Module dpmod: Change committed
havoc at icculus.org
havoc at icculus.org
Tue Jul 22 15:21:30 EDT 2003
Commiter : havoc
CVSROOT : /cvs/cvsroot/twilight
Module : dpmod
Commit time: 2003-07-22 19:21:30 UTC
Log message:
renumbered TE_SMALLFLASH and TE_CUSTOMFLASH to their proper numbers 72 and 73 (anyone using the te_ builtins need not worry about this), thanks to SeienAbunae for finding this bug
Modified files:
qc/dpextensions.qc
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Index: dpmod/qc/dpextensions.qc
diff -u dpmod/qc/dpextensions.qc:1.7 dpmod/qc/dpextensions.qc:1.8
--- dpmod/qc/dpextensions.qc:1.7 Sat Jul 12 07:41:49 2003
+++ dpmod/qc/dpextensions.qc Tue Jul 22 15:21:20 2003
@@ -5,13 +5,16 @@
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//builtin definitions:
+// FIXME: these need numbers assigned, and they need to be added to the engine!
//entity() spawnclient = #; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
//void(entity e) removeclient = #; // like remove but for client slots (also calls relevant disconnect functions)
//description:
//functions to allow bots to use client slots with no hacks, some notes:
-//.netname controls name on scoreboard (so be sure to set it)
-//.frags controls score on scoreboard (this is expected)
-//.clientcolors controls coloring on scoreboard (this determines player colors exactly like the "color" command, except for using )
+.string netname; //controls name on scoreboard (so be sure to set it for a bot)
+.float frags; //controls score on scoreboard (this is expected)
+.float clientcolors; //controls coloring on scoreboard (this determines player colors exactly like the "color" command, except for using a single number that contains pants and shirt colors (pants + shirt * 16, 0-255 potentially), so be sure to set it for a bot)
+//note also that these fields can be set on a real client to change the relevant settings.
+//see also DP_SV_SETCOLOR extension for another way to manipulate clientcolors (made obsolete by this extension).
//unassigned stuff: (need to write up specs but haven't yet)
.vector punchvector; // DP_SV_PUNCHVECTOR
@@ -99,7 +102,7 @@
//effects bit:
float EF_STARDUST = 2048;
//description:
-//entity emits bouncing sparkles in every direction (it is doubtful anyone would want to use this effect)
+//entity emits bouncing sparkles in every direction
//entity attributes used for rendering/networking:
//idea: Nehahra
@@ -596,7 +599,7 @@
//builtin definitions:
void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
//temp entity definitions:
-//float TE_CUSTOMFLASH = 72;
+//float TE_CUSTOMFLASH = 73;
//protocol:
//vector origin
//byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
@@ -708,7 +711,7 @@
//builtin definitions:
void(vector org) te_smallflash = #416;
//temp entity definitions:
-//float TE_SMALLFLASH = 71;
+//float TE_SMALLFLASH = 72;
//protocol:
//vector origin
//description:
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