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Commit Date  
[r1106] by kbandressen

changed the itembox code so that didhitscript runs after the engine item code so modders can have the updated variables for their scripts

2007-12-04 10:18:08 Tree
[r1105] by utunnels

npc's bounce value default to 1.

2007-12-04 10:12:59 Tree
[r1104] by utunnels

Change animation command "bounce" to "bouncefactor", because another command uses the same name.

2007-12-04 10:10:36 Tree
[r1103] by utunnels

Add ATK_ITEM.

2007-12-04 09:31:47 Tree
[r1102] by utunnels

Change STA_ATKS to 6, to match the new itembox (new attack type).

2007-12-04 08:56:58 Tree
[r1101] by kbandressen

New feature: itembox

~Used just like an attack box declaration but when it hits an entity, the entity using itembox will be picked up.
~This allows for touch items that are floating in midair as well as better touch item capabilities than subtype touch.
~Probably don't put it in any entities that are not items.

Also, "weapon" for both changeentityproperty and changeplayerproperty has a new flag: put 1 after "weapon" to retain the entity's current animation after switching weapons. Currently, switching weapons in midair will make the player go idle until they hit the ground so that is why this was implemented.

2007-12-04 07:10:23 Tree
[r1100] by utunnels

Move some code from function spawn into function ent_default_init. An entity will be initialized automatically when spawn is called.

2007-12-03 19:53:32 Tree
[r1099] by SumolX

loadingbg is used for when loading models.
loadingbg2 is used for when we load the levels.

2007-12-03 18:55:47 Tree
[r1098] by SumolX

We now only update roughly every 10% of progress.
This will help us load faster than before as less updates are made to the screen. Probably won't notice the difference but this also fixes the main logo.gif at startup.
Also Added loadingbg to load_level()

2007-12-03 18:53:35 Tree
[r1097] by utunnels

Disable get animation when npc/enemies try to pick up an item with subtype touch.

2007-12-03 16:53:46 Tree
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