rewrote spawn furthest code to work properly
rewrote spawn code to have a 50/50 chance of furthest spawn point or random empty spawn point (if that fails it falls back to random occupied spawn point)
moved liquid/falling damage from player code to creature code in g_world.c, so now corpses and gibs are affected
falling damage is now given for any sudden velocity change (with specific exemptions for jumppads and jumping)
rebalanced falling damage, and now corpses take much more damage than live players, so they tend to gib when hitting walls/floors/ceilings hard enough
rewrote portions of player and corpse damage code to actually work properly (and more similarly)
removed the -10 reduction on damage screen flashes (which really didn't help much with machinegun fire)
increased gib health so that they survive hard wall/floor/ceiling impacts more often, and gunfire
chat bubble no longer appears while dead/gibbed
you can no longer see your own chat bubble (except in chase_active mode)
health rots are now paused for 5 seconds by health pickups
armor rots are now paused for 5 seconds by armor pickups
health/armor regen is now paused for 5 seconds by pain
implemented (unused) health pickup code for non-mega health pickups (ones that do not boost you above 100 health)
rebalanced laser, shotgun, machinegun, electro and crylink, and increased mortar and hagar secondary velocities
modified crylink shots to not bounce (with their increased velocity they looked ridiculous)
modified electro secondary to fire a burst of 3 weaker plasma grenades (they still add up to primary damage if all hit perfectly)
added g_balance_shotgun_damage2, g_balance_mortar_refire2, g_balance_electro_refire3, g_balance_crylink_shots, g_balance_hagar_spread cvars
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@462
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