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path: root/src/cgame/cg_weapons.c
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2015-06-08merge some changes from the old "gpp" branch: add cg_hudFilesEnable, disable ↵/dev/humancontroller
a warning
2013-02-16Update copyright noticesTim Angus
2013-01-03* Simplify some weapon-related code (re r1431)M. Kristall
2013-01-03* Fix a bunch of variable set but not used warningsM. Kristall
2013-01-03* Make weapon registration error reporting less touchy and more informativeBen Millwood
2013-01-03* Cleanups to weapon/upgrade registrationBen Millwood
2013-01-03* Remove used limit parameter from UI_Text_[Width|Height]Tim Angus
2013-01-03* Remove hovelM. Kristall
* Require buildable names instead of buildnums in layouts
2013-01-03* Update copyright noticesTim Angus
2013-01-03* Fix bounds checks on cg.weaponSelect (/dev/humancontroller, bug #4267)Ben Millwood
2013-01-03* Fix negated condition introduced in r1060 (DevHC)Tim Angus
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* aliens were getting the wrong hitsound when attacking human buildablesRoman Tetelman
2013-01-03* Remove SS_INFESTING and PM_SPINTERMISSION since they were not usedBen Millwood
* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING * Remove ui_emoticons, using the value of cg_emoticons for both contexts. * Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons * Don't allow players to taunt while dead * Fix full ammo check in reload (oops) * Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs * Remove non-functional cgame command (thanks Amanieu for spotting)
2013-01-03 * Merge STAT_WEAPONS[2] into STAT_WEAPON and dispose of unnecessary STAT_SLOTSBen Millwood
* Testing patch to fix ready mask
2013-01-03* buildable bleed wip codeRoman Tetelman
2013-01-03* Remove unnecessary (and harmful) memset Tim Angus
2013-01-03* Allow alternative weapon model to be used in 3rd personTim Angus
2013-01-03* Replace reams of BG_Find* functions with: BG_Buildable, BG_Class, BG_Weapon,Tim Angus
BG_Upgrade * Move "overrides/*" to "configs/" and remove all the overriden data from bg_misc.c, instead requiring it to be in the cfg files * Add cfg files to source control * Clean up some naming and typing issues
2013-01-03* Merge clientSession_t::sessionTeam and clientSession_t::spectatorStateTim Angus
* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR) * s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/ * s/pClass_t/class_t/ * s/PERS_TEAM/PERS_SPECSTATE/ * s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
2013-01-03* Basilisk animation policyTim Angus
* Fix broken lerping due to animating before positioning on parent tag
2013-01-03* (bug 3554) Make sure opened files get closed properly -- for real this timeM. Kristall
* (bug 3446) Allow the last spawn to be deconstructed when cheats are enabled and g_markDeconstruct is not (Ben Millwood) * (bug 3560) PTRC can be used while the original client is connected * remove unused functions from src/game/g_ptr.c
2013-01-03* Fix stupid 1st person animation copy and paste bugTim Angus
* Add animation policies for marauder * Remove reference to shotgun_hand.md3
2013-01-03* First person weapon animationTim Angus
2013-01-03* (bug 3554) Fix a few more places where opened files might not be closedM. Kristall
2013-01-03Lucifer warning sound not played for aliensBen Millwood
2013-01-03Forgot some squad marker and mass driver stuff.Michael Levin
2013-01-03* Mass driver reverted to upstream (function and effect)Michael Levin
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
2013-01-03* Added charge meter to the UI, can be disabled via GUIMichael Levin
* Trample and Lucifer Cannon charging reworked and moved to PMove * Can no longer "cancel" a charging Lucifer Cannon * STAT_MISC2 is now unused, booster and charge information can be inferred elsewhere (STAT_UNUSED) * Trying to fire an empty weapon makes a clicking noise (also a bugfix, apparently the server would spam EV_NOAMMO which did nothing but is now used for the clicking noise -- audible to all players) * Created an alternate, muffled Lucifer Cannon warning noise for other people's Lucifer Cannons * Fixed bug which prevented players from switching to a different player while spectating someone in the spawn queue * Spectators are now properly moved to the lock view position when spectating a player in the spawn queue
2013-01-03* Started updating infopanes with Badger, need to do moreMichael Levin
* Fixed a bug where regular Basilisk would not heal faster by a booster sometimes (found thanks to new GUI indicator!) * Un-reverted Lucifer Cannon sound heard by others, with Norf's blessing * Added a Help menu listing mod changes and other stuff (ESC -> Help), edit ui/help.txt * Human HUD item list will now wrap around so that it never hides items, also made it a little wider GUI cross changes: * Human GUI health cross glows when medkit is active * Alien GUI health cross glows when on creep * Double, triple healing rates show as multiple crosses
2013-01-03Reverted Lucifer Cannon sound changes. Only you can hear your own overcharge ↵Michael Levin
again, benmachine. Left the extra entity flag in though, because it is transmitted by the protocol and wasn't used before anyway.
2013-01-03* Pulse Rifle has a small impact "particle system" to show impact flashMichael Levin
Lucifer Cannon aesthetic changes: * Secondary fire has a blaster-like trail and impact flash * Primary fire missile sprite and impact particles scale their size with charge strength * Other players can hear Humans overcharge
2013-01-03Some more work on the Mass Driver:Michael Levin
* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal). * Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player). * The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS. * Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
2013-01-03* I'm sick of entering \give 9999 every time I need to test something. ↵Michael Levin
Whenever cheats are enabled, players spawn with half-full credits. * Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call. Extensive visual modifications to Mass Driver: * Added a short, briefly-displayed pseudo-trail * Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun * Added several files for the trail and shader * Firing code modified to generate visually correct trails and impact positions * Added a new event for Mass Driver trails, doubles as impact event to save bandwidth The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
2013-01-03Added armour files to version control.Michael Levin
2007-11-08* Merge and move text paint functions into ui_shared.cTim Angus
* Add aspectBias to indicate alignment on non-4:3 video modes * Add "reset <item>" script command to reset an item * Compensate for aspect ratio in lots and lots and lots of places * Release edit field focus when tabbing away * Fix infinite loop bug in text wrapping code when rect is very narrow * Mung .menu scripts to line things up correctly on non-4:3 ratios
2007-09-25* Replace "powerups" state data with "misc"Tim Angus
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means only one ammo using weapon may be carried at once, but this is the case anyway * No need for BG_(Un)PackAmmoArray anymore, so remove them
2006-12-20* (bug 2773) improved weapon/upgrade selection in human HUD (Dustin Howett)Tony J. White
2006-11-16* Removed some //TA:sTim Angus
2006-07-31* Add otherEntityNum to playerState_t... and don't use it... yetTim Angus
* Improve ckit tutorial text * Entities.def correction
2006-05-16* Patches from bugs:Tim Angus
2677: Credit transfer, 2691: Disallow deconstruct during SD, 2698: nextweap bug on OS X, 2700: Fix to buildables underground bug, 2701: Fix to dretch exploit, 2706: Fix to jetpack uninit memory read
2006-05-06* Merged ioq3-r775Tim Angus
- SDL_GammaRamp stuff - Anisotropic texture filtering - q3testesque r_flares - cl_guid - Security fixes
2006-01-12* Fixed lcannon charge storage exploitTim Angus
* Fixed psaw/cgun inappropriate effects bug * Lcannon now has a minimum charge value
2005-12-23* Crudely removed CD key authenticationTim Angus
* Changed defaults for r_picmip and r_textureMode * Changed internal alien weapon names * Removed playback of the intro movie * Fixed painblend reset bug * Added multiple chat sounds * Player splash wake now uses mark system
2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-11-27* Fixed death by poison MOD s/antitox/medkit/Tim Angus
* Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders
2005-11-25* Removal of remaining hard coded effectsTim Angus
* Removal of local entities system * Particle system enhancements to replace functionality lost by removing localents
2005-11-24* 3D particlesTim Angus
* Brass ejections now done via particle system * static_tranform particle move type * thirdPersonOnly particle and trail system property * Trail jitter now done in two dimensions