Bill Currie
bbfde21196
Make DelayThink always remove self.
...
It turns out this is correct behaviour. Problem found while playing
Geophobia.
2012-07-18 10:11:44 +09:00
Bill Currie
b01ba9a9c6
Remove some redundant code.
2012-05-06 21:04:15 +09:00
Bill Currie
5bb7d1daba
Ignore object files.
2012-05-06 21:04:14 +09:00
Bill Currie
1385e604d4
Make the hellknight a little more interesting.
...
While looking for information on IQM on inside3d, I found a tut on making
the hellnight use all three magic attack animations (id used only the
third). It seemed like a good idea, so here it is :)
2012-04-29 18:01:50 +09:00
Bill Currie
1a6a4efe47
Correct Shub's movetype.
...
It seems her movetype really should be NONE rather than STEP. She never
moves anyway, and the changes stops the shubs in coag3 from falling to the
bottom of the map.
2011-06-15 17:28:30 +09:00
Bill Currie
f3919cb132
Fix the ignore files to include the object files.
2011-06-15 17:27:15 +09:00
Bill Currie
029ca87f8c
Fix up waypoing queues.
...
Now that List is gone, have to use Array.
2011-06-15 17:20:15 +09:00
Bill Currie
a7ff8332c5
update the fb+qw patch
2011-03-30 19:59:40 +09:00
Bill Currie
6d921e4f75
Update for the int changes.
2011-03-30 10:38:44 +09:00
Bill Currie
7d1f271764
Various compile fixes for the new qfcc.
2011-03-20 17:27:47 +09:00
Bill Currie
a8fab74a2c
Get fbxa compiling with -Wall
2010-12-16 21:24:53 +09:00
Bill Currie
c7072560e8
Use pre instead of post decrement for ammo tracking.
2010-12-03 22:50:06 +09:00
Bill Currie
f169db62b1
Add some notes.
...
The call tree of the bot, and the meaning of some cvars.
2010-08-24 10:02:07 +09:00
Bill Currie
a8aed356d0
fix getState and toggleState as suggested by Deek
2010-08-23 14:08:37 +09:00
Bill Currie
9f859a53e4
clean out some bitrot
2010-08-23 14:07:54 +09:00
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