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2013-01-03* Acid tube animation fixed (used to include part of dying animation!)Michael Levin
* Acid tube splash damage (from exploding) separated from attack damage, new variable added to tremulous.h to control that and the animation * Class X not allowed at stage # fixed to show the right stage number * Whether or not the mass driver will shoot through objects can be toggled from tremulous.h, don't forget to save g_weapons.c or 'make clean' to get the change compiled!
2013-01-03* MAX()/MIN() macros need to be wrapped in parenthesis to work as Michael Levin
expected! * Armour and local damage processing merged * Armour and local damage scripts now accept a "name" parameter for debug output * Norfenstein's non-locational damage formula now perfectly implemented -- there are restrictions! There can only be ONE layer of armour and all locational damage region files must cover the entire body and cannot overlap! * Turning on g_debugDamage to 2 or 3 provides additional information on how the damage modifier was calculated
2013-01-03* Damage regions are no longer included in non-locational damage Michael Levin
calculations * Light armour angles reverted to 100/80/100/80 * Norfenstein's balance changes for Dretch HP which got lost before somehow
2013-01-03The new non-localized damage calculation method (based on Norfenstein's Michael Levin
idea) require rebalancing of the Human damage regions. A number of errors with incorrect angles and crouching were also fixed.
2013-01-03Added shader/particle scripts to version control.Michael Levin