0xABADCAFE
0xABADCAFE
Implementing this will need a mechanism to move the item to a different zone. Normally, elements are removed by setting their zone ID to -1, but that allows them to...
I managed to reproduce the issue reported previously in which the projectiles aim vector can get pinned to the maximum up or down view. Pretty lethal with rockets.
I think we should aim to merge these changes.
Deconflicted the changeset based on the conversation at EAB.
Seems like a good way to fix it. I do wonder if the lack of a teleport noise is deliberate. The level design guides describe the classic technique of boxing...
Probably going to put this into the mod milestone as I can see use cases, per level, where having silent and noisy teleports are a useful tool for level designers.
Reading through the code, it's pretty clear that the notion of "module" is not going to be the "file" in the current iteration since source files contain lots of different...
It's duplicated a couple of lines further down (line 10083) for player 2 (death match)
When replaying a level just now, I found that the short range attack of the red dog alien exhibits something similar, able to bite me as long as I am...
Implemented as suggested, based on current height tests. Includes test against the zone water height so that the floor damage can be extended to the full depth of liquid above...