zicodxx
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2c5176a336
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when updating game info also check for player connected status in case we send to everyone
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2012-05-16 10:41:15 +02:00 |
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zicodxx
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8699ae6b63
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In Multiplayer when taking damage, the game will only leave menus when shield drop below 5
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2012-05-16 01:06:16 +02:00 |
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zicodxx
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1c8dc35257
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Do not allow ports below 1024; More verbosity for udp_open_socket()
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2012-05-16 00:59:19 +02:00 |
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zicodxx
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d472f592a0
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Do not send endlevel packets to disconnected (but still saved) clients
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2012-05-15 23:39:24 +02:00 |
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zicodxx
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2bed74b056
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:18 +02:00 |
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zicodxx
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d3fb313fd9
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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zicodxx
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dbb5eeef35
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Made inline functions static
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2012-05-14 17:13:27 +02:00 |
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zicodxx
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6d3782996c
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:30 +02:00 |
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zicodxx
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20b8e59305
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Incremented version to 0.57.3; Added Release notes
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2012-05-10 19:10:49 +02:00 |
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zicodxx
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bfef7393d5
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:54:22 +02:00 |
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zicodxx
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57d3f3b34f
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Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons and properly respects super laser; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
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2012-05-10 14:39:26 +02:00 |
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zicodxx
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4eaddede80
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Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
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2012-05-10 01:40:39 +02:00 |
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zicodxx
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1475eccac4
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Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
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2012-05-09 01:22:31 +02:00 |
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zicodxx
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b0f34d2b89
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fixed copy/paste mistake
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2012-04-30 00:38:45 +02:00 |
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zicodxx
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347775de93
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Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level
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2012-04-27 02:09:48 +02:00 |
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zicodxx
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6e0abf59c4
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little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
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2012-04-24 11:55:16 +02:00 |
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zicodxx
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4e4f949bc0
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fixed improper player disconnecting which might have been caused by endlevel packet
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2012-04-23 16:15:19 +02:00 |
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Chris Taylor
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561aba1d9d
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Change MarkerScale changing keys from KEY_COMMA and KEY_PERIOD to KEY_F11 and KEY_F12 respectively, so I can use the former as controls in the automap
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2012-04-22 17:38:14 +08:00 |
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zicodxx
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b02060216e
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Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
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2012-04-18 11:28:23 +02:00 |
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Chris Taylor
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84bbf2c48e
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Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, init Cursegp to NULL, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
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2012-04-17 17:37:15 +08:00 |
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Chris Taylor
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8b8e5d2635
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Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
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2012-04-17 17:15:09 +08:00 |
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Chris Taylor
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17bdf55a05
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Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
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2012-04-17 15:46:39 +08:00 |
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Chris Taylor
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aecfbbee23
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Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
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2012-04-17 15:36:23 +08:00 |
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Chris Taylor
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5197d7665a
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Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)
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2012-04-17 15:20:14 +08:00 |
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Chris Taylor
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1c85ce7848
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Finish the game cleanly, closing Game_wind, if Current_level_num is 0
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2012-04-17 15:05:43 +08:00 |
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Chris Taylor
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e55406d1ee
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Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed this
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2012-04-17 14:28:50 +08:00 |
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Chris Taylor
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1fd979a76b
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Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
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2012-04-16 14:42:34 +08:00 |
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Chris Taylor
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82cce8afb6
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Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
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2012-04-16 13:26:55 +08:00 |
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zicodxx
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8fc772586c
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fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
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2012-04-16 01:13:29 +02:00 |
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zicodxx
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0011e44087
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Fixed set but unused variables in OGL build
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2012-04-15 16:15:21 +02:00 |
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zicodxx
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8a136a461c
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addition for last commit - forgot to fix when resolving merge-conflict
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2012-04-15 16:06:02 +02:00 |
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zicodxx
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3a96935748
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Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
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2012-04-15 15:32:48 +02:00 |
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Chris Taylor
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311f835bf8
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Clicking on mine elements in the editor now works in ogl
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2012-04-15 13:45:45 +08:00 |
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zicodxx
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90e41c1c85
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When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()
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2012-04-15 03:05:28 +02:00 |
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Chris Taylor
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96d872adb8
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Set the correct palette for the editor
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2012-04-14 18:29:02 +08:00 |
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Chris Taylor
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d0544583fd
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Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
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2012-04-14 17:42:44 +08:00 |
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Chris Taylor
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7b6bfa5fc8
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Fix crash when playing a level straight from the editor (check if Current_mission has actually been loaded, like the other ex-crash)
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2012-04-14 15:18:50 +08:00 |
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Chris Taylor
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2ca5303028
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Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
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2012-04-14 15:09:21 +08:00 |
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Chris Taylor
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2ab19658dc
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Only do an Int3 in write_game_text_file when PHYSFS_close returns 0, which is an error, not when it returns 1
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2012-04-14 14:13:01 +08:00 |
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Chris Taylor
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372d0f2733
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Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.c
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2012-04-14 13:46:20 +08:00 |
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Chris Taylor
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8ba0bdc492
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Fix crash when loading a level in the editor
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2012-04-14 13:34:43 +08:00 |
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zicodxx
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2c7a8b419b
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Removed redundant call of songs_stop_all() when starting credits; Added failsafe for loop in case MHDR_DONE flag is not properly set by MIDI device; Added more verbosity for hmp_reset()
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2012-04-12 19:45:45 +02:00 |
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zicodxx
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e45dd761b3
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addition for r1310 forgotten to commit
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2012-04-12 11:31:30 +02:00 |
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zicodxx
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f35eba5f04
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Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
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2012-04-12 02:15:26 +02:00 |
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Chris Taylor
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e7e034b7bd
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Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)
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2012-04-09 20:41:47 +08:00 |
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Chris Taylor
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e2bf33dbdc
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No setting the screen mode when calling a newmenu function, so if it shows the 'Save Mine' messagebox in the editor, it won't change the screen resolution and trash everything. (If this causes problems, we can make it use the MessageBox if it's still in the editor, nm_messagebox otherwise)
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2012-04-09 19:20:02 +08:00 |
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zicodxx
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bf2a058129
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in software rendering scale savestate thumbnail to correct size
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2012-04-09 00:19:16 +02:00 |
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zicodxx
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091dbd8769
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plasma fire can ignite bombs which are dropped while firing. to compensate added a timed check where at least one projectile must be older than 200ms to trigger a possible collision. this fixes this issue if the player is moving away from the bomb
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2012-04-08 16:59:51 +02:00 |
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zicodxx
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6a4ea459e7
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added specification for Descent: Destination Saturn briefing screen to properly show briefings; added different briefing structure for Descent 1 Shareware which has a slightly different order of the usual briefings
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2012-04-08 15:47:58 +02:00 |
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zicodxx
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a22b6aa6ec
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record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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2012-04-07 16:13:12 +02:00 |
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