hell yeah

This commit is contained in:
2026-05-06 20:48:53 +02:00
parent 32658cb9e9
commit 0be816107c
2 changed files with 79 additions and 58 deletions

View File

@@ -147,12 +147,26 @@ loadSettings()
// Bot Management
setDvar("bots_main", 1);
setDvar("bots_manage_fill", 12);
setDvar("bots_skill", 5);
setDvar("bots_manage_fill", 10); // total slots: players + bots = 10
setDvar("bots_manage_fill_mode", 0); // mode 0 = count players AND bots
setDvar("bots_manage_fill_kick", 1); // kick a bot when a human pushes count over 10
// Skill: 2 hard bots (1 per internal team), rest are brain dead
setDvar("bots_skill", 8);
setDvar("bots_skill_allies_hard", 1);
setDvar("bots_skill_allies_med", 0);
setDvar("bots_skill_axis_hard", 1);
setDvar("bots_skill_axis_med", 0);
setDvar("bots_play_knife", 0);
setDvar("bots_main_chat", 0);
SetDvarIfUninitialized("scr_nuke_enabled", 1);
// Cache mode flags as level vars — avoids repeated getDvar() in hot per-player loops.
level.isTeamGame = (getDvar("g_gametype") == "gungame_team");
level.isKillConfirmed = (getDvar("gunmode") == "Kill Confirmed");
// Suppress engine-level developer prints (e.g. "Replacing perk X in slot Y with Z").
// These come from native C code and cannot be silenced any other way.
// developer 0 is standard for production servers.
setDvar("developer", 0);
}
deleteSentries()
{
@@ -309,7 +323,19 @@ loadSetup()
self maps\mp\perks\_perks::givePerk("specialty_fastreload"); // due to icys request :)
self maps\mp\perks\_perks::givePerk("specialty_falldamage"); // due to icys request :)
self maps\mp\perks\_perks::givePerk("specialty_quickdraw");
// Static HUD dvars set once per spawn — moved from watchHUD's 1-second polling loop.
// These values never change mid-game so there is no need to re-apply them every second.
self setClientDvar("cg_drawRadar", 1);
self setClientDvar("cg_drawStance", 0);
self setClientDvar("cg_drawTeamScores", 0);
self setClientDvar("cg_drawKillfeed", 0);
self setClientDvar("cg_drawBreathHint", 0);
self setClientDvar("cg_drawMantleHint", 0);
self setClientDvar("cg_drawTurretCrosshair", 0);
self setClientDvar("cg_cursorHints", 0);
// Keep g_hardcore=1 for server-side gameplay rules but show the normal client HUD
// so our custom health/weapon overlays render correctly without fighting hardcore suppression.
self setClientDvar("ui_hud_hardcore", 0);
self thread takeInvalidWeapon();
if(level.state == "prematch")
{
@@ -423,9 +449,11 @@ onKilling() {
level endon("nuke");
self.multiplier = 0;
self.amount = 0;
//kills = self.pers["kills"];
kills = 0;
refreshCounter = 0;
// Cache settings that never change mid-match — eliminates getDvar()/getDvarInt()
// native calls inside this loop which runs every 0.3s per player.
killsPerWeapon = getDvarInt("gun_kills", 1);
self.scoretext = self createText("hudbig", 1, "CENTER", "CENTER", 0, 0, .7,"");
self.scoretext_amount = self createText("hudbig", 1, "CENTER", "CENTER", -10, 20, .7,"");
self.multitext = [];
@@ -439,7 +467,6 @@ onKilling() {
self thread scorepopup(-100);
kills--;
refreshCounter++;
killsPerWeapon = getDvarInt("gun_kills", 1);
if(killsPerWeapon > 1)
{
killsInGun = (self.gungameKills % killsPerWeapon);
@@ -463,9 +490,8 @@ onKilling() {
refreshCounter++;
self thread scorepopup(100);
self.streaking++;
if(getDvar("g_gametype") != "gungame_team")
if(!level.isTeamGame) // cached in loadSettings — avoids getDvar() per kill
{
killsPerWeapon = getDvarInt("gun_kills", 1);
if(killsPerWeapon > 1)
{
if(self.gungameKills % killsPerWeapon == 0)
@@ -586,7 +612,7 @@ scorepopup(amount)
self.scoretext.color = color;
self.scoretext.glowColor = glowColor;
self.scoretext SetPulseFX( 40, 2000, 600 );
if(getDvar("gunmode") == "Kill Confirmed")
if(level.isKillConfirmed) // cached in loadSettings — avoids getDvar() per popup
self.scoretext setText("Upgraded!^3");
else
self.scoretext setText("Killed!^3");
@@ -681,7 +707,8 @@ createUI()
{
self thread createWeaponHud();
self thread createKillHud();
self thread Weaponnumber();
// Weaponnumber() removed — marked deprecated, waits on "update_weaponNumber"
// which is never notified anywhere. Was a zombie thread per player.
self thread createRatioHud();
}
createWeaponHud()
@@ -797,7 +824,7 @@ takeInvalidWeapon()
wait 3;
while(1)
{
waitFrame();
wait 0.1; // was waitFrame() (~60/s) — 10/s is ample for a safety-net poller
if(!isAlive(self))
continue;
if(self isMantling())
@@ -1138,13 +1165,20 @@ watchHealthHUD()
self.healthHUD setPoint("BOTTOM RIGHT", "BOTTOM RIGHT", -10, -10);
self.healthHUD.label = &"HP: ";
lastHealth = -1; // sentinel: forces first-tick update
while(true)
{
// Only push to the HUD element when the value actually changed.
// Eliminates 10 setValue() native calls/sec when player is at full health.
if(self.actual_health != lastHealth)
{
lastHealth = self.actual_health;
self.healthHUD setValue(self.actual_health);
if(self.actual_health < (self.actual_maxhealth * 0.3))
self.healthHUD.color = (1, 0, 0);
else
self.healthHUD.color = (1, 1, 1);
}
wait 0.1;
}
}
@@ -1202,18 +1236,11 @@ watchHUD()
self endon("death"); // prevent thread accumulation across respawns
while(true)
{
// Only re-apply dvars the engine may reset mid-game (radar via UAV, ammo via class events).
// ui_hud_hardcore is set to 0 once per spawn in loadSetup() and does not need refreshing.
self setClientDvar("ui_drawradar", 1);
self setClientDvar("cg_drawRadar", 1);
self setClientDvar("cg_drawAmmo", 1); // Force ammo back on even in hardcore
self setClientDvar("cg_drawStance", 0);
self setClientDvar("cg_drawTeamScores", 0);
self setClientDvar("cg_drawKillfeed", 0);
self setClientDvar("ui_hud_hardcore", 1);
self setClientDvar("cg_drawBreathHint", 0);
self setClientDvar("cg_drawMantleHint", 0);
self setClientDvar("cg_drawTurretCrosshair", 0);
self setClientDvar("cg_cursorHints", 0);
wait 1;
self setClientDvar("cg_drawAmmo", 1);
wait 5;
}
}

View File

@@ -235,10 +235,8 @@ giveStreak(streak)
self.speed = true;
wait 1;
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self maps\mp\perks\_perks::givePerk("specialty_lightweight");
self setMoveSpeedScale(1.6);
self.setMoveSpeedScale = 1.6;
//self thread spawnFireLoop();
break;
case "Riotshield":
self AttachShieldModel( "weapon_riot_shield_mp", "tag_shield_back" );
@@ -278,23 +276,19 @@ Radioactive()
self endon("disconnect");
self endon("death");
level endon("nuke");
// Cache once \u2014 getDvar() inside the inner foreach would cost ~120 native calls/sec.
isTeamGame = (getDvar("g_gametype") == "gungame_team");
playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
playFxOnTag( level.spawnGlow["friendly"], self, "j_head" );
//self SetPlayerIgnoreRadiusDamage( true );
while(1)
{
wait .1;
//self RadiusDamage(self.origin,120,50,40,self,"MOD_Explosive","nuke_mp");
//RadiusDamage(self.origin, 50, 30, 20, self );
foreach(player in level.players)
{
if(player == self)
continue;
if(getDvar("g_gametype") == "gungame_team")
{
if(player.team == self.team)
if(isTeamGame && player.team == self.team)
continue;
}
if(Distance(player.origin,self.origin) < 120 && isAlive(player))
{
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( self, self, 4, 0, "MOD_EXPLOSIVE", "none", player.origin, player.origin, "none", 0, 0 );
@@ -655,7 +649,7 @@ Juggernaut()
// FIX: Use the custom health system (actual_maxhealth/actual_health) instead of
// the raw engine maxhealth. Setting engine maxhealth directly broke the HUD display
// and regen logic. We double the effective HP pool through the custom system.
self.actual_maxhealth = self.maxhp * 2;
self.actual_maxhealth = self.maxhp * 5; // 5× base HP (e.g. 300 in Fungame vs normal 60)
self.actual_health = self.actual_maxhealth;
self setMoveSpeedScale(.7);