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
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
Nicolas Hake
8e18a3fc96
Change (int)0 to nil where deprecated
2016-05-13 17:13:34 +02:00
Maikel de Vries
3907281933
fix script error when striking sword ( #1731 )
2016-05-01 16:54:05 +02:00
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
David Dormagen
9d947c7fb2
make IsProjectileTarget default to true for living beings
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..which eliminates the || GetOCF() & OCF_Alive everywhere. It also allows living things to explicitely disable being projectile targets.
This is a lot cleaner imo.
2015-12-28 11:20:11 +01:00
Maikel de Vries
509bdac5bc
remove unused Rebuy property from objects
2015-12-28 10:21:49 +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
Sven Eberhardt
40f46403ba
Move sound author attribution from Objects.ocd into main Sound.ocg (where the sounds now reside).
2015-12-13 01:09:48 -05:00
Clonkonaut
309aa5416b
Melee weapons: reset clonk's running speed if thrown ( #1487 ).
2015-12-12 20:37:42 +01:00
David Dormagen
712912f670
sword: fixed freezing Clonk in place when deleted during usage
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When the sword was deleted while striking (or on hit), the effect that would reset the Clonk's speed was also deleted. The Clonk responded with a general inability to walk.
2015-11-07 21:20:08 +01:00
David Dormagen
507d5a2fb7
sword: increased hitting range to better match visuals
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In at least one Let's Play, the player found it weird that the sword has such a short range even though it was (visually) clearly hitting the enemy. I agree.
Also, this is a (major?) sword buff of course.
2015-11-03 21:19:08 +01:00
David Dormagen
1354c0fd91
split ProjectileHit up into three functions
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This better reflects what the function does. "ProjectileHit" was never used solely for projectiles. Neither was everything of that callback ever needed in all places, which resulted in weird flag-parameter hacking and OnStrike-callbacks. Splitting this up also allows customizing different parts of the behavior further (i.e. tumbling) without adding a hundred parameters or flags to the original function.
2015-10-07 07:25:24 +02:00
David Dormagen
ac738735b2
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
src/game/C4Game.cpp
src/game/C4GraphicsSystem.cpp
src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Armin Burgmeier
0cdafc278b
Transform all mesh data to Clonk reference frame on load
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Instead of doing the transformation when drawing a mesh. This allows making
the OpenGL normal matrix more consistent, since it does not include the
Ogre-To-Clonk transformation, and so that the transformation does not need
to be inverted in the shader.
As a side effect, all Attach transformations were updated, since before
they were specified in the OGRE reference frame, not the Clonk reference
frame.
2015-08-18 20:30:20 -04:00
David Dormagen
bd04722553
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
src/game/C4GraphicsSystem.cpp
src/game/C4GraphicsSystem.h
src/game/C4Viewport.cpp
src/gui/C4GameMessage.cpp
2015-01-15 19:57:01 +01:00
Mark
850bf1b9d4
CreateObject/CreateObjectAbove ( #1214 )
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Renamed CreateObject() to CreateObjectAbove() and replaced all occurrences in script files.
Added CreateObject(), the function may need a rewrite though, see comment in code.
Updated documentation
2015-01-11 19:02:03 +01:00
David Dormagen
5722339e83
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Structure.ocd/Script.c
src/gamescript/C4GameScript.cpp
src/gui/C4GameMessage.cpp
src/gui/C4Gui.h
src/gui/C4GuiDialogs.cpp
src/gui/C4GuiWindow.cpp
2014-08-13 11:52:41 +02:00
Sven Eberhardt
13499be402
Fix Sound() from deleted context when sword is deleted in strike callback
2014-05-29 18:57:40 +02:00
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
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
Tobias Zwick
ceca8b8fc7
add SoundAt function in C4Script (part of #238 ), document
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also, extend the documentation for Sound with previously undocumented parameters; threw out undocumented and also unused "multiple" parameter.
2013-11-29 18:20:36 +07:00
David Dormagen
fc1448feaa
adapted sword to use the new particle system
2013-11-26 21:25:06 +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
Charles Spurrill
5ce45b24d7
Fix sword rotation on clonk's back
2012-11-11 11:39:08 -08:00
David Dormagen
380c2de527
fix jump strike effect not fading out when dying mid-air
2012-10-14 14:47:14 +02:00
David Dormagen
7a3173da16
fixed sword jump-effect not disappearing when jumping into liquid
2012-10-14 14:06:23 +02:00
David Dormagen
430b03f8ae
changed the sword jump effect, hopefully made clearer that it is intentional ( #747 )
2012-10-13 13:45:36 +02:00
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
David Dormagen
99638db4c9
fixed shield exploit: limited the maximum damage of the sword on one target to 9 damage every 15 frames
2012-04-10 23:31:46 +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
9548c1979d
Stupid me should have removed testing stuff...
2012-04-10 04:12:22 +01:00
Felix Wagner
b0b561a25c
Added cooldown for sword strike ( #560 ); fixed clonk getting slowed if
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WeaponStrikeExpired isn't called
2012-04-10 04:10:21 +01:00
Felix Wagner
38af458e05
Fixed/inserted various hit sounds.
2012-04-03 18:20:41 +01:00
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
Julius Michaelis
0f12b3485e
Find sounds with all extensions instead of only wav, so Sound() does no longer require .ogg extensions
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Do not replace * with ? in sound name wildcards anymore, adjust scripts
2011-10-12 23:09:22 +02:00
Tobias Zwick
480ff384f8
refactored most effects to use meaningful names for their variables
2011-07-31 17:59:51 +02:00
Charles Spurrill
bceba4ccee
Sword plays jump/slash animations again, sword also faces down on clonk's back
2011-06-08 01:49:11 -07:00
David Dormagen
9100a44d88
fixed the visuals of the sword's downwards-stab a bit
2011-06-05 01:08:54 +02:00
Armin Burgmeier
675c077ed2
Change .c4d extension to .ocd
2011-03-13 16:55:00 +01:00