Fabian Woltermann
9f30736a1a
Put the action window submenus into separate windows to avoid overlapping menu items.
2020-06-11 13:41:20 +02:00
David Gibson
64f61df93f
added multiplayer versionof min angle spawn logic
2020-06-05 21:38:06 -05:00
David Gibson
bb76e2fdcd
Implemented minimum angle option for spawned weapons, single player only currently.
2020-06-05 21:38:06 -05:00
Goober5000
82b9a392e1
fix CI thing
2020-05-16 14:22:00 -04:00
Goober5000
ab2a2d46d6
make cmdline-friendly
2020-05-16 14:22:00 -04:00
Goober5000
b0f812b808
some fixes
2020-05-16 14:22:00 -04:00
Goober5000
7e8ffcec86
also list weapons whose base weapon is player-allowed
2020-05-16 14:22:00 -04:00
Goober5000
7a9bebecf6
fix multiplier based on new info
2020-05-16 14:22:00 -04:00
Goober5000
c005aa5ce2
tweak
2020-05-16 14:22:00 -04:00
Goober5000
1d00c296dd
include additional missiles
2020-05-16 14:22:00 -04:00
Goober5000
dd4036d8df
add useful comment
2020-05-16 14:22:00 -04:00
Goober5000
4b42829aa0
MVP weapon stats, and fix shockwave determination
2020-05-16 14:22:00 -04:00
Goober5000
7f8eaa275c
weapon stats for spreadsheet
2020-05-16 14:22:00 -04:00
Tyler Blount
764a74dbd2
Make sure modular tables can overwrite weapon model info
2020-05-11 13:54:50 -06:00
Fabian Woltermann
94bd8da5db
Merge pull request #2373 from Goober5000/parse_tweaks
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some code tweaks from an old branch
2020-05-09 20:21:01 +02:00
Goober5000
c4b8020ebc
some code tweaks from an old branch
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Minor edits from an obsolete branch that are still useful in cleaning up the code.
2020-05-06 14:25:08 -04:00
David Gibson
f13faf4cba
added new flags and flag loading for the doublefire disabling options
2020-04-28 13:57:44 -05:00
Goober5000
0caa65a74f
address feedback
2020-03-17 17:22:27 -04:00
Goober5000
ff05816e11
add parse blacklist
2020-03-15 20:31:28 -04:00
Goober5000
da326f31f6
additional tweaks after rebase
2020-03-15 17:52:34 -04:00
Goober5000
376a01e82b
wip
2020-03-15 17:42:57 -04:00
Goober5000
dc2ce094fc
wip
2020-03-15 17:39:21 -04:00
Goober5000
a0951f4e28
derp
2020-03-15 00:28:07 -04:00
Goober5000
3da2b99144
maybe these need to be extern'd
2020-03-14 15:13:44 -04:00
Goober5000
c9df8a13f1
add functions to remove the clutter of static casts for ship and weapon info vectors
2020-03-14 13:02:12 -04:00
Goober5000
247d5c453c
Merge pull request #2294 from Goober5000/weapon_info_vector
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Turn Weapon_info into a vector
2020-03-14 12:30:45 -04:00
Goober5000
5b8e89f37d
address feedback
2020-03-14 09:56:56 -04:00
Goober5000
fde7fdd854
address feedback
2020-03-07 13:35:17 -05:00
Goober5000
c0a7be50b4
fixes for CI
2020-03-06 12:23:40 -05:00
Goober5000
bb8fcd428e
address feedback
2020-03-06 03:11:31 -05:00
Goober5000
641aa329a5
fix an incorrect optimization
2020-03-05 22:58:00 -05:00
Goober5000
d86332a9d9
fix references
2020-03-05 22:46:07 -05:00
Goober5000
d8e88c1644
oof
2020-03-05 22:31:13 -05:00
Goober5000
1926d3c341
oof, more changes
2020-03-05 20:49:16 -05:00
Goober5000
20835adef6
convert Weapon_info to a SCP_vector
2020-03-05 19:12:43 -05:00
Goober5000
939be80c30
wip
2020-03-05 00:01:03 -05:00
Taylor Richards
f536b0cda2
fix Trails.next pointing to invalid address
2019-12-18 09:54:18 -05:00
MageKing17
440162ab24
Use a float multiplier instead of a boolean.
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Also, I forgot to initialize the variable in mod_table_reset() before.
2019-12-16 21:43:21 -08:00
MageKing17
c9e38fedd2
Make Dinky Shockwaves not dinky by default.
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Adds a new mod table option "$Default Dinky Shockwaves:" that toggles the behavior. See issue #774 for more information.
2019-12-16 17:46:27 -08:00
asarium
b825f57bf4
Add scripting API support for model paths
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This adds a scripting API for querying the paths of a model.
2019-12-14 09:15:44 +01:00
FSCyborg
bb19d69b7b
Set Ballistic Primaries if not Missiles no matter what
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Fix the rearm by not depending on flags that haven't been set yet....
2019-11-11 12:39:20 -05:00
Taylor Richards
bd9880bc9b
replace FS2NetD with PXO
2019-11-08 02:07:14 -05:00
asarium
e31e68cba0
Update Travis to GCC 9 and fix warnings
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Only one warning type this time, the implicit copy operator for types
with a copy constructor has been deprecated so we need to delcare them
ourself.
2019-11-06 18:22:50 +01:00
FSCyborg
601fa75d50
Change while(0) to while(false)
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Travis is complaining about while(0), so we're getting it off of our back by switching to while(false).
2019-11-03 16:27:23 -05:00
FSCyborg
aef0e1f78a
For Issue #1848 - Add option to change default rearm values
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Although not technically a bug, several mods have been misled by the description of the "$Rearm Rate:" weapons table setting, and specifying an initial ammo value that is less than 100 for ballistic primaries would force the ballistic ammo to be loaded all at once, with "$Rearm Rate:" just specifying how long that one load would take.
This allows modders to use more realistic behavior for things like anti-turret ballistic primaries, where initial ammo could be in the thirties so that any number above zero can be added per load.
2019-10-24 01:10:52 -04:00
Goober5000
3ca4ba16fe
Merge pull request #1892 from asarium/feature/optionsUI
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Add new options system
2019-04-29 17:16:21 -04:00
Goober5000
6679b623e4
same script stuff in beam.cpp
2019-03-03 15:20:45 -05:00
asarium
ad1ede7b74
Add new options system
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This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
2019-03-02 14:02:21 +01:00
Goober5000
008d66c706
fix some flag information
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Somewhere along the line, "sentry gun" was replaced with "escape pod" in the inverted is_flyable check. This made the game think an escape pod wasn't flyable and therefore things like waypoint orders were not displayed. This PR fixes that.
Additionally, I fixed a potential bug in weapons.cpp where the HUGE flag should really check against HUGE ships. And there's a no-op formatting change in hudtargetbox.cpp.
2019-01-29 23:35:37 -05:00
Goober5000
bfae614189
fix bug: only reverse the warp effect when the ship is warping out; and while we're at it, change that parameter to bool
2019-01-12 01:05:19 -05:00