Commit graph

44 commits

Author SHA1 Message Date
Finny Merrill
5bfb4cb5aa fixed a bug where it "buzzed" h2ojump.wav if you touched ground underwater 2003-11-29 17:22:03 +00:00
Finny Merrill
92f5683426 Tweaks to the spawning process: You can now keep your soldier/mines/demon/builds
if you re-custom, as long as your new class has the requisite items bought. Eliminated
duplicated code in dropfromcustomclassgen and changeclass. Tell me if anything breaks.
You shouldn't be able to telefrag people during your customing now!

Also fixed a typo preventing compile.
2003-11-29 14:26:56 +00:00
Finny Merrill
2b4b5f3719 Turned off using boots in any direction, it was broken; people could
speed up a lot by sliding off the ceiling
2003-11-29 10:57:38 +00:00
Finny Merrill
57485d53e3 Some tweaks to make things more regular:
- Autorifle accuracy no longer affected by FPS (I hope)
- Hoverboots no longer affected by FPS (I hope)
2003-11-27 18:24:37 +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
e8bb47a3e4 nuke the admin guff 2002-10-10 00:43:28 +00:00
Bill Currie
bffdadb692 reflect the new meaning of no_pogo_stick 2002-09-14 03:33:18 +00:00
Bill Currie
59faa3569b make it so no_pogo_stick 1 doesn't cause the jump sound when the player
attempts to pogo stick
2002-09-10 04:46:51 +00:00
Bill Currie
6cb0b290e8 turns out it was a case of mangled build. 2002-09-09 04:51:01 +00:00
Bill Currie
b6169b3113 revert my movement hack to prevent scouting as it's causing problems 2002-09-09 04:18:07 +00:00
Bill Currie
5bd65227de clear self.fire_held_down in PutClientInServer so fireing works if the
player dies while firing the autocannon
2002-09-08 02:24:03 +00:00
Bill Currie
b3ba69216f fix the 'can't move after respawn' bug 2002-09-07 23:55:26 +00:00
Bill Currie
2448b18624 don't let clients scout around while customizing 2002-08-29 18:41:22 +00:00
Adam Olsen
ad9c37dbd0 - add some BUGS
- fix some rogue on_hook resetters (should be using Reset_Grapple)
2001-12-21 15:04:59 +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
655fa7e52a more uninit var cleanup 2001-10-19 07:34:22 +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
c04bac87f3 - gib people who leave the map :) 2001-10-07 22:47:59 +00:00
Adam Olsen
5ec3dff93e - totally disable TeamFortress_ChecKTeamCheats
- fix GetNoPlayers (didn't init num_players)
- overhaul the map cycler
  - automatically restart if a cyclenumber doesn't work
  - fix minp/maxp
  - exec mapcfg.cfg each map change  (affects minp/maxp)
  - exec mapcfg/MAP.cfg each map change.  (affects minp/maxp)
- fix a "rockets explode on observers" bug
- make it so colors aren't reset every time you respawn
2001-10-07 22:15:22 +00:00
Adam Olsen
a1ecc5dda3 - BUGS/TODO
- clean up GetNextMapNum, as well as handling an unset maxmapnum
- remove an extra obituary print (leftover from my cleanups)
- cleanup UserInfoCallback a bit
- little tweak to Multi_Finish
- make it so friends{1,2,3,4}_mask infokeys override the map values if
  set, so you can force friendly teams on broken maps
2001-10-05 23:05:28 +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
7c85b22fb1 - remove some unused local strings 2001-09-23 00:16:29 +00:00
Adam Olsen
3c8ef5221d - add a "improve_respawns" infokey, which improves the small or slow
respawns on mapload.  Doesn't work for maps which have several small
  items though.
2001-09-22 18:38:45 +00:00
Adam Olsen
ce66ef6e8e bleargh, revert all that :/ 2001-08-13 21:51:06 +00:00
Adam Olsen
89102c17c7 Start initializing things. Should work, but causes trouble, so the
offending code is commented out.
2001-08-13 21:25:26 +00:00
Adam Olsen
162a1e4caa - Rewrote the engie build menu
- made FFs so you can build them near eachother (or overlapping!)
- fix that annoying bug where people's colors kept going white
- I need to make the color defines (eg DARKBLUE) be the exact number,
  not number + 1.  (in the TODO now)
2001-08-13 12:20:39 +00:00
Adam Olsen
6c46c123cf - fixed thief so you don't go fully hidden when glowing
- overhauled the alias setting stuff.  It now includes a version
  number to detect when aliases have changed, and self-regulates the
  speed at which it sends them.
2001-08-11 10:02:18 +00:00
Adam Olsen
a9cf39a1cc Change a bunch of self.items = self.items - (self.items & IT_FOO)
lines to self.items = self.items & ~IT_FOO.  also changed some
self.items = self.items - IT_FOO lines, which were just Really Evil
(tm)
2001-08-10 10:03:36 +00:00
Adam Olsen
9b04da83d1 - make the thief skill set the IT_INVISIBILITY item, so the client
uses the invisible face and screen blend
- uncomment an error message if something is removed twice
- and of course a TODO addition :)
2001-08-10 06:50:39 +00:00
Adam Olsen
d878c67d00 - fix uninitialized variable (tesla.qc)
- set color and skin when player first connects (client.qc)
2001-08-01 06:08:35 +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
Bill Currie
b3a03080e0 fix and assign to world on client exit 2001-07-28 02:47:17 +00:00
Adam Olsen
5410fbad7e - set martyr_enemy to the hacker when he does bad hacks to a field gen
- use martyr_enemy as the badguy when a fieldgen frys teammates
- make sure martyr_enemy is set to world when the guy disconnects
- move ClientObituary into it's own obituary.qc file
- tweak field lighting times and stuff
- add code to turn off a field the instant it's turned on, instead of later when it thinks, but that's disabled for now
- probably other stuff I've forgotten

I havn't actually set the deathmsg for friendly forcefield kills yet.  I'm commiting now to reduce conflicting changes.
2001-07-27 20:48:54 +00:00
Zephaniah E. Hull
b54ea79f70 The death of #ifdef QUAKE_WORLD!! 2001-07-25 21:10:26 +00:00
Bill Currie
3c837e0bc3 %s/TeamFortress_TeamGetColor/TeamGetColor/g 2001-07-24 16:03:08 +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
e54c547c9d call cfclose with desc rather than the file name 2001-07-23 18:54:41 +00:00
Adam Olsen
1100082217 - added some items to BUGS and TODO
- reworked map cycler so that it saves the map number to
  cf/nextmapnum, and restores it in case of a crash
- add a cyclenow infokey, which causes the timelimit to be hit
  instantly.  needed because the map cycling doesn't kick in until the
  timelimit is reached
- add cf/mapcycle which contains the names of maps to be cycled
  (seperated by nuls).  it overwrites the normal "exec
  qwmcycle/map1.cfg" behavior.
- change the MOTD time to 15 seconds (from 24.2)
- make mapcfg.cfg exec'd if mapcfg is enabled (so you can reset the
  config vars
- add a thing to enable sv_gc if it's disabled.  (I'm using string
  appending now)
2001-07-23 15:08:39 +00:00
Adam Olsen
e9244ac7a0 force usage of localinfo n instead of serverinfo n. (clears serverinfo
and sets localinfo)
2001-07-20 14:17:43 +00:00
Adam Olsen
1d4aa3b4eb Make sure netname is set to match the name infokey each frame 2001-07-19 11:56:52 +00:00
Bill Currie
64ecb99bfc Initial revision 2001-07-17 05:58:10 +00:00