*entity.FindMMB(vector origin) that will loop trougt all MMB's and return the one that is matching the input with it's s.origin
*qmath.irandom(int i, int j) and qmath.flrandom(float i, float j) that are returning a random number of their type within the intervall specified by i and j
*started redesigning all the definitions. I'll get back to this once I'm back from work in 4 hrs or so.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
Im my desire to make sure every command was adminprotected I killed the commands communicating with the trigger...
I reverted that and added SQLF_BEAM as a check for restricted destination clearance
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
* added lua function SetAngles2 to mover lib
* Added work around for func_breakables without origin brush
* Set angles2 to origin (note determin in Radiant)
* Set n00bcount to approx radius of the entity
* add spawnflag NOORIGIN (512)
* removed unused cvars and related code
* moved rpg_message cvars into timedmessages.cfg and removed the cvars
* modified list module to support cyclic list access
* Fixed repair function for func_breakables
* Added possibility to visualize traces (add flag 2 to value of
g_developer)
* Removed debug message for func_breakables
fixed a bug in game.print that would not make the string appear
added a new function entity.MMBRefit that will fit misc_model_breakables on SP maps only (made sure of that) with splashDamage, splashRadius and material/s.powerups
I will extend and tune this one as nessessary for other models
The Borg Maps already make use of this new feature, along with some minor fixes.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
selfdestructcountdown wouldn't blow. Moved safezonetrigger to 0.1 secs and at another position, to compensate.
selfdestructcountdown will no longer play no futher audiowarning sounds
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
Added a new command selfdestructcountdown duration [safezone] [target]
It'll do exactly the same as selfdestruct start with the exception that it'll force the entity to think every 0.1 secs. to not do this accidently It got it's own command.
It uses the cp-command for display and disables admin_centerprint autoamtically.
On a more general selfdestruct note I got rid of those long warning sentences in favour of ^1Self Destruct in %.0f:%2.0f
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
Put the commands for client parameter manipulation and sound/music in one flag each.
Used the now empty flags to add in shiphealth etc. and debugging tools
added missing ')' in selfdestruct command
also fixed a compiler warning for a possibly undefined variable in shiphealth command
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
New command safezonelist that lists all safezones in existance.
It returns their targetnames, state (safe/unsafe) and theuir shipflag.
Minor fix to target_shiphealth so it now frees than links when there are missing parameters.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
Modified all of them to bertter support maps like rpg_runabout with more than one ship
both selfdestruct and shiphealth now allow for a safezones targetname to be added that is freed before called to list
that required modifications to the associated commands.
Now selfdestruct start asks for a safezone as it's 2nd to last argument and requires it if any safezone is spawnflaged as SHIP
shipdamage now has a 2nd argument that specifies the healthEnt it shall deal to. It requires that argument if it finds at least 2 healthEnts
shiphealth now displays the status of all healthEnts that exist and displays it's targetname in line one of the output
There ar also a few other things associated with this (e.g. healthEnt now frees at spawn if it misses required parameters)
Expanded description of target_safezone
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>