- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
- this will fix the issues #5
- also fixes an error in the lexer where it would return \"string\" instead of string\0
- also fixes errors in g_usable.c that prevented func_usables from workign correctly
The fix for issue #5 will be merge to devel and master asap.
- Com_Printf to G_Printf
- usage of DEVELOPER macro
- usage of [Entity-Error] and [Entity-Warning] and [Entity-Info]
- output colors adjusted
new splint warning count for game is 9147
On the way merged target_postiton with info_notnull
Also added a failsafe to target_selfdestruct so it can only be commandspawned
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
Updated more definitions
Started to work on an entity that manages the 2-part-elevator
Spawnfunc on that works fine (including failsafes)
but thinkfunc buggs out on me (can't say I'm surprised, first time I'm working on trajectories in this way)
I think the problem lies in transfering the hardcoded vectorized speed to the entity.
spawn-nextthink is set to -1 for now.
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
fixed drip-entity (was stowing duration in wrong state-var)
fixed defaultstate for chunks-entity (material was 0 = none, fixed to 1 = metal)
disabled spawnfunction for all non-functional SP-Ports (I might look into them gain... maybe I just need to find their shaders)
Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>