diff options
author | Tim Angus <tim@ngus.net> | 2005-08-31 03:15:00 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-08-31 03:15:00 +0000 |
commit | f40ad7c74f940dd0274cd0a82248a5a4e8846eac (patch) | |
tree | 1e045cd77b9fba27a2f967544df24bbd2f475885 /src/cgame/cg_weapons.c | |
parent | 426a6d2269d5087ed6a83fe271f23e2e3b12d6f6 (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.c | 42 |
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; |