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6 commits

Author SHA1 Message Date
Finny Merrill
6e03505c11 Sniper rifle tweaks: removed "new" autorifle, added a #define NO_AUTORIFLE
(which is going to be the default, don't whine). Old autorifle still there
and working as it was.

Sniper rifle now takes 5 shells per shot, OTR or not.
W_FireSniperRifle fixed so it's not squaring the damage (ARGH)
Added a damage cap on legshots.
Sniper rifle reload time lengthened.
2003-12-02 03:20:33 +00:00
Bill Currie
a365e00b22 <Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +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
Adam Olsen
8a48b88387 - move '#undef ALIGNED_FIELDGENS' into the right file (options.qh, not .qc)
- make the old "stuck in field" tests work when ALIGNED_FIELDGENS is defined.
2001-07-30 20:21:44 +00:00
Zephaniah E. Hull
b54ea79f70 The death of #ifdef QUAKE_WORLD!! 2001-07-25 21:10:26 +00:00
Bill Currie
94baf9dbcb dist qfpreqcc for cpp. much faster compilation. seems to work, too. 2001-07-23 20:52:47 +00:00