Yamagi
6820b0cad1
Add coop_pickup_weapons
, allow a weapon to be taken several times.
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In coop a weapon can be picked up only once. That's annoying, because in
coop ammunition is sparse and not getting the ammunition that comes with
a weapons make things worse. When `coop_pickup_weapons` is set to `1` a
weapon may be picked up if:
1) The player doesn't have the weapon in their inventory.
2) No other player has already picked it up.
2020-08-10 14:15:35 +02:00
Yamagi
cfd660abc3
Fix the Jork skin bug.
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Submitted for baseq2 by @kondrak in yquake2#575.
2020-05-11 12:53:43 +02:00
Yamagi
221171831b
Merge pull request #73 from BjossiAlfreds/gunner-idle
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Fix for gunner AI freeze bug
2020-05-11 11:41:44 +02:00
BjossiAlfreds
964895b760
Fix for gunner AI freeze bug
2020-05-08 22:14:44 +00:00
Yamagi
1cd49ad20b
Fix Windows build, broken by the last changes.
2020-05-04 18:28:09 +02:00
Yamagi
d8ee6ce10f
Merge pull request #72 from mjr4077au/BuildFix
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Fix CMakeLists.txt following changes to makefile.
2020-05-04 15:03:20 +02:00
Mitchell Richters
2cfdfee43d
Fix CMakeLists.txt following changes to makefile.
2020-04-23 03:24:25 +10:00
Yamagi
73fd162dbe
Bring Makefile on par with yquake2:
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* Make CFLAGS and LDFLAGS overrideable
* Correct architecture and operating system detection.
* Enforce FPU mode.
* Implement DEBUG.
* Pass LDFLAGS after the objects.
* Rename OSTYPE and ARCH to YQ2OSTYPE and YQ2ARCH to avoid collisions.
2020-04-21 13:56:47 +02:00
Yamagi
09f9cf8f61
Merge pull request #71 from BjossiAlfreds/printf-leftover
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Removed leftover printf debug prints
2020-04-21 12:53:34 +02:00
Yamagi
fc18bfa568
Merge pull request #70 from mjr4077au/Client_AimFixWithCVAR
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Implement accurate-aiming CVAR in rogue game code.
2020-04-21 12:52:58 +02:00
BjossiAlfreds
0fc06c4fc9
Removed leftover printf debug prints
2020-04-21 00:44:13 +00:00
Mitchell Richters
95e432d604
Implement accurate-aiming CVAR in rogue game code.
2020-04-21 07:30:24 +10:00
Yamagi
e640c899c1
Merge pull request #68 from BjossiAlfreds/insta-powerups
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Fix for some items playing wrong sound when instantly activated
2020-04-20 08:41:29 +02:00
Yamagi
03a7d77127
Merge pull request #67 from NeonKnightOA/turretfix
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Fix: Turrets shooting faster while in melee range, which wasn't intended.
2020-04-20 08:41:10 +02:00
Yamagi
8dd1007284
Merge pull request #66 from NeonKnightOA/disguisefix
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Fix: Disguise isn't traspassed between levels.
2020-04-20 08:40:11 +02:00
BjossiAlfreds
7e4fd68416
Fix for some items playing wrong sound when instantly activated
2020-04-11 00:46:48 +00:00
Yamagi
f0793d17f8
Change show_hostile from int to float and remove unnecessary casts.
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In the vanilla code show_hostile was a qboolean what's clearly wrong.
For wome reasons I don't remember I changed it to an integer and added
the casts. This is problematic because show_hostile is derived from
level.time which is a float. The loss in precision broke some corner
cases like monsters becoming activated when they shouldn't.
Found, analyzed and reported by @BjossiAlfreds in yquake2/yquake2#525 .
2020-03-10 10:18:21 +01:00
Yamagi
6fb2d6e4da
Update CHANGELOG for 2.07.
2020-02-24 17:09:26 +01:00
Yamagi
b5c39542d2
Limit the fix against black debris to gibs, debris, monsters.
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Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.
This is part of yquake2/xatrix#50
2020-02-22 15:30:18 +01:00
NeonKnightOA
7bf7eff184
Fix: Turrets shooting faster while in melee range, which wasn't intended.
2020-02-15 20:01:30 -03:00
NeonKnightOA
a1786d614e
Fix: Disguise isn't traspassed between levels.
2020-02-15 18:43:14 -03:00
Yamagi
3b55fc311a
Remove unnecessary code, expression is aways false.
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CheckTeamDamage() always returns false, so the condition always
evaluates to false.
2020-02-08 17:07:33 +01:00
Yamagi
efd9cd3de5
Merge pull request #62 from NeonKnightOA/skills
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Easier handling of skill levels by using defines instead of numbers
2020-01-28 15:39:28 +01:00
NeonKnightOA
83fe44691d
Easier handling of skill levels by using defines instead of numbers
2020-01-22 12:37:33 -03:00
Yamagi
6c833aae3e
Merge pull request #61 from BjossiAlfreds/holdframe
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Fix mguard freeze bug and improvements to frame handling
2020-01-11 15:54:40 +01:00
BjossiAlfreds
0642b6aa18
Fix mguard freeze bug and improvements to frame handling
2020-01-10 17:04:19 +00:00
Yamagi
f7b99b07c3
Merge pull request #59 from BjossiAlfreds/timeout-fix
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Fix for insane marines not firing deathtarget right away
2020-01-05 10:09:39 +01:00
BjossiAlfreds
ff465863b9
Fix for insane marines not firing deathtarget right away
2020-01-02 23:33:16 +00:00
Yamagi
97ede336aa
Merge pull request #58 from BjossiAlfreds/checkshot
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Parasite blocked attack bugfix and dead code elimination
2020-01-02 14:32:27 +01:00
BjossiAlfreds
e04bd67aa3
Parasite blocked attack bugfix and dead code elimination
2020-01-01 21:50:07 +00:00
Yamagi
ccd16599ef
Merge pull request #57 from BjossiAlfreds/jump
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Rogue jump code fixes
2019-12-16 16:21:28 +01:00
BjossiAlfreds
63d8755078
Rogue jump code fixes
2019-11-13 18:20:00 +00:00
Yamagi Burmeister
7d03e115bf
Update CHANGELOG for the upcoming 2.06 release.
2019-11-10 18:28:56 +01:00
Yamagi
6196f3fb9a
Merge pull request #52 from BjossiAlfreds/plane
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Safely use plane normal in rest of touch functions
2019-10-07 18:58:42 +02:00
Yamagi
afae76c97c
Merge pull request #54 from BjossiAlfreds/teslafixes
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Fixed double/quad sounds and monsters not always reacting to teslas
2019-10-07 18:57:22 +02:00
BjossiAlfreds
4c8d063a55
Added check for inuse to G_RunEntity that was missing but necessary
2019-10-03 18:18:29 +00:00
BjossiAlfreds
bcc451a817
Fixed double/quad sounds and monsters not always reacting to teslas
2019-10-03 17:31:20 +00:00
BjossiAlfreds
ab53f4d422
Small fix to remove plane check from tracker_touch
2019-10-03 16:04:54 +00:00
BjossiAlfreds
fffd90af15
Safely use plane normal in touch funcs
2019-10-03 15:46:14 +00:00
Yamagi
9eead824c7
Merge pull request #51 from BjossiAlfreds/grenquad
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Quad sound for quadded hand grenades and removed unused prox hand grenade stuff
2019-10-03 10:08:55 +02:00
Yamagi
21bb7b1c9a
Merge pull request #33 from BjossiAlfreds/pvs
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Code fixes to address PVS report
2019-10-03 10:07:13 +02:00
BjossiAlfreds
4045f83cae
Quad sound for quadded hand grenades and removed unused prox hand grenade stuff
2019-10-01 21:31:00 +00:00
BjossiAlfreds
bedf8cdd9d
Plane check in blaster2_touch
2019-10-01 20:44:18 +00:00
BjossiAlfreds
1e4c4cc956
Merge remote-tracking branch 'upstream/master' into pvs
2019-10-01 19:33:52 +00:00
Yamagi
a61dfdcb08
Merge pull request #50 from BjossiAlfreds/cycleweap
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Added cycleweap command for generalized xatrix-like weapon selection
2019-10-01 20:47:47 +02:00
BjossiAlfreds
80e179d067
Currently held weapon no longer part of the search
2019-09-29 11:45:44 +00:00
BjossiAlfreds
b25227fa10
Added cycleweap command
2019-09-29 11:30:26 +00:00
BjossiAlfreds
51b1eeb6a9
Merge branch 'master' into pvs
2019-09-28 15:25:51 +00:00
Yamagi Burmeister
4466b3111a
Add back blindfire support lost in 99073e.
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This was lost at the very beginning, when I first merged the baseq2 and
xatrix bugfixes into rogue. I did that by hand, not with my infamous
cleanup script. That came later for the big cleanup before version
2.00... For some reason my playstyle has a very low chance to trigger
blindfiring, so I never realized that it's missing and wasn't able to
reproduce the problem when it was reported in yquake2/yquake2#435.
Reported by @BjossiAlfreds in #34 , closes #34 .
2019-09-28 17:08:36 +02:00
Yamagi
b059224bc3
Merge pull request #49 from BjossiAlfreds/mutant
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Restored mutant rogue features
2019-09-28 17:05:53 +02:00