- split into strafe roll (maxroll) and damage roll (maxrolleffect)
- locally recompute remote players roll (can be removed from pos pkt)
- fix maxrollremote
DOCREF maxroll maxrolleffect maxrollremote
Local hitsounds (/hitsound 2) work by running CubeScript
command `sound`, passing hitsound sound number and
priority (highest). However, `sound` command doesn't actually
take the second priority argument and always uses default normal
priority.
This commit adds the second prioity argument to `sound`.
It accepts numeric priority levels as well as string names.
Also use highest priority for server hitsounds (to be consistent with
local hitsounds).
(was pull request #164)
DOCREF sound
same as looplist, but it automatically counts the loops in "i", starting
with 0.
Example:
a = [u v w] ; b = [x y z]
looplisti $a m [echo $m (at $b $i) $i]
u x 0
v y 1
w z 2
DOCREF looplisti
Two new string variables, mapinfo_license and mapinfo_comment, are stored
withing the header of a map file.
The variables are automatically read and written during loading and
saving maps. Default values are empty strings. The comment string is
ignored, as long as no license string is set. The license string is meant
to hold an abbreviated name of the license, picked from a list of
known map licenses.
DOCREF mapinfo_license mapinfo_comment
1. Counting backward for gametimedisplay = 1 and forward for 2. The setting
added to HUD menu.
2. Changed name from clockdisplay to gimetimedisplay, in order to
distinguish clocks with system time and game time.
3. Added to wall clock options with UTC/GMT time and 12h format.
DOCREF clockcount clockdisplay gametimedisplay
When player1 spectated alive player and this watched player disconnected,
then camera1 pointed out still this non-existing player, for one main loop.
It had such negative effects, that hudgun could disappear to AC restart,
also AC crashed sometimes.
Tested mainly in tosok, on last alive player in a team.
Check printf-like functions like conoutf, if format strings and argument
lists match.
This commit also fixes a lot of code parts that actually had mismatching
argument lists - or did things, that this check does not like.
numtime() was rewritten in an ugly but very portable fashion (it's
recommended to stay away from "long long" format entries, because errors
usually only come up at runtime).
(some code was copied from sauer)
Pressing the middle mouse button toggles a pin on the "closest entity"
selector. The HUD will indicate the lock by showing "pinned" instead of
"closest" entity. All actions, that would otherwise affect the closest
entity, will affect the pinned entity instead. Deleting the locked entity
will unlock it.
toggleclosestentpin
Toggles the pin on the "closest ent" selector. Bound to MOUSE3
by default.
DOCREF togglelockclosestent
BACKSPACE in combination with editmeta (LCTRL) now undeletes the last
deleted entity. BACKSPACE in combination with editmeta2 (LSHIFT) brings
up the menu "deleted entities".
The edit menu now has a submenu "deleted entities" which lists all
deleted entities and undeletes the selected one.
undelent [<index>]
If no index is specified, the last deleted entity is restored. If an
index is given, the specified entity from the list of deleted entities
is restored.
getdeletedentities
Returns a list of deleted entities. Each line contains the entity type,
the position and all seven attributes.
unlistdeletedentity [<which>]
If <which> is a number, the specified entry from the list of deleted
entities gets removed. If <which> is "all", the whole list of deleted
entities gets deleted. If <which> is "last" the last deleted entity is
removed from the list of deleted entities.
Returns the number of entities on the list of deleted entities (even if
the parameter <which> was unknown or not specified).
DOCREF undelent getdeletedentities unlistdeletedentity
Interpret the values for entity yaw angles and clip entity sizes as
fifths or tenths of cubes or degree.
This makes some entity attributes appear as float values to the user.
The map file still only keeps integer values - but now they are
interpreted differently - for example, a health pack elevation value of 6
now means 0.6 cubes instead of 6.
Note: the scaling factors are hardcoded - use ENTSCALE5 or ENTSCALE10
whereever possible. For generic entity editing, the scaling values are
also stored in entscale[] - but that table can not be changed without
breaking the map format! This scaling is similar to the treatment of the
vdelta values of map cubes.
1. In multiplayer this switching isn't allowed, because it was broken
and messed up, for example other players didn't see concurrently
spectating and editing player.
2. In demo mode switching from spectate to edit mode is improved.
3. Several years broken code for edit mode is reverted.
* combine all weapon attributes in a table
* sort variables and aliases
* group variables
* implement curname as SVAR
* implement cmdbuf as temporary alias
* new command "listoptions" lists the argument options for several
argument types like entities, weapons and teamnames
* "burstshots", "weapon", "magcontent", "magreserve", "fragmessage" and
"gibmessage" now allow guns to be specified by name
* "addpunct" allows plaintext arguments like "brackets" and "quotes"
* the "team" command now understands numeric teams
* entity types can now be specified by type index number
* removed some lists from the config files (now provided by listoptions)
* added argument completion for several commands
* change nextprimary from integer to string variable
DOCREF listoptions burstshots weapon addpunct
DOCREF fragmessage gibmessage magcontent magreserve
DOCREF nextprimary
This reverts commit 60eb0ac393.
There is possible to turn off a scope by weapon changing (however
behaviour of scope during intermission can be changed in "next" branch).
Commit shows time in format mm:ss in scoreboard, instead of
"X minutes remaining" info.
It also enables the clock default on the HUD and adds "clockcount"
variable which let to choose between counting forward or backward
in the clocks.
DOCREF clockdisplay clockcount
Fixes:
1. show time remaining in system console after each minute;
2. correct form of minute(s);
3. show info "everyone died!" instead of "team SPECTATOR has won
the round!" in demo mode;
4. show correct info to which team (name) was player forced, when player1
is spectator.
For spectatepersistent = 1 that is always enabled (that means, that
spectated player isn't changed after his death), for 0 - only in
non-arena modes, except of demos.
"if(!available.length()) return f;" is introduced, in order to, in arena
modes, doesn't happen switching to SM_FLY, when last alive players dies
in the same moment and there is no winner of the round.
- provide a function to easily assemble and execute the command
- context-selective execution of hooks
- restrict potentially exploitable or harmful hooks to singleplayer-modes
Before this fix player could switch from spectate to alive mode,
but he stayed in SPECTATOR team.
Note: 2 mouse clicks are necessary to player's spawn. Second respawnself()
is needed, because spawnplayer() is executed before server will switch
player1 to active team, so he would always spawn in CLA base (in bot
team modes).