Mircea Kitsune [Wed, 2 Mar 2011 22:19:06 +0000 (00:19 +0200)]
Merge branch 'master' into mirceakitsune/universal_reload_system, with some VERY conflicting changes. This is why I have waiting a long time for a branch to get merged in master.
Rudolf Polzer [Fri, 18 Feb 2011 14:43:33 +0000 (15:43 +0100)]
support Q3A's gametype filtering (notteam, notq3a, notsingle, gametype) as in ioq3 source. Has a known bug it shares with ioq3 (namely, that "gametype" "teamtournament" also matches "tournament" (in Xonotic: arena) and "team" because of retarded substring matching). ONLY the game type names ffa (anything non-teamplay not having a more special name), tournament (Arena), single (maxplayers == 1), team (anything teamplay not having a more special name), ctf (ctf, duh) are supported, as we currently have nothing matching Q3A's oneflag, obelisk, harvester and teamtournament modes!
terencehill [Thu, 17 Feb 2011 21:27:59 +0000 (22:27 +0100)]
menu sounds improvements:
- play menu2 sound on mouse release rather than on mouse press, it makes more sense (particularly for sliders)
- play menu1 sound in focusEnter rather in draw, with very simple (and less expensive) code; the behaviour is the same
- play menu1 sound in focusEnter for sliders too, it's more coherent this way
Samual [Wed, 16 Feb 2011 10:04:39 +0000 (05:04 -0500)]
Redo a lot of the crosshair_ring code, add new ring images for nex and sniper rifle, and add support for minelayer ring. Todo: Make a new image for minelayer ring - Add real support for minelayer_maxmines
Samual [Tue, 15 Feb 2011 22:31:46 +0000 (17:31 -0500)]
hud_panel_radar 2 (always on) by default for hud_luminos.cfg -- This is so that modes like keepaway work with the radar, and so that the hud is consistent always. Besides: It's always on for other hud configs, why not default regardless of the keepaway aspect?
Mircea Kitsune [Mon, 14 Feb 2011 16:39:01 +0000 (18:39 +0200)]
If we drop a weapon that's loaded, give the ammo back to the player. The player will then have to reload that weapon if he picks up another one of the same type.
Samual [Mon, 14 Feb 2011 07:17:24 +0000 (02:17 -0500)]
Update the starting health (was 150, now 100 -- no weapon can do 100 easily and there's already an anti-spawn kill delay so) -- Also, change the refire for the rocketlauncher and lower its guiderate slightly. This makes it more useful for non-combo play and more prefered for mid-range type situations
Samual [Mon, 14 Feb 2011 01:16:38 +0000 (20:16 -0500)]
Add a cvar to control the font size used in hud_notify (note: Still relative, not in pixels.. could maybe be adjusted later) - this is so that text isn't always cut off all the time with the notify panel, as usually you can barely see a name when it's cut off with its giant text. 1.0 is original size, 0.8 is proposed size. Personally i'm going to use 0.5 though.
terencehill [Sat, 12 Feb 2011 15:37:43 +0000 (16:37 +0100)]
Remove an empty line from Player Setup window to make visible the last item (this window is really overloaded!)
Also disable crosshair_color_per_weapon checkbox if crosshair_color_by_health is enabled
And remove useless TDempty
terencehill [Sat, 12 Feb 2011 11:10:37 +0000 (12:10 +0100)]
Make Bookmark button update its text (Bookmark/Remove) on address change
Otherwise when an address is in favorites list (the button shows "Remove"), modifying the input box text the button still shows "Remove" but clicking it the address gets bookmarked
Mircea Kitsune [Sat, 12 Feb 2011 00:55:08 +0000 (02:55 +0200)]
Actually, that check is not needed at all. If we're holding a weapon we can reload, it means we're already reloading it, which means it's already being checked :)
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 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 22:28:01 +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 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 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 20:09:05 +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.