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-rw-r--r--src/game/bg_misc.c118
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