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path: root/src/game/g_weapon.c
AgeCommit message (Collapse)Author
2013-01-03* (bug 5231) use the specified trace height correctly in G_WideTrace() (r4sh)M. Kristall
2013-01-03* Change the distance of zap chains from 200->150, and make zap chain damage ↵Asa Kravets
attenuate over distance
2013-01-03* (bug 3781) Improve randomness in some cases (Lakitu7 made me do it)M. Kristall
2013-01-03* (bug 4999) Marauder+ zap bugfixes (/dev/humancontroller)Christopher Schwarz
- Use spherical distance checks instead of cubic - Fix buildables' ability to be zapped by two marauder+'s at once - Chain to targets visible to each other, rather than visible to the zapper - Fix zap effect disappearing too early when target dies
2013-01-03* (bug 5087) Improve widetrace (alien swipe) hit detection ↵Christopher Schwarz
(/dev/humancontroller)
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 5088) Allow dretches to bite attack-to-activate switches ↵Christopher Schwarz
(/dev/humancontroller)
2013-01-03* (bug 5020) Allow dragoon pounces to do damage if released before the end ↵Christopher Schwarz
of a previously-fired weapon's delay. Previously it would fire, but not do any damage.
2013-01-03* (bug 5074) Fix inconsistency in tesla firing range computation ↵Christopher Schwarz
(/dev/humancontroller)
2013-01-03* (bug 5092) Improve ckit repair targeting direction (/dev/humancontroller/)Christopher Schwarz
2013-01-03* Change trample to not lose all charge on hitting a structure, and keep ↵Asa Kravets
track of structures to only allow one hit each (thanks Lakitu7)
2013-01-03Fixed regular/advanced marauders using each other's claw rangeAsa Kravets
2013-01-03* Update copyright noticesTim Angus
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