the discharge on the lightning gun. If you read the code it's fairly obvious
what it does - sustains a sane amount of damage over a longer period of time,
you won't discharge the entire amount over 100 all at once anymore. Makes it
impossible to do instant kills obviously, but makes it better IMHO.
Tim McGrath (Hikaru/Misty)
Oh, and you only get ten of them. (every ten starting at 10 to 100)
I'm nearly certain this will make quickly setup unkillable teslas go away.
Tim McGrath (Hikaru/Misty)
before someone fixed it for quakeforge aaaaandd.... IMHO, people shouldn't bounce into the air like they're on trampolines when you hit them
with the lightning gun :)
Also edited the way excess cells are discharged. No longer is there a cap on the minimum amount of cells that can be evaluted.
Original code made it so that if you had 101 cells and discharged it was the same as if you had 175... IMHO, not funny :)
Also, the excess cells output power is no longer dropped by a third of normal - I may change this back if there are problems with the lg
being too easy to kill people with excess cells... But then again, by nature excess cells are a one time shot - if you miss, they're gone.
Tim McGrath (Misty)
* parameters were getting shaddowed by locals of the same name. this used to
be harmless as the local def would just pick up the param rather than
creating a new def, but now that params and locals are in separate scopes,
this shaddowing becomes a potential problem.
o lots of whitespace
o optimise the NIT_SCUBA test
o only change cl_*speed when maxspeed changes
o set cl_*speed to maxspeed rather than 1000 so cl_movespeedkey 0.5
actually works
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
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
- 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.
1024
- increase assault cannon damage from 5 to 8 (since it doesn't fire as
much as it used to)
- reduce light assault damage from 4 to 3
- give light assault the same spread as an assault cannon