Commit Graph

8 Commits

Author SHA1 Message Date
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 0ff237871e Cleanup after qfcc's typechecking changes. This includes the elimination of
SUB_Null.
2001-10-17 07:48:11 +00:00
Adam Olsen 1171a6ffe4 - make the grapple set the player's gravity to 0 when it's active,
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
Bill Currie 0c44060141 clean up all the unused local vars found by qfcc 2001-09-23 04:25:02 +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
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