Commit Graph

16 Commits

Author SHA1 Message Date
Finny Merrill 841a2e09b3 Various glow stuff: People should now glow coloredly:
a) If they're holding an item belonging to a team, they get that team's glowcolor
b) If they're quad they get blue
c) If they're pent they get red.

Yellow and Green are both just DIMLIGHT for now, but I'll see if I can't
use QSG glow_color/glow_size
2003-12-03 02:43:02 +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
Adam Olsen 0b97684c96 - bugs, todo
- cleaned up some misc bugs in the hook, as well as formatting
2001-12-05 18:47:21 +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
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 5f966cf9a3 - fix timeleft so that it sets serverinfo, not localinfo. oops :)
- make it so spies remove their timer if they abort disguising
2001-10-08 19:13:33 +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
Adam Olsen 14651ae7ef - couple bugfixes related to assault cannons
- cleanup of FireBullets and friends
- changed how damage is handled with assault cannon.  probably alot
  more powerful now
2001-09-26 03:59:53 +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 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
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 b54ea79f70 The death of #ifdef QUAKE_WORLD!! 2001-07-25 21:10:26 +00:00
Adam Olsen b3078797aa - Clean up color changing a ton, it should all work perfectly now :)
- made soldier menus so it resets to first menu if you close from the second
- add a bug to BUGS :)
2001-07-24 20:54:19 +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 64ecb99bfc Initial revision 2001-07-17 05:58:10 +00:00