Commit Graph

38 Commits

Author SHA1 Message Date
Bill Currie 08a9c7961b Compilation fixes for "recent" qfcc. 2012-07-06 11:29:18 +09:00
Finny Merrill f17e74945f Railgun really goes through walls now 2004-04-12 07:49:28 +00:00
Bill Currie 165fa62d6e bit flipping cleanup 2004-04-12 05:37:50 +00:00
Finny Merrill a83b16f589 railgun goes through walls again (should actually work this time) 2004-04-11 10:34:15 +00:00
Finny Merrill 0bb2a47108 railgun fix. 2004-04-05 10:00:25 +00:00
Finny Merrill a717f589cf Actually require cells to build :DD 2004-04-05 09:57:55 +00:00
Finny Merrill faae2e29be tesla fix and assault cannon tweaks 2004-03-20 00:09:41 +00:00
Finny Merrill 6703c3fffd *** empty log message *** 2004-02-17 00:14:14 +00:00
Finny Merrill 91ada067c3 Accuracy tweaks 2004-02-16 03:27:04 +00:00
Finny Merrill 2b7b9f6b5b *** empty log message *** 2004-02-04 01:04:43 +00:00
Finny Merrill 244e49dbb4 Sorry, railgun doesn't go through walls anymore, it was just too dumb 2004-02-03 23:42:42 +00:00
Finny Merrill 508b92a081 Tweak EMP a bit 2004-02-01 04:03:38 +00:00
Finny Merrill 75d68b9b6d Preliminary new conc stuff
EMP grenade bug fixed
2004-01-06 02:47:24 +00:00
Bill Currie b352eb54f7 fix a couple compile errors pointed out by yurko@planner.to 2004-01-05 22:07:24 +00:00
Finny Merrill 4aac2b0474 try and fix autouse 2003-12-14 13:04:59 +00:00
Finny Merrill 0e1892532c More EMP tweaks. Now they blow up buildings' ammo too, but buildings are
20% resistant to EMP (50% if they have hacked armor).
2003-12-01 03:23:40 +00:00
Finny Merrill f9515fb630 Railgun back to original speed (whoops) and another tweak 2003-11-29 15:08:37 +00:00
Finny Merrill dcf26d4d2f - Added autouse, Hitting a build with a spanner will now automagically
do what you want! For unhacked enemy builds it will dismantle. For other
  builds it will first repair, then recharge/refill as appropriate.
  For dispensers it refills armor first, for sentries it refills shells first.

- There's now a cap on how much you can repair or recharge your builds each
  time (can be turned off with setinfo instant_repair/setinfo ir).

- Fixed some code which caused warnings, including putting coop.qc back into
  progs.src (because we need it for DoorShouldOpen)
2003-11-27 12:11:55 +00:00
Finny Merrill db4e96e70a Engineer tweaks:
1) added checkmove forward so it's easier to build against walls
2) Can't build sentries on top of forcefields anymore (they get bounced off)
3) fieldgens are now one unit taller than their fields, so you CAN build on the gen
4) forcefields bounce everything (including buildings) away now.
5) added #ifdef DISALLOW_BLOCKED_TELE around tele block checks. didn't get the point

Debug tweaks:
1) added #ifdef DEBUG, which enables RPrint(), dremove(), and printtrace(), as well
   as the warlock cheat and origin reporting.
2) replaced EVERY dprint with RPrint.
3) changed makefile so that all = no DEBUG and no .sym
2003-11-27 07:07:26 +00:00
Finny Merrill 8c2d5fdd12 1) Attempted to give players positive frags whenever possible. You now
should get frags for blowing people up with others' dispensers/mines/expbody,
airfisting rockets, etc.

2) Redid Give_Frags_Out

3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents
and checkmove, now a lot cleaner and less buggy

4) You can grapple builds again. This caused really odd bugs.

5) You can now damage your own buildings again (gasp). Any time a tesla or sentry
is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK
and counter-spy mechanism.

6) Teslas are now entirely inside their bounding box

7) Now check every frame for players startsolid and for outside of the map cube.

8) #define WALL_HURT to make it hurt when you hit a wall

9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying

10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier.
    demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy
    gets extra grenade.

11) New and improved EMP grenade now does damage based on range. no longer blows up shells.
    Doesn't directly damage sentries anymore, but does significant damage to dispensers.
    EMP someone who's setting a det and it blows up in their face.

12) Players now do radius damage from getting EMPed (again)

13) EMPs now go through walls (again)

14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100

15) You can only have 2 frag grens, 3 with bandolier now.

16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug
    where their charge wasn't restored when you die is fixed now.

17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time,
    with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably
    more time the closer it is to the EMP.

18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the
    attacker loses 3 seconds of attack.

19) Judo missing now makes them unable to fire.

20) Shortened judo range (back to normal if w/ close combat)

21) Attempted to rework the railgun. Seems to be okay now.

Probably still a lot of bugs in here, but since this is the devel version I thought I would commit
all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
2003-11-26 08:53:44 +00:00
Bill Currie 99190cb79a world -> NIL for null entities. Seems to work (only issue would be borked
tests for foo == world -> !foo and for != world -> foo).
2001-11-02 17:00:52 +00:00
Bill Currie c01e44c7a4 fix some more uninitialized vars found by qfcc 2001-10-19 03:31:30 +00:00
Bill Currie 0ff237871e Cleanup after qfcc's typechecking changes. This includes the elimination of
SUB_Null.
2001-10-17 07:48:11 +00:00
Adam Olsen 0dc44cb1ac - comment out the double-remove check, since the engine should handle
that now
- add an ASSERT macro, not that it's used
- change the build placement distances from +30 - -20 to +50 - -40
- add DMSG_MARTYR handlers, which will hopefully make the BUG deaths
  stop
2001-10-17 03:28:37 +00:00
Adam Olsen 55500b87d6 - change all usages of MSG_BROADCAST to MSG_MULTICAST, since that's
what quakeworld uses anyway
- when changing a player's team with the admin commands, change the
  player's color, not the admin's color :)
2001-10-13 23:02:22 +00:00
Adam Olsen 63999de0a0 - don't recheck the placement location if trace_fraction == 1 2001-10-12 23:28:18 +00:00
Adam Olsen 81f9c7f253 - add a ALLOW_RCON_ABUSE define, so that stuffing commands to the
clients can be disabled (the default)
- fix teleporter space checking to only check the space a player would
  take up
- add a check so that teslas can't get negative health when hacking.
  (shouldn't happen?!)
- clean up building placement, so that anywhere from 20 below to 30
  above your feet is fair game.  it then checks for solid a second
  time if the top was solid
- add defines for checkmove (SV_Move wrapper)'s type field
  (MOVE_NORMAL, MOVE_NOMONSTER, MOVE_MISSILE)
- add a printtrace function, since I do it so often in debugging.
- BUGS, TODO
2001-10-12 06:10:59 +00:00
Adam Olsen 3d3c7170fc - reduce build drop distance from 128 to 64
- fix the "building in wall" tests when over a doorway
- change a message :)
- add the initial code for checking if a sentry is in a wall.  doesn't
  work yet though, so it's commented out.
2001-10-11 04:18:32 +00:00
Adam Olsen 1993bb348f - some BUGS items
- annihilate string_null (and empty_float and vector_null)
- remove self.netname = infokey(self, "name");, since the server
  should do that for us
- add a quotename function, to stick \xFF around a name
- add a few death messages
- set a "timeleft" serverinfo to be the number of minutes left in the
  game
2001-09-30 22:38:44 +00:00
Bill Currie 0c44060141 clean up all the unused local vars found by qfcc 2001-09-23 04:25:02 +00:00
Adam Olsen c662c418fe - fix the "teleporter causes 'sprint to non-client'" bug
- prevent building when a teleporter is too close to a wall
2001-08-13 13:02:54 +00:00
Adam Olsen 78f349961e - fix the fieldgen placement warnings
- remove the ALIGNED_FIELDGENS define, since it's kinda pointless
- Add some waypoint files, which use obscure datastructures in the
  host entity, rather than a new entitiy for each waypoint like
  current soldier waypoints do.  Not use yet.
2001-08-12 12:40:29 +00:00
Bill Currie 7498c71ee5 fix the field stuck test and rename CONTENT_* to CONTENTS_* to match the
server source.
2001-07-31 17:08:59 +00:00
Zephaniah E. Hull b743ed605b Uses PF_checkmove! 2001-07-25 22:15:15 +00:00
Zephaniah E. Hull b54ea79f70 The death of #ifdef QUAKE_WORLD!! 2001-07-25 21:10:26 +00:00
Adam Olsen be736a6e22 mercury's building fix. you now *never* loose your buildings through walls when you build them. Yay! 2001-07-25 17:44:20 +00:00
Bill Currie 94baf9dbcb dist qfpreqcc for cpp. much faster compilation. seems to work, too. 2001-07-23 20:52:47 +00:00
Bill Currie 64ecb99bfc Initial revision 2001-07-17 05:58:10 +00:00