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Code update: (1.0.5a) (Games : Quake : Mods : Chaos Archon : Forum : feature_report() : Code update: (1.0.5a)) Locked
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Jul 3 2013 Anchor

1.0.5 (alpha) ** no release ** [ 7.2.13 ] - just a record of fixed bugs so far

Archon 1.0.3+ code fixed:

FIXED: see screen from 7.1.13 - no free ents - server crash
-- super tarbaby death mitosis loop had logic fault

FIXED: q1 / q2 grap has wrong chain frame at base (ice plug)
-- CHAIN_FRAME_ADJ did not match model frames

FIXED: scourge head size for gibbed

FIXED: many scourge outside of noway bounds on altarbeta
FIXED: soa wrong skin when morph summoned it -- was wrong in spawn func, not sure why

FIXED: item sc babys
FIXED: slowed scourge growth based on map total

FIXED: sem was in stand frames
FIXED: baby frames borked because limited frameset gives wrong offsets

FIXED: mega scourge did not self heal

FIXED: tracer nails, pointing - need dir update like knightspike - shalhome

FIXED: model issues where scor.mdl was not updating -- renamed scor2.mdl

FIXED: e1m7 lift makes no noise (default issue likely) -- bad logic on default plat sounds - plats.qc

FIXED: loop frames were wrong for a lot of the new de-macro frame code
FIXED: sv_monster set to make, but think time is bad on spawner

FIXED: compile issues with monster_heximp -- had to cut down on frame macros

FIXED: manga has mangled obit -- manga.qc

FIXED: looks like this guy (monster_shalrath) is not solid (cube spawned)
-- monster was not getting hit by weapons, put fix in monster_wakey code - morph.qc

FIXED: Frames on scourge - extra $ stuff, model done -- maybe plan for smaller set scourge
-- test this - ref: norm scourge had wrong death frame due to $frame issue

FIXED: sv_monster_map "-1" -- special triggers need handled - likely this will need handled on a level by level basis
-- monster_death_use(); added remove_monster code
--- only tested a couple of these (e1m7, e2m6)

CHECKED: new logic with & and &&, | and ||

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