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Commit Date  
[r706] by SumolX

Improper check for ent if NULL within set_weapon()

2007-04-01 16:24:55 Tree
[r705] by utunnels

Allow entity to keep old animation id when set new model using set_model_ex

2007-03-31 17:17:22 Tree
[r704] by utunnels

fixed a bug that use wrong model name for set_model_ex in set_weapon.

2007-03-31 16:58:46 Tree
[r703] by utunnels

fixed a bug that use wrong flag for set_model_ex in set_weapon.

2007-03-31 16:53:37 Tree
[r702] by utunnels

Remove 'facing' in entity, use model's facing instead.
Create a new function set_model_ex in openbor.c, now set_weapon use that function to change model.
Enemy now use same colourmap index instead of colourmap itself when set new model/weapon.
Remove some duplicate copy of entity properties in set_weapon.
New script function openbor_damageentity and openbor_killentity.
Allow weapon and model changing in script.

2007-03-31 15:53:13 Tree
[r701] by SumolX

slight psp control cleanup

2007-03-30 20:36:33 Tree
[r700] by SumolX

renamed writeLogFile() to writeToLogFile() as its a better name for what it is exactly doing.

2007-03-30 18:20:53 Tree
[r699] by SumolX

renamed system to modules as it makes sense... since that is what it is....

2007-03-30 15:49:28 Tree
[r698] by SumolX

mmuhack is now besided openbor.gpe and will shutdown if not found.

2007-03-30 15:46:03 Tree
[r697] by utunnels

Forgot to compile entity's script, fix that now.

2007-03-30 07:02:40 Tree
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