Now, if oldfashionedgunstats is enabled, then ammo stats > 99 won't collide
with grenade icon on modern monitors with aspect ratio > 1.5 . It will
collide still on older monitors, because of lack of the free space on HUD.
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.
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.
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.
The problem is, that some players (especially SMG users) got on purpose
akimbo with intention to not use it, only in order to others don't get it.
Such behaviour is directed "piggishly" against other players and
impoverish the game/gameplay.
Now, if people don't want to use some akimbo, they should just to not
get it, for example jump over it.
DOCREF akimboautoswitch
* remove roll
* optimise for size
* new protocol data type: unsigned integer with known size
* highres yaw encoding
* double resolution for pitch angles -30°..30°
* half resolution for pitch angles -90°..-30° and 30°..90°
* proper rounding for pitch and yaw values
* same resolution for yaw and pitch for both pos packet types
* restore transmission of the velocity vector
- 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
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.
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
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.
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)
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
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.
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.
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.