| Commit | Date | |
|---|---|---|
| 2009-10-02 02:35:10 | Tree | |
| 2009-10-01 13:36:43 | Tree | |
| 2009-10-01 05:14:59 | Tree | |
|
[r2425]
by
sumolx
VC9 Now Supported. Reorganized all Visual Studio layout. mvs/ |
2009-09-30 19:37:24 | Tree |
|
[r2424]
by
sumolx
VC9 Now Supported. Reorganized all Visual Studio layout. mvs/ |
2009-09-30 19:30:02 | Tree |
| 2009-09-30 18:34:45 | Tree | |
|
[r2422]
by
damon_caskey
Burn and Shock no longer revert to Fall 1 upon landing; it was pointless extra code that just made performing scripted effects and deaths more complex. |
2009-09-30 15:06:38 | Tree |
| 2009-09-28 19:39:59 | Tree | |
|
[r2420]
by
damon_caskey
komap {map} {apply}: Remap when KO'd. {map}: Remap index. |
2009-09-28 15:56:12 | Tree |
|
[r2419]
by
damon_caskey
New script Event: onpainscript - Fires after all pain values are set to entity. Returns following variables: void self: Calling entity. Openborvariant additions: float lasthitx: X location of last hit. New attack supplement: staydown {rise} {riseattack} {rise} - Additional time in centiseconds before entity's next rise. Both values are reset once entity rises or rise attacks. Open to get & changeentityproperites as: int iRise = getentityproperty(vEntity, "staydown"); changeentityproperty(vEntity, "staydown", {rise}, {riseattack}); |
2009-09-26 00:49:53 | Tree |