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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/jpeg-6/jmemansi.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
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