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
(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.
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)
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
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.
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
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
- 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.
- 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.
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.
- 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.
- 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.
- 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.