Age | Commit message (Collapse) | Author |
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where they were at time of death.
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* Move CG_TeamJoinMessage to cg_players.c near where it is used
* When changing team, execute cg_(alien|human|spectator)Config as appropriate
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* Partially fix thirdpersonpitchfollow so you shouldn't get stuck anymore, but you can still get angle wrapping
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* Remove humanBuildPointsPowered as it isn't used nor is it likely to be
* Ensure that alien buildables no longer count for BP after they exploded
* Don't restore the BP for a destroyed building as soon as it is destroyed -
instead, add them to a global queue and restore them slowly, as determined
by g_<team>BuildQueueTime
* Remove G_IsOvermindBuilt in favour of level.overmindPresent which did
pretty much the same thing
This resolves issue #6
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* remove reference to holding +button5 to repair in tutorial text
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megatog615)
* dead buildables no longer bleed
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* Merging some fixes from mgdev, courtesy of Michael "Risujin" Levin:
- Ensure SnapVector always snaps downwards, rather than always towards 0
- Don't send score information that won't be displayed
- /give poison as a human poisons rather than boosting
* Remove some trailing whitespace
* Remove some useless intermediate variables in cg_draw.c
* Ammo/clips/build timer display depends on primary weapon rather than equipped
- (this also fixes bug 3837)
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+ Totally redo all the shoulder view positions
+ Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors
- 0: always use regular third person view
- 1: use regular third person view but go to shoulder during wallwalk (default)
- 2: always use shoulder view
+ Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1
- This cvar is intended to be temporary. One way or the other will be kept for trunk.
+ Unbreak regular third person view during wallwalk (I still don't like the way it looks though)
+ Add a set of temporary cvars for tweaking shoulder view positions for each class
- cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions
- cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead
- These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.
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* Random fixes/rearrangements in deconstruct and PM_Weapon
* Merge tremulous r1137
- noclipping specs
- other noclip stuff
- fix ammo check
- maprotation fixes
- no taunting when dead
- code-level crap
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* Allow /noclip and /where to be used by spectators
* Allow /noclip and /setviewpos to be used by specs even when cheats are off
* Run PM_Weapon and set view height while noclipping
* Make player speed while spectating or noclipping configurable via cg_flySpeed
* Remove requirement for cgame's cvartable to have a non-null vmCvar pointer
* Make PM_Paralyzed a macro and add a similar category, PM_Live
* Stop dretches from biting dead buildings
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* Remove spec pitch tracking from case cam (until bugs it results in are fixed)
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* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1
* Automatically switch to shoulder view when following someone wallwalking
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* 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)
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the same shortcomings that it has in trunk though)
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players' pitch aim.
* Known issue: actually PLAYING in third person is (still) broken at the moment
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* Correct crouch check in ClientTimerActions
* Ensure animation togglebit on buildables is only used once per frame
(bug 3377)
* Make G_FloodLimited more robust and with a pointlessly informative
return value
* Add a brief comment to the G_SayArg* functions to explain their purpose,
which wasn't at all clear to me until I experimented with them
* Remove more redundant va()s
* Remove an unused variable and associated functions that were causing a
compiler warning
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* Fixes to ready code: supports MAX_CLIENTS slots without relying on its value
* Removing references to an apparently useless escape character in chat
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* Fix reference to function not defined in .sos
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* pleasedonthurtmenorfmademedoit
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* (this code still doesn't work with vertical barbs, and possible vertical inventory)
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* Make G_TeamName BG_TeamName and use it in cgame for team change messages
* Don't use an event for team change notification since clients already know
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* Uses a proper events-system message interpreted by cgame
* Includes notification of leaving teams instead of just joining them
* These messages are also now logged to games.log and the server console
* Minor cleanups of cmd_team_f
* /team human*, /team alien*, and /team spec* now join those teams, since those are specific enough and people seemed to have a difficult time figuring out /team spectate
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* updated help files
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* (bug 3746) Lookup table for UI commands (Ben Millwood)
* and some other refactoring
* Fix a couple null dereferences introduced in 1120
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* add trap_R_inPVS to cg_local.h/cg_syscalls.asm
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* Testing patch to fix ready mask
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* tweaks to the human buildable bleed particle
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* Don't send tinfo servercommands by default
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their position, instead of cg_crosshairX/cg_crosshairY
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* Fix dumb typo left from debugging in last revision
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