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.
- 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
- made FFs so you can build them near eachother (or overlapping!)
- fix that annoying bug where people's colors kept going white
- I need to make the color defines (eg DARKBLUE) be the exact number,
not number + 1. (in the TODO now)
- 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.
- reworked map cycler so that it saves the map number to
cf/nextmapnum, and restores it in case of a crash
- add a cyclenow infokey, which causes the timelimit to be hit
instantly. needed because the map cycling doesn't kick in until the
timelimit is reached
- add cf/mapcycle which contains the names of maps to be cycled
(seperated by nuls). it overwrites the normal "exec
qwmcycle/map1.cfg" behavior.
- change the MOTD time to 15 seconds (from 24.2)
- make mapcfg.cfg exec'd if mapcfg is enabled (so you can reset the
config vars
- add a thing to enable sv_gc if it's disabled. (I'm using string
appending now)