int       health;      0,                     			//int       regenRate;      SHIELD_SPLASHDAMAGE, 			//int       splashDamage; @@ -1634,7 +1634,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0,                   			//float     bounce;      LADDER_BP,           			//int       buildPoints; -    STAGE_GE_3, 		                //int  stages +    STAGE_GE_1, 		                //int  stages      LADDER_HEALTH,       			//int       health;      0,                     			//int       regenRate;      LADDER_SPLASHDAMAGE, 			//int       splashDamage; @@ -1739,7 +1739,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      LIGHT_BP,           			//int       buildPoints; -    STAGE_GE_5, 				//int  stages +    STAGE_GE_4, 				//int  stages      LIGHT_HEALTH,       			//int       health;      0,                     			//int       regenRate;      LIGHT_SPLASHDAMAGE, 			//int       splashDamage; @@ -1844,7 +1844,7 @@ static const buildableAttributes_t bg_buildableList[ ] =      TR_GRAVITY,            			//trType_t  traj;      0.0,                   			//float     bounce;      REFINERY_BP,           			//int       buildPoints; -    STAGE_GE_3, 		                //int  stages +    STAGE_GE_2, 		                //int  stages      REFINERY_HEALTH,       			//int       health;      0,                     			//int       regenRate;      REFINERY_SPLASHDAMAGE, 			//int       splashDamage; @@ -2320,7 +2320,7 @@ static const classAttributes_t bg_classList[ ] =      "The Advanced Marauder has all the abilities of the basic Marauder "        "with the addition of a zap attack that chains through other "        "adv. marauders and can explode mines.", -    STAGE_GE_3,                                     //int  stages +    STAGE_GE_2,                                     //int  stages      LEVEL2_UPG_HEALTH,                              //int     health;      0.0f,                                           //float   fallDamage;      LEVEL2_UPG_REGEN,                               //float   regenRate; @@ -2348,7 +2348,7 @@ static const classAttributes_t bg_classList[ ] =      "The Hummel is a flying alien with air pounce ability, "        "fast melee attacks and unlimited low damage shooting attack "        "that does not spread poison.", -    STAGE_GE_4,                                     //int  stages +    STAGE_GE_3,                                     //int  stages      LEVEL5_UPG_HEALTH,                              //int     health;      0.0f,                                           //float   fallDamage;      LEVEL5_UPG_REGEN,                               //float   regenRate; @@ -2404,7 +2404,7 @@ static const classAttributes_t bg_classList[ ] =      "In addition to the basic Dragoon abilities, the Advanced "        "Dragoon has 3 barbs which may be used to attack humans "        "from a distance and it has a higher jump height.", -    STAGE_GE_4,                                     //int  stages +    STAGE_GE_3,                                     //int  stages      LEVEL3_UPG_HEALTH,                              //int     health;      0.0f,                                           //float   fallDamage;      LEVEL3_UPG_REGEN,                               //float   regenRate; @@ -2433,7 +2433,7 @@ static const classAttributes_t bg_classList[ ] =        "This class can also charge at enemy players and structures, "        "inflicting great damage. Any humans caught under a falling "        "Tyrant will be crushed by its weight.", -    STAGE_GE_5,                                     //int  stages +    STAGE_GE_4,                                     //int  stages      LEVEL4_HEALTH,                                  //int     health;      0.0f,                                           //float   fallDamage;      LEVEL4_REGEN,                                   //float   regenRate; @@ -2485,7 +2485,7 @@ static const classAttributes_t bg_classList[ ] =      PCL_HUMAN_BSUIT,                                //int     classnum;      "human_bsuit",                                  //char    *classname;      "", -    STAGE_GE_5,                                     //int  stages +    STAGE_GE_4,                                     //int  stages      100,                                            //int     health;      1.0f,                                           //float   fallDamage;      0.0f,                                           //float   regenRate; @@ -3068,7 +3068,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_ALEVEL2_UPG,       //int       weaponNum;      0,                    //int       price; -    STAGE_GE_3,           //int  stages +    STAGE_GE_2,           //int  stages      SLOT_WEAPON,          //int       slots;      "level2upg",          //char      *weaponName;      "Zap",                //char      *humanName; @@ -3093,7 +3093,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_ALEVEL5,       						//int       weaponNum;      0,                    					//int       price; -    STAGE_GE_4, 	  //int  stages +    STAGE_GE_3, 	  //int  stages      SLOT_WEAPON,          					//int       slots;      "level5",             					//char      *weaponName;      "prickles",                				//char      *humanName; @@ -3143,7 +3143,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_ALEVEL3_UPG,       //int       weaponNum;      0,                    //int       price; -    STAGE_GE_4,           //int  stages +    STAGE_GE_3,           //int  stages      SLOT_WEAPON,          //int       slots;      "level3upg",          //char      *weaponName;      "Pounce (upgrade)",   //char      *humanName; @@ -3168,7 +3168,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_ALEVEL4,           //int       weaponNum;      0,                    //int       price; -    STAGE_GE_5,           //int  stages +    STAGE_GE_4,           //int  stages      SLOT_WEAPON,          //int       slots;      "level4",             //char      *weaponName;      "Charge",             //char      *humanName; @@ -3405,7 +3405,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_PULSE_RIFLE,       //int       weaponNum;      PRIFLE_PRICE,         //int       price; -    STAGE_GE_4,           //int  stages +    STAGE_GE_2,           //int  stages      SLOT_WEAPON,          //int       slots;      "prifle",             //char      *weaponName;      "[yefarms]Pulse Rifle",        //char      *humanName; @@ -3430,7 +3430,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_LIGHTNING_GUN,     //int       weaponNum;      LIGHTNING_PRICE,      //int       price; -    STAGE_GE_5,           //int  stages +    STAGE_GE_3,           //int  stages      SLOT_WEAPON,          //int       slots;      "lightning",          //char      *weaponName;      "[yefarms]Lightning Gun",     //char      *humanName; @@ -3455,7 +3455,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_LUCIFER_CANNON,    //int       weaponNum;      LCANNON_PRICE,        //int       price; -    STAGE_GE_5,           //int  stages +    STAGE_GE_4,           //int  stages      SLOT_WEAPON,          //int       slots;      "lcannon",            //char      *weaponName;      "[yefarms]Lucifer Cannon",     //char      *humanName; @@ -3482,7 +3482,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_ROCKET_LAUNCHER,   //int       weaponNum;      ROCKETL_PRICE,        //int       price; -    STAGE_GE_5,           //int  stages +    STAGE_GE_4,           //int  stages      SLOT_WEAPON,          //int       slots;      "rocketl",            //char      *weaponName;      "[yefarms]Rocket Launcher",     //char      *humanName; @@ -3507,7 +3507,7 @@ static const weaponAttributes_t bg_weapons[ ] =    {      WP_GRENADE,           //int       weaponNum;      0,                    //int       price; -    STAGE_GE_1,           //int       stages +    STAGE_GE_3,           //int       stages      0,                    //int       slots;      "grenade",            //char      *weaponName;      "[yenade]Grenades",   //char      *humanName; @@ -3747,7 +3747,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =    {      UP_HELMET,              //int   upgradeNum;      HELMET_PRICE,           //int   price; -    STAGE_GE_3,             //int  stages +    STAGE_GE_2,             //int  stages      SLOT_HEAD,              //int   slots;      "helmet",               //char  *upgradeName;      "[yeshield]Helmet",               //char  *humanName; @@ -3804,7 +3804,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =    {      UP_JETPACK,             //int   upgradeNum;      JETPACK_PRICE,          //int   price; -    STAGE_GE_4,             //int  stages +    STAGE_GE_3,             //int  stages      SLOT_BACKPACK,          //int   slots;      "jetpack",              //char  *upgradeName;      "[yejet]Jet Pack",             //char  *humanName; @@ -3819,7 +3819,7 @@ static const upgradeAttributes_t bg_upgrades[ ] =    {      UP_BATTLESUIT,          //int   upgradeNum;      BSUIT_PRICE,            //int   price; -    STAGE_GE_5,             //int  stages +    STAGE_GE_4,             //int  stages      SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int   slots;      "bsuit",                //char  *upgradeName;      "[yeshield]Battlesuit",           //char  *humanName; diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index 265358a..3bf9f92 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -1658,7 +1658,7 @@ void FireWeapon3( gentity_t *ent )        break;      case WP_MASS_DRIVER: -      if(g_humanStage.integer == S5 && BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats )) +      if(g_humanStage.integer == S4 && BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ))        {  	  massDriverFire2( ent );        } diff --git a/src/game/tremulous.h b/src/game/tremulous.h index 9a7a8c8..b00f1cd 100644 --- a/src/game/tremulous.h +++ b/src/game/tremulous.h @@ -38,18 +38,18 @@ TREMULOUS EDGE MOD SRC FILE  #define FREEKILL_HUMAN              LEVEL0_VALUE  #define DEFAULT_ALIEN_BUILDPOINTS   "150"  #define DEFAULT_ALIEN_QUEUE_TIME    "12000" -#define DEFAULT_ALIEN_STAGE2_THRESH "6000" -#define DEFAULT_ALIEN_STAGE3_THRESH "12000" -#define DEFAULT_ALIEN_STAGE4_THRESH "18000" -#define DEFAULT_ALIEN_STAGE5_THRESH "24000" -#define DEFAULT_ALIEN_MAX_STAGE     "4" +#define DEFAULT_ALIEN_STAGE2_THRESH "10000" +#define DEFAULT_ALIEN_STAGE3_THRESH "18000" +#define DEFAULT_ALIEN_STAGE4_THRESH "32000" +#define DEFAULT_ALIEN_STAGE5_THRESH "48000" +#define DEFAULT_ALIEN_MAX_STAGE     "3"  #define DEFAULT_HUMAN_BUILDPOINTS   "150"  #define DEFAULT_HUMAN_QUEUE_TIME    "8000" -#define DEFAULT_HUMAN_STAGE2_THRESH "3000" -#define DEFAULT_HUMAN_STAGE3_THRESH "6000" -#define DEFAULT_HUMAN_STAGE4_THRESH "9000" -#define DEFAULT_HUMAN_STAGE5_THRESH "12000" -#define DEFAULT_HUMAN_MAX_STAGE     "4" +#define DEFAULT_HUMAN_STAGE2_THRESH "5000" +#define DEFAULT_HUMAN_STAGE3_THRESH "9000" +#define DEFAULT_HUMAN_STAGE4_THRESH "16000" +#define DEFAULT_HUMAN_STAGE5_THRESH "24000" +#define DEFAULT_HUMAN_MAX_STAGE     "3"  #define DAMAGE_FRACTION_FOR_KILL    0.5f 		//how much damage players (versus structures) need to  #define MAXIMUM_BUILD_TIME          30000 		// used for pie timer  | 
