Commit graph

447 commits

Author SHA1 Message Date
BjossiAlfreds
c2188ed5f6 Investigated PVS report for monster code and addressed a number of issues 2019-09-25 19:01:47 +00:00
BjossiAlfreds
e2cadbc06b Investigated PVS report for dm and addressed its points 2019-09-24 18:12:23 +00:00
BjossiAlfreds
4a429e7e57 Investigated PVS report for g_weapon and addressed its points 2019-09-24 18:05:59 +00:00
BjossiAlfreds
d72d5ba9e8 Investigated PVS report for g_utils and removed dead if-block 2019-09-23 22:18:29 +00:00
BjossiAlfreds
03800dfcd5 Investigated PVS report for g_turret and fixed uninitialized variable access 2019-09-23 22:15:01 +00:00
BjossiAlfreds
32419b8d3f Investigated PVS report for g_target and simplified the activator checking 2019-09-23 21:48:23 +00:00
BjossiAlfreds
5cd2216daa Investigated PVS report for svcmds and did not address type-punning code 2019-09-23 21:45:50 +00:00
BjossiAlfreds
a28f567c2c Investigated PVS report for g_sphere and addressed the issues 2019-09-23 21:08:38 +00:00
BjossiAlfreds
b914e8baf4 Investigated PVS report for newweap and addressed the issues 2019-09-23 20:59:06 +00:00
BjossiAlfreds
81c2f61d51 Investigated PVS reports for newai and newtarg and fixed issues 2019-09-23 20:38:56 +00:00
BjossiAlfreds
9b092af8e9 Investigated PVS report for g_misc and addressed the issues 2019-09-23 20:31:03 +00:00
BjossiAlfreds
c905e7ef1d Investigated PVS report for g_items and addressed 2 issues 2019-09-23 19:59:23 +00:00
BjossiAlfreds
e8637c02c6 Investigated PVS report for g_func and addressed the issues 2019-09-23 19:56:10 +00:00
BjossiAlfreds
e24d0cfd46 Investigated PVS report for g_combat and eliminated the unnecessary sub-expressions 2019-09-23 19:48:41 +00:00
BjossiAlfreds
b7f6d9da91 Investigated PVS report for g_cmds and use snprintf instead of sprintf 2019-09-23 19:44:35 +00:00
BjossiAlfreds
81e59effff Investigated PVS report for g_ai and addressed the issues 2019-09-23 19:41:02 +00:00
BjossiAlfreds
2eaf15ccf0 Merge remote-tracking branch 'upstream/master' into spawnflags 2019-09-23 16:42:09 +00:00
BjossiAlfreds
9642eec016 coop_baseq2 added and fully functional 2019-09-23 16:41:29 +00:00
Yamagi Burmeister
59cc08fd96 Fix floater melee / zap damage getting applied if enemy is out of range.
Found by @BjossiAlfreds, closes yquake2/yquake2#454.
2019-09-23 17:30:57 +02:00
Yamagi
f3dd878809
Merge pull request #30 from BjossiAlfreds/pathcorner
Fixed triggered spawn monsters not using path_corner markers
2019-09-23 14:07:47 +02:00
Yamagi
3bf86f4d61
Merge pull request #28 from BjossiAlfreds/etf-dmflags
Etf dmflags
2019-09-23 13:09:29 +02:00
Yamagi
6258958105
Merge pull request #26 from BjossiAlfreds/checkvelocity
maxvelocity correctly enforced
2019-09-23 13:08:31 +02:00
BjossiAlfreds
29d0b6cbd5 Fixed triggered spawn monsters not using path_corner markers 2019-09-21 19:48:03 +00:00
BjossiAlfreds
fbbe82d543 Quick code style fix 2019-09-19 23:52:06 +00:00
BjossiAlfreds
66da1722ca ETF Rifle respects infinite ammo DM flag 2019-09-19 23:36:29 +00:00
BjossiAlfreds
8cb29103e2 maxvelocity correctly enforced 2019-09-19 23:17:42 +00:00
Yamagi
bd6fc9df5f
Merge pull request #25 from BjossiAlfreds/insane-marines-pain
Fix for insane marines pain sounds
2019-09-16 12:34:23 +02:00
BjossiAlfreds
c79de3adfa Fix for insane marines pain sounds 2019-09-15 13:52:26 +00:00
Yamagi Burmeister
d289d0f302 Fix medic commander playing the wrong sound when retracting it's hook.
There's a sound commander_sound_hook_retract, it even get's precached,
but it wasn't refrerenced. Analysed and fix suggested by @BjossiAlfreds.
Closes #21.
2019-09-15 09:29:48 +02:00
Yamagi
120e4684d1
Merge pull request #24 from BjossiAlfreds/usetargets-crash-fix
Killtarget teamchain cleanup crash fix
2019-09-15 09:28:04 +02:00
Yamagi
f8ac90d2a8
Merge pull request #23 from BjossiAlfreds/makefile-gitignore-fix
Fix for Makefile on Windows and gitignore now ignores the release folder
2019-09-15 09:16:13 +02:00
Yamagi
2dbcc66efc
Merge pull request #22 from BjossiAlfreds/monster-viewheight-bugfix
Rogue bugfix for monsters not fighting back against parasites
2019-09-15 09:14:56 +02:00
BjossiAlfreds
fa063e9710 Killtarget teamchain cleanup crash fix 2019-09-14 11:59:06 +00:00
BjossiAlfreds
21a52d294a Fix for Makefile on Windows and gitignore now ignores the release folder 2019-09-14 11:03:05 +00:00
BjossiAlfreds
baf90e941c Rogue bugfix for monsters not fighting back against parasites 2019-09-14 08:12:33 +00:00
Yamagi Burmeister
325910d2fe Make sure that the entity to printes is valid.
Especially after savegame load not all slots in the edicts array may be
used. Check if the current entity has a classname string. This is
another part of yquake2/yquake2#430.
2019-09-07 14:26:42 +02:00
Yamagi Burmeister
e4daf3c070 Fix current health being reset to 100 if >100 at level change.
This is another code inconsistency, we must not clamp the current health
to the client max health (which apparently is always 100) but to the
current max health of the player entity.

Analyzed and fix suggest by @BjossiAlfreds, fixes yquake2/yquake2#441.
2019-09-06 07:17:14 +02:00
Yamagi Burmeister
119b9369e8 Fix monsters not fighting back when attacked by parasite or fixbot.
This is another corner case. Parasites and fixbots have a bbox height of
24, walkmonster_start_go() hardcodes a viewheight of 25. Therefor most
traces in other functions like visible() overshoot the parasite.  Fix
this by not overriding the monster viewheight.

Analyzed and fix suggested by @BjossiAlfreds. Closes issue
yquake2/yquake2#440.
2019-09-06 06:58:35 +02:00
Yamagi Burmeister
57df678fb6 Add 'listentities' command.
This rather sophisticated command prints all entities of one or more
given classes and their coordinates. Possible classes are:

* ammo
* items
* keys
* monsters
* weapons

Classes can be combined into one command, e.g. `listentities ammo keys'
would print all ammunition and all keys. The special class `all` prints
all entities, regardless of their class.

The command is protected by `cheats 1`.

This is part of issue yquake2/yquake2#430.
2019-09-05 17:45:31 +02:00
Yamagi Burmeister
d376d0e5ec Add a new command 'teleport'.
A command that teleports the player to abitrary locations was often
requested and may be helpfull for debugging, so finally add it. It works
like a normal teleporter: It moves the player to the requested location,
clears all movements, tells the server and clients that the entity just
teleported and telefrags everything that's in the target location.

The implementation does not verify if the requested location is save,
the player may teleport into the world model or even the void. But the
requested Z coordinate is elevated by 10 units to prevent the player
getting stuck in the floor.

The command is protected by sv_cheats.

This is part of issue yquake2/yquake2#430.
2019-09-05 16:51:53 +02:00
Yamagi Burmeister
501ed1e71a Try to fix monsters getting stuck by waiting forever for their enemy.
44472722e added some sanity checks to the AI code. The checks in
ai_run() are likely wrong because the enemy entity might be already
NULL if we arrive their. By aborting early the code is unable to
determine a new enemy or return the monster to idle state, so the
monster will wait forever for an enemy that'll never come.

This happens only in monster vs. monster fights. Never in monster vs.
player, that game ends if the player dies.

In theory this change should be harmless, because if the enemy entity is
gone it won't generate sound targets now be visible. If the game crashes
by self->enemy being NULL we've got a problem elsewere.

This was reported by @BjossiAlfreds in #483. He also suggested the fix
2019-08-31 11:11:04 +02:00
Yamagi Burmeister
003a1282ad Fix monsters being unable to see the player if he generates noise.
When searching for the player FinTarget() always goes after sound
targets and aborts as soon as it finds one. So if the player is
constantly generating sounds - for example firing the machine gun -
there's a high chance that monsters will only hear but never see
him. Work around this by adding a small timeout to player noises, make
sure that at least 3 frames passed since the last noise. This gives
monsters 2 frames to see the player.

This bug was present in the original code, this is a small gameplay
change.

The problem was analysed by @BjossiAlfreds in #436. He also suggested
the fix.
2019-08-31 11:10:04 +02:00
Yamagi Burmeister
8be3688b1a Fix berserker fidget animation aborting attack.
M_MoveFrame() calls first the AI functions that decide if a monster
should attack or not. After that the monsters think function is called
which walks through berserk_frames_stand[]. Even if the AI function found
an enemy and decided to attack, the monster is still standing for this
frame and berserker_fidget() is called. It may override the earlier
earlier decision, aborting the attack. Even worse this may let the
berserker stuck, because AI_STAND_GROUND may be cleared which prevents
further attacks.

This bug was present in the original code, so this is small gameplay
change. It's likely also present in both addons.

Reported and analyzed by @BjossiAlfreds in issue #433. He also suggested
the fix.
2019-08-31 11:08:44 +02:00
Yamagi Burmeister
ffb5bb57f8 Push entitie slightly away from non horizontal surfaces.
Otherwise the entities origin might be in the surface, which causes it
to be rendered in full black.
2019-06-15 17:45:50 +02:00
Yamagi Burmeister
9989340968 Add back the disruptor / desintegrator.
Make the disruptor and it's ammo available by 'give disruptor' and 'give
rounds'. If g_disruptor is set 0 (the defaults) neither the weapon, nor
the ammo is spawned in, if set to 1 it behaves like a normal weapon.
Based upon an idea by @NeonKnightOA submitted in PR #18.

This was requested in issue #17.
2019-06-11 14:07:48 +02:00
Yamagi Burmeister
90420227db Link with -lm.
This is not strictly necessary since the main executable should provide
the symbols, but it may increase compatibility with other source ports
and underlinking is never a good idea.
2019-05-13 17:05:54 +02:00
Daniel Gibson
000da6a653 Parasite doesn't leech through walls anymore
The problem was that its head was too close to/in the wall, so the trace
towards the player (to decide if he's reachable) started *in* the wall,
so the wall itself wasn't hit/detected.
Now the trace start is 8 units behind the head and it seems to work.

Fixes #9
2019-05-11 19:44:59 +02:00
Yamagi Burmeister
cf6bf166ff Fix missing sanity check, self->enemy can be null.
Suggested by @maraakate, closes #7.
2019-05-09 18:33:23 +02:00
Yamagi Burmeister
96bec2bf1f Remove some unnecessary code duplications. 2019-05-09 18:26:46 +02:00
Yamagi
702110da7d
Merge pull request #15 from afreuden/master
Add make game.dylib for Darwin
2019-05-09 18:24:40 +02:00