Mark
21102bb4ef
Melee Weapons: Code formatted for remaining melee weapons
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No actual changes, just added spaces and brackets for improved readability
2018-03-20 21:13:45 +01:00
David Dormagen
29a1a21526
club respects Rule_NoFriendFire and IsProjectileTarget ( #1993 )
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Not recommended for 8.1, because there are semantic changes: The club can now also hit targets (IsProjectileTarget) while before it could only hit OCF_Alive and C4D_Object. It's similar to the sword now.
Oh, and before it could also not hit livings that were stuck.
2018-03-11 15:04:59 +01:00
Clonkonaut
6acea8930b
Various objects: include library flammable
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Increased burn time (140 frames) for: axe, bucket, grapple bow, hammer, pickaxe, shovel, sickle. So useful items will burn a little bit longer.
Coal will burn for 245 frames and then just burst into ashes and not change into a Burned Object.
2017-11-01 00:54:24 +01:00
Mark
4b33beb9db
MoltenMonarch: Clean code
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The king size weapons overloaded entire functions from their original objects. This was replaced by adding interfaces that allow for the manipulation of the desired values.
2017-01-07 02:21:22 +01:00
Maikel de Vries
e18cee3a46
turn musket into blunderbuss
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The musket was not a very popular and useful weapon, being inferior to the bow. It now shoots 5 weaker bullets in one shot with less damage per bullet, this might require some further testing and fine-tuning. Also the weaker bullets mean that they can be used in a gatling-gun (WIP) and in the airplane as well.
2016-08-22 16:32:48 +02:00
Clonkonaut
34af29fd7b
Show quick slot item on clonk.
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All GetCarry* callbacks receive a parameter whether they are held in this slot and can then return a different display mode!
I also took the opportunity to restructure many scripts in a similar way.
2016-08-05 01:14:13 +02:00
Maikel de Vries
2a731b2545
implement Components as a property lookup table
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Lukas Werling
29491ec3b7
Replace lots of empty parameters with proplist for Sound()
2016-02-10 13:31:16 +01:00
Maikel de Vries
84218d1cbc
merge UsageHelp into Description
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This is better for the new interaction menu, since only the description is shown for items, but it can be longer now.
2016-01-23 16:28:02 +01:00
Sven Eberhardt
729712fa2f
Allow use of bucket, pickaxe, bow, club, grenade launcher, javelin and musket during scale/hangle.
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Temporarily disables scale/hangle during usage of these items.
2016-01-17 14:31:51 -05:00
Maikel de Vries
6530cba8eb
killtracing: club set controller when hitting an object
2016-01-03 12:25:38 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +01:00
David Dormagen
9f2c60c94e
adjusted some more PictureTransformation properties
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To either increase the size of the item, center it, or prevent it from going out of the bounding box.
2015-12-25 19:14:52 +01:00
David Dormagen
26250d1a30
club: introduced some sensible limits to the speed calculation
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This means that ice, melted down to 10%, does not become a 9mm bullet anymore. It also means that all objects are at least visibly moved - e.g. when deflecting arrows.
2015-12-20 19:17:35 +01:00
David Dormagen
87a03b75e2
added swing (and hit) sounds for sickle and club
2015-12-17 10:58:54 +01:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
David Dormagen
06ac00ace8
Merge branch 'master' into Controls
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Conflicts:
CMakeLists.txt
Makefile.am
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
src/control/C4Control.cpp
src/control/C4Control.h
src/gamescript/C4GameScript.cpp
2014-02-15 14:44:57 +01:00
David Dormagen
f7f3420977
correct kill tracing when flinging enemies down cliffs with melee weapons and ApplyWeaponBash
2014-02-15 14:32:48 +01:00
Martin Plicht
dd44c32e14
Remove some duplicate functions from scripts
2013-10-14 07:21:12 +02:00
David Dormagen
34fc771911
merged master into Controls
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Conflicts:
planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
2013-01-30 21:37:31 +01:00
David Dormagen
c8e6b84319
it is now easier to hit objects with the club ( #905 )
2013-01-28 21:10:18 +01:00
David Dormagen
299cc7e478
when not able to execute an Use-command (f.e. shield when not walking), the command is remembered and executed when possible
2012-12-29 18:42:19 +01:00
Tobias Zwick
1abe406ae2
descriptions and usagehelp for weapons
2012-03-28 21:14:58 +02:00
Martin Plicht
a4194c22e9
Replace 0 with nil wherever string/object/array is expected
2012-04-12 11:48:23 +02:00
Felix Wagner
2179adae7c
(boni wtf?); fixed wrongful usage of GetItemPos() to determine carry_bone due to
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change of the functions return value
2012-04-10 04:17:57 +01:00
Felix Wagner
38af458e05
Fixed/inserted various hit sounds.
2012-04-03 18:20:41 +01:00
Felix Wagner
eb6b7be7ee
Fixed various unused vars
2012-02-20 11:58:58 +00:00
Maikel de Vries
4f6ee17884
Objects: Weapons are armory products
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Also boolean functions should return booleans
2011-10-14 00:03:55 +02:00
Charles Spurrill
046d6d558f
Club doesn't switch hands when used from right slot
2011-10-12 14:19:10 -07:00
Maikel de Vries
19a466bd93
Overcast: Some fixes and moving bricks clear materials
2011-09-05 19:35:50 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00
Armin Burgmeier
675c077ed2
Change .c4d extension to .ocd
2011-03-13 16:55:00 +01:00