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.
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
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.
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.
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.
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.
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`.
Closesyquake2/yquake2#738.