diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:22:35 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:56 +0000 |
commit | 649fd7b3a31d4aa7cb8d1ed8170fd5fb0a347803 (patch) | |
tree | e7d9e543903928e4bbe12db5129c51d1dbe413a5 /src/game | |
parent | 921d0b7f04fb683b0a34add71dced0f286e7c887 (diff) |
Updated infopanes.
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_misc.c | 118 |
1 files changed, 63 insertions, 55 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index a6c5e644..a393a72d 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -79,7 +79,8 @@ buildableAttributes_t bg_buildableList[ ] = "barricade", //char *buildName; "Barricade", //char *humanName; "Used to obstruct corridors and doorways, hindering humans from " - "threatening the spawns and Overmind.", + "threatening the spawns and Overmind. Barricades will shrink " + "to allow aliens to pass over them, however.", "team_alien_barricade",//char *entityName; { "models/buildables/barricade/barricade.md3", 0, 0, 0 }, 1.0f, //float modelScale; @@ -117,9 +118,8 @@ buildableAttributes_t bg_buildableList[ ] = BA_A_BOOSTER, //int buildNum; "booster", //char *buildName; "Booster", //char *humanName; - "Provides any alien with a poison ability on all its " - "attacks. In addition to the default attack damage, the victim loses " - "health over time unless they heal themselves with a medkit." + "Laces the attacks of any alien that touches it with a poison " + "that will gradually deal damage to any humans exposed to it. " "The booster also increases the rate of health regeneration for " "any nearby aliens.", "team_alien_booster", //char *entityName; @@ -398,9 +398,10 @@ buildableAttributes_t bg_buildableList[ ] = BA_H_MEDISTAT, //int buildNum; "medistat", //char *buildName; "Medistation", //char *humanName; - "A structure providing an automated healing energy that restores " - "the health of any human that stands inside it. It may only be used " - "by one person at a time.", + "A structure that automatically restores " + "the health and stamina of any human that stands on it. " + "It may only be used by one person at a time. This structure " + "also issues medkits.", "team_human_medistat", //char *entityName; { "models/buildables/medistat/medistat.md3", 0, 0, 0 }, 1.0f, //float modelScale; @@ -438,8 +439,8 @@ buildableAttributes_t bg_buildableList[ ] = BA_H_MGTURRET, //int buildNum; "mgturret", //char *buildName; "Machinegun Turret", //char *humanName; - "Automated base defense that is effective against large targets, " - "but is slow to begin firing and should always be " + "Automated base defense that is effective against large targets " + "but slow to begin firing. Should always be " "backed up by physical support.", "team_human_mgturret", //char *entityName; { "models/buildables/mgturret/turret_base.md3", @@ -520,9 +521,9 @@ buildableAttributes_t bg_buildableList[ ] = BA_H_DCC, //int buildNum; "dcc", //char *buildName; "Defence Computer", //char *humanName; - "A structure coordinating the action of base defense so that " - "defense is distributed evenly among the enemy. This structure " - "is required for building the Tesla Generator.", + "A structure that enables self-repair functionality in " + "human structures. Each Defence Computer built increases " + "repair rate slightly.", "team_human_dcc", //char *entityName; { "models/buildables/dcc/dcc.md3", 0, 0, 0 }, 1.0f, //float modelScale; @@ -561,8 +562,8 @@ buildableAttributes_t bg_buildableList[ ] = "arm", //char *buildName; "Armoury", //char *humanName; "An essential part of the human base, providing a means " - "to upgrade the basic human. A range of upgrades and weapons are " - "available from the armoury, each with a price.", + "to upgrade the basic human equipment. A range of upgrades " + "and weapons are available for sale from the armoury.", "team_human_armoury", //char *entityName; { "models/buildables/arm/arm.md3", 0, 0, 0 }, 1.0f, //float modelScale; @@ -600,9 +601,9 @@ buildableAttributes_t bg_buildableList[ ] = BA_H_REACTOR, //int buildNum; "reactor", //char *buildName; "Reactor", //char *humanName; - "All structures except the telenode rely on a reactor to operate." + "All structures except the telenode rely on a reactor to operate. " "The reactor provides power for all the human structures either " - "directly or via repeaters. There can only be a single reactor.", + "directly or via repeaters. Only one reactor can be built at a time.", "team_human_reactor", //char *entityName; { "models/buildables/reactor/reactor.md3", 0, 0, 0 }, 1.0f, //float modelScale; @@ -1635,7 +1636,8 @@ classAttributes_t bg_classList[ ] = PCL_ALIEN_BUILDER0, //int classnum; "builder", //char *className; "Builder", //char *humanName; - "Responsible for building and maintaining all the alien structures.", + "Responsible for building and maintaining all the alien structures. " + "Has a weak melee slash attack.", "builder", //char *modelname; 1.0f, //float modelScale; "default", //char *skinname; @@ -1675,8 +1677,8 @@ classAttributes_t bg_classList[ ] = "builderupg", //char *classname; "Advanced Builder", //char *humanname; "Similar to the base Granger, except that in addition to " - "being able to build structures it has a melee attack " - "and the ability to crawl on walls.", + "being able to build structures it has a spit attack " + "that slows victims and the ability to crawl on walls.", "builder", //char *modelname; 1.0f, //float modelScale; "advanced", //char *skinname; @@ -1714,8 +1716,9 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL0, //int classnum; "level0", //char *classname; - "Soldier", //char *humanname; - "Has a lethal bite and the ability to crawl on walls and ceilings.", + "Dretch", //char *humanname; + "Has a lethal reflexive bite and the ability to crawl on " + "walls and ceilings.", "jumper", //char *modelname; 0.2f, //float modelScale; "default", //char *skinname; @@ -1754,9 +1757,11 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL1, //int classnum; "level1", //char *classname; - "Hydra", //char *humanname; - "Able to crawl on walls and ceilings. Its melee attack is most " - "effective when combined with the ability to grab its foe.", + "Basilisk", //char *humanname; + "A support class able to crawl on walls and ceilings. Its melee " + "attack is most effective when combined with the ability to grab " + "and hold its victims in place. Provides a weak healing aura " + "that accelerates the healing rate of nearby aliens.", "spitter", //char *modelname; 0.6f, //float modelScale; "default", //char *skinname; @@ -1795,10 +1800,11 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL1_UPG, //int classnum; "level1upg", //char *classname; - "Hydra Upgrade", //char *humanname; + "Advanced Basilisk", //char *humanname; "In addition to the basic Basilisk abilities, the Advanced " - "Basilisk sprays a poisonous gas which disorientaits any " - "nearby humans.", + "Basilisk sprays a poisonous gas which disorients any " + "nearby humans. Has a strong healing aura that " + "that accelerates the healing rate of nearby aliens.", "spitter", //char *modelname; 0.7f, //float modelScale; "blue", //char *skinname; @@ -1837,7 +1843,7 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL2, //int classnum; "level2", //char *classname; - "Chimera", //char *humanname; + "Marauder", //char *humanname; "Has a melee attack and the ability to jump off walls. This " "allows the Marauder to gather great speed in enclosed areas.", "tarantula", //char *modelname; @@ -1878,9 +1884,9 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL2_UPG, //int classnum; "level2upg", //char *classname; - "Chimera Upgrade", //char *humanname; - "The Advanced Marauder has all the abilities of the base Marauder " - "including an area effect electric shock attack.", + "Advanced Marauder", //char *humanname; + "The Advanced Marauder has all the abilities of the basic Marauder " + "with the addition of an area effect electric shock attack.", "tarantula", //char *modelname; 0.9f, //float modelScale; "red", //char *skinname; @@ -1921,8 +1927,8 @@ classAttributes_t bg_classList[ ] = "level3", //char *classname; "Dragoon", //char *humanname; "Possesses a melee attack and the pounce ability, which may " - "be used as an attack, or a means to reach a remote " - "location inaccessible from the ground.", + "be used as both an attack and a means to reach remote " + "locations inaccessible from the ground.", "prowl", //char *modelname; 1.0f, //float modelScale; "default", //char *skinname; @@ -1961,9 +1967,9 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL3_UPG, //int classnum; "level3upg", //char *classname; - "Dragoon Upgrade", //char *humanname; - "In addition to the basic Dragoon abilities, the Dragoon " - "Upgrade has 3 barbs which may be used to attack humans " + "Advanced Dragoon", //char *humanname; + "In addition to the basic Dragoon abilities, the Advanced " + "Dragoon has 3 barbs which may be used to attack humans " "from a distance.", "prowl", //char *modelname; 1.0f, //float modelScale; @@ -2003,10 +2009,11 @@ classAttributes_t bg_classList[ ] = { PCL_ALIEN_LEVEL4, //int classnum; "level4", //char *classname; - "Big Mofo", //char *humanname; - "Provides a healing aura in which nearby aliens regenerate health " - "faster than usual. As well as a melee attack, this class can charge " - "at enemy humans and structures, inflicting great damage.", + "Tyrant", //char *humanname; + "A large alien with a strong melee attack, this class can " + "also charge at enemy humans and structures, inflicting " + "great damage. Any humans or their structures caught under " + "a falling Tyrant will be crushed by its weight.", "mofo", //char *modelname; 1.0f, //float modelScale; "default", //char *skinname; @@ -3358,9 +3365,10 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "mdriver", //char *weaponName; "Mass Driver", //char *weaponHumanName; - "A portable particle accelerator which causes minor nuclear " - "reactions at the point of impact. It has a very large " - "payload, but fires slowly.", + "A portable magnetic accelerator capable of launching " + "metallic slugs at extremely high velocity. Damage is dealt to " + "all targets in the line of fire until the slug comes to a halt " + "within a wall.", MDRIVER_CLIPSIZE, //int maxAmmo; MDRIVER_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; @@ -3386,8 +3394,7 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "prifle", //char *weaponName; "Pulse Rifle", //char *weaponHumanName; - "An energy weapon that fires pulses of concentrated energy " - "at a fast rate. It requires re-energising every 50 pulses.", + "An energy weapon that fires rapid pulses of concentrated energy.", PRIFLE_CLIPS, //int maxAmmo; PRIFLE_MAXCLIPS, //int maxClips; qfalse, //int infiniteAmmo; @@ -3413,9 +3420,9 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "lcannon", //char *weaponName; "Lucifer Cannon", //char *weaponHumanName; - "Similar to the pulse rifle, but more powerful. Additionally, " - "it has a secondary attack where energy can be charged " - "up to shoot a devastating ball of energy.", + "Blaster technology scaled up to deliver devastating power. " + "Primary fire must be charged before firing. It has a quick " + "secondary attack that does not require charging.", LCANNON_AMMO, //int maxAmmo; 0, //int maxClips; qfalse, //int infiniteAmmo; @@ -3441,8 +3448,8 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "lgun", //char *weaponName; "Las Gun", //char *weaponHumanName; - "Slightly more powerful than the basic rifle, but " - "instead of bullets it fires small packets of energy.", + "Slightly more powerful than the basic rifle, rapidly fires " + "small packets of energy.", LASGUN_AMMO, //int maxAmmo; 0, //int maxClips; qfalse, //int infiniteAmmo; @@ -3522,7 +3529,7 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "ckit", //char *weaponName; "Construction Kit", //char *weaponHumanName; - "Used for building all basic structures. This includes " + "Used for building basic structures. This includes " "spawns, power and basic defense.", 0, //int maxAmmo; 0, //int maxClips; @@ -3549,8 +3556,9 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "ackit", //char *weaponName; "Adv Construction Kit",//char *weaponHumanName; - "Used for building advanced structures. This includes " - "combat computers and advanced defense.", + "Used for building basic and advanced structures. " + "Advanced structures include Defense Computers " + "and Tesla Generators.", 0, //int maxAmmo; 0, //int maxClips; qtrue, //int infiniteAmmo; @@ -4420,8 +4428,8 @@ upgradeAttributes_t bg_upgrades[ ] = "helmet", //char *upgradeName; "Helmet", //char *upgradeHumanName; "In addition to protecting your head, the helmet provides a " - "scanner indicating the presence of any non-human lifeforms in your " - "immediate vicinity.", + "scanner indicating the presence of any friendly or hostile " + "lifeforms and structures in your immediate vicinity.", "icons/iconu_helmet", qtrue, //qboolean purchasable qfalse, //qboolean usable |