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
- fix GetNoPlayers (didn't init num_players)
- overhaul the map cycler
- automatically restart if a cyclenumber doesn't work
- fix minp/maxp
- exec mapcfg.cfg each map change (affects minp/maxp)
- exec mapcfg/MAP.cfg each map change. (affects minp/maxp)
- fix a "rockets explode on observers" bug
- make it so colors aren't reset every time you respawn
- clean up GetNextMapNum, as well as handling an unset maxmapnum
- remove an extra obituary print (leftover from my cleanups)
- cleanup UserInfoCallback a bit
- little tweak to Multi_Finish
- make it so friends{1,2,3,4}_mask infokeys override the map values if
set, so you can force friendly teams on broken maps
- 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
skin, and team are all set using setinfokey. You are no longer
kicked for changing them. And the callback happily rejects every
attempted change from the client (for skin and color atleast).