Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

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Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
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@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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})();
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try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

documentationImprovements or additions to documentationenhancementNew feature or requestimplementationImplementation of a feature

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant

@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

documentationImprovements or additions to documentationenhancementNew feature or requestimplementationImplementation of a feature

Projects

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Development

Successfully merging this pull request may close these issues.

1 participant

@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
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@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

documentationImprovements or additions to documentationenhancementNew feature or requestimplementationImplementation of a feature

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant

@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

documentationImprovements or additions to documentationenhancementNew feature or requestimplementationImplementation of a feature

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant

@LegendaryGuard
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

Merged
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

Conversation

@LegendaryGuard

@LegendaryGuardLegendaryGuard commented Aug 20, 2026

Copy link
Copy Markdown
Owner

Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Implement attacksets, skin config, weapon config, tier system, tweaks and fixes - #12

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LegendaryGuard merged 30 commits into
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atk_weapon_cfg
Aug 20, 2026
Merged

Implement attacksets, skin config, weapon config, tier system, tweaks and fixes#12
LegendaryGuard merged 30 commits into
mainfrom
atk_weapon_cfg

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@LegendaryGuardLegendaryGuard commented Aug 20, 2026

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Finally, all tasks completed. 🎉

CHANGELOG

  • Attacksets
  • Skin config
  • Weapon config
  • Tier system
  • Pmove and weapon state fixes
  • Fix charge damage
  • Update credits
  • Replace music menu to normal music format to be run successfully as-is, so, no strange .menu extension
  • Change credits music menu, now it's music/ending
  • Move docs to BFP-docs repository
  • Remove mp3 decoder due to licensing reasons. For experimental purposes, see with_mp3 branch, but as far as it is, this code looks obsolete and inefficient to use, the result is a bloated decoded size, not worth it
  • Remove unused cvars and code
  • Code tweaks
  • Update build tools
  • Update README

… g_meleeDiveRange, hit stun holds a status when ki is empty, set ki regeneration and consumption logic correctly, set melee ranges correctly, fix use of weaponTime and weapon states, make muzzle flash fit better for player monster and don't add glow to the projectile
…e select the first 5 weapons only, make first weapon selected and fix attack animations
…at stuff:
- Apply damage hit to hitscan and forcefield attacks
- Use weaponTime delay for forcefield attack with chargeAutoFire
- Apply reflective correctly
- Handle correctly the movements of forcefield with chargeAttack and without chargeAutoFire status
- Handle correctly ki charge points, weapon slot and clientNum at sending events
- Adjust minCharge and maxCharge calculations if equal or lesser than 0
- Adjust and apply charge damage calculation
- Make bots recharge ki when ki is critically low and avoid using ki boost, flight and attack while are on hitstun
- Explode when projectiles are being stuck into something solid
- Add 0.8 sec for strike animation while firing a common attack
- Adjust knockback fairly correct as possible
- Avoid using ki boost with forcefield with chargeAutoFire
- Don't allow attack when recharging ki
- Forgot to apply muzzle origin for EV_RAILTRAIL event
- Avoid null pointer exceptions at run missile while entering function features and most of stuff where AngleVectors is accessed
- Fix charge damage scaling adding more radius every time the same projectile is spawned
- Fix homing projectile being disabled for the next projectiles when piercing is involved to disable these properties
- Fix noZBounce returning 0 if it's more than 0.0 and fix missileGravity projectile fall for noZBounce
- Fix ki charge points increasing over maxCharge
- Fix random weapon time calculation
- Fix rdmissile not splitting, fix ki consumption at start, just consume for chargeAttack and chargeAutoFire when standing on WEAPON_READY to fire
- Fix torso strike animation with a regular ki attack while moving and standing
- Fix begin weapon change playing the event many times in the same second
- Fix firing while there's WEAPON_STUN
- Tweak the code a bit
- Apply most skin config features correctly such as missileModelRotation, missileRotation, constantFireAttack, ...
- Apply the heritance of defaultModel from bfp_attacksets.cfg in skin config
- Make file writings/readings from bfp.cfg, bfp_server.cfg, skin, weapon and attackset config using 64KB size
- Make beam trails be very identically close to original BFP
- Make homing traceable on solid places, target is visible when there's no solid hiding behind them
- Set back impact point mark to -1 to fix dynamic light issue not displaying above the surface
- Organize ending credits and a add a macro to enable/disable credits music, enabled by default
- Put sbeam attack type projectile a bit above
- Add muzzle origin for missile & rdmissile attack types when these are fired in that origin
- Make swing angles from torso and legs be identically the same as original BFP
- Apply movementPenalty for all weapons in bg_pmove.c and g_active.c
- Replace Use_Shooter using default regular ki attacks
- Refactor WP_* to WP_ATTACK_*
- Refactor atkCfg to skinAtkCfg for better clarity
- Fix some null exception
- Tweak and tidy up the code a bit
- Disable grenade bounce sound stuff
- Remove some unused/dead code
- Remove some unused cvars
…P and EF_KI_READY_ATTACK flags by solving logic structures (saves up the networking bits!), remove unused bot_state_t struct variables and refactor bfpWeaponDef_t to bfpWeaponCfgDef_t and its variables from def to wpCfg
… whip effect on beam trails, apply textcoord scale on missile trails similar to RT_RAIL_CORE reType to make it look smoother, adjust scale factor conditional for flash/missile, fix muzzle flash disaplying on constantFireAttack with chargeAttack while charging, fix continuous firing when using a chargeAutoFire attack, remove unused shader, model and sound stuff from media_t
…s, moved docs and cfgs into BFP-docs repository and add an added the code filename in the available in the build tools list
Docs and cfgs are moved here: https://github.com/LegendaryGuard/BFP-docs
…de maintainability, adjust sprite size and model scale, fix pe.chargeAutoFire not being reset when changing weapons, fix adding ki charge points when maxCharge is equal or lesser than zero, fix ki consumption consuming early before attacking, fix chargeAutoFire when ki charge points are lesser than minCharge to leave the attack phase, fix movementPenalty by not removing aura and ki boost, and using melee to leave the attack phase, and remove code comments about animations
… unlocking the tier and don't allow to select the locked weapon by powerlevel with clicking a key with weapon number
…d TODOs, remove unused cvars and comment out the networking about the comparison of the original BFP
…it should shot the weapon. Move BFP macros from q_shared.h to bg_public.h to make sense and remove conditional PM_IsInUltimateTier parentheses
… 1 to 2000 and don't make player monster with g_monster 1 use useless unlocked weapon slots while leveling up the tier
…nts even avoid attack pose, add forgotten file in game.q3asm, fix some possible null exceptions in projectiles with piercing and priority, and fix rdmissile not being cleared to change weaponstate to WEAPON_READY when there's another projectile with higher or equal priority
…disable unused custom sounds (these ones were printing warning errors, so no BFP model uses these sounds), add 2 forgotten files in cgame.q3asm (bg_weaponconfig and cg_skinconfig) and remove some non-useful code in cgame
…zes; adjust bar health percentages: <= 65%: blue, <= 33%: red; change default missileTrailRadius skin config to 15, adjust random smoke explosion movements, adjust correctly the charge damage to be exactly equal to original BFP, fix possible null exceptions in piercing property, fix weapon with movementPenalty jumping involuntarily with flight enabled, add detail about projectile with missile attack type using beam trail in README and remove some commented out code
…this repository in the credits list and remove an unnecesary legal detail, there's nothing about this in this repository
…essfully as-is in main menu and change credits music name staying as a macro
@LegendaryGuardLegendaryGuard added documentation Improvements or additions to documentation enhancement New feature or request implementation Implementation of a feature labels Aug 20, 2026
@LegendaryGuard
LegendaryGuard merged commit 178a777 into mainAug 20, 2026
4 checks passed
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Labels

documentationImprovements or additions to documentationenhancementNew feature or requestimplementationImplementation of a feature

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Development

Successfully merging this pull request may close these issues.

1 participant

@LegendaryGuard