sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
the discharge on the lightning gun. If you read the code it's fairly obvious
what it does - sustains a sane amount of damage over a longer period of time,
you won't discharge the entire amount over 100 all at once anymore. Makes it
impossible to do instant kills obviously, but makes it better IMHO.
Tim McGrath (Hikaru/Misty)
Oh, and you only get ten of them. (every ten starting at 10 to 100)
I'm nearly certain this will make quickly setup unkillable teslas go away.
Tim McGrath (Hikaru/Misty)
before someone fixed it for quakeforge aaaaandd.... IMHO, people shouldn't bounce into the air like they're on trampolines when you hit them
with the lightning gun :)
Also edited the way excess cells are discharged. No longer is there a cap on the minimum amount of cells that can be evaluted.
Original code made it so that if you had 101 cells and discharged it was the same as if you had 175... IMHO, not funny :)
Also, the excess cells output power is no longer dropped by a third of normal - I may change this back if there are problems with the lg
being too easy to kill people with excess cells... But then again, by nature excess cells are a one time shot - if you miss, they're gone.
Tim McGrath (Misty)
* parameters were getting shaddowed by locals of the same name. this used to
be harmless as the local def would just pick up the param rather than
creating a new def, but now that params and locals are in separate scopes,
this shaddowing becomes a potential problem.