Commit graph

260 commits

Author SHA1 Message Date
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