Commit Graph

159 Commits

Author SHA1 Message Date
Zack Middleton b785f8a241 Changes suggested by DevHC:
- Remove "!target" checks from tell, vtell, and gc commands. Target was just set, cannot be NULL.
- Validate "order" in gc command before "player id."
2012-11-20 22:51:48 +00:00
Zack Middleton bf9b5cd7de - Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
- Add usage messages for gc, tell, vtell, and votell commands.
- Check player names in gc, tell, vtell, and votell commands.
2012-11-18 22:08:58 +00:00
Zack Middleton 1cdb3b33e7 Fix follow command to find clients whose name begins with a number. 2012-11-18 21:55:40 +00:00
Zack Middleton 82f83cd092 Fix some "> MAX_*" to be ">= MAX_*". 2012-11-18 19:09:54 +00:00
Zack Middleton 36c30f6782 Remove initializing "sv_mapname" cvar in game. It's set to "" and never used. 2012-10-29 19:18:06 +00:00
Zack Middleton 02f3664b2e Fix game getting stuck in a do-while loop when "team follow1" or "team follow2" client sends a follownext or followprev command. 2012-09-10 01:22:13 +00:00
Zack Middleton c65142179f Fix g_warmup < 2 causing client prediction issues (bug #5740). (Reused code for tournament gametype.) 2012-09-09 22:14:15 +00:00
Zack Middleton e3fc1826b1 Send team info for team overlay to spectators for the team of the client they're following (bug #5740). 2012-09-08 23:19:06 +00:00
Zack Middleton 56ebe14239 Don't have g_teamAutoJoin affect bot's team
Bots set their team later, setting it here causes some bots to change team and die later. Can cause extra skulls to be spawn at beginning of harvester (bug #5740).
2012-09-08 22:32:41 +00:00
Zack Middleton a3ae0dc5ef Removed a check that was made unnessicary by r1644. 2012-08-24 18:04:44 +00:00
Zack Middleton 9a69b738bf Added MISSIONPACK ifdef around GT_1FCTF code. 2012-08-17 06:18:37 +00:00
Zack Middleton 79bb668a9f Fixed G_LogPrintf format warning on 64 bit systems added in r2294. 2012-07-05 13:42:08 +00:00
Thilo Schulz 56f16e10d6 Various bugfixes by Tobias Kuehnhammer (#5270)
- A stupid bug where bots re-trigger jumppads if they fell onto it.
- A small "memset" bug concerning player animations.
- Reward sounds were never cleared and thus they are played on a map restart.
- Safer and more secure handling of disconnected clients and clients with 
  malformed or illegal info strings.
- first_gauntlet_hit.wav was not played (ops/ps) bug
- capturelimit not hit (from OAX)
2012-07-01 17:27:52 +00:00
Thilo Schulz ca44693f34 More intelligent exponentiation in strtod/strtol (#5487) - patch by Ben Millwood 2012-07-01 16:43:28 +00:00
Zack Middleton 2db73231eb remove a bunch of superfluous formatting calls
From /dev/humancontroller.
2012-06-19 14:52:22 +00:00
Zack Middleton 20c6d1e33f rename trap_Printf() to trap_Print() in the game module, as that function has nothing to do with printf()-like formatting
From /dev/humancontroller.
2012-06-19 14:51:02 +00:00
Zack Middleton cd3654a21f Only have bots issue vtaunt commands in Team Arena. 2012-06-18 20:11:09 +00:00
Zack Middleton f40042113a Let's actually use MOD_CHAINGUN! From Ensiform. 2012-06-18 17:12:35 +00:00
Zack Middleton 56a918b9ac Made more code for Team Arena be inside ifdef MISSIONPACK, from Ensiform. 2012-06-18 17:09:33 +00:00
Zack Middleton a375f898f5 REFACTOR [anough to enough] 2012-06-18 16:39:58 +00:00
Zack Middleton ad5c5c32a6 REFACTOR [reletive -> relative]
From /dev/humancontroller.
2012-06-18 16:32:03 +00:00
Zack Middleton f3e7012bdb REFACTOR [a vs an]
From /dev/humancontroller.
2012-06-18 16:31:16 +00:00
Zack Middleton 4bd24d3182 never set groundEntityNum to -1, use ENTITYNUM_NONE instead
From /dev/humancontroller.
2012-06-18 16:28:39 +00:00
Zack Middleton 7f9a04fd80 REFACTOR
From /dev/humancontroller.
2012-06-18 16:27:00 +00:00
Zack Middleton 997615168a fix some typos
From /dev/humancontroller.
2012-06-18 16:25:13 +00:00
Zack Middleton ad8d3dc567 remove a bunch of unused stuff from game
From /dev/humancontroller.
2012-06-18 16:23:43 +00:00
Zack Middleton a4c61d874d add a missing '\n', remove some unwanted ones
From /dev/humancontroller.
2012-06-18 16:16:57 +00:00
Zack Middleton c3ca5c1caa non-missionpack build throws up a few "0" plums
found by Ensiform
2012-06-18 16:14:48 +00:00
Zack Middleton a17dafc5e7 Cleaned up game server command usage messages. 2012-06-18 15:58:48 +00:00
Zack Middleton 22ecd68cf2 In CheckTeamLeader, make sure to only set one client as team leader. Reported by Tobias Kuehnhammer. 2012-05-20 21:22:11 +00:00
Zack Middleton 7d8b751afd Patches by symlink.
#5313 - EF_CONNECTION set on wrong eFlags
#5314 - snc drawn in nirvana instead at lagometer
2012-02-06 21:28:40 +00:00
Zack Middleton fe64955c0c Removed duplicate setting of contents for trigger_hurt. 2011-11-28 17:36:58 +00:00
Zack Middleton fd0d156338 Added missing newlines to game dedicated chat messages. 2011-11-10 04:49:07 +00:00
Tim Angus 675e7a641a * clang support 2011-10-21 22:48:53 +00:00
Thilo Schulz 86a7cd3dea Fix crash bug introduced in r2116. traceEnt does not always have to be a client, so gauntlet attacking something that is not a client will crash the game. Thanks to Ensiform for reporting 2011-08-02 20:04:18 +00:00
Thilo Schulz c21dee0b37 [16:31:51] <ZTurtleMan> Thilo: two small fixes, one for r2112 and one for r2116. http://pastebin.com/raw.php?i=h19r211Z 2011-08-01 14:40:53 +00:00
Thilo Schulz eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00
Thilo Schulz e5ddcee71e Some more removal of unused code in addition to r2104, by Zack Middleton 2011-07-31 19:24:08 +00:00
Thilo Schulz 23f6fd1633 Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings 2011-07-29 12:27:00 +00:00
Thilo Schulz 62757b28f4 Fix last "noreturn" warnings 2011-07-27 00:02:45 +00:00
Thilo Schulz 9dc32d55e2 Bug 4812 - GCC __attribute__ annotations for printf, non-returning functions etc., patch by linux@youmustbejoking.demon.co.uk and Zack Middleton 2011-07-18 14:56:57 +00:00
Thilo Schulz cbd3c24542 Bug 5067 - Remove references to unused teamtournament gametype. Toggle areaportal on mover ents where due is needed, patch by Ensiform 2011-07-07 23:13:20 +00:00
Thilo Schulz 774ed53948 Make g_doWarmup archived cvar 2011-06-25 20:36:36 +00:00
Thilo Schulz eda3faccea Fix grenade rotation ends always the orientation (#5053), patch by Eugene C. 2011-06-24 13:15:03 +00:00
Thilo Schulz 16d2ab5f8b Patch from Tremulous / description from Zack Middleton: (#5041)
Clear game logfile handle after closing file.

Game does not clear logFile handle when closing file. Might be an issue if
G_LogPrintf is called after this.

Patch from tremulous http://svn.icculus.org/tremulous?view=rev&revision=2041
2011-06-16 21:53:41 +00:00
Thilo Schulz f981087d7a - Merge http://svn.icculus.org/tremulous?view=rev&revision=2185, patch by Chris Schwarz
- Remove Q_snprintf as Com_sprintf exists already
2011-06-15 15:31:37 +00:00
Thilo Schulz 558ed62771 0 --> NULL 2011-05-15 14:58:56 +00:00
Thilo Schulz b509d770a7 - Remove Q_strrchr(), replace with standard, portable strrchr()
- Add strrchr() to bg_lib.c, patch by DevHC
2011-05-15 14:08:03 +00:00
Thilo Schulz 3ddc59a3ba move MIN/MAX definition, use MIN() instead of min(), patch by DevHC 2011-05-15 13:27:24 +00:00
Thilo Schulz 3125035c23 Fix typecast 2011-05-14 20:24:34 +00:00