Page 1 of 1

BUGFIX: Several weapon-related changes

Posted: Tue Jul 06, 2004 11:41 am
by Rain
I've made a diff of just about all the weapon changes in etpro that actually change behavior. Some free bugfixes in there, but don't hope to apply the patch directly (it'd be more work than I feel like doing right now to make such a patch.) There are also rather complicated-ish fix for dynamite plants which isn't included in the diff; bani suggested I supply it separately, so the here's the entire Weapon_Engineer function (along with a small small diff against g_combat.c to go with it.) If you want the flamethrower fix, bani_ft_off() is called just after the if () {} that calls SpectatorThink() (i.e. not within the if), and the relevant functions are here.

Posted: Wed Jul 07, 2004 8:07 am
by =FF=im2good4u
get a live :P

Posted: Wed Jul 07, 2004 12:02 pm
by Rain
I have a (bit of) a life. If I didn't have one, I'd go through with my original plan to edit your posts for grammar and spelling for a week to see everyone's reaction.

Posted: Wed Jul 07, 2004 12:03 pm
by =FF=im2good4u
hehe you would need more then 1 week for that :D

besides you never keep up whit my posting speed

Posted: Wed Jul 07, 2004 12:15 pm
by Rain
=FF=im2weak4u wrote:hehe you would need more then 1 week for that :D

besides you never keep up whit my posting speed
I could probably keep up with your posting speed (for a while, I had the misfortune of editing text from people who type worse/have worse grammar than you on a regular basis), but I don't know how long I'd be able to go before my brain started oozing out of my ears.
:moo:

Posted: Sat Jul 10, 2004 10:35 pm
by forty
Sweet.

Is it acceptable to include these in other mods, with due credit?

Posted: Sun Jul 11, 2004 4:14 am
by zinx
forty wrote:Sweet.

Is it acceptable to include these in other mods, with due credit?
That's what they're for :)

Posted: Mon Aug 30, 2004 1:25 am
by kingbolt
Lolz....

Posted: Mon Apr 18, 2005 3:37 pm
by Chruker
/revive old_thread

Hi rain. After applying the changes to the BurnMeGood function it get this:

Code: Select all

	// rain - fill in our own origin if we have no flamechunk
	if (chunk != NULL)
		VectorCopy(chunk->r.currentOrigin, origin);
	else
		VectorCopy(self->r.currentOrigin, origin);
	
	// JPW NERVE -- yet another flamethrower damage model, trying to find a feels-good damage combo that isn't overpowered
	if (body->lastBurnedFrameNumber != level.framenum) {
		G_Damage( body, self, self, vec3_origin, self->r.currentOrigin, 5, 0, MOD_FLAMETHROWER ); // was 2 dmg in release ver, hit avg. 2.5 times per frame
		body->lastBurnedFrameNumber = level.framenum;
	}
however where is origin used?

Should self->r.currentOrigin in the G_Damage line had been replaced with origin?

Posted: Mon Apr 18, 2005 4:00 pm
by Chruker
And also where should G_BurnMeGood be called with the chunk entity.

Posted: Wed May 04, 2005 12:30 am
by Rain
Chruker wrote:/revive old_thread

Hi rain. After applying the changes to the BurnMeGood function it get this:

Code: Select all

...
however where is origin used?

Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
Whoops! :oops:

Good catch—yes, self->r.currentOrigin should be origin. That part doesn't really matter, though; the important part is the "use ourself as the attacker if we have no flamechunk" bit.
Chruker wrote:And also where should G_BurnMeGood be called with the chunk entity.
Looks like I missed this in the diff--that change should be at the end of G_BurnTarget (g_missile.c):

Code: Select all

        if &#40;body->flameQuota < 0&#41;
            body->flameQuota = 0;
    &#125;

    // rain - BurnMeGood takes the parent directly attacker now, flamechunk
    // separately
    G_BurnMeGood&#40; self->parent, body, self &#41;;
&#125;

Posted: Wed May 04, 2005 1:57 am
by Chruker
Ok thank you for clarifying it :-)