Commit graph

256 commits

Author SHA1 Message Date
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
Yamagi Burmeister
4466b3111a Add back blindfire support lost in 99073e.
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
Restored mutant rogue features
2019-09-28 17:05:53 +02:00
Yamagi
65ea25f58e
Merge pull request #47 from BjossiAlfreds/float
Restored floater rogue features
2019-09-28 17:01:52 +02:00
Yamagi
2769c7cdfb
Merge pull request #46 from BjossiAlfreds/boss2
Restored boss2(hornet) rogue features and tweaks
2019-09-28 17:00:20 +02:00
Yamagi
6ba4d9d803
Merge pull request #45 from BjossiAlfreds/sidestep
Fixed monsters not sidestepping
2019-09-28 16:58:01 +02:00
Yamagi
f5d5331b8a
Merge pull request #43 from BjossiAlfreds/berserker
Restored berserker rogue features
2019-09-28 16:57:25 +02:00
Yamagi
c748ecbb53
Merge pull request #42 from BjossiAlfreds/gladiator
Restored blocked code for gladiator
2019-09-28 16:55:06 +02:00
BjossiAlfreds
2c9565314b Restored mutant rogue features 2019-09-28 03:47:30 +00:00
BjossiAlfreds
c7b32d15b4 Restored floater rogue features 2019-09-28 03:05:02 +00:00
BjossiAlfreds
d9ea84915e Restored boss2(hornet) rogue features and tweaks 2019-09-28 00:35:58 +00:00
BjossiAlfreds
6687001212 Fixed monsters not sidestepping 2019-09-27 23:33:01 +00:00
BjossiAlfreds
2c475d1dc5 Restored berserker rogue features 2019-09-27 22:48:03 +00:00
BjossiAlfreds
72922a60cc Restored blocked code for gladiator 2019-09-27 21:59:03 +00:00
Yamagi
f24de8d323
Merge pull request #37 from BjossiAlfreds/mysterymove
Fixed entities mysteriously teleporting to another location
2019-09-27 11:10:08 +02:00
Yamagi
5f46d72acd
Merge pull request #35 from BjossiAlfreds/makron
Fixed medics unable to heal makrons
2019-09-27 11:06:32 +02:00
BjossiAlfreds
48f7e38792 Merge branch 'master' into mysterymove 2019-09-26 14:03:12 +00:00
BjossiAlfreds
7d29eff3bd Merge branch 'master' into makron 2019-09-26 14:01:56 +00:00
BjossiAlfreds
c03c6d4829 Fixed entities mysteriously teleporting to another location 2019-09-26 13:24:02 +00:00
BjossiAlfreds
f7e9b2c150 Makron torso flashes red like the legs 2019-09-26 12:42:57 +00:00
Yamagi
4c8c98731d
Merge pull request #32 from BjossiAlfreds/checkattack
Fixed monsters not changing state when enemy goes away
2019-09-26 14:24:04 +02:00
BjossiAlfreds
f76ce1d64b Fixed medics unable to heal makrons 2019-09-26 12:23:57 +00:00
Yamagi
954f4e584d
Merge pull request #31 from BjossiAlfreds/spawnflags
coop_baseq2 added to rogue for playing co-op in baseq2 maps
2019-09-26 14:22:46 +02:00
BjossiAlfreds
55cfb537a3 Fixed monsters not changing state when enemy goes away 2019-09-25 20:14:52 +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