727 lines
18 KiB
C++
727 lines
18 KiB
C++
/*
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* $Header: /HexenWorld/HCode/crossbow.hc 27 4/06/98 12:48p Ssengele $
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*/
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/*
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==============================================================================
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Q:\art\models\weapons\crossbow\final\crossbow.hc
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\weapons\crossbow\final
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$origin 0 0 0
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$base base skin
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$skin skin
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$flags 0
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//
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$frame select1 select2 select3 select4 select5
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$frame select6 select7 select8 select9 select10
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$frame select11 select12 select13 select14 select15
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//
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$frame shoot1 shoot2 shoot3 shoot4 shoot5
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$frame shoot6 shoot7 shoot8 shoot9 shoot10
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$frame shoot11 shoot12 shoot13 shoot14 shoot15
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$frame shoot16 shoot17 shoot18 shoot19
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void AssBoltExplosion ()
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{
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T_RadiusDamage (self, self.owner, self.dmg, world);
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remove (self);
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}
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void XbowBoltTurn(entity bolt)
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{
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vector dir;
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bolt.xbo_teleported = 1;
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bolt.takedamage=DAMAGE_NO;
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// bolt.solid = SOLID_NOT;
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bolt.xbo_startpos = bolt.origin;
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dir = vectoangles(bolt.velocity);
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updateeffect(bolt.xbo_effect_id, CE_HWXBOWSHOOT, bolt.boltnum*16+128, dir_x, dir_y, bolt.origin);
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}
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void() CB_BoltStick=
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{
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if(self.wait<=time)
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self.think=AssBoltExplosion;
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thinktime self : 0;
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};
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void CB_RemoveEffect (void)
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{
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endeffect(MSG_ALL,self.xbo_effect_id);
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remove(self);
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}
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void CB_FinishBoltEffect (void)
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{
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entity finisher;
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finisher = spawn();
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finisher.think = CB_RemoveEffect;
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finisher.xbo_effect_id = self.xbo_effect_id;
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thinktime finisher : 5.0;
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}
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void CB_RemoveBoltFromList (void)
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{
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entity curbolt;
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if (self.xbo_effect_id == -1)
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{
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return;
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}
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if ((self == self.firstbolt)&&(self.nextbolt == world))//i'm the last guy in the list--stop effect
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{
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CB_FinishBoltEffect();
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self.xbo_effect_id = -1;
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return;
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}
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if (self == self.firstbolt)//i'm the first in the list--let everyone know that the the new head of the list is the one after me
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{
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curbolt = self.nextbolt;
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while (curbolt != world)
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{
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curbolt.firstbolt = self.nextbolt;
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curbolt = curbolt.nextbolt;
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}
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}
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else
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{
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curbolt = self.firstbolt;
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while (curbolt.nextbolt != self)
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{
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curbolt = curbolt.nextbolt;
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}
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curbolt.nextbolt = self.nextbolt;
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}
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self.xbo_effect_id = -1;
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}
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void CB_HitEffect (vector v_forward)
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{
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vector stickspot;
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float ttype;
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stickspot = v_forward * 8;
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//build the impact code byte now:
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//lowest 4 bits of byte indicate thingtype--can't use THINGTYPE_ consts because there are too many
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ttype = GetImpactType(other);
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if (other.takedamage)//high bit of the byte indicates whether hit object takes damage
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{
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ttype += 128;
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}
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ttype += self.boltnum * 16;//2nd, 3rd, and 4th higshest bits in byte indicate bolt number
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ttype += 1;//lowest bit set means that this bolt has hit
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//done building impact code byte****
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//now figure out how far i've travelled
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stickspot = self.origin-self.xbo_startpos;
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updateeffect(self.xbo_effect_id, CE_HWXBOWSHOOT, ttype, vlen(stickspot));
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CB_RemoveBoltFromList();
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}
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void() CB_BoltHit=
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{
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if(other==self.owner||(other.owner==self.owner&&other.classname==self.classname))
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return;
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if (self.xbo_teleported)
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return;
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float stick;
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v_forward=normalize(self.velocity);
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setsize(self,'0 0 0','0 0 0');
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self.takedamage=DAMAGE_NO;
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self.velocity='0 0 0';
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self.movetype=MOVETYPE_NOCLIP;
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self.solid=SOLID_NOT;
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self.touch=SUB_Null;
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// self.health=other.health;
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CB_HitEffect (v_forward);
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if(other.takedamage)
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{
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if(self.classname=="bolt")
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T_Damage(other,self,self.owner,15);
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else
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T_Damage(other,self,self.owner,3);
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}
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else
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{
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if(self.classname!="bolt")
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stick=TRUE;
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self.wait=time + self.fusetime;//random(1,3);
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}
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//FIXME: only stick in if thingtype is wood or flesh,
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//otherwise, no damage and bounce off!
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if(other.movetype||other.takedamage||stick||other.health)
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{
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if(stick)
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{
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self.enemy=other;
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self.think=CB_BoltStick;
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thinktime self : 0;
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}
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else if(self.classname=="bolt")
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remove(self);
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else
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AssBoltExplosion();
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}
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else
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{
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self.movetype=MOVETYPE_NONE;
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if(self.classname=="bolt")
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self.think=SUB_Remove;
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else
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self.think=AssBoltExplosion;
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thinktime self : 2;
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}
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};
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void bolt_death (void)
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{
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vector stickspot;
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float ttype;
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stickspot = v_forward * 8;
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//build the impact code byte now:
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//lowest 4 bits of byte indicate thingtype--can't use THINGTYPE_ consts because there are too many
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//high bit of the byte indicates whether hit object takes damage
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ttype = self.boltnum * 16;//2nd, 3rd, and 4th higshest bits in byte indicate bolt number
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ttype += 1;//lowest bit set means that this bolt has hit
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//done building impact code byte****
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//now figure out how far i've travelled
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stickspot = self.origin-self.xbo_startpos;
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updateeffect(self.xbo_effect_id, CE_HWXBOWSHOOT, ttype, vlen(stickspot));
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CB_RemoveBoltFromList();
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remove(self);
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}
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void fbolt_death (void)
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{
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vector stickspot;
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float ttype;
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self.takedamage=DAMAGE_NO;
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self.th_die = SUB_Null;
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stickspot = v_forward * 8;
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//build the impact code byte now:
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//lowest 4 bits of byte indicate thingtype--can't use THINGTYPE_ consts because there are too many
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//high bit of the byte indicates whether hit object takes damage
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ttype = self.boltnum * 16;//2nd, 3rd, and 4th higshest bits in byte indicate bolt number
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ttype += 1;//lowest bit set means that this bolt has hit
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//done building impact code byte****
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//now figure out how far i've travelled
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stickspot = self.origin-self.xbo_startpos;
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updateeffect(self.xbo_effect_id, CE_HWXBOWSHOOT, ttype, vlen(stickspot));
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CB_RemoveBoltFromList();
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AssBoltExplosion();
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}
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void ArrowFlyThink (void)
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{
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if (self.xbo_teleported >0)
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{
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self.xbo_teleported = self.xbo_teleported - 1;
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// self.solid = SOLID_BBOX;
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// self.takedamage=DAMAGE_YES;
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}
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else
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{
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self.xbo_teleported = FALSE;
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}
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self.velocity = normalize(self.velocity)*self.speed;
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if(self.lifetime<time&&self.mins=='0 0 0')
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{
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3;//or 4?...
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// self.takedamage=DAMAGE_YES;
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// setsize(self,'-3 -3 -2','3 3 2');
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}
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if(self.model=="models/flaming.mdl")
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{
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self.frame+=1;
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if(self.frame>9)
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self.frame=0;
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}
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// self.angles=vectoangles(self.velocity);
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self.think=ArrowFlyThink;
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thinktime self : 0.05;
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}
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void ArrowSound (void)
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{
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//attn_static instead?
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// sound(self,CHAN_BODY,"assassin/arrowfly.wav",1,ATTN_NORM);
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self.think=ArrowFlyThink;
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thinktime self : 0;
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}
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void FlamingArrowThink (void)
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{
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ArrowSound();
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}
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void ArrowThinkEnt (entity who)//call me right away now
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{
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vector dir, oldvel;
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oldvel = who.velocity;
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dir=normalize(who.velocity);
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traceline(who.origin,who.origin+dir*1000,FALSE,who);
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if(!trace_ent.takedamage)
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HomeThinkEnt(who);
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who.angles=vectoangles(who.velocity);
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if(who.classname=="bolt")
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{
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//only send new course if it's changed
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if (oldvel_x != who.velocity_x || oldvel_y != who.velocity_y || oldvel_z != who.velocity_z)
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{
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dir = vectoangles(who.velocity);
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updateeffect(who.xbo_effect_id, CE_HWXBOWSHOOT, who.boltnum*16, dir_x, dir_y);
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}
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who.think=ArrowSound;
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}
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else
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{
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//only send new course if it's changed
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if (oldvel_x != who.velocity_x || oldvel_y != who.velocity_y || oldvel_z != who.velocity_z)
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{
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dir = vectoangles(who.velocity);
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updateeffect(who.xbo_effect_id, CE_HWXBOWSHOOT, who.boltnum*16, dir_x, dir_y);
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}
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who.think=FlamingArrowThink;
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}
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}
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entity (float offset, float powered_up, entity prevbolt, float boltnumber, float effectnum) FireCB_Bolt =
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{
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local entity missile;
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makevectors(self.v_angle);
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missile=spawn();
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missile.xbo_teleported = FALSE;
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missile.xbo_effect_id = effectnum;
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missile.takedamage=DAMAGE_NO;
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// bprint(PRINT_MEDIUM,ftos(missile.xbo_effect_id));
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// bprint(PRINT_MEDIUM," effect has new bolt\n");
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missile.owner=self;
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missile.solid=SOLID_BBOX;
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missile.hull=HULL_POINT;
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missile.health=9999;//geesh, are we still getting stack overflows?!?!?! bolts shouldn't be taking damage, but if they still are for whatever reason, give them lotsa health.
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// make sll of bolts in this effect
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if (prevbolt == world)
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{
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missile.firstbolt = missile;
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}
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else
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{
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prevbolt.nextbolt = missile;
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missile.firstbolt = prevbolt.firstbolt;
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}
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missile.nextbolt = world;
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missile.boltnum = boltnumber;
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// if(deathmatch)//i'm not finding a global like this available on client, so always decrease offset
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offset*=.333;
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if(powered_up)
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{
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missile.frags=TRUE;
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missile.thingtype=THINGTYPE_METAL;
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missile.movetype=MOVETYPE_FLYMISSILE;
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missile.classname="flaming arrow";
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// setmodel(missile,"models/flaming.mdl");
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missile.dmg=40;
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missile.drawflags(+)MLS_FIREFLICKER;
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// missile.th_die=fbolt_death;
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}
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else
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{
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missile.thingtype=THINGTYPE_WOOD;
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missile.movetype=MOVETYPE_FLYMISSILE;
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//bounce testing
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// missile.movetype=MOVETYPE_BOUNCEMISSILE;
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missile.classname="bolt";
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// setmodel(missile,"models/arrow.mdl");
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// missile.th_die=bolt_death;
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}
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missile.touch=CB_BoltHit;
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// missile.speed=random(700,1200);
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missile.speed = 800.0 + seedrand()*500.0;
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missile.fusetime = 1.0 + seedrand()*2.0;
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missile.o_angle=missile.velocity=normalize(v_forward)*missile.speed+v_right*offset;
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missile.angles=vectoangles(missile.velocity);
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missile.ideal_yaw=TRUE;
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missile.turn_time = 0;
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missile.veer=0;
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missile.lifetime=time+0.2;
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setsize(missile,'0 0 0','0 0 0');
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setorigin(missile,self.origin+self.proj_ofs+v_forward*8+v_right*offset*0.05);
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missile.xbo_startpos = missile.origin;//save start pos so i can send the total distance i travelled when i finish
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ArrowThinkEnt(missile);
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thinktime missile : 0;
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return (missile);
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};
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void()crossbow_fire;
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void crossbow_idle(void)
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{
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self.th_weapon=crossbow_idle;
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self.weaponframe=$shoot19;
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}
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void crossbow_fire (void)
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{
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entity curmissile;
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float bolteffect,randseed;
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makevectors(self.v_angle);
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self.wfs = advanceweaponframe($shoot1,$shoot18);
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self.th_weapon=crossbow_fire;
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if (self.weaponframe == $shoot2)
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if(self.artifact_active&ART_TOMEOFPOWER)
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{
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randseed = random(255);
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setseed(randseed);
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bolteffect = starteffect(CE_HWXBOWSHOOT, self.origin+self.proj_ofs+v_forward*8, self.v_angle, 5, randseed);
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curmissile=FireCB_Bolt(-200.0,TRUE,world,0,bolteffect);
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curmissile=FireCB_Bolt(-100.0,TRUE,curmissile,1,bolteffect);
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curmissile=FireCB_Bolt(0,TRUE,curmissile,2,bolteffect);
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curmissile=FireCB_Bolt(100.0,TRUE,curmissile,3,bolteffect);
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curmissile=FireCB_Bolt(200.0,TRUE,curmissile,4,bolteffect);
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self.attack_finished=time+0.3;
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self.bluemana-=10;
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}
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else
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{
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randseed = random(255);
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setseed(randseed);
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bolteffect = starteffect(CE_HWXBOWSHOOT, self.origin+self.proj_ofs+v_forward*8, self.v_angle, 3, randseed);
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curmissile=FireCB_Bolt(-100.0,FALSE,world,0,bolteffect);
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curmissile=FireCB_Bolt(0,FALSE,curmissile,1,bolteffect);
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curmissile=FireCB_Bolt(100.0,FALSE,curmissile,2,bolteffect);
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self.attack_finished=time+0.5;
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self.bluemana-=3;
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}
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else if (self.wfs==WF_CYCLE_WRAPPED)
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crossbow_idle();
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}
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void crossbow_select (void)
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{
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//selection sound?
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self.wfs = advanceweaponframe($select15,$select1);
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self.weaponmodel = "models/crossbow.mdl";
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self.th_weapon=crossbow_select;
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if (self.weaponframe==$select1)
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{
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self.attack_finished = time - 1;
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crossbow_idle();
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}
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}
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void crossbow_deselect (void)
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{
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self.wfs = advanceweaponframe($select1,$select15);
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self.th_weapon=crossbow_deselect;
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if (self.wfs==WF_CYCLE_WRAPPED)
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W_SetCurrentAmmo();
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}
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/*
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* $Log: /HexenWorld/HCode/crossbow.hc $
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*
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* 27 4/06/98 12:48p Ssengele
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* put in safety net to prevent endless loops in tripmine damage, ditched
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* a couple of unreferenced vars
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*
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* 26 4/02/98 2:28p Ssengele
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* one more thing to make it more impossible to overflow the damn stack
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*
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* 25 4/02/98 1:56p Ssengele
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* made xbow explosion chain stack overflow crash even More impossible.
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*
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* 24 4/01/98 3:03p Ssengele
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* faster xbolts, initial optimizing of forcecube.
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*
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* 23 3/31/98 12:49p Ssengele
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* took out unnoticeable shine to underwater xbolts that made for a good
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* chunk of traffic, re-optimized king-o-hill messages, commented damage
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* prints.
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*
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* 22 3/25/98 3:32p Ssengele
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* nudged xbow damage up a bit
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*
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* 21 3/24/98 6:52p Ssengele
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* can't damage xbolts no more, to fix stack overflow.
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*
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* 20 3/24/98 6:06p Ssengele
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* exploding grenades, xbolts, tripmines can't go into infinite loops
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* anymore; sheep impulse has 10 sec delay; scarab staff using union in
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* non-dangerous way (tho that frankly dint seem to cause any probs)
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*
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* 19 3/11/98 1:13p Ssengele
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* teleporting xbow bolts works well now.
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*
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* 18 3/05/98 12:19p Ssengele
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* sheepinator spead corrected
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*
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* 17 3/05/98 12:02a Ssengele
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* xbow bolt death that won't screw the linked list of bolts
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*
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* 16 3/03/98 8:09p Ssengele
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* reflection code for xbow bolts and sheepinator; also, a little variance
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* for where bolts start out, so autoaim doesn't make them clump up quite
|
|
* as much (variance is consistent between sv & cl)
|
|
*
|
|
* 15 3/02/98 8:05p Ssengele
|
|
* moved thingtype check into a subroutine, since it turned out to be
|
|
* something i needed in a few different places.
|
|
*
|
|
* 14 2/27/98 7:12p Ssengele
|
|
* grrrrrrrr...xbow more optimized than ever (plus chunks, or did i add
|
|
* those yesterday?), still spiking not-so-pretty (nudges first red line)
|
|
* occasionally in the worst case scenario.
|
|
*
|
|
* 13 2/26/98 6:55p Ssengele
|
|
* arrows fall into bits
|
|
*
|
|
* 12 2/26/98 4:55p Ssengele
|
|
* cut out fat that xbow wasn't using--made bolt course correction instant
|
|
*
|
|
* 11 2/26/98 2:03p Ssengele
|
|
* further optimizing of xbow--at impact, i send distance it travelled
|
|
* rather than end pos; pack alot of little pieces of info into a byte
|
|
*
|
|
* 10 2/24/98 2:26p Ssengele
|
|
* xbow impact in correct position. !whew!
|
|
*
|
|
* 9 2/24/98 1:37p Ssengele
|
|
* made xbow impact reliable
|
|
*
|
|
* 8 2/24/98 11:07a Ssengele
|
|
* debugging
|
|
*
|
|
* 7 2/23/98 8:04p Ssengele
|
|
* erg--checking in so's not to hog these files TOO much. cleffect that
|
|
* handles multiple xbow bolts is IN, but impact is neither consistant nor
|
|
* in the right spot.
|
|
*
|
|
* 6 2/19/98 12:45p Ssengele
|
|
* put in client effect for powered-up xbow; spikes even bigger than
|
|
* normal xbow,tho, so i'd like to chunk all of the arrows into one big
|
|
* client effect, rather than give each of them their own. this i'll do
|
|
* later.
|
|
*
|
|
* 5 2/18/98 8:25p Ssengele
|
|
* xbow client effect (for normal mode) lookin good--but it trades off
|
|
* significantly less traffic when arrows are in air for a slightly bigger
|
|
* spike when they're fired. will figure out how to minimize that spike
|
|
* yet.
|
|
*
|
|
* 4 2/18/98 5:37p Ssengele
|
|
* start at xbow bolt client effect
|
|
*
|
|
* 3 2/18/98 3:47p Ssengele
|
|
* extra info for cl_netinfo value 2: will show what ent delta info is
|
|
* sent
|
|
*
|
|
* 2 2/17/98 9:05p Ssengele
|
|
* first pass at speeding up xbow--consistently under red line now, but
|
|
* there's some kind of overhead while the bolts are in the air that i'd
|
|
* like to track down.
|
|
* also, white puff not back in yet, and particles need to be added
|
|
*
|
|
* 1 2/04/98 1:59p Rjohnson
|
|
*
|
|
* 66 9/11/97 12:02p Mgummelt
|
|
*
|
|
* 65 9/10/97 11:39p Mgummelt
|
|
*
|
|
* 64 8/26/97 7:38a Mgummelt
|
|
*
|
|
* 63 8/21/97 5:04p Mgummelt
|
|
*
|
|
* 62 8/18/97 12:20p Mgummelt
|
|
*
|
|
* 61 8/15/97 2:55a Mgummelt
|
|
*
|
|
* 60 8/08/97 6:21p Mgummelt
|
|
*
|
|
* 59 8/07/97 10:30p Mgummelt
|
|
*
|
|
* 58 8/06/97 10:19p Mgummelt
|
|
*
|
|
* 57 8/04/97 8:03p Mgummelt
|
|
*
|
|
* 56 7/30/97 3:32p Mgummelt
|
|
*
|
|
* 55 7/28/97 8:27p Mgummelt
|
|
*
|
|
* 54 7/26/97 8:38a Mgummelt
|
|
*
|
|
* 53 7/25/97 11:45a Mgummelt
|
|
*
|
|
* 52 7/24/97 4:06p Rlove
|
|
*
|
|
* 51 7/24/97 3:53p Rlove
|
|
*
|
|
* 50 7/24/97 3:26a Mgummelt
|
|
*
|
|
* 49 7/21/97 4:03p Mgummelt
|
|
*
|
|
* 48 7/21/97 4:02p Mgummelt
|
|
*
|
|
* 47 7/17/97 6:53p Mgummelt
|
|
*
|
|
* 46 7/17/97 11:44a Mgummelt
|
|
*
|
|
* 45 7/16/97 8:12p Mgummelt
|
|
*
|
|
* 44 7/16/97 6:06p Mgummelt
|
|
*
|
|
* 43 7/15/97 8:30p Mgummelt
|
|
*
|
|
* 42 7/14/97 9:30p Mgummelt
|
|
*
|
|
* 41 7/10/97 7:21p Mgummelt
|
|
*
|
|
* 40 7/09/97 6:31p Mgummelt
|
|
*
|
|
* 39 7/02/97 8:46p Mgummelt
|
|
*
|
|
* 38 7/01/97 3:30p Mgummelt
|
|
*
|
|
* 37 7/01/97 2:21p Mgummelt
|
|
*
|
|
* 36 6/30/97 5:38p Mgummelt
|
|
*
|
|
* 35 6/18/97 6:20p Mgummelt
|
|
*
|
|
* 34 6/18/97 4:00p Mgummelt
|
|
*
|
|
* 33 6/16/97 4:00p Mgummelt
|
|
*
|
|
* 32 6/05/97 8:16p Mgummelt
|
|
*
|
|
* 31 6/05/97 9:29a Rlove
|
|
* Weapons now have deselect animations
|
|
*
|
|
* 30 6/03/97 10:48p Mgummelt
|
|
*
|
|
* 29 5/29/97 12:25p Mgummelt
|
|
*
|
|
* 28 5/28/97 8:13p Mgummelt
|
|
*
|
|
* 27 5/23/97 11:51p Mgummelt
|
|
*
|
|
* 26 5/23/97 2:54p Mgummelt
|
|
*
|
|
* 25 5/22/97 2:50a Mgummelt
|
|
*
|
|
* 24 5/20/97 9:32p Mgummelt
|
|
*
|
|
* 23 5/15/97 12:30a Mgummelt
|
|
*
|
|
* 22 5/06/97 1:29p Mgummelt
|
|
*
|
|
* 21 5/05/97 10:09p Mgummelt
|
|
*
|
|
* 20 5/05/97 4:48p Mgummelt
|
|
*
|
|
* 19 4/30/97 5:03p Mgummelt
|
|
*
|
|
* 18 4/25/97 8:32p Mgummelt
|
|
*
|
|
* 17 4/24/97 3:57p Mgummelt
|
|
*
|
|
* 16 4/24/97 2:15p Mgummelt
|
|
*
|
|
* 15 4/22/97 5:55p Mgummelt
|
|
*
|
|
* 14 4/21/97 8:47p Mgummelt
|
|
*
|
|
* 13 4/21/97 12:31p Mgummelt
|
|
*
|
|
* 12 4/18/97 11:44a Rlove
|
|
* changed advanceweaponframe to return frame state
|
|
*
|
|
* 11 4/17/97 1:28p Rlove
|
|
* added new built advanceweaponframe
|
|
*
|
|
* 10 4/16/96 11:51p Mgummelt
|
|
*
|
|
* 9 4/16/97 4:34p Mgummelt
|
|
*
|
|
* 8 4/16/97 4:22p Mgummelt
|
|
*
|
|
* 7 4/11/96 1:51p Mgummelt
|
|
*
|
|
* 6 4/10/96 2:49p Mgummelt
|
|
*
|
|
* 5 4/09/97 1:38p Mgummelt
|
|
*
|
|
* 4 4/09/97 1:21p Mgummelt
|
|
*
|
|
* 3 4/09/97 1:01p Mgummelt
|
|
*
|
|
* 2 4/09/97 12:23p Mgummelt
|
|
*
|
|
* 1 4/09/97 12:22p Mgummelt
|
|
*
|
|
* 2 2/28/97 5:00p Rlove
|
|
*/
|