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path: root/src/game/g_buildable.c
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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
2013-01-03* (bug 4538) Unpowered marked buildables are not ignored when freeing build ↵Christopher Schwarz
points (Rezyn)
2013-01-03* (bug 4325) Last spawn deconstruction check ignores available marked build ↵Christopher Schwarz
points (Rezyn)
2013-01-03* Remove hovelM. Kristall
* Require buildable names instead of buildnums in layouts
2013-01-03* Renamed MAX_STAMINA to STAMINA_MAX and moved to tremulous.hAsa Kravets
2013-01-03* Update copyright noticesTim Angus
2013-01-03* Fix for lonely buildables dividing by zeroBen Millwood
2013-01-03* Stop using numeric constants in logs because they are unreliable (log parsersM. Kristall
will need to be updated)
2013-01-03* WhitespaceTim Angus
2013-01-03* Fix a bug that allowed building multiple reac/om (Roman Tetelman)Christopher Schwarz
2013-01-03* Trivial fix to r1854 (Rezyn)Christopher Schwarz
2013-01-03* (bug 3627) Defense buildables no longer favor those with lower client ↵Christopher Schwarz
numbers when choosing a target (thanks benmachine)
2013-01-03* (bug 4006) Prevent human buildables from playing idle sounds while ↵Christopher Schwarz
unpowered and give them new slightly-different animations so they also look different. In the case of turrets, 'droop' a bit when unpowered. (Rezyn)
2013-01-03* Prevent buying energy ammo from a repeater while the reactor is dead ↵Christopher Schwarz
(thanks Hibby) * Prevent building a repeater while the reactor is dead but not exploded yet (thanks Byron Johnson)
2013-01-03* More consistency in build/decon message colorcodesChristopher Schwarz
2013-01-03* Guard against buildable health going negativeTim Angus
2013-01-03* (bug 4298) Fix decon messages, add build messagesChristopher Schwarz
- Fix decon messages/logging to work when g_friendlyBuildableFire=0 (Rezyn) - Add messages/logging of building, including what was replaced (Rezyn)
2013-01-03* (bug 4301) Clear decon markers when entering sudden death (Rezyn)Christopher Schwarz
* Fix ability to call sudden death votes when regular entry to sudden death is disabled * Add sudden_death to the printed list of valid vote types * Fix AdvGranger abilities appearing in tutorial text for regular Granger
2013-01-03* Massive refactor of voting codeM. Kristall
* 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
2013-01-03* Fix ability to build over a marked buildable that doesn't provide power ↵Christopher Schwarz
(Rezyn)
2013-01-03* Reduce generic1 to 10 bitsTim Angus
* Remove buildable health scaling/masking stuff; 10 bits is plenty now * Potentially fix bug where many PVS entering buildables would inappropriately make damaged sounds
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
2013-01-03* Move the human spawn functions around to avoid requiring forward declarationsTim Angus
2013-01-03* Remove big blob of commented code in G_GetBuildPointsTim Angus
2013-01-03* Rename some types and variables related to building point zones to be moreTim Angus
descriptive
2013-01-03display unpowered icon for telenodes (fixes #something)Ben Millwood
2013-01-03get rid of the rest of the basiturretgrab codeBen Millwood
2013-01-03Removed basilisk turret grabbingAsa Kravets
2013-01-03Don't queue from reactor pool when power source can't be foundRoman Tetelman
2013-01-03Fix the turret bug for teslas tooBen Millwood
2013-01-03* fix turrets from firing sv_fps times per second (thanks rezyn)Roman Tetelman
2013-01-03* add comment to previous commitRoman Tetelman
2013-01-03Buildables will suicide after 90 seconds without a source of powerRoman Tetelman
2013-01-03* Don't fire incomplete hivesBen Millwood
2013-01-03Make next queue time calculation more consistentBen Millwood
2013-01-03Merge most of the CalculateBuildPoints loopsBen Millwood
It may be possible to do this further but as it is I've simplified and efficientised the code a good deal. Also some tiny irrelevant cleanups
2013-01-03Simplify some power handling codeBen Millwood
* Remove reactorNode, overmindNode, G_FindReactor, and G_FindOvermind * Replace level.(overmind|reactor)Present with G_Reactor and G_Overmind
2013-01-03Hive pain/death code cleaned upBen Millwood
* pain animation still used even without overmind * remove AHive_Die since it was broken and AHive_Pain attacks anyway - if a hive is killed in a single hit it will not react * alien buildables that die have self->powered set qfalse
2013-01-03* Fix death detection on medistation heal (bug 3981)Ben Millwood
2013-01-03* Increase repeater cost from 2 to 4Ben Millwood
* Repeaters will no longer suicide * If a buildable doesn't belong to a zone, deconstruct will immediately deconstruct * A power source can no longer be replaced by one of its dependants * Dead repeaters will queue from the reactor
2013-01-03* fix misleading commentRoman Tetelman
2013-01-03Remove repeater overlap prevention codeBen Millwood
2013-01-03add cg_disableBlueprintErrors and un-cvarize g_humanRepeaterAllowOverlapBen Millwood
2013-01-03show the BP of the main / reactor zone by defaultBen Millwood
2013-01-03* Repeaters cost 2 BP that take away from the main (reactor's) pool.Ben Millwood
* By default, repeater BP queue return is instant * Repeaters can be built at stage 1 * Increase the alien build point and build queue time defaults by 50%