[Balance] Increase rocket reload rate by five frames per shot
Alter (remove) movestatus reset behavior when hitting walls
- Fixes a bug where rocketjumps would be shorter if you hugged a wall
- Also fixed vertical team door collision behavior (why didn't we update that code before? Bah, code duplication!)
Remove stray blank line
Rifle tracer changes
- Fix an off-by-one-frame drawing error
- "laserFade" implemented for particles != disabled
Fix broken explosion behavior
- A while ago I made a change to keep sticky explosions from going through walls. While it was well intended, it broke traps on crates, and just as importantly, placing mines on walls while hugging them (because they get placed inside, right now).
Change rocket reload rate (again)
- 25 frames is too long, enough for a scout to escape a juggle. 20 frames is too short, seems like it would be obnoxious. 22 frames is an approximation of 0.75 seconds, on the lenient side. It seems trivial, but compare it to 100ms less lag as opposed to 166ms less lag.
Fix a major "doesn't draw" bug w/ rifle tracer
Fix a potential movestatuf bug & make movement code more readable
Add flare counter + can flare indication to flamethrower HUD
Make mines do 12ish% extra damage to sentries, and fix splash on buildings
Disable the overheat visualization on the minigun
- I gotta tell NAGN what I left on the note anyway, but just in case
Prevent cloaked spies from passing through solid objects
If you know what I mean...
Fix movestatus for real.
This commit fixes a math/logic error that made faster-than-normal classes (scout) way too slow.
Fix div0 error in movestatus
Fix gamebreaking situational team gate collision bug
Small fixes/cleanups
Merge branch 'mmtweaks'