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path: root/src/game/bg_pmove.c
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2017-03-09after spawning, do not charge the lucifer cannon until all buttons are up/dev/humancontroller
2017-03-09do not sink underwater/dev/humancontroller
2017-03-09do not overclip/dev/humancontroller
2017-03-09do not force lucifer cannon users to stop attacking in order to charge again/dev/humancontroller
2017-03-09fix distortion of 2D acceleration/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2013-02-16Update copyright noticesTim Angus
2013-01-03* (bug 3781) Improve randomness in some cases (Lakitu7 made me do it)M. Kristall
2013-01-03* (bug 4267) Fix ob1 in weapons code in pmove (/dev/humancontroller)Christopher Schwarz
2013-01-03* Fix more wallwalk brokenness that only happens to linux users by applying ↵Christopher Schwarz
the same fix from r2115 (light bug) more generally
2013-01-03* Fix float literal formattingTim Angus
2013-01-03* Fix the "light bug" where wallwalking over small bumps on the ceiling ↵Christopher Schwarz
(such as lights) could cause you to invert. Special thanks to PhilH, Odin, Roman Tetelman, Timbo, Khalsa, and Lava_Croft for help in nailing it down and/or trying to help me do so.
2013-01-03* Fix for the camera freaking out when a wallwalker gets too close to ↵Christopher Schwarz
another player (with thanks to kevlarman and Timbo)
2013-01-03* Remove hovelM. Kristall
* Require buildable names instead of buildnums in layouts
2013-01-03Gameplay changesAsa Kravets
* Dragoon base bite range increased 72 -> 80 * Dragoon base pounce range decreased 54 -> 40 * Flamer splash damage reduced 25 -> 12 * Stamina stop restore increased 25 -> 30 * Stamina sprint take reduced 8 -> 6 * Stamina threshold for jumping and dodging changed to the slowing threshold plus the cost of jumping or dodging
2013-01-03* Update copyright noticesTim Angus
2013-01-03* Tutorial text no longer prints how to use a buildable if you aren't near a ↵Christopher Schwarz
usable buildable * Tutorial text explains low-stamina states
2013-01-03* Fix holding sprint while walking from allowing you to walk slightly faster ↵Christopher Schwarz
(thanks Roman Tetelman)
2013-01-03* Stamina changes/fixes (kevlarman)Christopher Schwarz
- Restore blacking out when you run out of stamina - Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not - Walk overrides sprint, by popular demand - Modify the stamina "bolt" to better differentiate between states - Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!) * When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
2013-01-03* (bug 3961) Fix the taunt delay to no longer be cancelled by jumping. Note ↵Christopher Schwarz
that even with this change it is still possible to spam taunt sounds on the client end due to mispredicts. However, others will not hear/see them. (Thanks kevlarman, Cadynum)
2013-01-03* Fix various fuck-ups introduced during the mergeTim Angus
+ Re-add error case when parsing damage scripts + Reinstate G_CountSpawns + Add missing call to PM_StartTorsoAnim + staticise G_IsCreepHere
2013-01-03Scrap PMF_TIME_KNOCKOFF so pm_flags fit in 16 bitsBen Millwood
2013-01-03Remove some unused codeBen Millwood
2013-01-03* fix #58, huge thanks to bob, wireddd, and khalsa for helping track down ↵Roman Tetelman
and fix this
2013-01-03Improve timing of weapon change feedbackBen Millwood
2013-01-03* weaken dodge whene slowed by creep/gas/spit (closes #73)Roman Tetelman
2013-01-03Fix crouch check on dodge (fixes #71)Ben Millwood
2013-01-03* make sprinting take stamina againRoman Tetelman
* FIXME: this is a hack
2013-01-03* separate dodge and sprint onto their own keys (dodge +button6, sprint ↵Roman Tetelman
+button8) * hold the sprint key to move faster * FIXME: remove references to SS_SPEEDBOOST and cg_alwayssprint
2013-01-03* remove extra landing friction from dodgeRoman Tetelman
2013-01-03* Restructure G_WideTrace a bitTim Angus
* Fix a load of 1.f style floats to 1.0f
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* Slight cleanup and futureproofing of r1164 (Timbo)Christopher Schwarz
2013-01-03* (bug 3734) Prevent exploitative use of roll axis by hacked clients (DevHC)Christopher Schwarz
2013-01-03* humans can no longer bunny hop right after dodgingRoman Tetelman
2013-01-03* fix for stamina sometimes being drained when sprinting and walking atRoman Tetelman
the same time (fixes #8)
2013-01-03* Don't play EV_FALL_FAR sound if deadBen Millwood
* 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)
2013-01-03* Fix compiler warning about G_FindOvermindBen Millwood
* 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
2013-01-03* Allow boosters to give poison within the first 30 seconds of the gameBen Millwood
* 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
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 * Remove extra trailing newline from admin chat commands (oops)Ben Millwood
* Rename private message, admin message functions for consistency * Cancel a reload when switching weapons, and prevent reloading a full clip * Simplify admin command formatting and in doing so prevent some compiler warnings on OS X * Fix some admin messages (s/kicked/banned/, no bans to show, can't perm ban) * Have tremulous_alien_common_hud include tremulous_common_hud since they're always used together anyway * Remove some redundant uses of va()
2013-01-03* no more marauders on ice (fix for bug i introduced in r238)Roman Tetelman
2013-01-03* marauder has a timeout after jumping before being able to walljump againRoman Tetelman
* make SnapVector definition more msvc friendly
2013-01-03* fix for jump sometimes giving less height than intended (bug 3634)Roman Tetelman
2013-01-03Ensure non-walljumping classes can't walljumpBen Millwood
2013-01-03 * trample stops after LEVEL4_TRAMPLE_DURATION - LEVEL4_TRAMPLE_CHARGE_MIN ↵Roman Tetelman
because it's not particularly useful after that point
2013-01-03fix stupid mistake to shut up compiler warningRoman Tetelman
2013-01-03oops, no more walljumping on slanted floorsRoman Tetelman
2013-01-03Partially unrevert Risujin's walljump changes (r147):Roman Tetelman
* Marauders can now jump off of sloped walls
2013-01-03fix for trample's rate of charge depending on pitchRoman Tetelman