the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right)
to carefully test it i tried to comment out 1 of the 2 shots while also keep yaw change to 0
in 1 case the bullets hit around the crossair, in the other case the bullets were not centered around the crossair.
i added the same fix to the shot that did not have it, and it worked.
i tested it out with yaw-5 and yaw+5 with both shots shooting at the same time and the bullets appeared to gather into 2 distinct clusters one left side of crossair, one right side of crossair like 2 eyes on the wall
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)
Also enforce usage of SSE math on i386 and rename OSTYPE to YQ2_OSTYPE
and ARCH to YQ2_ARCH in the Makefile for a little more consistence
with the other Makefiles.
The original formatting of 3ZBConfig was causing 3 "blank" bot
characters to be loaded into the initial slots of the list of bot
characters. Decrementing the counter when it reaches an improperly
formatted line prevents this.
This is enough that the code builds without too many scary warnings on
modern compilers, the game.so loads on Linux and working bots are
spawning in. Windows support is comming in a later commit.
Global variables must not be static if they're used in other translation
units. I wonder why this ever worked.
This only fixes errors. There're a lot of warning left.