Commit graph

390 commits

Author SHA1 Message Date
BjossiAlfreds
306beceb0c Fixed ungibbable makron parts 2023-05-09 18:29:55 +00:00
Yamagi
352e81481a
Merge pull request #102 from BjossiAlfreds/gladrange
Fixed stand-ground gladiators not attacking at certain range
2023-05-08 18:09:02 +02:00
BjossiAlfreds
4a9c7f897e Fixed stand-ground gladiators not attacking at certain range 2023-04-22 18:52:34 +00:00
Yamagi
f762ee6116
Merge pull request #101 from Dremor8484/patch-1
Update g_items.c
2023-03-25 17:16:31 +01:00
Dremor8484
5d767c6b30
Update g_items.c
ammopak usually increase the maximum ammo, even beyond the bandolier.
i suppose there is a bug with fletchette ammo.

fletchette starts with 200 max ammo, becomes 250 max ammo with bandolier and returns to 200 max ammo with ammopack.
on the contrary both cells and bullets start at 200, becomes 250 with bandolier and 300 with ammopack.
2023-03-20 15:47:12 +01:00
Yamagi
a9412c91b9 Fix copypasta, the Phalanx is exclusive to xatrix. 2022-12-08 14:41:18 +01:00
Yamagi
ff834f7a58 Update the CHANGELOG for 2.10. 2022-12-03 17:12:46 +01:00
Yamagi
fc0ffbcc91
Merge pull request #100 from Dremor8484/Dremor8484-rogue-doublebarrelshotgun-aimfix
Update weapon.c
2022-12-03 17:06:55 +01:00
Dremor8484
e2ac13dae4
Update weapon.c
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
2022-12-03 15:47:14 +01:00
Yamagi
9922dd88bb
Merge pull request #99 from devnexen/va_fmt_chg
va little signature change
2022-11-06 17:21:11 +01:00
David CARLIER
a4747d3d8d va little signature change 2022-11-05 10:27:06 +00:00
Yamagi
5ed36196b7
Merge pull request #94 from skullernet/master
Remove broken pusher delta yaw manipulation
2022-10-08 15:38:53 +02:00
Yamagi
0dda457eb5
Merge pull request #98 from BjossiAlfreds/collision
Prevent dead bodies from obstructing elevators and falling through them
2022-10-08 15:37:59 +02:00
Yamagi
fb2f6bd3b5
Merge pull request #97 from BjossiAlfreds/powercubes
Fix coop power cube related bugs
2022-10-08 15:37:42 +02:00
Yamagi
f15c5c57a2
Merge pull request #96 from BjossiAlfreds/splashes
Fix items already in water at level start playing splash sound
2022-10-08 15:37:27 +02:00
Yamagi
d64a15f535
Merge pull request #95 from BjossiAlfreds/flood
Prevented crash or memory corruption when flood_msgs is too high or too low
2022-10-08 15:37:16 +02:00
BjossiAlfreds
3bb2602f5b Prevent dead bodies from obstructing elevators and falling through them 2022-09-30 15:25:18 +00:00
BjossiAlfreds
eff7705812 Fix coop power cube related bugs 2022-09-24 14:33:38 +00:00
BjossiAlfreds
678eee9bc7 Fix items already in water at level start playing splash sound 2022-09-24 12:23:49 +00:00
BjossiAlfreds
2f76831f1c Prevented crash or memory corruption when flood_msgs is too high or too low 2022-09-24 01:49:35 +00:00
Andrey Nazarov
213b14e16a Remove broken pusher delta yaw manipulation.
This didn't work correctly for multiple reasons:

1. `deltayaw` was wrongly initialized for the pusher itself, rather than
for pushed client.

2. `delta_angles[YAW]` is a short, adding plain `amove[YAW]` to it is
wrong.

To support yaw angle rotation properly, delta_angles must be
interpolated on the client. But this is hardly practical as it would
introduce other bugs. Thus, simply remove delta yaw manipulation code
altogether.

Fixes infamous Q2 bug when player standing on a blocked lift gets turned
to wrong direction.
2022-09-09 21:55:04 +03:00
Yamagi
2246a943bf
Merge pull request #93 from protocultor/cycleweap_quick
Faster weapon switching with 'cycleweap'
2022-08-07 18:22:14 +02:00
Jaime Moreira
6b9331ea5f Faster weapon switching with 'cycleweap'
Allows to skip elements on the weapon list by tapping the same bound key
2022-08-01 14:35:42 -04:00
Yamagi
7bf2454901
Merge pull request #92 from Dremor8484/Dremor8484-rogue-doublebarrelshotgun-aimfix
Update weapon.c
2022-06-11 17:04:04 +02:00
Dremor8484
6de4a9ce77
Update weapon.c
rogue-doublebarrelshotgun-aimfix
2022-06-10 19:19:18 +02:00
Yamagi
15ffab8518 Fix of by one in Info_SetValueForKey(). Found by ASAN. 2022-05-28 11:35:08 +02:00
Yamagi
1ca53f3118 Update CHANGELOG for 2.09. 2022-05-28 11:35:08 +02:00
Yamagi
43a5a3fc23 Normalize arm64 to aarch64.
This ensures that we call ARM64 `aarch64` on all platform, which aren't
MacOS or Windows. And it fixes the bug, that `arm64` was normalized to
`arm`, making incompatible savegames between 32 bit and 64 bit ARM
loadable. Leading to crashes.
2022-05-20 12:55:51 +02:00
Yamagi
ca5e278670
Merge pull request #91 from devnexen/build_macos_arm_fix
Forcing proper native arch build on darwin mainly due to arm64
2022-05-20 12:48:33 +02:00
David CARLIER
e7642db54d Forcing proper native arch build on darwin mainly due to arm64 2022-05-14 16:30:01 +01:00
Yamagi
c083b7c66c Add rmine1.ent, fixes a stuck monster.
Found and submitted by @Dremor8484, closes #90.
2022-05-10 18:50:56 +02:00
Yamagi
72a6f98730
Merge pull request #89 from protocultor/prefweap
Added prefweap command to select weapon by priority
2022-04-13 11:50:57 +02:00
Jaime Moreira
20da96d0ab Added prefweap command to select weapon by priority 2022-04-11 09:53:13 -04:00
Yamagi
f63c952103 Fix door_go_up(), G_UseTargets() exiting early if no activator is given.
The problem in door_go_up() may prevent doors from crushing something
blocking them. The problem in G_UseTargets() may prevent targets from
getting killed or fired.

Pointed out by @maraakate.
2022-02-05 17:26:19 +01:00
Yamagi
7d1007ea1e Force an MASK_SHOT clip mask for thrown heads.
The ThrowHead() and ThrowClientHead() functions are special. They
transform the entity given in `self` (mostly the caller itself) into a
ripped off head. They don't reset the entities clip mask, which may
cause problems in interactions with other entities. Fix that by reseting
the clip mask to `MASK_SHOT`.

Suggested by @BjossiAlfreds.
2022-02-05 17:25:42 +01:00
Yamagi
ee6164cbce
Merge pull request #88 from BjossiAlfreds/playernoise
Fixed player_noise entity leak and improved stability surrounding player noises
2021-11-06 08:48:21 +01:00
BjossiAlfreds
2dd8c74dfd Fixed player_noise entity leak and improved stability surrounding player noises 2021-11-06 02:23:45 +00:00
Yamagi
d272c24706 Fix soldiers never showing their pain skins as long as they're alive.
Since `self->helth` is set after calling `master_start()`
`self->max_health is always 0. Found by @drakonorodny and
analyzed by @BjossiAlfreds.
2021-11-05 07:15:10 +01:00
Yamagi
8cba5293a0 Made the game able to handle entity overload better.
This is a port of yquake2 commit c3b57bc8.
2021-11-04 17:11:41 +01:00
Yamagi
fb1ebf960e
Merge pull request #87 from BjossiAlfreds/rsewer2-rware2
Updated mapfixes for rsewer2 and rware2
2021-10-26 08:43:34 +02:00
BjossiAlfreds
222438d738 Updated mapfixes for rsewer2 and rware2 2021-10-25 11:21:07 +00:00
Yamagi
f90991db4d
Merge pull request #84 from De-Seppe/master
Feature request : add cvar to disable machine gun recoil in single player #741 (rogue)
2021-09-28 18:33:06 +02:00
De-Seppe
ea57b889b6 Rename variable to conform to naming guidelines
Change the name of the cvar machinegun_norecoil to g_machinegun_norecoil to conform to the naming guidelines
2021-09-27 18:30:18 +02:00
De-Seppe
73beecec44 Add cvar machinegun_norecoil
Add cvar machinegun_norecoil
This cvar allows to disable machinegun recoil in single player.
The default value is the original Quake 2 behaviour.
2021-09-27 13:14:38 +02:00
Yamagi
19a6d805a9 Refine the g_footstep cvar.
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:

* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.

The changes the meaning of the values, `2` has become `3`.

Closes yquake2/yquake2#738.
2021-08-25 18:39:09 +02:00
Yamagi
6cc225d670 Add a warning that the CMakeLists.txt is unmaintained. 2021-07-23 08:33:31 +02:00
Yamagi
6b6e536f79 Revert "Retire unmaintained CMakeLists.txt."
It turned out that there're some special cases not (yet) covered by the
Makefile. Crossbuilding in specialized chroot environments are one
example.
2021-07-23 08:30:59 +02:00
Yamagi
ab882a163f Retire unmaintained CMakeLists.txt.
I added the CMakeLists.txt 6 or 7 years ago so I could load the code
into Jetbrains Clion. I have moved to another editor years ago and the
cmake stuff is effectively unmaintained since then. We kept it around
in case that we'll do a MSVC port, but that's unlikely at this point.
Since bugreport and problems with the CMakeLists.txt keep coming up,
finally retire them. They can be resurrected from the git history if
we'll ever need them again.

Part of yquake2/yquake2#725.
2021-06-29 11:03:02 +02:00
Yamagi
397fdd77d5 Update the CHANGELOG for 2.08. 2021-06-14 16:29:07 +02:00
Yamagi
25b453f1b8
Merge pull request #83 from BjossiAlfreds/player-sounds
Fix for some player sound bugs
2021-04-30 11:51:40 +02:00