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
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attempts to pogo stick
2002-09-10 04:46:51 +00:00
Bill Currie
1523cb0291
hopefully fix the teleporter spam making it impossible to customize
2002-09-10 02:19:36 +00:00
Bill Currie
6e377365b9
increase excess cell costs and lots of whitespace
2002-09-09 17:08:38 +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
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player dies while firing the autocannon
2002-09-08 02:24:03 +00:00
Timothy C. McGrath
bde3685210
Reverted the name of petsdrown to allow_watermonsters, and switched the
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simantics back as well. However, allow_watermonsters still defaults to 1 now.
Set to 0 to make monsters drown in water.
Tim McGrath
2002-09-08 02:12:15 +00:00
Bill Currie
4e75f3c83e
some cleanups
2002-09-08 01:44:11 +00:00
Bill Currie
b3ba69216f
fix the 'can't move after respawn' bug
2002-09-07 23:55:26 +00:00
Timothy C. McGrath
230ac4c9bf
Shortened allow_watermonsters to petsdrown because it took up a lot of serverinfo space.
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Also reversed the handling drowning pets - they no longer drown unless you specifically
set petsdrown to 1, and the default is 0.
Tim McGrath
2002-09-07 17:09:28 +00:00
Bill Currie
26f0820d04
fix the movement after customizing bug
2002-09-07 06:40:02 +00:00
Bill Currie
83a23905f9
hopefully fix the custom speed bug
2002-09-07 03:25:00 +00:00
Timothy C. McGrath
1e27af318b
A person who wishes to remain anonymous contributed this. It's a tweak for
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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)
2002-09-02 02:28:32 +00:00
Bill Currie
d714395ec3
use switch instead of chained if/else if. should speed up the tesla check
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a bit
2002-08-30 05:40:09 +00:00
Timothy C. McGrath
43a38168f2
Changed tesla upgrades so you only get *one* upgrade for every 10 frags.
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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)
2002-08-30 04:18:07 +00:00
Bill Currie
d3fe84fbc2
add the recent bug reports
2002-08-29 18:57:46 +00:00
Bill Currie
2448b18624
don't let clients scout around while customizing
2002-08-29 18:41:22 +00:00
Bill Currie
c40d6de2d7
fix some more uninitialized variables
2002-08-29 03:12:14 +00:00
Bill Currie
7c3dcf1d31
hopefully fix 3 entity leaks
2002-08-21 20:25:10 +00:00
Timothy C. McGrath
1afd36dc3d
Another self.message which caused a crash likely due to not having a self.owner
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check.
Tim McGrath (Misty)
2002-06-02 15:24:59 +00:00
Timothy C. McGrath
0c080c65c8
Fixed ownership checking of doors, caused interesting crashes due to another
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bug which I had caused. (Gee, I should screw things up more often! ... er, no.)
Tim McGrath (Misty)
2002-06-02 05:23:47 +00:00
Timothy C. McGrath
151f9e61f0
Spelling error fix and two new misc obits because I was being silly :)
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Tim McGrath
2002-05-14 06:51:49 +00:00
Timothy C. McGrath
c8157f4105
Fixed the lightning gun 'target bounces' bug. This was in the original quakec for customtf, but apparently never was being evaluated correctly
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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)
2002-05-13 16:12:26 +00:00
Bill Currie
1d74a0e909
fix SUB_UseTargets so it doesn't wind up nuking everything
2002-04-27 00:40:11 +00:00
Bill Currie
5a29efb8e2
fix some var shadow bugs
2002-02-23 18:12:21 +00:00
Adam Olsen
ad9c37dbd0
- add some BUGS
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- fix some rogue on_hook resetters (should be using Reset_Grapple)
2001-12-21 15:04:59 +00:00
Adam Olsen
3f87cd8cc3
- X
2001-12-05 19:46:32 +00:00
Adam Olsen
0b97684c96
- bugs, todo
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- cleaned up some misc bugs in the hook, as well as formatting
2001-12-05 18:47:21 +00:00
Bill Currie
6cc0a7f26c
v_airgun.mdl only has 7 frames, not 8
2001-12-05 03:29:52 +00:00
Adam Olsen
1e8575dbf7
- fix the "flying tesla" bug (and a little whitespace beside it)
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I compiled it, but I'm too lazy to test it.
2001-11-22 17:31:11 +00:00
Adam Olsen
4b92b3e4e5
- BUGS, TODO. yada
2001-11-22 16:38:39 +00:00
Bill Currie
f0a37abbd1
the server doesn't like think being NIL :/
2001-11-10 06:35:43 +00:00
Bill Currie
b919c18ce1
remove the \n from the skin names. whos bright idea was that?
2001-11-07 05:05:14 +00:00
Bill Currie
99190cb79a
world -> NIL for null entities. Seems to work (only issue would be borked
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tests for foo == world -> !foo and for != world -> foo).
2001-11-02 17:00:52 +00:00
Adam Olsen
eb054058cd
- BUGS
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- fixed print from attempting to turret a sentry when you don't have
enough metal
- fixed name order when bringing down a martyr
2001-11-02 06:38:25 +00:00
Bill Currie
7dd231a414
adapt to qfcc's new args
2001-10-26 15:23:45 +00:00
Bill Currie
111cb080d8
the break builtin doesn't parse now that qfcc has break
2001-10-25 16:41:11 +00:00
Bill Currie
c32a920e94
fix some unused/uninitialized* vars found by qfcc's new scoping.
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* 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.
2001-10-24 06:43:33 +00:00
Adam Olsen
abfb96ff68
- oops, remove the (commented out) debugging code :)
2001-10-20 21:10:34 +00:00
Adam Olsen
9cae55b7d8
- make mass heal do a maximum of 200 hp per person
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- nudge flares a bit, so they work better with QF
2001-10-20 20:33:01 +00:00
Bill Currie
655fa7e52a
more uninit var cleanup
2001-10-19 07:34:22 +00:00
Bill Currie
c01e44c7a4
fix some more uninitialized vars found by qfcc
2001-10-19 03:31:30 +00:00
Bill Currie
23d81b1e8c
fix some uninitialized variables that qfcc has so far detected
2001-10-18 20:10:39 +00:00
Adam Olsen
09bf5a80dc
- comment out the cheat check's speed check, so we can use the rest
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without it
2001-10-18 13:30:35 +00:00
Bill Currie
0ff237871e
Cleanup after qfcc's typechecking changes. This includes the elimination of
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SUB_Null.
2001-10-17 07:48:11 +00:00
Bill Currie
158baea0c1
TeamFortress_SetSpeed:
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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
2001-10-17 04:48:19 +00:00
Adam Olsen
0dc44cb1ac
- comment out the double-remove check, since the engine should handle
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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
2001-10-17 03:28:37 +00:00
Adam Olsen
ac4e5a8adb
- fix double-remove of exploding mines
2001-10-15 05:43:35 +00:00
Adam Olsen
1171a6ffe4
- make the grapple set the player's gravity to 0 when it's active,
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then to 1 again when it's released. stops that annoying bobbing
effect.
- also reindent one of the functions, since it annoyed me so much
2001-10-14 00:57:50 +00:00