Remove balancetZork.cfg and balanceLeeStricklin.cfg (Outdated and not maintained) and rename balanceFruit.cfg to balanceFruitieX.cfg
Change damagerate to be like ticrate (instead of dividing 1 by damagerate, just have it be the damagerate value itself... So 0.2 delay is 5 tics, unlike previously where you supplied 5 and it figured out the delay
set g_projectiles_damage 2 by default (all damage, including by enemies, is calculated)
Move g_maxpushtime to balance config files -- It certainly is relevant to weapon balance, and i'd like to change its values
W_CheckProjectileDamage -- new global weapon function which check g_projectiles_damage on whether or not a projectile can take a certain kind of damage. // possible values: // -2: absolutely no damage to projectiles (no exceptions) // -1: no damage other than the exceptions (electro combo, hagar join explode, minelayer mines) // 0: only damage from contents (lava/slime) or exceptions // 1: only self damage or damage from contents or exceptions // 2: allow all damage to projectiles normally
On second thought, only add animtime to secondary_load function -- other way caused a bug ^_~
Updates to g_balance_contents_* cvars, plus new one for setting the delay for how long before you start drowning.
Add animtime cvars to hagar primary and secondary (specifically useful for hagar secondary)
g_balance_electro_secondary_damagedbycontents (allows or disallows secondary blobs to be destroyed in lava) - Also add the other new cvars for hook secondary to the balance configs
g_balance_grapplehook_damagedbycontents cvar
Linkexplode feature for hagar secondary (so that you can toggle between damaging its own projectiles or not)
Lots of new stuff... Mostly focusing around making rockets and other projectiles explode while inside lava/slime -- known bug to fix: hagar rockets seem to always get the damage spam no matter if they're in the water or not.
Merge remote branch 'origin/master' into samual/new_shotgun_tracing
support pitch shifting in the tuba if the engine supports it for faster level loading (currently, we require only sounds for notes -18, -12, -6, 0, 6, 12, 18, 24)
Merge remote branch 'origin/master' into samual/new_shotgun_tracing
More major updates to the shotgun secondary tracing, adding new features like multi-hit and non-player hit detection.
Totally re-work how the tracing works for shotgun secondary... possibly needs rebalanced, but should work decently well now.
Actually lets change around the calculation for the hagar per-shot spread a bit, now also has "bias" cvar to control how much spread there is based on how many shots are loaded.
Rework how the hagar load secondary spread works slightly (add per-shot spread like other normal weapons, plus adjust the normal spread of the attack)
New feature to grenadelauncher which allows the lifetime to be changed when the projectile bounces