Age | Commit message (Collapse) | Author |
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clients receiving a config string
* Move BG_ClientList* to Com_ClientList*
* Split CS_STAGES into CS_ALIEN_STAGES and CS_HUMAN_STAGES
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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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* Fix broken r1753
* Some minor refactoring / cleanup
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- Remove g_humanFriendlyFire and g_alienFriendlyFire
- Remove the cvar "ff" and just use g_friendlyFire and g_friendlyBuildableFire
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* Remove g_adminNameProtect, force it on
* Remove g_chatTeamPrefix, force it on
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+ Re-add error case when parsing damage scripts
+ Reinstate G_CountSpawns
+ Add missing call to PM_StartTorsoAnim
+ staticise G_IsCreepHere
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descriptive
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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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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
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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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* 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%
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* Repeaters can no longer be placed inside of another power zone
* Temporarily use the nearest source of power instead of
* combinations until shared power sources is correctly supported
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* Add g_humanRepeaterAllowOverlap defaulting to 1
* Add a build error message when building a repeater would cause a power zone to overlap
* Lower DC range from 10,000 -> 1,000
* Repeaters will suicide if they are *inside* of another power zone
* Unpowered buildables no longer take away BP from the main reactor zone
* Repeaters will only power the BP that can be built from them
* Repeaters can now be moved
* Don't set s.misc anymore since BP is calculated server-side
* Fix G_IsDCCBuilt( ) so that it can return true even if a DC is built farther than DC_RANGE units from position 0, 0, 0
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* Move power zones into level_locals_t
* Dynamically allocate the array, removing MAX_ZONES restriction
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return to its "caller"
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addresses most of the misgivings with it
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* Use client list functions for ready code
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* When g_specChat = 0, send global messages by spectators to other spectators
* Eliminate g_listEntity. Use entityList instead
* Stop seeding the rng all the time
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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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* small updates to the surrounding /callvote code
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* (bug 3997) Add g_specChat to silence chatty spectators during matches
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(thanks Rezyn for 1/2 of this fix)
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that part of 1121 instead of trying to fix what wasn't broken.
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can actually be obtained from the logs via offsetting instead of only having game times (thanks Pierre)
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* For now, the range of this is adjustable with g_sayAreaRange. This is temporary to help us to choose a range for Undeference to use when he commits this to Tremulous trunk
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* Add g_suddenDeath that can be changed back and forth (0 | 1) by console whenever. This is necessary to create the vote type.
* Votes require at least g_suddenDeathVotePercent percent to pass (default 74)
* Set g_suddenDeathVotePercent 0 to disable SD votes entirely
* g_suddenDeathVoteDelay (default 180) controls how much delay should occur between the vote's passing and entering SD. This is designed to make it harder to pass SD votes at opportune times.
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* Remove cvar based banning in favor of admin system
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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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