MirceaKitsune [Mon, 2 May 2011 14:54:00 +0000 (17:54 +0300)]
Allow weapons to keep their size while the player shrinks and grows. Micros will now appear to be carrying a huge gun, whereas for macros, the weapon will appear tiny. Implementation for exterior weapon model to follow.
MirceaKitsune [Mon, 2 May 2011 11:20:38 +0000 (14:20 +0300)]
Don't account view offset when attempting to swallow players. Fixes macro bots being unable to eat other players properly, and might improve bot performance overall.
MirceaKitsune [Mon, 2 May 2011 01:04:14 +0000 (04:04 +0300)]
Set the view offset according to the payer size. Due to the bboxes being unmodified, this will cause the camera to go into walls when you become a macro :/
MirceaKitsune [Mon, 2 May 2011 00:34:21 +0000 (03:34 +0300)]
Don't resize the bounding box any more, due to the issues with cl_movement. Players will still grow / shrink, but collisions will stay the same. This is pretty ugly, but all that can be done right now to allow this feature to work.
MirceaKitsune [Sun, 1 May 2011 21:53:34 +0000 (00:53 +0300)]
Account crouching for the bbox. Still need to fix issue with cl_movement 1 however, as darkplaces doesn't know we are changing player collisions for movement prediction :/
MirceaKitsune [Sun, 1 May 2011 20:55:49 +0000 (23:55 +0300)]
Set bounding box to the size of the player model. This brakes players and causes them to go through the floor in some circumstances! Need to figure the reason for this.
Remove commented out code blocking the animation of stomach models, as this is part of what was causing the animation issue. It sucks that this is back, but at least they don't attempt being animated each frame, and there's no more console spam.
Finally fix the animation issue when eating players with very high ping! Seems the server code was resetting animations when switching to the stomach model, making the player animation also brake to ALL players. No idea how that related to high ping, but now it should be fixed.
Some rather major changes to the model setting system. Basically, we no longer attempt to customize the player entities per client (and their weapon models) each frame, but only when they are changed. Also reduce some useless code and improve it. Needs testing.
Ugly workaround for a Keyhunt issue. Your team's key can still be given to you while in the stomach (at round start), which is pretty ugly and wrong. So attempt to drop keys each frame for prey
Some changes to the punch angles in vore. No longer make them client options, but part of the server balance, as done for weapon recoil. Also tilt the prey's view when dealing stomach kicks.
From now on, include the already compiled engine in this GIT (for those that can't compile and re-brand it). Feel free to copy these files in the main dir, but don't forget they will only be updated from time to time, and will not often be the latest!
Play the swing animation on the weapon when stomach kicking. The weapon model now shows when in the stomach as well (if you still have your grabber), which I forgot to mention in the last commits.
Upgrade grabber support from dpm format to iqm. Does not work yet, needs to be updated in the code as well! This also ads a melee animation, which will be used accordingly in an upcoming change
Use modelindex to hide dead fakeprey. Also fix another issue, which was causing the predator's weapon model to appear inside the stomach for fake prey.
If we teleported above the ground, require touching the ground again to multi-jump. Else we can multi-jump immediately at the moment of spawning / teleporting.
Finally fix the server code attempting to animate stomach models... an issue which VT always had. No more console spam with "missing frames" when you're in the belly. Yay :D
Vore Temple map - Fix secret buttons being hard to press and annoying some players. They will now stay pressed forever, and will also make a sound when pressing them.