The ARCH in the Makefile must match the ARCH_STRING in q_platform.h;
otherwise, ioquake3 will install (for instance) uiARCH.so but look for
uiARCH_STRING.so, which isn't going to go well (particularly for
the modular renderer).
Like i386, but unlike most (all?) other Linux platforms, uname -m on
32-bit ARM machines can have various results starting with "arm",
depending on the specific CPU version (e.g. Raspberry Pi is armv6l,
RPi2 is armv7l). Again similar to the x86 family,
it's appropriate for them to share an architecture suffix;
q_platform.h has traditionally used "arm" so let's use that.
64-bit ARM makes a clean break from this, much like 64-bit x86 does:
uname -m produces a string not starting with arm (specifically
"aarch64"), and gcc predefines __aarch64__ instead of __arm__.
As a result, it is unaffected by this change.
If your distribution doesn’t include such niceties, these could help a
newbie get started with a compiled build of ioquake3 for servers and a
short script to get started.
Windows' Sys_ListFiles would add files that contain the extension anywhere,
not only at the end of the file name.
Example: "word.pk3omghacks" use to be loaded as a pk3 file.
My last commit made it so that CGame "waterlevel 1" is feet in water,
but before it was erroneously about waist deep in water. The places
where it is checked it is suppose to be view position underwater.
Change comparisons to use correct value for view position underwater.
CG_WaterLevel() added lerpOrigin to itself instead of adding view height
when checking for waterlevel 2 and 3. This did not cause issues because
ioq3 only compared the calculated waterlevel to more or equal to 1.
Cinematic's startTime and lastTime are always set from CL_ScaledMilliseconds
which returns int and are converted back and forth to int and unsigned int.
This fixes a warning that abs() is used on an unsigned int.
If a bot is accompanying someone before map change or restart, the bot would
continue accompanying them but press up against them and orbit around them.
This is caused by the bot's formation distance being 0.
Save the formation distance so they maintain proper distance and do not
orbit around the player.
When the engine is compiled with Clang it appears that the return value
is being written to the WRONG address, either due to the vm_ variables being
changed (unexpectedly) elsewhere, or as a result of bad assembly assumptions;
having a stack variable pointing to where to write the return value seems
to do the trick.
This fixes the case where, for a trap_Register()-like call, weird numbers
are being returned when, during the process, an error message is printed
(which in Tremulous results in a QVM call and (nested) system call).
The renderer color is set to health color when drawing crosshair. After
drawing the crosshair, the renderer color was not cleared and could affect
other things. With cg_draw3dicons 0 and cg_drawCrosshairNames 0 it affected
the attacker icon.