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Old 06-11-2016, 11:45 PM   #1281
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AfterShockFF synchronized pull request fortressforever/fortressforever#276 ('Refactoring: Create ff_player_shared.h file')

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Old 06-12-2016, 02:09 AM   #1282
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AfterShockFF synchronized pull request fortressforever/fortressforever#270 ('WIP: Pyro revamp')

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Old 06-12-2016, 02:09 AM   #1283
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/pyro-jetpack

  • ca2358 AfterShockFF: 'WIP work on a jetpack charge system'
  • 285b47 AfterShockFF: 'Finished a charge system so the jetpack ground push takes 0.5sec to activate'

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Old 06-15-2016, 10:13 PM   #1284
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AfterShockFF created fortressforever/fortressforever:features/pyro-jetpack-wip at 8bdaff (+1 new commit)

  • 8bdaff AfterShockFF: 'Added Jetpack fuel bar - large boost takes 50% fuel; hovering takes 20% per second. You recharge 7%...'

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Old 06-15-2016, 10:33 PM   #1285
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack-wip

  • bd6b9c AfterShockFF: 'Drastically reduce damage taken from a pyros own IC so they can rocket jump a lot more'

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Old 06-17-2016, 10:25 PM   #1286
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squeek502 created fortressforever/fortressforever:misc/scout-spawnweapon at d14147 (+1 new commit)

  • d14147 squeek502: 'Set default scout spawnweapon to the jumpgun'

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Old 06-17-2016, 10:27 PM   #1287
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squeek502 created fortressforever/fortressforever:misc/scout-spawnweapon at bf0c73 (+1 new commit)

  • bf0c73 squeek502: 'Set default scout spawnweapon to jumpgun'

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Old 06-17-2016, 10:28 PM   #1288
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squeek502 opened pull request fortressforever/fortressforever#277 ('Set default scout spawnweapon to jumpgun')

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Old 06-17-2016, 11:10 PM   #1289
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:beta

  • bf0c73 squeek502: 'Set default scout spawnweapon to jumpgun'
  • 474865 AfterShockFF: 'Merge pull request #277 from fortressforever/misc/scout-spawnweapon. Set default scout spawnweapon...'

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Old 06-17-2016, 11:10 PM   #1290
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AfterShockFF merged pull request fortressforever/fortressforever#277 ('Set default scout spawnweapon to jumpgun') from squeek502 to beta

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Old 06-17-2016, 11:10 PM   #1291
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AfterShockFF commented on issue fortressforever/fortressforever#277 ('Set default scout spawnweapon to jumpgun'):
:+1:
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Old 06-17-2016, 11:32 PM   #1292
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack-wip

  • 6a259e AfterShockFF: '* Remove afterburn damage-over-time. * Remove red-screen effect when on fire. * Expose a cvar for...'

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Old 06-17-2016, 11:34 PM   #1293
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squeek502 commented on issue fortressforever/fortressforever#273 ('Maliciously sabotaged SG explosion damage can kill teammates when friendlyfire is off'):
Seems like this is probably caused because the owner is always set as the attacker and the SG as inflictor in the CTakeDamageInfo in CFFSentryGun::DoExplosionDamage. Should probably set the attacker to the saboteur if the SG is maliciously sabotaged.

Relevant code:
-...
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Old 06-17-2016, 11:36 PM   #1294
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AfterShockFF pushed 1 commit to fortressforever/fortressforever:features/pyro-jetpack-wip

  • 2262dc AfterShockFF: '* Reduce jetpack horizontal push in air; Remove ground boost; halve the size of the fuel tank'

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Old 06-17-2016, 11:36 PM   #1295
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squeek502 opened issue fortressforever/fortressforever#278 ('Allow buildables to be built on moveable objects')

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Old 06-17-2016, 11:44 PM   #1296
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squeek502 commented on issue fortressforever/fortressforever#278 ('Allow buildables to be built on moveable objects'):
Relevant code as far as I can tell:

- [Buildables can't be built if the player or the buildable is on an entity with MOVETYPE_PUSH](https://github.com/fortressforever/fortressforever/blob/f3a683026cb7024bffe2d0155ab48d56270b3acc/game_shared/ff/ff_buildableobjects_shared.cpp#L430-L452)
-...
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Old 06-18-2016, 12:19 AM   #1297
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squeek502 commented on issue fortressforever/fortressforever#49 ('Add FFA support'):
Relevant code:

- https://github.com/fortressforever/fortressforever/blob/9e3d589b33c821f16627607d76b63b27d2844caf/game_shared/ff/ff_gamerules.cpp#L2250-L2251

Would need to add CFFTeam->IsFFA() and CFFTeam->SetFFA(), expose them to Lua, and then return GR_NOTTEAMMATE when it is true. I think...
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Old 06-18-2016, 12:23 AM   #1298
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squeek502 closed issue fortressforever/fortressforever#30 ('Nerf or remove the jump pad')

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Old 06-18-2016, 12:23 AM   #1299
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squeek502 commented on issue fortressforever/fortressforever#30 ('Nerf or remove the jump pad'):
Resolved by #122
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Old 06-18-2016, 02:14 AM   #1300
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squeek502 commented on issue fortressforever/fortressforever#3 ('Explosion falloff not related to radius'):
Was curious, so I made a table of how the radiuses would be affected if we scaled them based on where they currently do 0.5x damage or 0.25x damage.

Weapon | Base Damage | Defined Radius | Damage at defined radius | Actual Radius | % of Base Damage At Actual Radius | 0.5x Damage Radius | Radius...
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