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Commit Date  
[r3579] by utunnels

Randomize positions more for normal ai move.

2011-11-04 15:13:44 Tree
[r3578] by utunnels

Missing brackets, added.

2011-11-03 14:51:41 Tree
[r3577] by utunnels

Fix a mistake in previous update, now s_attack pain_time should work normally.

2011-11-03 14:43:58 Tree
[r3576] by utunnels

Remove fastattack check, use a small pain time instead. This should have patched the instant death bug, somehow.

2011-11-03 08:55:09 Tree
[r3575] by utunnels

Commented out unused function assume_safe_distance just in case some compiler might complain.

2011-11-03 02:42:08 Tree
[r3574] by utunnels

Increase zdist by 1 in checkhit, or enemies attack before they can actually hit you.

2011-11-02 05:02:56 Tree
[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
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