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authorTim Angus <tim@ngus.net>2005-08-31 03:15:00 +0000
committerTim Angus <tim@ngus.net>2005-08-31 03:15:00 +0000
commitf40ad7c74f940dd0274cd0a82248a5a4e8846eac (patch)
tree1e045cd77b9fba27a2f967544df24bbd2f475885 /src/cgame/cg_weapons.c
parent426a6d2269d5087ed6a83fe271f23e2e3b12d6f6 (diff)
* Reimplemented how buildables play damage sounds to not use the event system
* Reworked the ammo/clips packing system to remove the confusion of concepts * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets * Moved build directory from tremulous to tremulous-dev
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c42
1 files changed, 4 insertions, 38 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index afd9bb45..c67eaa04 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -186,36 +186,6 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum )
VectorCopy( end, re->oldorigin );
}
-/*
-==========================
-CG_AlienZap
-==========================
-*/
-void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum )
-{
- localEntity_t *le;
- refEntity_t *re;
-
- //add a bunch of bolt segments
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- le->leType = LE_LIGHTNING_BOLT;
- le->startTime = cg.time;
- le->endTime = cg.time + cg_alienZapTime.value;
- le->lifeRate = 1.0 / ( le->endTime - le->startTime );
- re->customShader = cgs.media.lightningShader;
-
- le->srcENum = srcENum;
- le->destENum = destENum;
- le->vOffset = 6.0f;
-
- le->maxRange = LEVEL2_AREAZAP_RANGE * M_ROOT3;
-
- VectorCopy( start, re->origin );
- VectorCopy( end, re->oldorigin );
-}
-
/*
=================
@@ -1362,16 +1332,12 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
int length;
int selectWindow;
qboolean vertical;
- int ammo, clips, maxAmmo, maxClips;
centity_t *cent;
playerState_t *ps;
cent = &cg_entities[ cg.snap->ps.clientNum ];
ps = &cg.snap->ps;
- BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, NULL );
- BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, &maxClips, NULL );
-
// don't display if dead
if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
return;
@@ -1504,13 +1470,13 @@ CG_WeaponSelectable
*/
static qboolean CG_WeaponSelectable( int i )
{
- int ammo, clips, maxclips;
+ int ammo, clips;
- BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
+ BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
//TA: this is a pain in the ass
-/* if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
- return qfalse;*/
+ //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
+ // return qfalse;
if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
return qfalse;