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[r3400] by utunnels

New script:
data\scripts\loading.c
Called in loading screen update loop.

Randomize the movement of an AI controlled entity if its path has been blocked for many times. It's a temporarily solution, I shall refine the wall checking code in the future.

Expand attack## to 99.

Add stealth logic for item.

2011-08-31 01:34:43 Tree
[r3399] by utunnels

Fix gfxshadow overclip problem (when character walks off the screen, the shadow disappears as well).

2011-08-28 06:47:08 Tree
[r3398] by utunnels

New animation type ANI_WALKOFF

Triggered after walking off a cliff.

2011-08-28 05:38:12 Tree
[r3397] by utunnels

Show entities for in game player input setup menu in.

Add nolife to get/changeentityproperty.

2011-08-27 14:42:34 Tree
[r3396] by utunnels

Major fix in sprite scale and rotate code (Previous code has problem when drawing large sprites).

2011-08-27 12:11:08 Tree
[r3395] by utunnels

New model command grabflip:

1 grabber flip to face target
2 target flip to face grabber
3 both 1 & 2 (default value)

2011-08-27 05:46:37 Tree
[r3394] by utunnels

Copy grabforce, paingrab and antigrab from modeldata in ent_copy_uninit. Just in case the model and the weapon has different values.

2011-08-26 05:54:54 Tree
[r3393] by utunnels

Minor change, make default combodelay same as before (GAME_SPEED/2)

2011-08-26 04:51:14 Tree
[r3392] by utunnels

Make combodelay customizable to eliminate endless combo.

2011-08-26 04:50:04 Tree
[r3391] by utunnels

Add antigrab to getentityproperty.
Check modeldata instead of model for this property to avoid global effect.

2011-08-26 02:54:14 Tree
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