summaryrefslogtreecommitdiff
path: root/src/game/g_weapon.c
AgeCommit message (Collapse)Author
2013-01-03Remove basilisk turret grab soundBen Millwood
2013-01-03* fix regular basilisk from doing twice the intended damage (fixes #93)Roman Tetelman
2013-01-03Readjusted attack ranges for upgraded classes to compensate for model size ↵Asa Kravets
differences
2013-01-03I don't like redundant checks for stupid thingsBen Millwood
2013-01-03* ckit no longer has a "don't repair" button (fixes #18)Roman Tetelman
2013-01-03* Restructure G_WideTrace a bitTim Angus
* Fix a load of 1.f style floats to 1.0f
2013-01-03* Replace BG_(Un)PackZapTargets with more generic and less muddled ↵Tim Angus
BG_(Un)PackEntityNumbers
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* make zap damage instantRoman Tetelman
2013-01-03* make zap display targets beyond 3 and general zap cleanupRoman Tetelman
* Remove version determining code from makefile since it has to walk 300 revisions every compile and produces incorrect results anyway
2013-01-03* New zap (fixes #40)Roman Tetelman
FIXME: currently limited to 3 targets due to netcode restrictions FIXME: this code could probably use some general cleanup as well
2013-01-03* Fix a slightly-broken if statement in CheckVenomAttack() (Byron Johnson)Christopher Schwarz
2013-01-03Revert "* Give mass driver a small width (5u for now)" since the dretch bbox ↵Roman Tetelman
is back to 30**3
2013-01-03* Give mass driver a small width (5u for now)Roman Tetelman
* Fix event names in bg_misc.c (was making debugging difficult)
2013-01-03* Reduced pounce range 64->54Asa Kravets
* Reduce upgraded pounce range to regular + 6 instead of 8 (the model size difference is 6, not 8) * Introduced upgraded goon pounce range (regular goon range + 6) * Increased hive health 125->175
2013-01-03* shut up annoying noise when aiming ckit on build timer at damaged buildablesRoman Tetelman
2013-01-03* ckit repairs automatically without having to press mouse2 (fixes issue #3)Roman Tetelman
2013-01-03* fix for location not updating while following a player (reported by ↵Roman Tetelman
megatog615) * dead buildables no longer bleed
2013-01-03* aliens were getting the wrong hitsound when attacking human buildablesRoman Tetelman
2013-01-03* Fix compiler warning about G_FindOvermindBen Millwood
* Random fixes/rearrangements in deconstruct and PM_Weapon * Merge tremulous r1137 - noclipping specs - other noclip stuff - fix ammo check - maprotation fixes - no taunting when dead - code-level crap
2013-01-03* Allow boosters to give poison within the first 30 seconds of the gameBen Millwood
* 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
2013-01-03* fix for aliens being unable to attack nodes from directly aboveRoman Tetelman
2013-01-03* fix for wide traces not causing bleeding on non-playersRoman Tetelman
2013-01-03* fix for a lot of weapons not causing buildable bleedingRoman Tetelman
2013-01-03* buildable bleed wip codeRoman Tetelman
2013-01-03* add cg_unlagged to allow clients to disable backward reconcilliation for ↵Roman Tetelman
their own attacks only
2013-01-03* wide traces (most alien attacks) now prefer the target in the crosshairs ↵Roman Tetelman
if there is one
2013-01-03* Use BG_PrimaryWeapon() in G_ForceWeaponChange() to reduce code duplicationM. Kristall
2013-01-03* Replace reams of BG_Find* functions with: BG_Buildable, BG_Class, BG_Weapon,Tim Angus
BG_Upgrade * Move "overrides/*" to "configs/" and remove all the overriden data from bg_misc.c, instead requiring it to be in the cfg files * Add cfg files to source control * Clean up some naming and typing issues
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/
2013-01-03Balance changesAsa Kravets
* Adv goon bite range decreased 96->80 (regular goon + 8, to compensate for model size) * Adv goon pounce charge time reverted 600->700 * Goon pounce repeat (delay before being able to chomp) now applies after landing from a pounce instead of hitting with a pounce * Tyrant range decreased 116->100 * Zap damage decreased 50->40
2013-01-03* Mass driver reverted to upstream (function and effect)Michael Levin
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
2013-01-03* Buildable health accuracy increased to 8 bits, flags moved to eFlags (EF_B_*)Michael Levin
* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box * Dying, evolving, or changing teams properly resets the weapon Flame thrower changes: * Reverted flame thrower missile radius to 15 * Muzzle is offset for flame thrower to shoot from the hand
2013-01-03* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle ↵Michael Levin
box restrictions * Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo * Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents. * Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching * Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals * Build weapons should no longer need to be in a block in bg_public.h * Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected * MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury * Particles can set 'physicsRadius #' to use a fixed bounding box for collisions * Various HUD elements will immediately update to the new weapon when switching weapons Flamer changes: * Bounding box shrunk slightly * Client-side particles now used a static bounding box that matches the server projectile
2013-01-03* Lucifer cannon projectile a little bigger with chargeMichael Levin
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade * Lucifer Cannon repeat rates fixed * G_Damage() wont deal damage to dead entities * Maybe fixed the buildable killed with shotgun won't show dying anim bug * Attacked hives won't attack back when the OM is dead * The monstrous hive bounding boxes shrunk to something reasonable * Tesla Generator muzzle offset to the ball part, now fires over turrets * HUDs can make vertical charge bars * Human charge bar no longer overlaps scanner * "There are no spawns remaining" Changes to trample attack: * No longer deals locational damage (wtf?) * Charge "holding" restored * Hit repeat rate limited to 50 ms Changes to health cross icons: * Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ ) * Icons fade from one to another * Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit * Poisoned icon for humans (Techhead's idea)
2013-01-03* Humans hit with Basilisk gas now show a particle effect until it wears offMichael Levin
* Basilisk gas view bob effect now properly accounts for shorter time due to protection * SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons) * Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT) * Power bolt on the Human HUD glows when sprinting (not very visible though)
2013-01-03* Gave Painsaw a crappy looking crosshairMichael Levin
* Change turret behavior again to make them even dumber (will not stay "spun up" anymore or retarget without spinning up again) * DCC will not complain about an attack when something is deconstructed * Fixed "\sell upgrades" command emptying energy weapons when a battery pack was sold with it * Spectators moving to lock view points now set teleport bit, hopefully prevents the ugly lerping Hive changes: * Will not fire unless the missile can actually hit * Will fire from the hive tip rather than the center * Fixed broken code that made hive fire when shot from out of hive range
2013-01-03* Added charge meter to the UI, can be disabled via GUIMichael Levin
* Trample and Lucifer Cannon charging reworked and moved to PMove * Can no longer "cancel" a charging Lucifer Cannon * STAT_MISC2 is now unused, booster and charge information can be inferred elsewhere (STAT_UNUSED) * Trying to fire an empty weapon makes a clicking noise (also a bugfix, apparently the server would spam EV_NOAMMO which did nothing but is now used for the clicking noise -- audible to all players) * Created an alternate, muffled Lucifer Cannon warning noise for other people's Lucifer Cannons * Fixed bug which prevented players from switching to a different player while spectating someone in the spawn queue * Spectators are now properly moved to the lock view position when spectating a player in the spawn queue
2013-01-03* Build delay pie slices are now 5 sec each for both teamsMichael Levin
* Removed individual weapon build delay * Removed Advanced Construction Kit, everything is built by the normal kit * S2+ buildables cannot be built by regular grangers * Clicking to pick team during spectator mode fixed * New cvar: cg_printDuplicate, when set to 0 (default) prevents duplicate messages from being printed to screen (they still show up in console) * Pressing ESC while editing a UI item (esp. new Say menu) will not cause your cursor to disappear next time you open a menu
2013-01-03* Removed unused G_CrushAttack argumentMichael Levin
Alien wallwalking changes: * Can wallwalk on buildables and players * Will cancel when hit with knockback from a shove or splash from a weapon * bg_pmove.c has a viewangles "correction" removed that would screw up the view when wallwalking on top of a player -- I don't know why this "correction" was added, if you find wallwalking bugs later this may be the cause Shove function changes: * Will shove enemy players (pretty weakly in practice) * Will not shove if you aren't trying to move * Can shove wallwalking players (a wallwalking dretch could block Tyrants before!)
2013-01-03* Turrets back to their "dumb" behaviorMichael Levin
Pounce changes: * Mechanics simplified, descriptions in tremulous.h * Client side prediction (no jerkiness) * Pounce will gradually cancel if released in midair or release with insufficent charge
2013-01-03Shut up compiler warnings (and possible bugfix)Ben Millwood
2013-01-03* Removed forced crouching for Tyrant crush, Tyrants should no longer bounce ↵Michael Levin
off of players * Added a new cvar, cg_hudFilesEnable, set to "1" to enable your custom HUD -- this is a temporary workaround to custom HUD incompatibility!
2013-01-03* Oops, Repeater now gives Repeater reward creditsMichael Levin
* Reloading a weapon and switching to blaster will not cause it to be "reloaded" * Removed "team change free" flag, all clients keep credits when changing teams * Human and Alien credits properly converted when switching teams (based on max) * Cannot open both say prompts at the same time anymore
2013-01-03* Mass Driver will only shoot through players and buildablesMichael Levin
* Killing buildables nets a reward (tweak in tremulous.h) * Removed some spurious comments and unused defines from tremulous.h
2013-01-03* Per Lakitu7's suggestion, changed spectator bounding box to match the ↵Michael Levin
dretch bounding box. Prevents spectators from getting stuck in the floor. * Buildables round their health up when encoding health information for transmission, no more 0 hp buildables that aren't dead * Removed the devmap credits hack I put in earlier * Can now use \itemact weapon to switch to weapon, also \itemact weapon/blaster will not repeatedly force a weapon change if that weapon is already selected * Options menu entry for "Sprint" changed to "Sprint / Dodge" with correct bind (+button6) Norfenstein decided to switch to fractional "frags" (aka evos) for Aliens: * BG_ClassCanEvolveFromTo rewritten to be more robust in case classes are shuffled around later * CG_AtHighestClass and BG_UpgradeClassAvailable merged into BG_AlienCanEvolve * Changed BG_GetValueOfHuman to BG_GetValueOfPlayer which now accomodates Aliens too * Aliens now must receive 400 credits per frag point (9 evos = 3600 credits!) * Aliens can only spend whole points * TK/Suicide penalties moved to tremulous.h and converted to credit values * Complex nasty Alien land goes bye-bye
2013-01-03Some more work on the Mass Driver:Michael Levin
* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal). * Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player). * The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS. * Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
2013-01-03* I'm sick of entering \give 9999 every time I need to test something. ↵Michael Levin
Whenever cheats are enabled, players spawn with half-full credits. * Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call. Extensive visual modifications to Mass Driver: * Added a short, briefly-displayed pseudo-trail * Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun * Added several files for the trail and shader * Firing code modified to generate visually correct trails and impact positions * Added a new event for Mass Driver trails, doubles as impact event to save bandwidth The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
2013-01-03* Acid tube animation fixed (used to include part of dying animation!)Michael Levin
* Acid tube splash damage (from exploding) separated from attack damage, new variable added to tremulous.h to control that and the animation * Class X not allowed at stage # fixed to show the right stage number * Whether or not the mass driver will shoot through objects can be toggled from tremulous.h, don't forget to save g_weapons.c or 'make clean' to get the change compiled!
2013-01-03* Lowered dretch zoffset a bit to better fit inside bounding box, increased ↵Michael Levin
shadow a bit to better fit the larger modelscale we are using * Fulfilled benmachine's lolrequest: mass driver will not fire through players and buildables (but not teammates and team buildables if FF is off)