summaryrefslogtreecommitdiff
path: root/src/game/g_mover.c
AgeCommit message (Collapse)Author
2017-03-09implement a function to safely remove any entity/dev/humancontroller
2017-03-09give buildable placeholders the "builder" classname; give the ↵/dev/humancontroller
"func_door_model_clip_brush" classname to clip brush entities for func_door_model entities
2017-03-09fix mover placement bugs resulting in from the stupid use of InitMover()/dev/humancontroller
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
2017-03-09remove redundant code/dev/humancontroller
2017-03-09rewrite the mover team code/dev/humancontroller
2017-03-09change setviewpos to work as it sounds like/dev/humancontroller
setviewpos now precisely puts the player's view origin to the specified coordinates, and does not spit the player forward; it now optionally takes yaw and pitch arguments for this, setviewpos takes ps->viewheight into account when teleporting the player; TeleportPlayer() now takes an additional float argument specifying the spitting speed of the player; currently, TeleportPlayer() is called with a non-0 argument only from the setviewpos function
2017-03-09refactor stuff/dev/humancontroller
2017-03-09never set groundEntityNum to -1, use ENTITYNUM_NONE instead/dev/humancontroller
2017-03-09do not treat a clipmask of 0 as MASK_DEADSOLID in some cases/dev/humancontroller
remove the clipmask == 0 special cases from G_TestEntityPosition() and G_Physics(). when spawning corpses, set their clipmask to MASK_DEADSOLID instead of 0.
2013-02-16Update copyright noticesTim Angus
2013-01-03* (bug 4959) Merge some vm changes from upstream (thanks /dev/humancontroller)Christopher Schwarz
2013-01-03* Change how r2097 makes map-set values non-persistent and make map configs workM. Kristall
properly * Also disallow maps from setting stage thresholds since some maps were being very annoying
2013-01-03* g_disabled* cvars are used by ui but were not communicated to the clientM. Kristall
* 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)
2013-01-03* Update copyright noticesTim Angus
2013-01-03* Merge clientSession_t::sessionTeam and clientSession_t::spectatorStateTim Angus
* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR) * s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/ * s/pClass_t/class_t/ * s/PERS_TEAM/PERS_SPECSTATE/ * s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
2007-09-25* Replace "powerups" state data with "misc"Tim Angus
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means only one ammo using weapon may be carried at once, but this is the case anyway * No need for BG_(Un)PackAmmoArray anymore, so remove them
2007-09-21* Remove lots and lots of redundant commentsTim Angus
2006-06-11* Added DONT_WAIT spawnflag to func_platTim Angus
* Added wait key to misc_particle_system * Triggering a trigger_teleport now enabled/disabled it
2006-01-09* Merged ioq3-468Tim Angus
2005-12-10* s/Quake III Arena source code/Tremulous/Tim Angus
* De-quaked various bits and pieces * Integrated Tremulous into the ioq3 source * Relicensed Tremulous to be GPL * It compiles!!!!!!!!11111111!!!!1
2005-12-10* Move the game source from mod/src/ to src/Tim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
2005-06-27* Fixed all the warnings reported after turning on -WallTim Angus
2004-10-02* Fixed Who's uncreation bugTim Angus
* Reduced range and repeat rate of chimera lightning * Medistats now heal booster poison * Hydra gas now requires a LOS to work
2004-06-03* func_trains are now triggerable and optionally stop when blockedTim Angus
* Added "itemtoggle <any weapon>" command to toggle between blaster and primary
2004-06-01* Surfaceparms "nobuildsurface", "noalienbuildsurface" and "nohumanbuildsurface"Tim Angus
now prevent building on a surface, whereas surfaceparms "nobuild", "noalienbuild" and "nohumanbuild" now prevent building within the confines of a brush they're applied to. * Buildables now trigger trigger_multiples and trigger_hurts * Buildables don't trigger doors
2004-02-13* Jetpack is disabled with no reactor presentTim Angus
2004-01-21* (Experimental) fix for a remaining broken buildable bugTim Angus
* Decreased door trigger size again * Creep is now triggered by s.time instead of events * Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities * Prevent sprinting if BUTTON_WALK is down * Increased sprint drain rate * Client spawning code unified with buildable validation code * Spawns are now testing for validity before they are built
2004-01-15* Fixed physics bug where movers would displace buildablesTim Angus
* Light flares are now occluded by the player in 3rd person mode * Setting s_initsound 0 no longer causes the weapon.cfg loader to complain * Limited viewangles to +/-90 degrees when grabbed
2003-09-12* Removed the func_door_model auto scaling and positioning code - it didn't workTim Angus
* Added the server side stuff for the hive
2003-09-08* func_door_model -- a model based doorTim Angus
* Removed a bunch of entities not applicable to Tremulous * Wrote an entities.def file for Tremulous (ugh gak horrible syntax) * Updated depend file * Various other small tweaks here and there
2003-09-04* Bug fixes to rotating doorsTim Angus
2003-09-04* Rotating doors thanks to:Tim Angus
http://www.planetquake.com/code3arena/tutorials/tutorial29.shtml
2003-08-03* Disable shootable doorsTim Angus
2003-03-24* Changed the displacement the Q3A spectator-door-skipping code usesTim Angus
* Hopefully fixed a bug introduced with the new menu triggering
2003-02-06* Added some (slightly hacky) code to allow spectators to skip manually ↵Tim Angus
triggered doors
2003-01-25* Door/Plat/Button sounds configurable nowTim Angus
2002-09-19* Cleaned up redundant eventsTim Angus
* Fixed "buildable blocking door" bug * Renamed MCU to Armoury * A few whitespace fixes
2002-09-09* General tidy up and beautification of codeTim Angus
* Removal of most of the legacy Q3A stuff * Cursor no longer displayed on load screen * (Biggest commit EVAR?)
2002-09-03* Large purge of legacy Q3A codeTim Angus
* Removed Q3A team system * Removed "gametype" stuff * Removed items * Refactored buildable physics * Other general cleanups
2001-10-19License change to OSMLTim Angus
2001-08-031.29h upgrade.. oooo particles heheheheheheTim Angus
2001-02-01Body spawning improved. The usual bug fixesTim Angus
2001-01-07license changeTim Angus
2001-01-031.27 upgradeTim Angus
2001-01-03im making a right mess of thisTim Angus
2001-01-031.27 importTim Angus