{"push_id":1279487048,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"402f78caee09da92dd312c803a7b84b496ada3e1","before":"2532330317e0947890afd771886a6b1ef90ed6f6","commits":[{"sha":"402f78caee09da92dd312c803a7b84b496ada3e1","author":{"name":"AFADoomer","email":"216b13647729b148225874869a693e1525263afc@afadoomer.com"},"message":"Spotlight updates\n\n- Substantial re-write of the spotlight actor\n-- Eliminated redundant code by taking advantage of some newer anonymous\nfunction features\n-- Spotlights no longer follow the player actor when he is caught in\ntheir beam\n-- The third argument of the spotlight actor can now be used to specify\na numbered script to be run when a player is caught in the light\n-- If no script number is provided, the lights currently fall back to\nthe old behavior (alert enemies in radius) - this can be changed/removed\neasily\n-- Added handling for \"Death\" state so that spotlights can be \"shot out\"\n- TODO: need to define a proper death sound\n-- Added scripted LineAttack call to properly spawn the spotlight glow\nwith no vertical autoaim (both A_CustomRailgun and A_CustomBulletAttack\nuse some vertical autoaim, regardless of settings - this was especially\napparent once the light no longer followed the 'caught' player)\n-- I left compatibility with the original stealth code in place...  So\nif we bring that back, these spotlights will still work to set the\nplayer's visibility level.","distinct":true,"url":"https://api.github.com/repos/Realm667/WolfenDoom/commits/402f78caee09da92dd312c803a7b84b496ada3e1"}]}
{"actor":{"display_login":"AFADoomer"}}