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path: root/src/game/g_buildable.c
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2017-03-09add G_LayoutExists() and use it/dev/humancontroller
2017-03-09rename g_layouts to g_nextLayout; add a different set of cvars: g_layouts, ↵/dev/humancontroller
g_layouts2, ..., g_layouts9 also remove the latching property
2017-03-09drop the use of the origin and angles fields of entityState_t in the game module/dev/humancontroller
clear the r.currentAngles field for brushmodel-related entities using the ''angle'' spawn var
2017-03-09fix a building self-explosion epsilon issue/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2017-03-09remove trailing '\n' characters from error strings/dev/humancontroller
2017-03-09implement the range marker functionality, use it to create buildable range ↵/dev/humancontroller
markers use the entity 64-bit client-masking extension when available
2017-03-09make buildable placement precise/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2017-03-09never set groundEntityNum to -1, use ENTITYNUM_NONE instead/dev/humancontroller
2017-03-09stop creeping off-the-ground players/dev/humancontroller
actually, this is pretty much a no-op, because the "creep everywhere off-ground" bug was actually masked by another bug: WRONG use of groundEntityNum; to be fixed immediately
2017-03-09never use a passEntityNum of -1 in trace calls, use ENTITYNUM_NONE instead/dev/humancontroller
2017-02-07fix some usages of abs(), part 2: potentially gamelogic-changing changes/dev/humancontroller
detected by Clang
2013-02-16Update copyright noticesTim Angus
2013-01-12Fix a bunch of warningsTim Angus
2013-01-03* (bug 5000) refactor: use ARRAY_LEN; remove undefined functions; more size_tM. Kristall
(/dev/humancontroller)
2013-01-03* (bug 5269) reverted buildables don't have the original builder named inM. Kristall
/buildlog (/dev/humancontroller)
2013-01-03* Revert didn't restore marked statusM. Kristall
2013-01-03* Remove unused variableM. Kristall
2013-01-03* (bug 4984) Show who built a destroyed structure in buildlogM. Kristall
* A non-builder was sometimes credited when a structure self-destructed
2013-01-03* (bug 3781) Improve randomness in some cases (Lakitu7 made me do it)M. Kristall
2013-01-03* Silence some set-but-unused variable warnings. There are still more. Many ↵Christopher Schwarz
others will be handled in the next upstream merge.
2013-01-03* (bug 5039) Fix buildables to initialize with the correct normal vector, ↵Christopher Schwarz
which should improve falsely self-destructing eggs (/dev/humancontroller)
2013-01-03* (bug 5001) Fix repeater BP queueing, build them with full BP available ↵Christopher Schwarz
(/dev/humancontroller) - Set the queue time short to encourage builders to wait for the queue rather than replace the repeater (Norfenstein)
2013-01-03* (bug 5074) Fix inconsistency in tesla firing range computation ↵Christopher Schwarz
(/dev/humancontroller)
2013-01-03* (bug 4997) Use spherical regions for hive and boost ranges instead of ↵Christopher Schwarz
boxes (/dev/humancontroller)
2013-01-03* Fix delay/animation of human buildables suiciding from no power ↵Christopher Schwarz
(/dev/humancontroller, thanks UniqPhoeniX)
2013-01-03* Fix incorrect human buildable power sources in some cases, and the ability ↵Christopher Schwarz
to exploit this to make infinite unpowered buildables (thanks /dev/humancontroller, UniqPhoenix) * Fix unpowered human buildables spawned by layouts not exploding * Change unpowered human buildables to still explode when there is no reactor
2013-01-03* const in G_CheckSpawnPointBen Millwood
2013-01-03* Fix revert while the game is paused from killing players in the way ↵Christopher Schwarz
without attempting to push them first. (thanks Rezyn)
2013-01-03* (bug 4908) Show BP from marked buildables on the HUDChristopher Schwarz
2013-01-03* Make parameters to G_Build constTim Angus
2013-01-03* (bug 4525) Fix mark decon removing more buildables than necessary in some ↵Christopher Schwarz
circumstances (thanks Asvarox, Undeference, Timbo)
2013-01-03* Fix revert BP queueing in TK cases, which I broke in r2929 (Rezyn)Christopher Schwarz
2013-01-03* (bug 4818) Do not queue BP from reactors when a reactor is built nearby ↵Christopher Schwarz
(thanks Asvarox)
2013-01-03* Fix revert when rewinding through replacement and removal of the same ↵John Ellis
buildable.
2013-01-03* (bug 4815) Add /pause admin commandChristopher Schwarz
2013-01-03* Fix "overmind has awakened" CP from being sent at the incorrect timeChristopher Schwarz
2013-01-03* Indentation fixChristopher Schwarz
2013-01-03Centerprint message for Overmind awakening (thanks Lakitu7)Asa Kravets
2013-01-03* Fix the search cache in G_Reactor and G_OvermindBen Millwood
2013-01-03* (bug 4382) Allow marked repeater BP to be recovered for use whenJohn Ellis
building in the reactor power zone.
2013-01-03* (bug 4638) Fix behavior of structure power when moving the reactor into ↵Christopher Schwarz
repeaters' BP zones causes it to be providing more than its max power (Rezyn)
2013-01-03* (bug 3291) Add /buildlog and /revert commands to combat grief building ↵Christopher Schwarz
(Undeference, Rezyn, and originally Benmachine)
2013-01-03* When a buildable is killed by the egg spawn bbox hax (building something ↵Christopher Schwarz
too close to an egg), attribute that death to the builder so the points are not queued. (thanks CU|Ams)
2013-01-03* Fix the instant-return of BP from TKs of Repeaters (Rezyn)Christopher Schwarz
2013-01-03* Exempt MOD_NOCREEP and MOD_REPLACE from being affected by ↵Christopher Schwarz
g_friendlyBuildableFire and from triggering DCC warnings * Attribute damage for MOD_REPLACE to the deconner (forgot to do this in the last commit) * Return to not printing buildable destroy messages for human no-power structure deaths (MOD_NOCREEP) because they're really confusing (they're still logged though). * Various code style/formatting changes (msk)
2013-01-03* Queue BP according to the proportion of damage that came from ↵Christopher Schwarz
not-friendly-fire (e.g. things killed entirely by FF have their BP returned instantly, and those killed by enemies/other have their BP queued, and others split accordingly) * Human buildings dying from no power now uses MOD_NOCREEP instead of MOD_SUICIDE * Attribute deaths caused by nopower, nocreep, and human buildable blowup-chain-reactions to the person that killed the egg/power/original building that started the chain * Minor cleanups of unused functions/variables
2013-01-03* (bug 4573) Use markdecon (instant of instant-decon) when buildings are ↵Christopher Schwarz
unpowered but are about to be powered by a currently-building
2013-01-03* (bug 3243) /notarget cheat extended to buildables (thanks benmachine)Christopher Schwarz