Mircea Kitsune [Thu, 31 Mar 2011 22:49:13 +0000 (01:49 +0300)]
No need to stop updating the view origin while in the map voting screen. As long as the view *angles* are blocked there, the camera won't move while using the mouse in map voting.
Mircea Kitsune [Thu, 31 Mar 2011 22:20:31 +0000 (01:20 +0300)]
Decrease trace_fraction by 0.1 to avoid the camera getting limited exactly at the surface of the wall. That allowed the view to poke through at some angles.
Mircea Kitsune [Thu, 31 Mar 2011 22:03:17 +0000 (01:03 +0300)]
Fix the intermission chasecam during the map voting screen. No longer revert to 1st person mode when entering map voting, but freeze any mouse input. Works well but the code needs to be better.
Mircea Kitsune [Thu, 31 Mar 2011 16:59:33 +0000 (19:59 +0300)]
Properly fix the intermission chase camera, by also updating / rendering the view during intermission as long as the intermission chase cam cvar is enabled
Mircea Kitsune [Thu, 31 Mar 2011 15:16:07 +0000 (18:16 +0300)]
makevectors goes before view_forward. Though it worked fine before too, so I'm not sure if makevectors is even needed. Just following the classic design for maximum safety :)
Mircea Kitsune [Thu, 31 Mar 2011 01:06:24 +0000 (04:06 +0300)]
Disable intermission chase cam when reaching the map voting screen. It caused the mouse cursor to move the view as well, which looked kinda odd. Don't think this is bad looking either.
Mircea Kitsune [Thu, 31 Mar 2011 00:34:41 +0000 (03:34 +0300)]
Use chase_active -1 in the code, which behaves just like 1. This can be used to mark chase_active as set by the code and thus avoid any risk of it getting stuck.
Mircea Kitsune [Thu, 31 Mar 2011 00:18:22 +0000 (03:18 +0300)]
Change how the camera position is set. No more setting the chase_back cvar, but use R_SetView to change the origin. Thanks for the help to tZork and Samual :)
Mircea Kitsune [Sat, 26 Mar 2011 17:51:33 +0000 (19:51 +0200)]
Allow chase_active to be used normally while not dead or during an intermission. Still has the issue that chase_active will remain 1 if you disconnect while dead, when you start Xonotic next time. Perhaps this can be fixed by simply set-ing the cvars in defaultXonotic.cfg?
Mircea Kitsune [Sat, 26 Mar 2011 17:26:16 +0000 (19:26 +0200)]
Disable intermission chase by default. The camera stays very close to the player for some unknown reason, and doesn't go all the way to the required distance.
terencehill [Tue, 22 Mar 2011 18:30:55 +0000 (19:30 +0100)]
Check for negative values returned by search_begin searching for waypoints frames
Also add a function to load waypoints frames of a specific extension to avoid code duplication
Actually, previous code is changed with the addition of the check for dh and of the variable ext_len
Mircea Kitsune [Sun, 20 Mar 2011 22:53:44 +0000 (00:53 +0200)]
Cvar the amount of health dead bodies must take in order to get gibbed. I thought this might have some uses, if the cost of one cvar can be accepted for this purpose. Currently defaulted to 100, as that feels best balanced to me.
terencehill [Sun, 20 Mar 2011 22:32:23 +0000 (23:32 +0100)]
Fix issues when shooting if you have unlimited ammo and current ammo is 0:
crylink and HLAC shoot once and then don't shoot anymore (or switch to a better weapon)
uzi doesn't shoot at all (or switches to a better weapon)
terencehill [Sun, 20 Mar 2011 00:01:10 +0000 (01:01 +0100)]
Add a quick check to exec the reticle code only when the reticle gets drawn!
The logic in this part of code is still a bit stupid and redundant, but I think no1 cares about so let leave it for the sake of the diff simplicity
terencehill [Thu, 17 Mar 2011 21:08:25 +0000 (22:08 +0100)]
Restore menu_picmip_bypass cvar description deleted by akari I think unintentionally in 34c4a6687aaf83a50e266b63ef9ae1b299129f38
Things like this happen when the diff isn't checked line by line...