Commit graph

245 commits

Author SHA1 Message Date
Bill Currie
b2819cad3c Use -Cvector-calls when building the built-in waypoint files
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
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
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
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
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
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
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
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
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
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
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,
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
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
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
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