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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:29:53 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:03 +0000
commit81e17582608465935041812242d0dbbf8a152727 (patch)
tree83d199721faa67fbc0a4f97dc4a290a73d3a6dd2 /src/cgame/cg_servercmds.c
parentc8b36fe5697a41f87495d04fc80b920c76842742 (diff)
* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle box restrictions
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo * Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents. * Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching * Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals * Build weapons should no longer need to be in a block in bg_public.h * Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected * MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury * Particles can set 'physicsRadius #' to use a fixed bounding box for collisions * Various HUD elements will immediately update to the new weapon when switching weapons Flamer changes: * Bounding box shrunk slightly * Client-side particles now used a static bounding box that matches the server projectile
Diffstat (limited to 'src/cgame/cg_servercmds.c')
-rw-r--r--src/cgame/cg_servercmds.c9
1 files changed, 1 insertions, 8 deletions
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
index aba89b8a..7b609c90 100644
--- a/src/cgame/cg_servercmds.c
+++ b/src/cgame/cg_servercmds.c
@@ -688,18 +688,11 @@ void CG_Menu( int menu, int arg )
case MN_H_NOARMOURYHERE:
longMsg = "You must be near a powered Armoury in order to purchase "
- "weapons, upgrades or non-energy ammunition.";
+ "weapons, upgrades or ammunition.";
shortMsg = "You must be near a powered Armoury";
type = DT_ARMOURYEVOLVE;
break;
- case MN_H_NOENERGYAMMOHERE:
- longMsg = "You must be near an Armoury, Reactor or Repeater in order "
- "to purchase energy ammunition.";
- shortMsg = "You must be near an Armoury, Reactor or Repeater";
- type = DT_ARMOURYEVOLVE;
- break;
-
case MN_H_NOROOMBSUITON:
longMsg = "There is not enough room here to put on a Battle Suit. "
"Make sure you have enough head room to climb in.";