Commit graph

229 commits

Author SHA1 Message Date
Bill Currie
566b5f11ca fix some = in truth value warnings 2004-01-25 21:59:57 +00:00
Finny Merrill
83edfbc033 Fixing spy-related bugs,
1) invis only being set on first connect on first map, dur
2) double- or triple-remove in regeneratecells (shaka, I want to smack you).
2004-01-25 09:04:50 +00:00
Finny Merrill
c6927c6b53 Fixed Give_Frags_Building assigning atk.owner = atk.real_owner (whoopsie)
Fixed gas grenades lasting forever.
2004-01-25 05:25:40 +00:00
Bill Currie
df08ea9bb9 fix a warning found by qfcc's better precedence checking 2004-01-24 09:01:24 +00:00
Finny Merrill
4daa987414 Engineer fixes including cmd build and cmd detonate (also for pipes) 2004-01-22 00:44:44 +00:00
Finny Merrill
763804fbf2 Finally, new concussion grenade done! 2004-01-21 16:05:58 +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
84d74a916e Try to fix something here 2003-12-14 13:15:13 +00:00
Finny Merrill
4aac2b0474 try and fix autouse 2003-12-14 13:04:59 +00:00
Finny Merrill
4de3b170bc Whoops, had params reversed, giving people frags when they were killed (hahe)
Also add more info to printtrace
2003-12-14 12:58:28 +00:00
Finny Merrill
ce7cb2fcb0 Whoops 2003-12-12 03:51:57 +00:00
Finny Merrill
ac339959f4 dropitems fixes 2003-12-10 03:56:01 +00:00
Finny Merrill
1c224e61ce Fixed some glowcolor bugs, including me getting EF_RED and EF_BLUE reversed
(tee hee) and people not losing glow after a goalitem is removed. Possible
bug with chaplan also fixed.
2003-12-10 03:07:19 +00:00
Finny Merrill
6170af7519 Added debugging prints... 2003-12-09 20:16:51 +00:00
Finny Merrill
568c4e78f7 So THAT's why they use real_owner instead of owner!
This hopefully fixes shambler-goes-nonsolid bug.
2003-12-09 03:32:22 +00:00
Finny Merrill
31fe80774c Preliminary cmd support. cmd weapon added, with one parameter.
"cmd weapon reload" now reloads your weapon

This is really cool! :D
2003-12-09 03:27:26 +00:00
Finny Merrill
46826ceba3 Tee hee, overflow 2003-12-06 04:14:18 +00:00
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
e63ce1578a attempting to fix judo bug with aiming and grenades 2003-12-02 03:37:29 +00:00
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
Finny Merrill
cbbb790bb6 Removed lastframe_time because frametime does what I want (I hope). 2003-12-01 22:48:14 +00:00
Finny Merrill
512ce1bc1b Oops! Flash grenades don't go through walls anymore! 2003-12-01 22:41:49 +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
78f0a0474e Dropitems works again! We thought the flag was in goal_result but it's in
goal_activation. Hahe.

Also, infokey "ad" or "always_drop" set to "yes" "on" or "1" makes dropitems
always work.
2003-11-30 01:06:48 +00:00
Finny Merrill
06921195fa A few debugging prints to help me with something... 2003-11-30 00:12:57 +00:00
Finny Merrill
aac67f34f0 Fixed bug in debug.qc which made non-debug releases stackfault. 2003-11-29 22:54:43 +00:00
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
085cf83564 More airfist tweaks 2003-11-29 15:45:56 +00:00
Finny Merrill
f9515fb630 Railgun back to original speed (whoops) and another tweak 2003-11-29 15:08:37 +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
da80934d1c Fiddled a bit with flash grenades. Now the effect is more realistic: anyone
who sees a flash gets a .1 second bright flash and then darkness for 60 seconds,
gradually lightening up.

I've noticed this doesn't work in water. Has flash always not worked in water?
2003-11-29 08:15:31 +00:00
Finny Merrill
fdfe205c63 A few airfist tweaks 2003-11-28 03:52:00 +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
f8e5f0ce58 added a new TODO item 2003-11-27 08:04:04 +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
9be57e3cd1 Forgot to comment out that line.. 2003-11-26 08:58:34 +00:00
Finny Merrill
19b51f1ced demoman gets a full 100 health now, in exchange for losing that mirv 2003-11-26 08:57:05 +00:00
Finny Merrill
d646013ec5 Can no longer judo invincible people. 2003-11-26 08:56:01 +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
a9251b65b3 more patches from Griever: among other things, lets you select the old
autorifle with a serverinfo
2003-11-16 00:43:31 +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
Bill Currie
f865e4e952 need --advanced now 2003-09-23 16:39:05 +00:00
Bill Currie
e8bb47a3e4 nuke the admin guff 2002-10-10 00:43:28 +00:00
Timothy C. McGrath
87898fc903 Narrowed cone of the light assault, and gave rockets slightly more bang for the buck.
Tim McGrath
2002-10-06 04:09:01 +00:00
Timothy C. McGrath
14edab67df Super shotgun looks better with two randomly placed shots. 2002-10-06 03:54:50 +00:00
Timothy C. McGrath
87a96d06c8 Lowered shotcount for ssgun to 12 because that's what it used to be :)
tim mcgrath
2002-10-06 03:22:15 +00:00
Timothy C. McGrath
540cc6c66d White space, indenting, reverted RNG for firebullets. Shotgun, supershotgun, and light assault had spread adjusted. Judokaers no longer get a free ride when they steal assault cannon. Yes, you now need to have enough ammo to use it. Damage and cell use adjusted for the lightning gun. (Causes more damage over a shorter period of time now) Lots and LOTS of old commented out code dropped. 2002-10-05 08:03:57 +00:00