Commit graph

27 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
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
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
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
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
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
e8bb47a3e4 nuke the admin guff 2002-10-10 00:43:28 +00:00
Adam Olsen
9cae55b7d8 - make mass heal do a maximum of 200 hp per person
- nudge flares a bit, so they work better with QF
2001-10-20 20:33:01 +00:00
Adam Olsen
0dc44cb1ac - comment out the double-remove check, since the engine should handle
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
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
81f9c7f253 - add a ALLOW_RCON_ABUSE define, so that stuffing commands to the
clients can be disabled (the default)
- fix teleporter space checking to only check the space a player would
  take up
- add a check so that teslas can't get negative health when hacking.
  (shouldn't happen?!)
- clean up building placement, so that anywhere from 20 below to 30
  above your feet is fair game.  it then checks for solid a second
  time if the top was solid
- add defines for checkmove (SV_Move wrapper)'s type field
  (MOVE_NORMAL, MOVE_NOMONSTER, MOVE_MISSILE)
- add a printtrace function, since I do it so often in debugging.
- BUGS, TODO
2001-10-12 06:10:59 +00:00
Adam Olsen
c3ccddb39f - BUGS
- make soldiers sometimes retreat when low on health
- make "static" mode soldiers work.  more or less.
- Massive cleanup of obituary.qc.  I'd be surprised if there isn't a
  bug or two.
2001-10-01 11:37:02 +00:00
Adam Olsen
3e8728a06c - cleanup the alias setting a bit. there's known problems, but I
think they're caused by something else
- fix how bubbles handle freeing.  (geeze, there's too many bubbles!)
2001-08-15 00:15:59 +00:00
Adam Olsen
ce66ef6e8e bleargh, revert all that :/ 2001-08-13 21:51:06 +00:00
Adam Olsen
33ac007d15 - Fix printing of number of knife kills
- add a spawn wrapper, so we can guarantee certain fields are
  initialized.  (not that it initializes anything yet)
- removed some commenting that prevented GRUNTY_EXTRA_WEAPONS (a debug
  define) from working
- removed "hacked forcefield gets you teamkills" from BUGS list.
2001-08-13 15:39:14 +00:00
Adam Olsen
6fca29e666 - tweak assault cannon spread so it's only 80% as wide, and biased
towards the center
- allow (very slow, 1/8th) movement while firing assault cannon
- rewrite much of the soldier menus.  mostly the same except some
  colors are different, and added a menu item to switch between them.
2001-08-12 22:31:50 +00:00
Adam Olsen
78f349961e - fix the fieldgen placement warnings
- remove the ALIGNED_FIELDGENS define, since it's kinda pointless
- Add some waypoint files, which use obscure datastructures in the
  host entity, rather than a new entitiy for each waypoint like
  current soldier waypoints do.  Not use yet.
2001-08-12 12:40:29 +00:00
Adam Olsen
6c46c123cf - fixed thief so you don't go fully hidden when glowing
- overhauled the alias setting stuff.  It now includes a version
  number to detect when aliases have changed, and self-regulates the
  speed at which it sends them.
2001-08-11 10:02:18 +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
Adam Olsen
5410fbad7e - set martyr_enemy to the hacker when he does bad hacks to a field gen
- use martyr_enemy as the badguy when a fieldgen frys teammates
- make sure martyr_enemy is set to world when the guy disconnects
- move ClientObituary into it's own obituary.qc file
- tweak field lighting times and stuff
- add code to turn off a field the instant it's turned on, instead of later when it thinks, but that's disabled for now
- probably other stuff I've forgotten

I havn't actually set the deathmsg for friendly forcefield kills yet.  I'm commiting now to reduce conflicting changes.
2001-07-27 20:48:54 +00:00
Zephaniah E. Hull
b54ea79f70 The death of #ifdef QUAKE_WORLD!! 2001-07-25 21:10:26 +00:00
Bill Currie
11a114965f make avg an macro (AVG) in defs.qh for slightlyb better code, and implement
it in both the usual mathematical way and such that it will work for ints,
floats and vects.
2001-07-25 19:23:26 +00:00
Bill Currie
8eafb211f7 force the PRINT_* marcros to be floats 2001-07-24 20:45:52 +00:00
Bill Currie
94baf9dbcb dist qfpreqcc for cpp. much faster compilation. seems to work, too. 2001-07-23 20:52:47 +00:00