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Old 06-05-2016, 12:50 AM   #1201
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AfterShockFF pushed 3 commits to fortressforever/fortressforever:beta

  • c5c2f3 AfterShockFF: 'Prevent concs moving ragdolls'
  • 4ca031 AfterShockFF: 'Reduce blast movement on ragdolls'
  • b42d0b AfterShockFF: 'Merge pull request #263 from fortressforever/features/ragdolls-cant-conc. Reduce effects of...'

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Old 06-05-2016, 12:50 AM   #1202
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AfterShockFF merged pull request fortressforever/fortressforever#263 ('Reduce effects of explosions and concs on ragdolls') from AfterShockFF to beta

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Old 06-05-2016, 02:53 AM   #1203
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AfterShockFF created fortressforever/fortressforever:bugfix/jumpgun-chargebar-conced at 7313f7 (+1 new commit)

  • 7313f7 AfterShockFF: 'Make the jumpgun charge bar stay on screen even whilst conced, but stay central'

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Old 06-05-2016, 02:53 AM   #1204
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AfterShockFF opened pull request fortressforever/fortressforever#265 ('Make the jumpgun charge bar stay on screen even whilst conced, but st…')

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Old 06-05-2016, 02:55 AM   #1205
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squeek502 created fortressforever/fortressforever:features/jumpgun-charge-fx at 88a428 (+1 new commit)

  • 88a428 squeek502: 'Add viewmodel charge effects to the jump gun. - Basically the railgun effects, but red instead of...'

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Old 06-05-2016, 02:56 AM   #1206
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squeek502 opened pull request fortressforever/fortressforever#266 ('Add viewmodel charge effects to the jump gun')

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Old 06-05-2016, 12:28 PM   #1207
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AfterShockFF merged pull request fortressforever/fortressforever#265 ('Make the jumpgun charge bar stay on screen even whilst conced, but st…') from AfterShockFF to beta

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Old 06-05-2016, 12:28 PM   #1208
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:beta

  • 7313f7 AfterShockFF: 'Make the jumpgun charge bar stay on screen even whilst conced, but stay central'
  • 48f771 AfterShockFF: 'Merge pull request #265 from fortressforever/bugfix/jumpgun-chargebar-conced. Make the jumpgun...'

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Old 06-05-2016, 01:11 PM   #1209
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/jumpgun-charge-fx

  • 3dec26 AfterShockFF: 'Make halo effect scale up as well, change the colour to green to match the xhair'
  • 6ded4b AfterShockFF: 'Tone down the green color a bit'

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Old 06-05-2016, 01:11 PM   #1210
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AfterShockFF synchronized pull request fortressforever/fortressforever#266 ('Add viewmodel charge effects to the jump gun')

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Old 06-05-2016, 02:14 PM   #1211
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AfterShockFF opened issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage')

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Old 06-05-2016, 02:27 PM   #1212
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AfterShockFF commented on issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage'):
Think its this line that kills the player before the headstomp kicks in.
https://github.com/fortressforever/fortressforever/blob/9e3d589b33c821f16627607d76b63b27d2844caf/game_shared/gamemovement.cpp#L3466
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Old 06-05-2016, 02:30 PM   #1213
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AfterShockFF commented on issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage'):
One option would be to set a flag to apply fall damage at that point and then apply it later. Another option would be to move the fall damage application code after the headstomp code altogether.
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Old 06-05-2016, 02:31 PM   #1214
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AfterShockFF opened issue fortressforever/fortressforever#268 ('From forums: Headstomp should apply to SGs (all buildables?)')

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Old 06-05-2016, 02:37 PM   #1215
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AfterShockFF opened issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls')

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Old 06-05-2016, 03:10 PM   #1216
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
Probably this sphere query needs changing to stop the damage

https://github.com/fortressforever/fortressforever/blob/9e3d589b33c821f16627607d76b63b27d2844caf/game_shared/ff/ff_grenade_laser.cpp#L332
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Old 06-05-2016, 03:32 PM   #1217
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
The trace to draw the lasers looks OK to me. it's here

https://github.com/fortressforever/fortressforever/blob/9e3d589b33c821f16627607d76b63b27d2844caf/game_shared/ff/ff_grenade_laser.cpp#L556

Using COLLISION_GROUP_PLAYER and MASK_SHOT which seems OK to me, Crosshairinfo uses the same...
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Old 06-05-2016, 03:33 PM   #1218
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
Realised squeek already fixed this but didnt close it in forums
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Old 06-05-2016, 03:33 PM   #1219
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AfterShockFF closed issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls')

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Old 06-05-2016, 03:56 PM   #1220
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AfterShockFF commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
A few options here:
- Get Weapon_Switch to return `true` if you are already holding the weapon (I think I looked into this and it would have knock on effects elsewhere)
- Add an extra clause to say if you are already holding the weapon then don't do anything and break out anyway

Probably the...
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