Commit Graph
428 Commits
Author SHA1 Message Date
aurhat d3bd26a62d Fix animation during quicknadethrow attack
1. Before animation of the moving hand for throwing the grenade was cut,
now it's complete, like for normal grenade throw. To do that the code for
switching to previous weapon has changed location. selectweapon() isn't
used there, because if player has more grenades than 1, then after a throw
for a moment a grenade appeared in a hand, and just later previous weapon.
2. The changed code in quicknadethrow() prevents from shooting using right
mouse button, after starting to shoot quickly after grenade throw
(especially when player has more grenades than 1).
3. Also fixed resetting the "quicknade" variable.
2017-10-15 13:49:53 +02:00
aurhat 6ea3c499ce Remove involuntary shooting when switching weapons
It happened in case of automatic weapons.
2017-10-15 13:33:46 +02:00
aurhat d841896e7b Fix shooting during picking up akimbo
It prevents from shooting using right mouse button, when grenade was
activated and player picks up akimbo.
2017-10-15 13:29:50 +02:00
aurhat 4c2c511105 Fix grenade throwing when switching weapons
It fixes the problem that activated grenade disappeared during switching
the weapons, when player tried to throw grenade when time for grenade
cooking was almost finished.
2017-10-15 13:25:42 +02:00
aurhat 1d7dd9df84 Cleanup 2017-10-15 12:14:20 +02:00
aurhat 3e59a6305e Add grenade state of clients
For example that fixes grenade attack animation, when in demo mode player
is spectated from 1st-person position. Till now there were visible
2 incomplete movements of the hand for throwing - first after activating
a grenade, second during throwing. Now there is visible one complete
movement, like in multiplayer.
2017-10-11 00:21:26 +02:00
ac-stef 00ba55ecac fix singleplayer hitsounds
(for hitsound 1)
2017-07-19 18:22:11 +02:00
ac-stef e29bb2aa2d simplify decision to render corpse
instead of checking for actual gibs, check for "was gibbed"

fixes problems with still existing gibs when the player dies again fast
enough
2017-06-27 13:31:02 +02:00
aurhat dbaff25341 Cleanup akimbo code 2017-06-11 01:15:53 +02:00
ac-stef 4e77b91c0e re-check line-of-sight depth readout from the graphics driver
- manually intersect line-of-sight with all map geometry
- shorten sight vector if necessary
2017-05-28 00:37:13 +02:00
ac-stef d0b309320b really cleanup sound
- collect most sound infos in one table and use it to generate the menus
- no more sound category checks with ranges
- now only PAINx and FOOTSTEP* sounds use hardcoded index numbers

enumsounds <list of categories>

  Lists sound index numbers and short descriptions for all sounds of one
  or more categories. The argument should contain one or more of PAIN,
  OWNPAIN, WEAPON, PICKUP, MOVEMENT, BULLET, OTHER, VOICECOM, TEAM,
  PUBLIC, FFA, FLAGONLY. All sounds with at least one of the flags will
  be listed. Flag names prefixed with "!" will exclude all matching
  sound from the list.

  Example: /echo (enumsounds "VOICECOM !PUBLIC") will list all voicecom
  sounds that are for teams only.

DOCREF enumsounds
2017-05-22 17:30:51 +02:00
ac-stef 12925eaebc attribute damage blend effects to spectated player
...and clear it in case a different player is followed

also: cleanup
2017-05-12 19:07:38 +02:00
ac-stef fc82b82b85 cleanup 2017-05-04 16:28:04 +02:00
ac-stef 5e638565f8 cleanup
- un-inline stuff that really doesn't need to be
- unify weapon id checks
- shrink guns
2017-05-02 21:38:58 +02:00
ac-stef a1687afb4c remove realtime model modding
models can still be changed by mod packages
2017-05-01 22:01:14 +02:00
ac-stef 68c7ad1fe6 cleanup pi
use only one constant for Pi, in case we ever need to change it
2017-04-28 15:18:00 +02:00
aurhat 75e7481532 Play pull sound, when other players activate grenade 2017-03-28 21:53:40 +02:00
aurhat 419f667c0d Fix player model attack animations
Fixed animation of other players during following activities:
1. during jumping and attack - show attack animation;
2. during weapon reloading - don't show attack animation;
3. during grenade activation - don't show attack animation.
2017-03-21 23:50:45 +01:00
ac-stef 701d33af55 fix "no snprintf on VS" 2016-10-16 14:37:08 +02:00
ac-stef dae7773d68 fix involuntary shooting when switching guns while throwing a nade
also: more aggressive middle mouse button
2016-09-16 21:08:48 +02:00
ac-stef 397c441fed more verbose error messages for disabled commands 2016-09-16 17:35:47 +02:00
ac-stef a6bffc1858 new command looplisti
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
2016-09-02 21:58:39 +02:00
ac-stef 6392527cb6 fix ktf indicator during spectating
also, disable ktf indicator during editing and enable damageblend, -roll
and -indicator during spectating

DOCREF ktfindicatoralpha
2016-08-07 00:26:29 +02:00
ac-stef ca0a868acd improve damageindicator
* now eight instead of four directions
* ignore self-inflicted damage
2016-08-04 22:01:12 +02:00
aurhat e4d5c2d361 Improve accuracy info and some elements of the HUD
Accuracy will be displayed only then, if scoreboard will be enabled, and
only for current weapon - in order to focus attention of players more on
gameplay/work for team than personal stats.
Added "accuracyinfo" command to see accuracy of all used weapons in
output console.
Added some cleanups and fixed memory leak.
2015-12-31 22:57:16 +01:00
ac-stef 50d1413d5c fix some warnings
Removed homebrew round() - now we just use the math library.
2015-08-03 20:57:50 +02:00
ac-stef 826499c12d enable gcc to check arguments of printf-like functions
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)
2015-08-02 19:40:41 +02:00
Frank LENORMANDandac-stef 3ec0b1218d abide by the rules for reference objects 2015-07-18 00:51:00 +02:00
ac-stef 380b8a1ebf cleanup shotgun code
no functional changes, only cleanup
2015-07-12 20:22:49 +02:00
ac-stef a78d08d4ca cleanup additional ray shortening
(no longer necessary, since the actual shortening now works)
2015-07-12 18:51:14 +02:00
ac-stef 392880ec5c fix shot ray shortening 2015-07-12 18:17:22 +02:00
ac-stef f3e72b8fb7 remove gettext
DOCREF gettext
2015-06-10 14:28:50 +02:00
ac-stef ea480a7b0c higher resolution for waterlevel
Interpret the waterlevel value as tenths of a cube.

This makes the waterlevel variable a float value to the user, while the
map file still stores an integer value - but now it is interpreted
differently - for example, a waterlevel value of 123 now means 12.3 cubes
instead of 123. Old map files are converted during loading.

Note: the values of waterlevel and hdr.waterlevel need to be in sync.

DOCREF waterlevel
2015-05-18 14:59:41 +02:00
ac-stef ae82b6b22e add attr5..7, add mapmodel pitch and roll
Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter
the new entity attributes.

Pressing editmeta (LCTRL by default) speeds up the scrolling.

(Parts of the roll code are borrowed from Alejandro V. Garcia's commit
"Model rotations, experimental" from January 2013)

Note: coop edit is now broken between "next" and older clients, but I
  don't want to bump the protocol just yet.
2015-05-18 14:59:41 +02:00
aurhat 1d497ac4d8 Add dedicated crosshair in edit mode
DOCREF loadcrosshair
2015-04-28 20:47:54 +02:00
aurhat 8916ad4fa4 Fix playing weapon sounds
No more sounds audible on the whole map in bot modes, when bots change
weapon or have no ammo.
Gun change sound in bot code was a duplicate, so removed.
2015-04-25 20:11:26 +02:00
aurhat 0969310be2 Fix local akimbo expiration 2015-04-25 19:12:40 +02:00
aurhat 13ed2bd977 Fix akimbo expiring
Before, if player switched to akimbo just as it expired, he ended up with
akimbo and 0 ammo. Now his weapon will change to default weapon (the most
often primary), as if he would take akimbo in the hands.
2015-03-16 21:16:42 +01:00
aurhat 63bbd353fc Align equipment icons and stats on HUD
Among other things it fixes https://github.com/assaultcube/AC/issues/65 .
It betters also display for oldfashionedgunstats=1.
2015-03-07 12:17:44 +01:00
ac-stef 1956f0acc0 clean up loadcrosshair
* use the same list of gun names for all occasions
* switched syntax, so that argument completion will work
* support old syntax, so old config files will work
* fix path handling by disallowing paths altogether ;)

DOCREF loadcrosshair
2015-02-23 18:55:58 +01:00
ac-stef 47f71f1288 allow symbolic arguments for some commands
* 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
2015-02-23 18:52:04 +01:00
aurhat befd22d2e8 Don't hide the sniper rifle scope if scoreboard is enabled
The fix also allows to turn on/off the scope during intermission (since
a few years the scope was blocked in intermission, because it was
immediately turned off by scoreboard).
2015-02-08 23:05:37 +01:00
ac-stef 39cbee947d Merge branch 'master' into next 2015-02-08 16:17:04 +01:00
aurhat cac9e4b471 Reset shots in a row after death
Earlier was, for example, such negative effect, that when player had AR
and more than 3 shots in a row and died, then after spawn he saw
for a moment bigger crosshair (if he didn't turn off this default effect).
2015-01-06 13:00:19 +01:00
ac-stef 8604c198e9 cleaning up cubescript hooks
- provide a function to easily assemble and execute the command
- context-selective execution of hooks
- restrict potentially exploitable or harmful hooks to singleplayer-modes
2014-11-12 17:06:35 +01:00
aurhatandac-stef d021909224 Restore old working quicknadethrow code and fix bug in it
This commit restores old working quicknadethrow code, which existed after
commit: https://github.com/assaultcube/AC/commit/aaeca4ef323f09d252498bcc66eb90d51aef4586
and keeps later bug fixes (which thought needed to be fixed).
It fixes https://github.com/assaultcube/AC/issues/25

It also fixes followed bug: after releasing right mouse button/G key
and quickly pressing it again, weapon, to which quicknadethrow switched,
starts to shoot.
2014-07-19 14:43:35 +02:00
ac-stef eb60302e67 cleanup
- fix possible crash in conc (but it's still an ugly hack)
- fix noob usage of strcmp
- flag some memory leaks (it would be nice, if the author(s) would clean
   up the mess himself)
- fix crash in substr
- whitespace cleanup

there are plenty more memory leaks in command.cpp - for example, every
goto in cubescript does not clean up anything
2014-05-14 22:54:37 +02:00
ac-stef c9db8143f4 fix some sound bug
in some cases, TraceLine may shorten the shotline to length zero, which
causes addshotline() to produces illegal coordinates for sound effects
2014-05-14 14:27:00 +02:00
RandumKiwi bcbcdd81b3 Fix warning, as per code provided by Lucas
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7615 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2013-10-22 19:23:59 +00:00
Lucas GAUTHERON ffe23e79d7 hitsound 2
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7595 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2013-10-12 07:54:05 +00:00