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BUGFIX: Several weapon-related changes

 
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Rain



Joined: 02 Aug 2003
Posts: 651
Location: Muffin Laboratories

PostPosted: Tue Jul 06, 2004 11:41 am    Post subject: BUGFIX: Several weapon-related changes Reply with quote

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.
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Rain
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Wed Jul 07, 2004 8:07 am    Post subject: Reply with quote

get a live Razz
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Rain



Joined: 02 Aug 2003
Posts: 651
Location: Muffin Laboratories

PostPosted: Wed Jul 07, 2004 12:02 pm    Post subject: Reply with quote

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.
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Wed Jul 07, 2004 12:03 pm    Post subject: Reply with quote

hehe you would need more then 1 week for that Very Happy

besides you never keep up whit my posting speed
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Rain



Joined: 02 Aug 2003
Posts: 651
Location: Muffin Laboratories

PostPosted: Wed Jul 07, 2004 12:15 pm    Post subject: Reply with quote

=FF=im2weak4u wrote:
hehe you would need more then 1 week for that Very Happy

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!
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forty



Joined: 14 Mar 2004
Posts: 3
Location: Western, MA

PostPosted: Sat Jul 10, 2004 10:35 pm    Post subject: Reply with quote

Sweet.

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



Joined: 16 Jan 2004
Posts: 268
Location: US

PostPosted: Sun Jul 11, 2004 4:14 am    Post subject: Reply with quote

forty wrote:
Sweet.

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

That's what they're for :)
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kingbolt



Joined: 14 Apr 2004
Posts: 131

PostPosted: Mon Aug 30, 2004 1:25 am    Post subject: Reply with quote

Lolz....
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Chruker



Joined: 26 Jun 2004
Posts: 12

PostPosted: Mon Apr 18, 2005 3:37 pm    Post subject: Reply with quote

/revive old_thread

Hi rain. After applying the changes to the BurnMeGood function it get this:
Code:
   // 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?
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Chruker



Joined: 26 Jun 2004
Posts: 12

PostPosted: Mon Apr 18, 2005 4:00 pm    Post subject: Reply with quote

And also where should G_BurnMeGood be called with the chunk entity.
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Rain



Joined: 02 Aug 2003
Posts: 651
Location: Muffin Laboratories

PostPosted: Wed May 04, 2005 12:30 am    Post subject: Reply with quote

Chruker wrote:
/revive old_thread

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


however where is origin used?

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

Whoops! Embarassed

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:
        if (body->flameQuota < 0)
            body->flameQuota = 0;
    }

    // rain - BurnMeGood takes the parent directly attacker now, flamechunk
    // separately
    G_BurnMeGood( self->parent, body, self );
}

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Chruker



Joined: 26 Jun 2004
Posts: 12

PostPosted: Wed May 04, 2005 1:57 am    Post subject: Reply with quote

Ok thank you for clarifying it Smile
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