From: Mario Date: Mon, 15 Dec 2014 03:31:05 +0000 (+0000) Subject: Merge branch 'sev/menu_headers' into 'master' X-Git-Tag: xonotic-v0.8.0~75 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=1400ebdf6e7c2d673fd5db2629d17d06ea61f325;hp=81a2ea6d51caecebfd69945e447ab48c275a7c80 Merge branch 'sev/menu_headers' into 'master' Sev/menu headers This branch makes the style of menu headers editable in skinfiles. It also removes a lot of redundancy by moving the initialization of the header labels into a dedicated function. Default values have been added to existing skinfiles. See merge request !55 --- diff --git a/balance-xpm.cfg b/balance-xpm.cfg index d12637da71..c254bcdf8d 100644 --- a/balance-xpm.cfg +++ b/balance-xpm.cfg @@ -188,7 +188,7 @@ set g_maxpushtime 8.0 "timeout for kill credit when your damage knocks someone i // }}} // {{{ powerups -set g_balance_powerup_invincible_takedamage 0.33 // only 1/3th damage is taken +set g_balance_powerup_invincible_takedamage 0.33 // only 1/3rd damage is taken set g_balance_powerup_invincible_time 30 set g_balance_powerup_strength_damage 3 set g_balance_powerup_strength_force 3 diff --git a/qcsrc/client/weapons/projectile.qc b/qcsrc/client/weapons/projectile.qc index 54c51b3a01..fc769408bd 100644 --- a/qcsrc/client/weapons/projectile.qc +++ b/qcsrc/client/weapons/projectile.qc @@ -45,7 +45,6 @@ void Projectile_DrawTrail(vector to) } } -.float proj_time; void Projectile_Draw() { vector rot; @@ -54,9 +53,6 @@ void Projectile_Draw() float drawn; float t; float a; - float dt = time - self.proj_time; - - self.proj_time = time; f = self.move_flags; @@ -143,7 +139,6 @@ void Projectile_Draw() if(Nade_IDFromProjectile(self.cnt) != 0) trailorigin += v_up * 4; - if(dt > 0) if(drawn) Projectile_DrawTrail(trailorigin); else @@ -204,7 +199,6 @@ void Ent_Projectile() self.count = (f & 0x80); self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN; self.solid = SOLID_TRIGGER; - self.proj_time = time; //self.effects = EF_NOMODELFLAGS; // this should make collisions with bmodels more exact, but it leads to diff --git a/qcsrc/server/weapons/accuracy.qc b/qcsrc/server/weapons/accuracy.qc index 09d42332ae..8a7f4c5b06 100644 --- a/qcsrc/server/weapons/accuracy.qc +++ b/qcsrc/server/weapons/accuracy.qc @@ -110,6 +110,7 @@ float accuracy_isgooddamage(entity attacker, entity targ) if(!warmup_stage) if(targ.deadflag == DEAD_NO) + if(!targ.frozen) if(mutator_check == MUT_ACCADD_INVALID || (mutator_check == MUT_ACCADD_VALID && IS_CLIENT(targ))) if(DIFF_TEAM(attacker, targ)) return TRUE; diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index 755ab59e59..55e6d5415e 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -290,7 +290,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - if(accuracy_isgooddamage(self.realowner, ent)) + if(accuracy_isgooddamage(self, ent)) totaldmg += bdamage * f; // apply the damage