Age | Commit message (Collapse) | Author |
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ent->clipmask in ClientSpawn()
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when healing, keep the health untouched if the health is already above the "maximum"
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clear the r.currentAngles field for brushmodel-related entities using the ''angle'' spawn var
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- godmode protects against everything (except suicides via the kill command)
- godmode can also be toggled when dead or spectating
- noclip, notarget, and godmode retain their status until explicitly toggled (except when outside of devmode, or when reconnecting), notably, they are not turned off when switching teams or suiciding
- funds can be given also when dead
- noclipping players do not activate any triggers
- map geometry does not interfere with noclipping players when it comes to changing classes
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for consistency (should be non-functional)
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field for aliens
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which should improve falsely self-destructing eggs (/dev/humancontroller)
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this functionally changes nothing. (/dev/humancontroller)
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boxes (/dev/humancontroller)
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track of structures to only allow one hit each (thanks Lakitu7)
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properly
* Also disallow maps from setting stage thresholds since some maps were being
very annoying
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active at the transition by clearing blueprints upon entering SD (thanks Menace13)
* Print SD warning/beginning to the client console text in addition to the CP
* Change a couple STAT_BUILDABLE = 0 to = BA_NONE (code tidying with no effect)
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* Don't let maps set {alien,human}BuildPoints since that's probably not good
* Let maps set temporary variables instead of cvars (for e.g., gravity)
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* Client to namelog mapping
* Merge mute, denybuild, ptr in namelog; remove ptr
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* Require buildable names instead of buildnums in layouts
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* Fix INACTIVITY flag (Rezyn)
* Fix being able to call a teamvote for someone not on your team (thanks Rezyn)
* Fix IMMUNITY flag (Rezyn)
* Fix there being 2 instances of g_dretchpunt in the cvar table (Rezyn)
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the button before the timer was up
- If you've been unable to hit anything with the zap for mysterious reasons, this was probably why
* Remove some vestigal code from previous zap rewrites that was causing the above
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- 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)
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* Remove cvar g_suddenDeath since it is no longer needed
* "Sudden Death in 0 seconds!" should no longer display on map start when sudden
death is disabled
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* The time clients are alive is recorded in seconds.
* Award free funds regardless of death. Funds will be given
- when the client is alive every g_freeFundPeriod if
g_freeFundPeriod is positive (otherwise no free funds are
given).
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- they are now awarded regardless of deaths
- use a cvar (g_freeKillPeriod) instead of a #define as the interval
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* Remove reactorNode, overmindNode, G_FindReactor, and G_FindOvermind
* Replace level.(overmind|reactor)Present with G_Reactor and G_Overmind
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FIXME: currently limited to 3 targets due to netcode restrictions
FIXME: this code could probably use some general cleanup as well
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* Score points from killing buildables is now 1.5x
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* Store player class regeneration rates as floats
* Only calculate regen modifier once if replenishing multiple health
points simultaneously
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A regen rate of 4 hp/s now means you regenerate one health point every
quarter of a second (fixes #28)
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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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* 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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