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[r3443] by utunnels

Don't change bomb velocity to 0 in every update after the bomb explodes. Modder should be able to change that if they want.

Also, player_blink and suicide now have active nextthink value, other wise velocity change just won't work after they die.

2011-09-13 16:17:47 Tree
[r3442] by utunnels

Check NULL in dust spawn code.

2011-09-13 05:41:51 Tree
[r3441] by utunnels

Update getentityproperty for defense, previous version can't handle other attack types than normal.

2011-09-13 01:40:32 Tree
[r3440] by utunnels

There were some errors in sin/cos tables for 16bit drawmethod.
Merged all those tables anyway to reduce the size of the exe a bit.

Minor change, prevent ai character from doing special to break a grab/slam in air.

2011-09-12 13:36:12 Tree
[r3439] by utunnels

Dummy aiflag walking to prevent crash.

2011-09-12 09:57:09 Tree
[r3438] by utunnels

Add code to make enemies walk a bit longer if they are returning form offscreen.

If level width equals to screen width, level position should be always increasing or it gets stuck unless the player stand beyond the center of the screen.

2011-09-12 08:03:19 Tree
[r3437] by utunnels

Level width should never be smaller than screen width.
Give obstacle default aimove and aiattack, for some mysterious reasons sometimes they are spawned moving (mostly script spawn).
Spawn dust before landframe update, to avoid conflicting with weaponframe.

2011-09-12 06:18:16 Tree
[r3436] by utunnels

Give bomb toss 0.5 extra starting height to prevent freezing in air bug.

Spawn dust before landframe update, just in case the frame is also a weaponframe.

2011-09-11 17:47:43 Tree
[r3435] by utunnels

Update aimove avoid, now they won't panic at the screen border.

2011-09-11 05:18:17 Tree
[r3434] by utunnels

Also pause sound effects when game paused.

Simplified AI code.

2011-09-10 16:51:38 Tree
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