Mircea Kitsune [Mon, 4 Oct 2010 20:40:49 +0000 (23:40 +0300)]
Don't switch away from the Mine Layer when pressing primary fire if there are mines placed on the ground. Being able to select the mine layer again if you switched to another weapon however (if you have no ammo) is a bit trickier.
Mircea Kitsune [Mon, 4 Oct 2010 17:11:32 +0000 (20:11 +0300)]
Attempt to re-spawn the projectile as a non-csqc entity once it hits the ground, so it can face in the proper dirrection. Not ready yet and this revision only brakes the gun!
Mircea Kitsune [Mon, 4 Oct 2010 15:37:01 +0000 (18:37 +0300)]
Remove "last mine" system, kept from the rocket launcher. It doesn't matter which your last mine is, since all your mines are treated equally. This appears to fix the remote detonation bug too.
Mircea Kitsune [Mon, 4 Oct 2010 14:38:36 +0000 (17:38 +0300)]
Fix "mines getting stuck in the air" issues. A mine that touches any moving entity will just fall, and only lock in place when it touches non-movable objects.
Mircea Kitsune [Sun, 3 Oct 2010 18:39:14 +0000 (21:39 +0300)]
Fix a very rare and major issue that took place if someone killtarget'ed a func_bobbing on a map (not something you commonly do but I found a way to fix it). Issue description:
Make a map and place a func_bobbing on it, a trigger_multiple that killtarget's the func_bobbing, and the hook gun pickup somewhere. Get the hook gun in that map and shoot at the walls with it (make sure the map is large enough so the hook flies for at least one second before hitting a wall). The hook will behave normally. Now trigger the trigger_multiple and watch it make the func_bobbing disappear like it should. However, from this point on, shooting the hook gun will cause the hook to change direction in the air and go toward origin '0 0 0' half of the time you shoot it.
This seems to be because the func_bobbing's controller (that moves it up and down) attaches to the hook projectile if the func_bobbing is killed, for an unknown reason (likely happens with other projectiles too). So I added a check that makes it only change the velocity of func_bobbing as long as its classname corresponds. That way, if someone makes a map where they want to killtarget a func_bobbing for whatever reason, that won't brake projectiles.
Mircea Kitsune [Sun, 3 Oct 2010 11:30:28 +0000 (14:30 +0300)]
Botclip CTF flags and Keyhunt keys too. Or if the key / flag gets dropped through a botclip, bots may not reach them an continue the game on some maps.
Mircea Kitsune [Sun, 3 Oct 2010 11:18:12 +0000 (14:18 +0300)]
Implement botclip common shader. Bot clips can now be used to block bots from specific areas of a map. The common shader should be restored with this change too.
Mircea Kitsune [Sat, 2 Oct 2010 12:13:27 +0000 (15:13 +0300)]
Target changelevel, for single plater needs. Should do what Quake's trigger_changelevel did, but as a target. Also allows forcing a certain gametype, or just ending the match rather than changing the gametype.
Jakob MG [Tue, 28 Sep 2010 19:08:28 +0000 (21:08 +0200)]
Make relay_activate and co work for thise ents:
trigger_hurt
trigger_heal
trigger_impulse
trigger_push
func_rotating
func_bobbing
func_button
func_fourier
func_vectormamamam
trigger_teleport
Mircea Kitsune [Sun, 26 Sep 2010 00:57:44 +0000 (03:57 +0300)]
Make the final changes I can think of at the moment. There's still a TODO list (will post it on the forum) and things I might have missed, but other than that it should be ready for testing.