Mircea Kitsune [Sat, 12 Feb 2011 00:37:17 +0000 (02:37 +0200)]
"we're already holding a weapon we can reload" when we also have some ammo to reload it.
Mircea Kitsune [Sat, 12 Feb 2011 00:32:35 +0000 (02:32 +0200)]
No need to check self.weapon here
Mircea Kitsune [Sat, 12 Feb 2011 00:28:56 +0000 (02:28 +0200)]
Make a comment more correct
Mircea Kitsune [Sat, 12 Feb 2011 00:27:39 +0000 (02:27 +0200)]
Bot skill level 2 for reloading in-hand weapon. Makes more sense
Mircea Kitsune [Fri, 11 Feb 2011 23:53:19 +0000 (01:53 +0200)]
Only for bots skill 5 and up. Since only such both can reload weapons in their inventory idly, so not switching to unloaded weapons for lower skills would cause them to never reload their guns. This also makes bots more stupid at lower skills, causing them to switch to guns they'll then have to reload during fighting.
Mircea Kitsune [Fri, 11 Feb 2011 23:44:24 +0000 (01:44 +0200)]
Only refuse reload scheduled weapons if we have something else to switch to. If we somehow have no other weapon we can use, switch to anything even during combat.
Mircea Kitsune [Fri, 11 Feb 2011 23:26:18 +0000 (01:26 +0200)]
Simplify that last code a bit
Mircea Kitsune [Fri, 11 Feb 2011 23:17:49 +0000 (01:17 +0200)]
Only avoid a reload scheduled weapon if our current one has ammo. If we're out of ammo, we must urgently switch to anything else
Mircea Kitsune [Fri, 11 Feb 2011 23:06:13 +0000 (01:06 +0200)]
Write that last code in a better way
Mircea Kitsune [Fri, 11 Feb 2011 23:01:56 +0000 (01:01 +0200)]
Bot AI: Don't switch to a weapon scheduled for reloading during combat. We spend time reloading it instead of fighting
Mircea Kitsune [Fri, 11 Feb 2011 22:55:13 +0000 (00:55 +0200)]
Fix a small issue in reload code
Mircea Kitsune [Fri, 11 Feb 2011 22:49:30 +0000 (00:49 +0200)]
Remove the first code. Now that bots know how to reload their weapons during brakes, it might be less intelligent to not switch while reloading during combat.
Mircea Kitsune [Fri, 11 Feb 2011 22:45:55 +0000 (00:45 +0200)]
Better way of checking if we're already holding a weapon we can reload
Mircea Kitsune [Fri, 11 Feb 2011 22:37:11 +0000 (00:37 +0200)]
Skill limits for each bot reloading decision. Also improve some comments
Mircea Kitsune [Fri, 11 Feb 2011 22:28:01 +0000 (00:28 +0200)]
Improve that last code. When not attacking, a bot will switch to all weapons that are not fully loaded, and attempt to reload them, to keep them ready.
Mircea Kitsune [Fri, 11 Feb 2011 22:06:58 +0000 (00:06 +0200)]
Make bots reload weapons when not attacking anyone. I'm not sure if the way I'm sending the impulse command is ok, however
Mircea Kitsune [Fri, 11 Feb 2011 21:35:43 +0000 (23:35 +0200)]
Ok, let's do a few changes to the bot AI too. Bots should not switch weapons while reloading. Since not being very intelligent, they will end up with lots of unloaded weapons they'll keep switching between, not getting to shoot many of them at all.
Mircea Kitsune [Fri, 11 Feb 2011 21:02:45 +0000 (23:02 +0200)]
Merge two voids back again. It makes more sense this way.
Mircea Kitsune [Fri, 11 Feb 2011 20:46:21 +0000 (22:46 +0200)]
Better comments
Mircea Kitsune [Fri, 11 Feb 2011 20:42:15 +0000 (22:42 +0200)]
No need to use floats when calling W_ReloadCheck, as we have the current globals to use directly.
Mircea Kitsune [Fri, 11 Feb 2011 20:39:05 +0000 (22:39 +0200)]
Move all checks where they belong
Mircea Kitsune [Fri, 11 Feb 2011 20:35:37 +0000 (22:35 +0200)]
Attempt to sort the code in a better way
Mircea Kitsune [Fri, 11 Feb 2011 20:29:46 +0000 (22:29 +0200)]
Error case: Skip reloading and warn if attempting to reload a weapon that does not have WEP_FLAG_RELOADABLE. Useful for players that make new weapons, if they ever forget to add it.
Mircea Kitsune [Fri, 11 Feb 2011 20:22:59 +0000 (22:22 +0200)]
Improve a comment
Mircea Kitsune [Fri, 11 Feb 2011 20:20:03 +0000 (22:20 +0200)]
Skip melee attack for shotgun while reloading
Mircea Kitsune [Fri, 11 Feb 2011 20:12:10 +0000 (22:12 +0200)]
Comment out that last change, rather
Mircea Kitsune [Fri, 11 Feb 2011 20:09:05 +0000 (22:09 +0200)]
Do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon, then quickly switch to another weapon and back to it. Reloading is then canceled, but the 2 second reload time is still there, so your weapon is delayed for 2 seconds without reason.
Mircea Kitsune [Fri, 11 Feb 2011 17:26:13 +0000 (19:26 +0200)]
Fix that last change
Mircea Kitsune [Fri, 11 Feb 2011 17:23:35 +0000 (19:23 +0200)]
A small change
Mircea Kitsune [Fri, 11 Feb 2011 17:07:35 +0000 (19:07 +0200)]
Rename zero_ammo to ammo_none
Mircea Kitsune [Fri, 11 Feb 2011 17:06:21 +0000 (19:06 +0200)]
Stop sending ammo type in W_Reload, now that we update self.current_ammo in WR_SETUP for each weapon.
Mircea Kitsune [Fri, 11 Feb 2011 17:01:53 +0000 (19:01 +0200)]
Oops, forgot to update the uzi.
Mircea Kitsune [Fri, 11 Feb 2011 16:57:32 +0000 (18:57 +0200)]
Set self.current_ammo in each weapon's WR_SETUP stage. That way, this float can be used for many things throughout the code, and is always updated. Not fully finished.
Mircea Kitsune [Fri, 11 Feb 2011 16:49:12 +0000 (18:49 +0200)]
Remove parts of a forgotten feature
Mircea Kitsune [Fri, 11 Feb 2011 16:45:30 +0000 (18:45 +0200)]
Use the new ammo function for laser and hook too (tested)
Mircea Kitsune [Fri, 11 Feb 2011 16:37:31 +0000 (18:37 +0200)]
Phase 2. A global ammo decreasing function. Still not fully ready
Mircea Kitsune [Fri, 11 Feb 2011 15:52:15 +0000 (17:52 +0200)]
Simplify some minstanex code
Mircea Kitsune [Fri, 11 Feb 2011 15:49:01 +0000 (17:49 +0200)]
First phase, second part.
Mircea Kitsune [Fri, 11 Feb 2011 15:31:14 +0000 (17:31 +0200)]
Attempt to further simplify the reload code, as requested. First part of the first phase.
Mircea Kitsune [Thu, 10 Feb 2011 18:22:52 +0000 (20:22 +0200)]
After intensively testing the code today, and not receiving any complaints for weeks, I'm concluding this feature is finished. Revert reload settings to default balance, and mark the code as ready to merge on my end.
Mircea Kitsune [Thu, 10 Feb 2011 17:55:07 +0000 (19:55 +0200)]
Oops, wrote wrong ammo in sniper rifle by mistake
Mircea Kitsune [Thu, 10 Feb 2011 17:48:18 +0000 (19:48 +0200)]
Small fix for Electro ammo code
Mircea Kitsune [Thu, 10 Feb 2011 16:49:35 +0000 (18:49 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system
Rudolf Polzer [Thu, 10 Feb 2011 12:42:21 +0000 (13:42 +0100)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Thu, 10 Feb 2011 12:42:01 +0000 (13:42 +0100)]
more translation for French
Rudolf Polzer [Thu, 10 Feb 2011 06:05:58 +0000 (07:05 +0100)]
fix typo
Rudolf Polzer [Wed, 9 Feb 2011 20:25:51 +0000 (21:25 +0100)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Wed, 9 Feb 2011 20:22:43 +0000 (21:22 +0100)]
add cl_allow_uidtracking
Rudolf Polzer [Wed, 9 Feb 2011 12:33:54 +0000 (13:33 +0100)]
fix part of the last merge, because the "favorite" button is supposed to work even with an empty server list, if the server IP text box is not empty
Rudolf Polzer [Wed, 9 Feb 2011 12:33:08 +0000 (13:33 +0100)]
Merge remote branch 'origin/terencehill/misc_bugfixes'
Rudolf Polzer [Wed, 9 Feb 2011 08:11:21 +0000 (09:11 +0100)]
print a message when encountering "type"
terencehill [Tue, 8 Feb 2011 14:46:55 +0000 (15:46 +0100)]
Disable Bookmark button if there are no server
Rudolf Polzer [Tue, 8 Feb 2011 09:41:21 +0000 (10:41 +0100)]
mark the Per weapon string translatable
Rudolf Polzer [Tue, 8 Feb 2011 09:39:23 +0000 (10:39 +0100)]
Merge remote branch 'origin/akari/healthcross'
Conflicts:
qcsrc/menu/xonotic/dialog_multiplayer_playersetup.c
Rudolf Polzer [Tue, 8 Feb 2011 09:25:40 +0000 (10:25 +0100)]
Merge remote branch 'origin/mirceakitsune/gametypefilter_teamspawns'
Rudolf Polzer [Tue, 8 Feb 2011 09:20:49 +0000 (10:20 +0100)]
make mines "super aggressive" (turn off the friend-nearby check) when it is expired
Samual [Tue, 8 Feb 2011 06:28:32 +0000 (01:28 -0500)]
Decrease rocket health so that it can be blown up more easily by grenades/electro
Samual [Tue, 8 Feb 2011 06:26:02 +0000 (01:26 -0500)]
Adjust rocket health from 40 to 30, this way mortars can blow it up easier but lasers can only move it
Samual [Tue, 8 Feb 2011 06:22:02 +0000 (01:22 -0500)]
Merge remote branch 'origin/master' into samual/balancesamual
Samual [Tue, 8 Feb 2011 06:12:42 +0000 (01:12 -0500)]
Disable HLAC as I want to replace it with a lightning gun, and also add zoom to sniper rifle secondary as IT IS A SNIPER. If any weapon makes the most sense with zoom on secondary, this one does.
Samual [Tue, 8 Feb 2011 05:56:24 +0000 (00:56 -0500)]
Make it so that minelayer shows up in g_weaponarena "most" -- fix the comments in the code -- change the mine firing spped and lifetime (for now 10 second lifetime, maybe in the future it will be longer)
Rudolf Polzer [Mon, 7 Feb 2011 19:36:16 +0000 (20:36 +0100)]
Merge branch 'savagex/plat-movehack'
Maik Merten [Mon, 7 Feb 2011 19:15:21 +0000 (20:15 +0100)]
reduce offset a bit that prevents players from getting stuck in platforms. (0 0 1) was a bit excessive.
terencehill [Mon, 7 Feb 2011 18:05:49 +0000 (19:05 +0100)]
Fix Map Info dialog can be opened by pressing ENTER in the map list if there are no maps for the current gametype
This bug fix also disables other keys when there are no maps as there's nothing to do
Samual [Mon, 7 Feb 2011 07:55:19 +0000 (02:55 -0500)]
Merge remote branch 'origin/master' into samual/balancesamual
Conflicts:
balanceXonotic.cfg
Samual [Mon, 7 Feb 2011 07:49:37 +0000 (02:49 -0500)]
Some quick work on a feature for the minelayer which plays a sound at the end of its lifetime, this way you can have e.g. a countdown of its death alerting you it's going to die.
Rudolf Polzer [Mon, 7 Feb 2011 06:50:57 +0000 (07:50 +0100)]
complete German translation
Rudolf Polzer [Mon, 7 Feb 2011 06:32:50 +0000 (07:32 +0100)]
add the other 3 languages to the menu
Rudolf Polzer [Mon, 7 Feb 2011 06:29:31 +0000 (07:29 +0100)]
update unfinished translations a bit
Rudolf Polzer [Mon, 7 Feb 2011 06:29:03 +0000 (07:29 +0100)]
credits for Finnish translation
Rudolf Polzer [Mon, 7 Feb 2011 06:27:15 +0000 (07:27 +0100)]
Finnish by Exitium
Mircea Kitsune [Sun, 6 Feb 2011 22:42:52 +0000 (00:42 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system
Maik Merten [Sun, 6 Feb 2011 14:39:15 +0000 (15:39 +0100)]
be more specific on alternatives to controlled movement
Rudolf Polzer [Sun, 6 Feb 2011 14:36:29 +0000 (15:36 +0100)]
CPMA has teleport maxspeed of 400, I got told
Maik Merten [Sun, 6 Feb 2011 14:31:39 +0000 (15:31 +0100)]
Merge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into savagex/plat-movehack
Rudolf Polzer [Sat, 5 Feb 2011 19:14:27 +0000 (20:14 +0100)]
Merge remote branch 'origin/terencehill/typos'
Rudolf Polzer [Sat, 5 Feb 2011 19:13:46 +0000 (20:13 +0100)]
Merge remote branch 'origin/terencehill/short_sliders_fix'
Rudolf Polzer [Fri, 4 Feb 2011 21:06:27 +0000 (22:06 +0100)]
balanceXonotic: updates by atheros
Samual [Thu, 3 Feb 2011 21:18:44 +0000 (16:18 -0500)]
Some force updates and some mortar balance changes... it was way overpowered before. Also: Lets remove the hagar (g_start_weapon) and take its secondary and place it on the crylink. This needs more work (hagar secondary on crylink) but should be an improvement from how it's done now.
terencehill [Wed, 2 Feb 2011 17:25:04 +0000 (18:25 +0100)]
Fix length of some sliders in 2 panel dialogs, value field text was unreadable because too much compressed
These sliders were added to the menu intentionally with a minor size to reduce graphical slider length and let value field text overflow to occupy more space. With the "compact text" system this hack made things worse.
Samual [Tue, 1 Feb 2011 16:52:29 +0000 (11:52 -0500)]
Fix the nex a little (To be exactly like what tZork wanted), and also the seeker -- needs moar changes though (Hold on tZork)
Samual [Tue, 1 Feb 2011 16:48:55 +0000 (11:48 -0500)]
Merge remote branch 'origin/master' into samual/balancesamual
Mircea Kitsune [Mon, 31 Jan 2011 22:38:27 +0000 (00:38 +0200)]
Add a "teamspawns" and "noteamspawns" feature to gametypefilter. I believe this is useful for maps that filter entities when team spawns are used. It can avoid adding each gametype manually in entities, and updating maps if a gametype is changed or added in Xonotic. I know about the "teams" and "noteams" switch, but these ignore team games that don't use team spawns and therefore a red / blue base (like TDM or DOM).
terencehill [Mon, 31 Jan 2011 18:09:03 +0000 (19:09 +0100)]
Rename treshold to threshold in 2 cvar names
terencehill [Mon, 31 Jan 2011 18:06:33 +0000 (19:06 +0100)]
Fix some typo in cvars descriptions
Rudolf Polzer [Mon, 31 Jan 2011 15:15:17 +0000 (16:15 +0100)]
add a format spec comment
Rudolf Polzer [Mon, 31 Jan 2011 15:02:34 +0000 (16:02 +0100)]
player stats: also send team scoreboard
Mircea Kitsune [Sun, 30 Jan 2011 20:56:30 +0000 (22:56 +0200)]
Fix laser setting the last used ammo to 1 when reloading it after having switched to another weapon. We need to use a field float there that is always 0, or the ..float sets the last ammo instead of reporting no ammo.
Mircea Kitsune [Sun, 30 Jan 2011 20:39:21 +0000 (22:39 +0200)]
Prettier name for DoReload (TriggerReload)
Mircea Kitsune [Sun, 30 Jan 2011 20:36:38 +0000 (22:36 +0200)]
Write a useful comment
Mircea Kitsune [Sun, 30 Jan 2011 20:35:52 +0000 (22:35 +0200)]
Share the final reload code that comes to mind. The reload code is for the most part shared now :)
Mircea Kitsune [Sun, 30 Jan 2011 20:17:18 +0000 (22:17 +0200)]
Create a RELOADABLE weapon flag, and use it to prevent running useless shared code for weapons where it's not set
Samual [Sun, 30 Jan 2011 20:08:38 +0000 (15:08 -0500)]
Fix Nexgun so that it has a cvar for the animation limit separate from autocharge limit - Also make it so that my balance no longer has a limit, and remove falloff. Also: Nerf velocity charge greatly.
Mircea Kitsune [Sun, 30 Jan 2011 20:03:46 +0000 (22:03 +0200)]
Commonize even more code, now that its possible
Mircea Kitsune [Sun, 30 Jan 2011 19:48:07 +0000 (21:48 +0200)]
Fix laser modelindex thingie (doesn't like reload's ammo float being 0)
Mircea Kitsune [Sun, 30 Jan 2011 17:57:59 +0000 (19:57 +0200)]
Adapt the laser and its no-ammo usage too
Mircea Kitsune [Sun, 30 Jan 2011 17:25:45 +0000 (19:25 +0200)]
Fix ammo types
Mircea Kitsune [Sun, 30 Jan 2011 17:19:25 +0000 (19:19 +0200)]
Port new code to all weapons, part 2
Mircea Kitsune [Sun, 30 Jan 2011 16:58:34 +0000 (18:58 +0200)]
Port new code to all weapons, part 1
Mircea Kitsune [Sun, 30 Jan 2011 16:38:27 +0000 (18:38 +0200)]
Turn weapon load floats into a single float with an array. The new system should be ready, and porting it to all guns is next