diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:29:53 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:03 +0000 |
commit | 81e17582608465935041812242d0dbbf8a152727 (patch) | |
tree | 83d199721faa67fbc0a4f97dc4a290a73d3a6dd2 /src/cgame/cg_servercmds.c | |
parent | c8b36fe5697a41f87495d04fc80b920c76842742 (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.c | 9 |
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."; |