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

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 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 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"

13 years agoMerge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Fri, 1 Apr 2011 13:09:06 +0000 (15:09 +0200)]
Merge branch 'master' of git://git.xonotic.org/xonotic/xonotic-data.pk3dir

13 years agonew command: sv_cmd adminmsg <clientno> "string" <infobartime>
Rudolf Polzer [Fri, 1 Apr 2011 13:07:57 +0000 (15:07 +0200)]
new command: sv_cmd adminmsg <clientno> "string" <infobartime>

shows using the "infobar" console command on the client

13 years agoimprove team spawn logic
Rudolf Polzer [Thu, 31 Mar 2011 19:59:05 +0000 (21:59 +0200)]
improve team spawn logic

in a non-team match, ignore team spawns if there is at least one non-team spawn

13 years agoMerge remote branch 'origin/mirceakitsune/cvared_gib_health'
Rudolf Polzer [Thu, 31 Mar 2011 07:27:22 +0000 (09:27 +0200)]
Merge remote branch 'origin/mirceakitsune/cvared_gib_health'

13 years agoMerge remote branch 'origin/mand1nga/i18n-ES'
Rudolf Polzer [Thu, 31 Mar 2011 07:26:06 +0000 (09:26 +0200)]
Merge remote branch 'origin/mand1nga/i18n-ES'

13 years agoMerge remote branch 'origin/sev/hudlayout'
Rudolf Polzer [Thu, 31 Mar 2011 07:25:44 +0000 (09:25 +0200)]
Merge remote branch 'origin/sev/hudlayout'

13 years agoSmaller powerups panel
sev [Wed, 30 Mar 2011 20:50:04 +0000 (22:50 +0200)]
Smaller powerups panel

13 years agoMerge branch 'sev/hudlayout' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev...
sev [Wed, 30 Mar 2011 20:45:47 +0000 (22:45 +0200)]
Merge branch 'sev/hudlayout' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev/hudlayout

13 years agoMerge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev/hudlayout
sev [Wed, 30 Mar 2011 20:31:39 +0000 (22:31 +0200)]
Merge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev/hudlayout

13 years agoMerge remote-tracking branch 'origin/samual/fixes_for_latest_merge'
Rudolf Polzer [Wed, 30 Mar 2011 20:28:58 +0000 (22:28 +0200)]
Merge remote-tracking branch 'origin/samual/fixes_for_latest_merge'

13 years agoMerge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev/hudlayout
sev [Wed, 30 Mar 2011 20:26:58 +0000 (22:26 +0200)]
Merge branch 'master' of ssh://git.xonotic.org/xonotic-data.pk3dir into sev/hudlayout

13 years agoReplace the old default hud, and add some updated/better defaults for the confg
Samual [Wed, 30 Mar 2011 17:01:55 +0000 (13:01 -0400)]
Replace the old default hud, and add some updated/better defaults for the confg

13 years agoMerge remote branch 'origin/master' into sev/hudlayout
Samual [Wed, 30 Mar 2011 07:54:12 +0000 (03:54 -0400)]
Merge remote branch 'origin/master' into sev/hudlayout

13 years agoMerge remote branch 'origin/master' into samual/fixes_for_latest_merge
Samual [Wed, 30 Mar 2011 07:34:19 +0000 (03:34 -0400)]
Merge remote branch 'origin/master' into samual/fixes_for_latest_merge

13 years agoFINALLY fix the "warpzonelib" error a proper way
Rudolf Polzer [Tue, 29 Mar 2011 16:32:04 +0000 (18:32 +0200)]
FINALLY fix the "warpzonelib" error a proper way

13 years agoMerge remote-tracking branch 'origin/samual/change_default_balance'
Rudolf Polzer [Mon, 28 Mar 2011 16:57:51 +0000 (18:57 +0200)]
Merge remote-tracking branch 'origin/samual/change_default_balance'

13 years agorebalance this to actually make some difference
Rudolf Polzer [Mon, 28 Mar 2011 15:45:37 +0000 (17:45 +0200)]
rebalance this to actually make some difference

13 years agofix slow push :P
Rudolf Polzer [Mon, 28 Mar 2011 15:45:06 +0000 (17:45 +0200)]
fix slow push :P

13 years agoFix some bugs in here
Rudolf Polzer [Mon, 28 Mar 2011 15:31:46 +0000 (17:31 +0200)]
Fix some bugs in here

13 years agonew toy: autocvar_g_damagepush_speedfactor - ENJOY
Rudolf Polzer [Mon, 28 Mar 2011 14:13:59 +0000 (16:13 +0200)]
new toy: autocvar_g_damagepush_speedfactor - ENJOY

13 years agomove the minstanex_ammo hack out of WR_THINK, as now multiple WR_s may use it, even...
Rudolf Polzer [Sun, 27 Mar 2011 05:32:42 +0000 (07:32 +0200)]
move the minstanex_ammo hack out of WR_THINK, as now multiple WR_s may use it, even before WR_THINK is called

13 years agoFix minstagib where isn't possible to shoot when you have 9 cells left
terencehill [Sat, 26 Mar 2011 19:48:29 +0000 (20:48 +0100)]
Fix minstagib where isn't possible to shoot when you have 9 cells left

13 years agosome unused vars be gone
Rudolf Polzer [Fri, 25 Mar 2011 22:50:45 +0000 (23:50 +0100)]
some unused vars be gone

13 years agoMinor changes
mand1nga [Fri, 25 Mar 2011 03:34:45 +0000 (00:34 -0300)]
Minor changes

13 years agoLots of fixes and polishing!
mand1nga [Fri, 25 Mar 2011 03:17:35 +0000 (00:17 -0300)]
Lots of fixes and polishing!

13 years agoInitial version of Spanish translation
Rodrigo Mouton Laudin [Fri, 25 Mar 2011 03:15:59 +0000 (00:15 -0300)]
Initial version of Spanish translation

13 years agoMerge remote branch 'origin/master' into samual/change_default_balance
Samual [Thu, 24 Mar 2011 16:24:41 +0000 (12:24 -0400)]
Merge remote branch 'origin/master' into samual/change_default_balance

13 years agoNew panel border color for single player: light blue, matching menu window color
sev [Thu, 24 Mar 2011 11:26:18 +0000 (12:26 +0100)]
New panel border color for single player: light blue, matching menu window color

13 years agoBetter names
Mircea Kitsune [Wed, 23 Mar 2011 16:59:49 +0000 (18:59 +0200)]
Better names

13 years agoFix HUD blood splash being drawn at incorrect position / size. It was using the retic...
Mircea Kitsune [Wed, 23 Mar 2011 16:54:55 +0000 (18:54 +0200)]
Fix HUD blood splash being drawn at incorrect position / size. It was using the reticle positioning, which got filtered in a recent change.

13 years agoAdded HUD layout for the Luminos skin: hud_luminos_small. Between default and minimal.
sev [Wed, 23 Mar 2011 16:40:18 +0000 (17:40 +0100)]
Added HUD layout for the Luminos skin: hud_luminos_small. Between default and minimal.

13 years agouse crylink_impact again (which is a copy of crylink_impactbig currently, but keeping...
Rudolf Polzer [Wed, 23 Mar 2011 06:17:14 +0000 (07:17 +0100)]
use crylink_impact again (which is a copy of crylink_impactbig currently, but keeping them separate for morphed to play with)

13 years agoMerge branch 'master' into samual/change_default_balance
Rudolf Polzer [Wed, 23 Mar 2011 06:16:50 +0000 (07:16 +0100)]
Merge branch 'master' into samual/change_default_balance

13 years agovisual fix for crylink impact
Rudolf Polzer [Wed, 23 Mar 2011 06:16:16 +0000 (07:16 +0100)]
visual fix for crylink impact

13 years agoMerge remote branch 'origin/terencehill/misc_bugfixes'
Rudolf Polzer [Wed, 23 Mar 2011 06:12:06 +0000 (07:12 +0100)]
Merge remote branch 'origin/terencehill/misc_bugfixes'

13 years agoMerge branch 'samual/change_default_balance' of ssh://git.xonotic.org/xonotic-data...
Samual [Wed, 23 Mar 2011 01:36:13 +0000 (21:36 -0400)]
Merge branch 'samual/change_default_balance' of ssh://git.xonotic.org/xonotic-data.pk3dir into samual/change_default_balance

13 years agoSwap the file names back and add support for old seeker abilities -- now should be...
Samual [Tue, 22 Mar 2011 23:23:56 +0000 (19:23 -0400)]
Swap the file names back and add support for old seeker abilities -- now should be good to merge

13 years agoadd key binds for balance testing (F7 = balanceSamual, F8 = balanceXonotic), also...
Rudolf Polzer [Tue, 22 Mar 2011 21:20:38 +0000 (22:20 +0100)]
add key binds for balance testing (F7 = balanceSamual, F8 = balanceXonotic), also aliases balanceSamual, balanceFruitieX