Garth L-H de Wet
529e200a4c
Made explosives Zeus and AI compatible specifically in regards to Deadman's switches.
2015-05-28 17:56:45 +02:00
PabstMirror
5f2bee09e4
Create Defuse Helpers on demand
2015-05-27 14:09:06 -05:00
PabstMirror
adf29d75e3
Explosives - Local Defuse Helpers
2015-05-26 23:15:50 -05:00
PabstMirror
72020a43f1
Privates / Remove Debug
2015-05-21 17:53:15 -05:00
PabstMirror
4e92a51cf8
Create Defuse Helpers for spawned Explosives
2015-05-21 17:47:54 -05:00
PabstMirror
e56838be36
Private Variables
2015-04-29 00:05:02 -05:00
PabstMirror
253614d442
Explosives: cancel placement when opening interact
...
"zoomtemp" doesn't work for me, so this gives an additional way to
cancel. It was also possible to start planting multiple explosives.
made a small change to make QGVAR(PlantingExplosive) always reset
2015-04-09 14:48:27 -05:00
jaynus
1bb6be5654
Cleaning up of all tabs in source code files.
2015-04-06 09:22:43 -07:00
Garth L-H de Wet
749d068d2d
Added IED handling (for the player and support for AI). Can dial an IED and it will ring before exploding.
2015-02-04 02:16:47 +02:00
Garth L-H de Wet
2440e4fa69
Fixed incorrect indenting with headers in explosives.
2015-02-02 10:35:17 +02:00
Garth L-H de Wet
eafc9e659c
Fixed the headers of the explosives system to be the correct style.
2015-02-01 20:38:15 +02:00
PabstMirror
2df8f4f1fb
Cleanup old AGM
2015-01-13 19:57:15 -06:00
Garth L-H de Wet
4926694bda
Changed all core external to common as the rename was done.
2015-01-12 22:39:37 +02:00
Garth L-H de Wet
5e67de4d66
Ported AGM_Explosives to ace.
...
Marked locations where Scheduled Delay Execution will probably need to be used.
2015-01-12 11:48:26 +02:00