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whitelist Back Scatter and FaN. increment version
1 parent aad0725 commit 44ae0a9

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9 files changed

+26
-103
lines changed

9 files changed

+26
-103
lines changed

game/quiver/info_changelog.txt

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,7 @@
1+
Quiver Private Alpha 1.1.0:
2+
- Whitelisted the Back Scatter and Force-a-Nature.
3+
- Removed the Force-a-Nature's stun.
4+
15
Quiver Private Alpha 1.0.0:
26
- Demoman and Soldier speed has been decreased to 315 from 340.
37
- Sniper and Spy speed has been reduced to 325 from 340.

game/quiver/info_highlights.txt

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -56,6 +56,7 @@ Unlockable weapon balance changes:
5656
- The per-backstab health bonus you get with the Conniver's Kunai was decreased from 140 health to 85, reducing the maximum health per backstab kill from 210 to 155.
5757
- The Flare Gun now deploys 15% faster.
5858
- When using the Cloak and Dagger, the jumping/bunnyhopping cloak drain increases to 4x.
59+
- Removed the Force-a-Nature's stun.
5960

6061
MvM Changes:
6162
- Added armor-related upgrades to MvM (max armor, pierces damage resistances, and armor resistance).

game/quiver/info_whitelist.txt

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -43,5 +43,7 @@
4343
- The Conniver's Kunai* (w/ balance changes)
4444
- The Spy-cicle
4545
- The Eternal Reward/Wanga Prick
46+
- The Back Scatter
47+
- The Force-a-Nature* (w/ balance changes)
4648

4749
* - Weapon was whitelisted as long as it got a rebalance.

game/quiver/scripts/items/items_game.txt

Lines changed: 11 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -17945,6 +17945,7 @@
1794517945
"anim_slot" "item2"
1794617946
"item_quality" "unique"
1794717947
"propername" "1"
17948+
"stock_whitelist" "1"
1794817949
"min_ilevel" "10"
1794917950
"max_ilevel" "10"
1795017951
"image_inventory" "backpack/weapons/c_models/c_double_barrel"
@@ -58523,6 +58524,7 @@
5852358524
"item_quality" "unique"
5852458525
"baseitem" "0"
5852558526
"reskin" "0"
58527+
"stock_whitelist" "1"
5852658528
"min_ilevel" "1"
5852758529
"max_ilevel" "100"
5852858530
"inspect_panel_dist" "38"
@@ -224372,6 +224374,15 @@
224372224374
"armory_desc" "on_wearer"
224373224375
"stored_as_integer" "0"
224374224376
}
224377+
"933"
224378+
{
224379+
"name" "scattergun knockback mult penalty"
224380+
"attribute_class" "scattergun_knockback_mult"
224381+
"description_format" "value_is_inverted_percentage"
224382+
"hidden" "1"
224383+
"effect_type" "negative"
224384+
"stored_as_integer" "0"
224385+
}
224375224386

224376224387
"1000"
224377224388
{

game/quiver/steam.inf

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
1-
PatchVersion=21000
2-
ClientVersion=21000
3-
ServerVersion=21000
1+
PatchVersion=21100
2+
ClientVersion=21100
3+
ServerVersion=21100
44
ProductName=quiver
55
appID=243750
66
ServerAppID=244310

game/quiver/version.txt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1 +1 @@
1-
version=Private Alpha 1.0.0.0
1+
version=Private Alpha 1.1.0

src/game/client/tf/tf_hud_playerstatus.cpp

Lines changed: 0 additions & 96 deletions
Original file line numberDiff line numberDiff line change
@@ -1295,10 +1295,8 @@ CTFHudPlayerArmor::CTFHudPlayerArmor(Panel* parent, const char* name) : Editable
12951295
m_iAnimState = HUD_HEALTH_NO_ANIM;
12961296
m_bAnimate = true;
12971297

1298-
#ifdef BDSBASE
12991298
m_pPlayerArmorLabel = NULL;
13001299
m_pPlayerMaxArmorLabel = NULL;
1301-
#endif
13021300
}
13031301

13041302
CTFHudPlayerArmor::~CTFHudPlayerArmor()
@@ -1346,18 +1344,15 @@ void CTFHudPlayerArmor::ApplySchemeSettings(IScheme* pScheme)
13461344

13471345
BaseClass::ApplySchemeSettings(pScheme);
13481346

1349-
#ifdef BDSBASE
13501347
m_pPlayerArmorLabel = dynamic_cast<CExLabel*>(FindChildByName("PlayerStatusArmorValue"));
13511348
m_pPlayerMaxArmorLabel = dynamic_cast<CExLabel*>(FindChildByName("PlayerStatusMaxArmorValue"));
1352-
#endif
13531349
}
13541350

13551351
//-----------------------------------------------------------------------------
13561352
// Purpose:
13571353
//-----------------------------------------------------------------------------
13581354
void CTFHudPlayerArmor::SetArmor(int iNewHealth, int iMaxHealth)
13591355
{
1360-
#ifdef BDSBASE
13611356
if (m_nArmor != iNewHealth || m_nMaxArmor != iMaxHealth)
13621357
{
13631358
// set our health
@@ -1450,97 +1445,6 @@ void CTFHudPlayerArmor::SetArmor(int iNewHealth, int iMaxHealth)
14501445
SetDialogVariable("Armor", m_nArmor);
14511446
SetDialogVariable("MaxArmor", m_nMaxArmor);
14521447
}
1453-
#else
1454-
// set our health
1455-
m_nArmor = iNewHealth;
1456-
m_nMaxArmor = iMaxHealth;
1457-
m_pArmorImage->SetArmor((float)(m_nArmor) / (float)(m_nMaxArmor));
1458-
1459-
if (m_pArmorImage)
1460-
{
1461-
m_pArmorImage->SetFgColor(Color(255, 255, 255, 255));
1462-
}
1463-
1464-
if (m_nArmor <= 0)
1465-
{
1466-
if (m_pArmorImageBG->IsVisible())
1467-
{
1468-
m_pArmorImageBG->SetVisible(false);
1469-
}
1470-
1471-
HideArmorBonusImage();
1472-
}
1473-
else
1474-
{
1475-
if (!m_pArmorImageBG->IsVisible())
1476-
{
1477-
m_pArmorImageBG->SetVisible(true);
1478-
}
1479-
1480-
// are we close to dying?
1481-
if (m_nArmor < m_nMaxArmor * m_flArmorDeathWarning)
1482-
{
1483-
if (m_pArmorBonusImage && m_nBonusArmorOrigW != -1)
1484-
{
1485-
if (!m_pArmorBonusImage->IsVisible())
1486-
{
1487-
m_pArmorBonusImage->SetVisible(true);
1488-
}
1489-
1490-
if (m_bAnimate && m_iAnimState != HUD_HEALTH_DYING_ANIM)
1491-
{
1492-
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence(this, "HudArmorDyingPulse");
1493-
1494-
m_iAnimState = HUD_HEALTH_DYING_ANIM;
1495-
}
1496-
1497-
m_pArmorBonusImage->SetDrawColor(m_clrArmorDeathWarningColor);
1498-
1499-
// scale the flashing image based on how much health bonus we currently have
1500-
float flBoostMaxAmount = m_nMaxArmor * m_flArmorDeathWarning;
1501-
float flPercent = (flBoostMaxAmount - m_nArmor) / flBoostMaxAmount;
1502-
1503-
int nPosAdj = RoundFloatToInt(flPercent * m_nArmorBonusPosAdj);
1504-
int nSizeAdj = 2 * nPosAdj;
1505-
1506-
m_pArmorBonusImage->SetBounds(m_nBonusArmorOrigX - nPosAdj,
1507-
m_nBonusArmorOrigY - nPosAdj,
1508-
m_nBonusArmorOrigW + nSizeAdj,
1509-
m_nBonusArmorOrigH + nSizeAdj);
1510-
}
1511-
1512-
if (m_pArmorImage)
1513-
{
1514-
m_pArmorImage->SetFgColor(m_clrArmorDeathWarningColor);
1515-
}
1516-
}
1517-
// turn it off
1518-
else
1519-
{
1520-
HideArmorBonusImage();
1521-
}
1522-
}
1523-
1524-
// set our health display value
1525-
if (m_nArmor > 0)
1526-
{
1527-
SetDialogVariable("Armor", m_nArmor);
1528-
1529-
if (m_nMaxArmor - m_nArmor >= 5)
1530-
{
1531-
SetDialogVariable("MaxArmor", m_nMaxArmor);
1532-
}
1533-
else
1534-
{
1535-
SetDialogVariable("MaxArmor", "");
1536-
}
1537-
}
1538-
else
1539-
{
1540-
SetDialogVariable("Armor", "");
1541-
SetDialogVariable("MaxArmor", "");
1542-
}
1543-
#endif
15441448
}
15451449

15461450
//-----------------------------------------------------------------------------

src/game/client/tf/tf_hud_playerstatus.h

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Original file line numberDiff line numberDiff line change
@@ -276,10 +276,8 @@ class CTFHudPlayerArmor : public vgui::EditablePanel
276276
CTFArmorPanel* m_pArmorImage;
277277
vgui::ImagePanel* m_pArmorBonusImage;
278278
vgui::ImagePanel* m_pArmorImageBG;
279-
#ifdef BDSBASE
280279
CExLabel* m_pPlayerArmorLabel;
281280
CExLabel* m_pPlayerMaxArmorLabel;
282-
#endif
283281

284282
int m_nArmor;
285283
int m_nMaxArmor;

src/game/shared/tf/tf_weapon_shotgun.cpp

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -355,12 +355,13 @@ void CTFScatterGun::FireBullet( CTFPlayer *pPlayer )
355355
{
356356
pPlayer->m_Shared.m_iScattergunJump += 1;
357357

358+
#if !(defined(QUIVER_DLL) || defined(QUIVER_CLIENT_DLL))
358359
#ifndef CLIENT_DLL
359360
pOwner->m_Shared.StunPlayer(0.3f, 1.f, TF_STUN_MOVEMENT | TF_STUN_MOVEMENT_FORWARD_ONLY);
361+
#endif
360362
#endif
361363

362364
float flForce = AirBurstDamageForce(pOwner->WorldAlignSize(), 60, 6.f);
363-
364365
Vector vecForward;
365366
AngleVectors(pOwner->EyeAngles(), &vecForward);
366367
Vector vecForce = vecForward * -flForce;
@@ -474,7 +475,9 @@ void CTFScatterGun::ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPl
474475

475476
pTarget->ApplyGenericPushbackImpulse( vecForce, pAttacker );
476477

478+
#if !(defined(QUIVER_DLL) || defined(QUIVER_CLIENT_DLL))
477479
pTarget->m_Shared.StunPlayer( 0.3f, 1.f, TF_STUN_MOVEMENT | TF_STUN_MOVEMENT_FORWARD_ONLY, pAttacker );
480+
#endif
478481
pTarget->m_Shared.SetWeaponKnockbackID( pAttacker->GetUserID() );
479482

480483
#endif

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