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.
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.
1: The Vanilla Quake II behaviour, footsteps are generated when the
player is faster than 255.
0: Footstep sounds are never generated.
2: Footstep sounds are always generated.
Defaults to `1`
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)
As fixing this would otherwise break existing savegames, I bumped the
SAVEGAMEVER to "YQ2-5" and added a quirk for older savegameversions:
On Windows i386 savegames that contain "AMD64" instead of "i386" as
architecture are also accepted.
(For YQ2-2 this didn't seem necessary, apparently "i386" was hardcoded)
In coop it's often hard to get on the same elevator together, because
they're immediately triggered once the first player steps on it.
This cvar sets a delay (1 second by default) for the elevator to wait
before moving, so other players have some time to get on it.
If you like elevators/platforms that suck, just set it to `0` :-P
Currently only used in func_plat, if it turns out that other entities
are used for automatically triggered platforms, we'll have to adapt
those as well (I guess wait_and_change() is generally useful for that).
We're not bumping the savegame version because they should only break in
an uncommon corner case: *Coop* savegames created with clients including
this change will not work on older clients - SP savegames are not
affected and old savegames on new clients also still work.