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Commit Date  
[r3573] by utunnels

Partially check update_frame animation change after execute_animation_script, since most script users should intend to skip current frame immediately.

Change animation script logic so weapon model can have their own animation script without overriding the original one.

2011-11-01 15:52:02 Tree
[r3572] by utunnels

Fix update frame wrong frame pointer bug (animation changed in a script or weaponframe but frame number stays, so function is actually using an unexpected memory address).
There's a side effect from this fix that jumpframe or sound in previous animation will still be played, so I'll wait feedbacks from script users.

2011-11-01 07:18:14 Tree
[r3571] by utunnels

Change time values back to u32, because I noticed several bugs that were hard to trace.
Now check stalltime carefully when there's a minus instead.

2011-11-01 02:54:00 Tree
[r3570] by utunnels

Add a new value for modelflag so scripts can also be ignored.
Remove notinair check for cancel, since user can combine landframe and cancel window frames.

2011-10-31 06:53:05 Tree
[r3569] by utunnels

Check nomove in common_move and return, so custom velocity can be used.
Fix range picking logic, previous logic tend to choose freespecials too much.

2011-10-31 04:02:19 Tree
[r3568] by utunnels

Fix entity drawmethod alpha property.

2011-10-30 13:23:43 Tree
[r3567] by utunnels

Change check_range macro so it is possible to return true when minrange==maxrange.

2011-10-29 11:35:42 Tree
[r3566] by utunnels

Disable ai character attacks if target is rising and doesn't have any bbox.
Change normal ai move destination points a bit.
Unused function assume_safe_distance.

2011-10-29 08:26:59 Tree
[r3565] by utunnels

New script function getpixel(handle, x, y, type).
Get a pixel from specific screen or sprite.

type - screen or sprite (or other format if supported in the future)
0 - screen
1 - sprite

x,y - position, for sprite, centerx and centery is not considered. If the point falls out of the dimension, the function returns 0.

handle - screen or sprite handle, must be valid.

return - For 8 bit image, it returns the index. For 16 and 32 bit, it returns the color as an integer.

2011-10-28 00:22:25 Tree
[r3564] by utunnels

Don't try to set a new color table if the drawmethod already has one.
Unless the entity is doing dying flash.

2011-10-27 15:05:58 Tree
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