Bill Currie
b2819cad3c
Use -Cvector-calls when building the built-in waypoint files
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The number of globals used in map_dm1.o dropped by about 50%, though I guess
the code probably trippled in size.
2010-01-13 08:24:06 +00:00
Bill Currie
3bfcdf61c0
fix duplicated frames
2008-07-29 23:28:28 +00:00
Bill Currie
2a78bfb98c
use Qreadstring to read the whole file rather than reading it one line at a
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time, reducing memory requirements.
2007-06-28 22:06:43 +00:00
Bill Currie
929f341e34
deal with the new local init semantics for traditional code
2007-05-13 09:22:36 +00:00
Bill Currie
de0481cfd5
fix some warnings
2007-05-07 23:37:41 +00:00
Timothy C. McGrath
9f614920bd
Modification as suggested by taniwha: Make monsters have a 50/50 chance of
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staying PO'd at you - Now you'll have even a harder time figuring out where
they are!
Hikaru
M quake/bringback.qc
2007-05-07 15:24:42 +00:00
Bill Currie
47c500011e
clean up some flag manipulation
2007-04-28 00:39:42 +00:00
Bill Currie
7f6ed1c476
do more cleaning when cleaning
2007-04-11 10:42:40 +00:00
Timothy C. McGrath
095e2e71d2
Minor update to qfcc's options now that I'm aware of them
2007-04-11 10:36:33 +00:00
Bill Currie
f09d445a3c
fix the "zillion torches in the center of the world" bug
2007-04-10 10:09:23 +00:00
Bill Currie
0909b381cf
use pkg-config to work out where to install the header and lib
2007-04-09 01:07:40 +00:00
Bill Currie
34dae66a63
Quake map sources as released by John Romero.
2006-12-23 02:43:47 +00:00
Bill Currie
0300910166
format of origin string was wrong
2006-12-20 12:16:16 +00:00
Bill Currie
0a1864a583
waypoint saving works (wrong place, but oh well)
2006-12-20 12:09:31 +00:00
Bill Currie
aa731990e2
waypoint creation/deletion and linking seems to be working
2006-12-20 11:41:11 +00:00
Bill Currie
9bbdc67fbf
ai flags seem to work (both menus)
2006-12-20 10:51:16 +00:00
Bill Currie
07969da2a0
cancel edit mode on (owner) player disconnect
2006-12-20 09:53:32 +00:00
Bill Currie
cc4429d1fe
waypoint info now works
2006-12-20 08:46:36 +00:00
Bill Currie
efde0e8ab1
fix the waylist menu layout/numbering
2006-12-19 14:23:03 +00:00
Bill Currie
88e3253543
the editor is starting to work. lots of bugs left
2006-12-19 14:17:58 +00:00
Bill Currie
43c9295fc5
echo bot chat to the server console (must remember about this for nq)
2006-12-17 11:25:03 +00:00
Bill Currie
dbcb664ab4
get stuff that was supposed to be called for the player called again
2006-12-17 11:15:19 +00:00
Bill Currie
c115d935c5
most of the work to get the waypoint editor working. not quite there yet,
...
though
2006-12-16 14:42:55 +00:00
Bill Currie
466184e103
more clean
2006-12-15 10:51:56 +00:00
Bill Currie
9cd6038423
waypoint loading. currently done by hand. while it's safe to load waypoints
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with bots already in the game, re-loading doesn't seem to be a good idea.
waypoint file must be in the quake fs.
2006-12-11 10:39:43 +00:00
Bill Currie
3450ccb016
various cleanups and some name changes for ease of reading
2006-12-10 06:31:39 +00:00
Bill Currie
25f6b353f7
make sure client number converting doesn't become an infinite loop
2005-01-02 14:27:26 +00:00
Bill Currie
a97652dccf
more bitop cleanups and fix a bug where players wouldn't be able to pick
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things up after getting gibbed
2004-05-13 20:59:09 +00:00
Bill Currie
93aa9812f6
set the ping etc /after/ setting b_skill and update the diff
2004-05-12 03:36:38 +00:00
Bill Currie
8070348d8a
update to match Ruamoko's entities.h
2004-05-12 03:24:29 +00:00
Bill Currie
1e503e2b3d
don't need csqc now
2004-04-06 20:21:53 +00:00
Bill Currie
27e31a50fa
remove an extra SVC_TEMPENTITY byte that was causing protocol errors
2004-03-15 23:36:30 +00:00
Bill Currie
f75528ced1
use the correct selector in clearMyRoute
2004-03-03 02:21:20 +00:00
Timothy C. McGrath
9e9ddc4017
Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to
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kill you again after they fall down. (were exploding when they respawned midair
previously)
This interestingly enough was due to the fact that apparently droptofloor();
does not work if the monster is in death animations. That's OK, I figured it
out. :)
Hikaru
2004-02-19 10:10:15 +00:00
Timothy C. McGrath
ed2cdd502a
Fixed a bug: Normal fish deaths were not producing sounds. Oops.
...
Made fish health a little more realistic. Fish can now be gibbed (it's HARD) by
a super shotgun blast to the face. You have to be extremely close and hit with
all of the pellets. :)
Hikaru
2004-02-19 08:26:38 +00:00
Timothy C. McGrath
cdd54a89c1
Monsters that get stuck in floors/cielings/objects after a respawn will now
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instagib. The way I'm doing it is buggy according to Grievre, but on the other
hand, I haven't seen any strangeness while playing.
Hikaru
2004-02-14 13:29:24 +00:00
Timothy C. McGrath
a86c777218
Fixed. Had it doing the loop before I was adding the number it was supposed to
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be adding. Oops.
Thanks Grievre.
Hikaru
2004-02-14 11:41:28 +00:00
Timothy C. McGrath
9871fa2401
defs.qc: added killed_monsters_oldcount so I can keep track of how many
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monsters were previously seen by the kill detection code in combat.qc.
combat.qc now has a while loop to determine how many kills it should update
the client with.
boss.qc has an adjustment to prevent the boss death from giving you 2 frags.
all the rest have adjustments to make killed_monsters++ on monster death,
assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise
it should work normally.
This code is a little buggy, but Grievre wanted to see, so... *shrug*
Hikaru
2004-02-14 11:23:40 +00:00
Timothy C. McGrath
029ab404b5
bringback.qc moved respawn_enabled to defs.qc and made a float, whitespace fixes
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defs.qc added respawn_enabled
world.qc added setup for respawn_enabled. Is only checked on map load.
2004-02-14 10:35:17 +00:00
Timothy C. McGrath
9da852c80f
Decided to not make the initial teleporter flash, and so was able to get rid of
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some (now) unnecessary code :)
Fixed some spelling errors.
Added a suggestion by grievre for setorigin - I now do it all the time, he says
this supposedly needs to be done to prevent weirdness with monsters losing
solidness. I dunno, but it can't hurt.
Hikaru
2004-02-14 08:24:25 +00:00
Timothy C. McGrath
116c809332
Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,
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and setorigin properly :)
Hikaru
2004-02-14 07:28:40 +00:00
Timothy C. McGrath
cb5e8084cf
Make monsters spawn half the time precisely where they died. I plan on making
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it eventually do more than just this for the half of the time when they respawn
where they died.
Hikaru
2004-02-13 10:24:30 +00:00
Bill Currie
15c35ae121
remove need for symlinking
2004-02-12 22:16:17 +00:00
Bill Currie
1fdecdcafd
fix a few compile issues
2004-02-12 22:15:37 +00:00
Bill Currie
be35af6714
ignore the .dat and .sym files
2004-02-12 22:03:31 +00:00
Ragnvald Maartmann-Moe IV
c39447a5cf
Missed one.
2004-02-12 05:47:23 +00:00
Ragnvald Maartmann-Moe IV
d686fe0b2e
More &= ~FLAG
stuff, plus Write*(s|V) use.
2004-02-12 05:38:54 +00:00
Timothy C. McGrath
3298f47019
Grievre used prior experience fixing shamblers in prozac to convince me that
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the code used to wake up monsters after a respawn was broken :)
He also told me how to fix it. I like the way monsters act now.
Hikaru
2004-02-12 02:48:51 +00:00
Jeff Teunissen
5d0b7f81ed
Fix a couple warnings new qfcc gave.
2004-02-11 10:01:45 +00:00
Timothy C. McGrath
e288b1a18a
Removed the self.frags holdover from the historical bringback.qc - it was used
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for timing purposes.
Fixed respawned scrags - they now don't go straight through walls.
Still trying to determine why demons are getting hung up on some walls...
Hikaru
2004-02-11 09:21:59 +00:00