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13 years agoAlso don't send the effect to a player if he has the feature disabled, further improv...
Mircea Kitsune [Sun, 10 Apr 2011 15:14:10 +0000 (18:14 +0300)]
Also don't send the effect to a player if he has the feature disabled, further improving bandwidth.

13 years agoNo need to use a self.owner to determine origin, as the sender entity already copies...
Mircea Kitsune [Sun, 10 Apr 2011 14:34:36 +0000 (17:34 +0300)]
No need to use a self.owner to determine origin, as the sender entity already copies the player's origin.

13 years agoUse checkpvs to determine if the client we're sending to can see the player with...
Mircea Kitsune [Sun, 10 Apr 2011 14:32:28 +0000 (17:32 +0300)]
Use checkpvs to determine if the client we're sending to can see the player with the damage effects. If not, abort sending to it. Should save a lot of bandwidth compared to before.

13 years agoSome small tweaks to stuff
Mircea Kitsune [Sun, 10 Apr 2011 13:58:20 +0000 (16:58 +0300)]
Some small tweaks to stuff

13 years agoBetter (shorter) defaults for damage effects
Mircea Kitsune [Sun, 10 Apr 2011 13:45:14 +0000 (16:45 +0300)]
Better (shorter) defaults for damage effects

13 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Thu, 7 Apr 2011 21:41:25 +0000 (00:41 +0300)]
Merge branch 'master' into mirceakitsune/damage_effects

13 years agofix wrong strreplace usage
Rudolf Polzer [Wed, 6 Apr 2011 20:02:44 +0000 (22:02 +0200)]
fix wrong strreplace usage

13 years agoMerge remote-tracking branch 'origin/samual/fix_csqc_strings'
Jakob MG [Tue, 5 Apr 2011 22:55:58 +0000 (00:55 +0200)]
Merge remote-tracking branch 'origin/samual/fix_csqc_strings'

13 years agoMerge remote-tracking branch 'origin/samual/balance'
Jakob MG [Tue, 5 Apr 2011 22:51:08 +0000 (00:51 +0200)]
Merge remote-tracking branch 'origin/samual/balance'

13 years agoMerge remote-tracking branch 'origin/samual/fix_hud_drawpic_expanding'
Jakob MG [Tue, 5 Apr 2011 22:48:11 +0000 (00:48 +0200)]
Merge remote-tracking branch 'origin/samual/fix_hud_drawpic_expanding'

13 years agoSome updates to falldamage - It should hurt more to fall from a flying vehicle ^_^
Samual [Tue, 5 Apr 2011 13:33:06 +0000 (09:33 -0400)]
Some updates to falldamage - It should hurt more to fall from a flying vehicle ^_^

13 years agoACTUALLY make drawpic_aspect_skin_expanding use the proper rendering for the aspect...
Samual [Tue, 5 Apr 2011 11:24:00 +0000 (07:24 -0400)]
ACTUALLY make drawpic_aspect_skin_expanding use the proper rendering for the aspect ratio. Fixes a bug that the expanding image mismatches the normal image in the HUD, now can be used for any HUD skin

13 years agoLower turnrate just slightly on the seeker
Samual [Tue, 5 Apr 2011 10:44:58 +0000 (06:44 -0400)]
Lower turnrate just slightly on the seeker

13 years agog_start_weapon_sniperrifle 0 - Disable sniper rifle for now, at least until it gets...
Samual [Tue, 5 Apr 2011 10:13:36 +0000 (06:13 -0400)]
g_start_weapon_sniperrifle 0 - Disable sniper rifle for now, at least until it gets new functionality.

13 years agogettext a string which was missed for warmup
Samual [Tue, 5 Apr 2011 09:55:46 +0000 (05:55 -0400)]
gettext a string which was missed for warmup

13 years agoUpdate starting ammo values for warmup, LMS, and nix
Samual [Tue, 5 Apr 2011 09:13:02 +0000 (05:13 -0400)]
Update starting ammo values for warmup, LMS, and nix

13 years agofix health in ekg
Rudolf Polzer [Tue, 5 Apr 2011 07:12:26 +0000 (09:12 +0200)]
fix health in ekg

13 years agoAllow the client-side cvar switch to specify particle count.
Mircea Kitsune [Mon, 4 Apr 2011 14:13:16 +0000 (17:13 +0300)]
Allow the client-side cvar switch to specify particle count.

13 years agoAlways apply the effect to bodies as well, even if gibs from that player are found...
Mircea Kitsune [Mon, 4 Apr 2011 14:10:27 +0000 (17:10 +0300)]
Always apply the effect to bodies as well, even if gibs from that player are found. Otherwise, if a body is gibbed but the player has respawned, both the gibs and respawned player having damage effects would cause the gibs blocking the effect on the respawned player. Not sure how this can be prevented, but it shouldn't be a big issue.

13 years agoOnly bound the effect's lifetime if the cvar is enabled.
Mircea Kitsune [Mon, 4 Apr 2011 13:54:38 +0000 (16:54 +0300)]
Only bound the effect's lifetime if the cvar is enabled.

13 years agoBound the maximum lifetime the effect might have at a time (server side). Currently...
Mircea Kitsune [Mon, 4 Apr 2011 12:54:19 +0000 (15:54 +0300)]
Bound the maximum lifetime the effect might have at a time (server side). Currently defaulted to 8 seconds.

13 years agoReduce effect probability on gibs each tick. Helps a lot with performance, and reduce...
Mircea Kitsune [Mon, 4 Apr 2011 12:47:27 +0000 (15:47 +0300)]
Reduce effect probability on gibs each tick. Helps a lot with performance, and reduces the effect to a sane visual amount as well.

13 years agoMerge remote branch 'origin/samual/defaults/smoothcrouch_enable'
mand1nga [Mon, 4 Apr 2011 00:51:55 +0000 (21:51 -0300)]
Merge remote branch 'origin/samual/defaults/smoothcrouch_enable'

13 years agoMerge remote branch 'origin/samual/balance'
mand1nga [Mon, 4 Apr 2011 00:38:36 +0000 (21:38 -0300)]
Merge remote branch 'origin/samual/balance'

13 years agoThis enables a featured I added in the engine a while ago which basically smooths...
Samual [Mon, 4 Apr 2011 00:34:25 +0000 (20:34 -0400)]
This enables a featured I added in the engine a while ago which basically smooths the view when crouching (previously it was an instant switch... which looked very odd.) This was SUPPOSED to be added into master a long time ago, but I didn't notice as I had it in my config.

13 years agoNew health limit and rot rate plus use g_balance_damagepush_speedfactor 2.5
Samual [Mon, 4 Apr 2011 00:17:20 +0000 (20:17 -0400)]
New health limit and rot rate plus use g_balance_damagepush_speedfactor 2.5

13 years agoMerge remote branch 'origin/fruitiex/mapvote_fix'
mand1nga [Sun, 3 Apr 2011 23:18:32 +0000 (20:18 -0300)]
Merge remote branch 'origin/fruitiex/mapvote_fix'

13 years agoMerge remote branch 'origin/fruitiex/accelerometer_fix'
mand1nga [Sun, 3 Apr 2011 23:17:12 +0000 (20:17 -0300)]
Merge remote branch 'origin/fruitiex/accelerometer_fix'

13 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Sun, 3 Apr 2011 22:36:08 +0000 (01:36 +0300)]
Merge branch 'master' into mirceakitsune/damage_effects

13 years agoCopy an existing damage repeater to another entity by properly re-creating a new...
Mircea Kitsune [Sun, 3 Apr 2011 22:24:57 +0000 (01:24 +0300)]
Copy an existing damage repeater to another entity by properly re-creating a new one, rather than using CopyEntity(). That was very buggy, and this seems to be safer, even if sometimes the effect won't show on players that respawn for some reason.

13 years agoadd the acceleration bars for these two skins too
FruitieX [Sun, 3 Apr 2011 22:24:40 +0000 (01:24 +0300)]
add the acceleration bars for these two skins too

13 years agoI was wrong. Send the ent num of the player for dead bodies for both gib splashes...
Mircea Kitsune [Sun, 3 Apr 2011 21:59:13 +0000 (00:59 +0300)]
I was wrong. Send the ent num of the player for dead bodies for both gib splashes and my damage effect.

13 years agoMerge remote branch 'origin/morphed/hpitems'
mand1nga [Sun, 3 Apr 2011 21:55:42 +0000 (18:55 -0300)]
Merge remote branch 'origin/morphed/hpitems'

13 years agoRemove the effect from respawn ghosts
Mircea Kitsune [Sun, 3 Apr 2011 21:52:39 +0000 (00:52 +0300)]
Remove the effect from respawn ghosts

13 years agoInstead, send the entnum of the player from copied bodies on gib explosion.
Mircea Kitsune [Sun, 3 Apr 2011 21:39:36 +0000 (00:39 +0300)]
Instead, send the entnum of the player from copied bodies on gib explosion.

13 years agoUndo one of my changes with ent num. I think it's best for our code if the body entnu...
Mircea Kitsune [Sun, 3 Apr 2011 21:33:12 +0000 (00:33 +0300)]
Undo one of my changes with ent num. I think it's best for our code if the body entnum is sent as it is, as our own damaged body can be shown to us after respawn.

13 years agoMake dead bodies not take any more damage after they gib. This should have always...
Mircea Kitsune [Sun, 3 Apr 2011 21:30:40 +0000 (00:30 +0300)]
Make dead bodies not take any more damage after they gib. This should have always happened IMO, as it makes no sense to make a fully hidden entity jump around when shot.

13 years agoFix another bug with dead bodies. Also set the .owner entity of dead bodies to the...
Mircea Kitsune [Sun, 3 Apr 2011 21:16:50 +0000 (00:16 +0300)]
Fix another bug with dead bodies. Also set the .owner entity of dead bodies to the player, which should be useful for other possible features.

13 years agoSome tweaks to my last commit.
Mircea Kitsune [Sun, 3 Apr 2011 21:08:08 +0000 (00:08 +0300)]
Some tweaks to my last commit.

13 years agoFix many issues with how the effect is handles. Including copying it to dead bodies...
Mircea Kitsune [Sun, 3 Apr 2011 21:02:30 +0000 (00:02 +0300)]
Fix many issues with how the effect is handles. Including copying it to dead bodies in CopyBody, removing it from players that disconnect or become spectators, and removing previous effects from players that respawn.

13 years agoSecond part of my latest change. When a body is gibbed, the damage effect will apply...
Mircea Kitsune [Sun, 3 Apr 2011 16:53:32 +0000 (19:53 +0300)]
Second part of my latest change. When a body is gibbed, the damage effect will apply to the gibs instead of him. This will need much more work, as showing the same effect on each gib causes too many particles.

13 years agoMerge remote branch 'origin/terencehill/italian_update'
mand1nga [Sun, 3 Apr 2011 16:48:09 +0000 (13:48 -0300)]
Merge remote branch 'origin/terencehill/italian_update'

13 years agoFirst part of my attempt to apply damage effects to gibs as well. Send the entity...
Mircea Kitsune [Sun, 3 Apr 2011 16:32:25 +0000 (19:32 +0300)]
First part of my attempt to apply damage effects to gibs as well. Send the entity number of the player when gibbing occurs, and set each gib's team function to it. The damage code in the client shall later scan for gibs, and if their owner's entity number is the same as the damaged player, draw particles there instead.

13 years agoComment weapons that don't use this effect in effectinfo.txt. These include the Tuba...
Mircea Kitsune [Sun, 3 Apr 2011 15:27:25 +0000 (18:27 +0300)]
Comment weapons that don't use this effect in effectinfo.txt. These include the Tuba, Porto, and Hook.

13 years agoAnd lastly, Rocket Launcher damage effect. All weapons that use this effect now have...
Mircea Kitsune [Sun, 3 Apr 2011 15:24:48 +0000 (18:24 +0300)]
And lastly, Rocket Launcher damage effect. All weapons that use this effect now have the proper particles.

13 years agoFireball effect. Obviously lotsa fire.
Mircea Kitsune [Sun, 3 Apr 2011 15:20:57 +0000 (18:20 +0300)]
Fireball effect. Obviously lotsa fire.

13 years agoMove over to Hagar and Seeker. They have a fire effect similar to Mortar, but a littl...
Mircea Kitsune [Sun, 3 Apr 2011 15:03:22 +0000 (18:03 +0300)]
Move over to Hagar and Seeker. They have a fire effect similar to Mortar, but a little bit different.

13 years agoMore transparent Electro particles
Mircea Kitsune [Sun, 3 Apr 2011 14:53:29 +0000 (17:53 +0300)]
More transparent Electro particles

13 years agoLarger and fewer Electro and Crylink particles
Mircea Kitsune [Sun, 3 Apr 2011 14:50:11 +0000 (17:50 +0300)]
Larger and fewer Electro and Crylink particles

13 years agoSniper Rifle, Nex and MinstaNex damage effects.
Mircea Kitsune [Sun, 3 Apr 2011 14:42:01 +0000 (17:42 +0300)]
Sniper Rifle, Nex and MinstaNex damage effects.

13 years agoHLAC damage effect, same as laser
Mircea Kitsune [Sun, 3 Apr 2011 14:10:49 +0000 (17:10 +0300)]
HLAC damage effect, same as laser

13 years agoFaster light fading on all effects
Mircea Kitsune [Sun, 3 Apr 2011 14:10:01 +0000 (17:10 +0300)]
Faster light fading on all effects

13 years agoHalf particle lifetime on all effects.
Mircea Kitsune [Sun, 3 Apr 2011 14:04:36 +0000 (17:04 +0300)]
Half particle lifetime on all effects.

13 years agoCrylink effects, with some changes to Electro ones and lightning.
Mircea Kitsune [Sun, 3 Apr 2011 13:56:25 +0000 (16:56 +0300)]
Crylink effects, with some changes to Electro ones and lightning.

13 years agoCorrect various errors and translate some more strings
terencehill [Sun, 3 Apr 2011 13:48:26 +0000 (15:48 +0200)]
Correct various errors and translate some more strings

13 years agoElectro effect
Mircea Kitsune [Sun, 3 Apr 2011 13:40:13 +0000 (16:40 +0300)]
Electro effect

13 years agoAdd Italian to languages.txt so that it can be selected in the menu
terencehill [Sun, 3 Apr 2011 13:34:05 +0000 (15:34 +0200)]
Add Italian to languages.txt so that it can be selected in the menu

13 years agoMinelayer damage effect. Currently the same as mortar one.
Mircea Kitsune [Sun, 3 Apr 2011 12:55:55 +0000 (15:55 +0300)]
Minelayer damage effect. Currently the same as mortar one.

13 years agoDo the last change properly, and also hide our own effect in 1st person mode.
Mircea Kitsune [Sun, 3 Apr 2011 12:51:57 +0000 (15:51 +0300)]
Do the last change properly, and also hide our own effect in 1st person mode.

13 years agoNetwork over one more byte, specifying if the damaged player is our own self. We...
Mircea Kitsune [Sun, 3 Apr 2011 12:12:12 +0000 (15:12 +0300)]
Network over one more byte, specifying if the damaged player is our own self. We need to know this in the client so we can disable self damage effects only if we aren't in chase_active mode, or other circumstances. I couldn't find any way to determine this in the client, so I have to network one more byte for this.

13 years agoAlso make a client side cvar switch
Mircea Kitsune [Sat, 2 Apr 2011 23:13:37 +0000 (02:13 +0300)]
Also make a client side cvar switch

13 years agoSkip the effect if the lifetime or tick cvars are disabled.
Mircea Kitsune [Sat, 2 Apr 2011 23:10:43 +0000 (02:10 +0300)]
Skip the effect if the lifetime or tick cvars are disabled.

13 years agoGrenadeLauncher effect (fire)
Mircea Kitsune [Sat, 2 Apr 2011 23:04:51 +0000 (02:04 +0300)]
GrenadeLauncher effect (fire)

13 years agoUzi effects, as well as tweaks to the shotgun ones.
Mircea Kitsune [Sat, 2 Apr 2011 22:16:49 +0000 (01:16 +0300)]
Uzi effects, as well as tweaks to the shotgun ones.

13 years agoIf the repeater is being updated, increase its lifetime instead of re-setting it...
Mircea Kitsune [Sat, 2 Apr 2011 21:55:45 +0000 (00:55 +0300)]
If the repeater is being updated, increase its lifetime instead of re-setting it entirely. This fixes the shotgun among other things, where only the damage of one bullet would be taken into account. Also fix an issue I can't understand with some field entities...

13 years agoDo as said in the last commit, and update the effect instead of waiting for old ones...
Mircea Kitsune [Sat, 2 Apr 2011 21:10:23 +0000 (00:10 +0300)]
Do as said in the last commit, and update the effect instead of waiting for old ones to finish. eg: If you are shot with the Laser while still bleeding after having been shot by the Shotgun, the damage effect will update to the red laser smoke and replace the blood, rather than being ignored cuz we were still bleeding from the Shotgun.

13 years agoTurn the repeater entity into a field entity. This will allow us to modify its proper...
Mircea Kitsune [Sat, 2 Apr 2011 20:57:50 +0000 (23:57 +0300)]
Turn the repeater entity into a field entity. This will allow us to modify its properties, allowing some new features (such as modifying the existing damage effect rather than having to wait for it to finish so we can spawn a new one).

13 years agoBase the lifetime of a damage effect on the damage done. Amount stays the same, but...
Mircea Kitsune [Sat, 2 Apr 2011 20:50:15 +0000 (23:50 +0300)]
Base the lifetime of a damage effect on the damage done. Amount stays the same, but the more damage the longer the effect will last. Does not add and extra networking, as this is done server-side.

13 years agoShotgun damage effect (bleeding). With blood colors for all species.
Mircea Kitsune [Sat, 2 Apr 2011 20:33:02 +0000 (23:33 +0300)]
Shotgun damage effect (bleeding). With blood colors for all species.

13 years agoAlso remove my testing print. It's not needed any more.
Mircea Kitsune [Sat, 2 Apr 2011 20:27:44 +0000 (23:27 +0300)]
Also remove my testing print. It's not needed any more.

13 years agoProperly fix the species effectnum
Mircea Kitsune [Sat, 2 Apr 2011 20:25:04 +0000 (23:25 +0300)]
Properly fix the species effectnum

13 years agoFix per-species effectnum
Mircea Kitsune [Sat, 2 Apr 2011 20:02:47 +0000 (23:02 +0300)]
Fix per-species effectnum

13 years agoskip the WarpZone_StoreProjectileData loop if there are no warpzones
Rudolf Polzer [Sat, 2 Apr 2011 19:33:55 +0000 (21:33 +0200)]
skip the WarpZone_StoreProjectileData loop if there are no warpzones

13 years agoIf the weapon is a bullet weapon (shotgun uzi or sniper), its damage effect is blood...
Mircea Kitsune [Sat, 2 Apr 2011 17:09:45 +0000 (20:09 +0300)]
If the weapon is a bullet weapon (shotgun uzi or sniper), its damage effect is blood. Since blood is species dependent, we make their effects per-species.

13 years agoMore work on the laser damage effect
Mircea Kitsune [Sat, 2 Apr 2011 17:02:11 +0000 (20:02 +0300)]
More work on the laser damage effect

13 years ago0.05 even. I defy teh lag!
Mircea Kitsune [Sat, 2 Apr 2011 16:53:25 +0000 (19:53 +0300)]
0.05 even. I defy teh lag!

13 years agoDefault the tick rate to 0.1. I don't believe this can cause any noticeable lag at...
Mircea Kitsune [Sat, 2 Apr 2011 16:48:32 +0000 (19:48 +0300)]
Default the tick rate to 0.1. I don't believe this can cause any noticeable lag at all, even lower.

13 years agoBetter laser particles
Mircea Kitsune [Sat, 2 Apr 2011 16:47:44 +0000 (19:47 +0300)]
Better laser particles

13 years agoFirst code that causes damage particles to show! Functional with the Laser so far.
Mircea Kitsune [Sat, 2 Apr 2011 16:40:55 +0000 (19:40 +0300)]
First code that causes damage particles to show! Functional with the Laser so far.

13 years agoAdd the first type of damage effect to effectinfo.txt (laser)
Mircea Kitsune [Sat, 2 Apr 2011 16:36:37 +0000 (19:36 +0300)]
Add the first type of damage effect to effectinfo.txt (laser)

13 years agoSkip the effect if the damage was not caused by a weapon
Mircea Kitsune [Sat, 2 Apr 2011 16:32:01 +0000 (19:32 +0300)]
Skip the effect if the damage was not caused by a weapon

13 years agoMake the effect dependent on both sv_gentle and cl_gentle
Mircea Kitsune [Sat, 2 Apr 2011 16:26:04 +0000 (19:26 +0300)]
Make the effect dependent on both sv_gentle and cl_gentle

13 years agoAdd more info to the debug tester
Mircea Kitsune [Sat, 2 Apr 2011 16:21:32 +0000 (19:21 +0300)]
Add more info to the debug tester

13 years agoDecrease effect tick to 0.2 seconds. I think this should be safe and not cause any...
Mircea Kitsune [Sat, 2 Apr 2011 16:12:48 +0000 (19:12 +0300)]
Decrease effect tick to 0.2 seconds. I think this should be safe and not cause any lag.

13 years agoCorrect cvar names in the cfg
Mircea Kitsune [Sat, 2 Apr 2011 16:07:40 +0000 (19:07 +0300)]
Correct cvar names in the cfg

13 years agoRename the effect from WeaponDamage to DamageEffect in code
Mircea Kitsune [Sat, 2 Apr 2011 16:05:09 +0000 (19:05 +0300)]
Rename the effect from WeaponDamage to DamageEffect in code

13 years agoCvar the server part of the effect
Mircea Kitsune [Sat, 2 Apr 2011 16:02:14 +0000 (19:02 +0300)]
Cvar the server part of the effect

13 years agoReturn if a damage effect is already active for that player. Else shooting a player...
Mircea Kitsune [Sat, 2 Apr 2011 15:46:44 +0000 (18:46 +0300)]
Return if a damage effect is already active for that player. Else shooting a player too much will cause the effect to spam, and network too many bites at a time (which could cause lag). Not fully sure if this is needed, but its safest for now.

13 years agoMake the repeater actually repeat properly
Mircea Kitsune [Sat, 2 Apr 2011 15:31:18 +0000 (18:31 +0300)]
Make the repeater actually repeat properly

13 years agoThe \n... it always gets forgotten
Mircea Kitsune [Sat, 2 Apr 2011 15:18:12 +0000 (18:18 +0300)]
The \n... it always gets forgotten

13 years agoPut a little test in place client-side. No actual particles yet.
Mircea Kitsune [Sat, 2 Apr 2011 15:15:25 +0000 (18:15 +0300)]
Put a little test in place client-side. No actual particles yet.

13 years agoOnly send the effect if the target is a player or dead body (it would be creepy to...
Mircea Kitsune [Sat, 2 Apr 2011 15:13:09 +0000 (18:13 +0300)]
Only send the effect if the target is a player or dead body (it would be creepy to see a weapon pickup BLEEDING when getting shot :P)

13 years agoFirst actual usage of the new code. Damage() will activate the repeater whenever...
Mircea Kitsune [Sat, 2 Apr 2011 15:09:44 +0000 (18:09 +0300)]
First actual usage of the new code. Damage() will activate the repeater whenever taking place.

13 years agoAttempt (once again) to implement constant player damage effects. eg: If the player...
Mircea Kitsune [Sat, 2 Apr 2011 15:07:26 +0000 (18:07 +0300)]
Attempt (once again) to implement constant player damage effects. eg: If the player is shot with the uzi, blood will fall out of him for a few seconds. If he's shot with the electro, blue steam will come out of him instead. While if shot with a rocket, fire will come out of him. This is an effect only, and is not functional yet (just basic code in place).

How it works: It uses the same system as blood and gibs. When the player is damaged, the server creates an entity that will constantly send a client entity with info (such as origin and damage weapon). The client then receives it, and spawns particles at the player's origin each time the entity is sent. Once the lifetime of the server-side sender expires, the effect stops. The reason the repeater can't be client side is because we can't track an individual player's origin there (or at least not that I know of).

13 years agoaccelerometer: remove the "glow"/fade out effects from the status bar image. They...
FruitieX [Sat, 2 Apr 2011 14:46:48 +0000 (17:46 +0300)]
accelerometer: remove the "glow"/fade out effects from the status bar image. They created an annoying gap in the center of the accelerometer.

13 years agoMapvote: Don't show the "-1 votes" count when a map has been voted out
FruitieX [Sat, 2 Apr 2011 14:32:17 +0000 (17:32 +0300)]
Mapvote: Don't show the "-1 votes" count when a map has been voted out

13 years agoput the watermark in an ifdef
Rudolf Polzer [Fri, 1 Apr 2011 16:48:02 +0000 (18:48 +0200)]
put the watermark in an ifdef

13 years agosupport # comments in player stats
Rudolf Polzer [Fri, 1 Apr 2011 13:53:36 +0000 (15:53 +0200)]
support # comments in player stats

13 years agosend a "R" line in the player stats POST that is the current version string
Rudolf Polzer [Fri, 1 Apr 2011 13:44:20 +0000 (15:44 +0200)]
send a "R" line in the player stats POST that is the current version string

13 years agoin adminmsg: entnumber 0 means "all clients"
Rudolf Polzer [Fri, 1 Apr 2011 13:12:55 +0000 (15:12 +0200)]
in adminmsg: entnumber 0 means "all clients"