Commit graph

154 commits

Author SHA1 Message Date
Yamagi Burmeister
5c004e2c22 Take into account that the player origin may not be in his center
This is another corner case that looks more correct in baseq2. This was
reported by maraakate in yquake2 issue #160.
2016-12-17 11:06:40 +01:00
Yamagi Burmeister
fe0f0ad86f In M_CheckGround() use the trace velocity.
I have no clue what this is about. But when in doupt baseq2 is right...
:) This was reported by maraakate in yquake2 issue #160.
2016-12-17 11:05:52 +01:00
Yamagi Burmeister
0e00bb0d9f Only start monsters with max_health == health if max_health isn't set.
I dont' know if any monsters start with max_health != health, but this
looks more correct. This was reported by maraakate in yquake2 issue 160.
2016-12-17 11:04:34 +01:00
Yamagi Burmeister
be91d27005 In ED_ParseField() replace atof() with strtof().
On most implementations atof() is just a wrapper around strtod().
Calling strtof() saves one cast. For the sake of cinsistency change
atoi() to (int)strtol(), it's a noop. Reported by maraakate in
yquake2 issue #160.
2016-12-17 11:02:18 +01:00
Yamagi Burmeister
4285702803 Use Q_strcasecmp instead of Q_stricmp().
This should be be noop but looks safer. Reported by maraakate in yquake2
issue #160.
2016-12-17 10:58:50 +01:00
Yamagi Burmeister
48a06ef31e Add missing sanity checks in ED_ParseEdict() and ED_NewString().
This was reported by maraakate in yquake2 issue #160.
2016-12-17 10:57:32 +01:00
Daniel Gibson
8a9b33612a Make debris SOLID_NOT
in baseq2 this caused bug #154
2016-10-24 17:29:11 +02:00
Daniel Gibson
d1e811bd5b Fix typo in ai_checkattack() leading to monsters running in place
this is the fix from yquake2/#151
2016-10-23 18:28:36 +02:00
Yamagi Burmeister
6034d77bbe Generate game.dylib on OS X. Fixes #148. 2016-08-14 16:23:09 +02:00
Yamagi Burmeister
92be77cd83 Update CHANGELOG 2016-06-25 10:35:59 +02:00
Yamagi Burmeister
7e03dfaac2 Switch from an arch whitelist to an "all archs are supported" approach.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.

Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
2016-06-11 09:35:10 +02:00
Yamagi Burmeister
741e98028e Make gibs and debris SOLID_BBOX so they move on entities. 2016-04-29 17:42:02 +02:00
Yamagi Burmeister
291d9852ee Reset gibsthisframe and lastgibframe at map change
Without this change the conditionals at g_misc.c:199 and 381 wouldn't
trigger until level.framenum reach it's previous value, resulting in
much to few debris or gibs being thrown. This fixes #104.

Many thanks to maraakate for the analysis and the idea how to fix it.
2015-10-24 13:30:41 +02:00
Yamagi Burmeister
ef8882e106 Another CHANGELOG update 2015-09-08 17:13:04 +02:00
Yamagi Burmeister
79b3261c29 Update CHANGELOG 2015-09-07 17:18:02 +02:00
Yamagi Burmeister
85c0dcb954 fix a divinely dumbassed mistake of global 'i' and 'corners' variables
Submitted by: Ozkan Sezer
2015-08-31 18:28:29 +02:00
Yamagi Burmeister
8272c04046 use memmove instead of strcpy for overlapping memory areas.
Submitted by: Ozkan Sezer
2015-08-31 18:27:47 +02:00
Yamagi Burmeister
5d8b2ae701 SV_Physics_Pusher: fix the 'memory corrupted' check
Submitted by: Ozkan Sezer
2015-08-31 18:26:10 +02:00
Yamagi Burmeister
6d07abecc4 fix several printf format string errors in games' code
Submitted by: Ozkan Sezer
2015-08-31 18:25:16 +02:00
Yamagi Burmeister
d8f1c5587c fix misplaced braces in the last else case
Submited by: Ozkan Sezer
2015-08-31 18:21:04 +02:00
Yamagi Burmeister
c107df476c Remove unused GetGameAPI() prototype
Submitted by: Ozkan Sezer
2015-08-31 18:19:31 +02:00
Yamagi Burmeister
906b89e483 Add CMake support 2015-08-23 18:52:33 +02:00
Daniel Gibson
4b02b97332 Fix bug with high velocities in vents in 32bit builds, fix MingW build
See https://github.com/yquake2/yquake2/issues/71 and Xatrix #4

In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).

The Makefile now sets $CC to gcc for MingW builds, this should fix #3

And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
2015-05-17 18:42:56 +02:00
Daniel Gibson
150c521e13 One entity shooting another should work even if friendly fire is off
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire
was off, because in ClientTeam() both entities were set to "" (no team),
but OnSameTeam() just did a strcmp() instead of checking this special
case (no team).
We check this now and thus it works. Hooray.
I also refactored ClientTeam() to take the buffer instead of using a
static one and to be static (it's only called by OnSameTeam() anyway).

The savegame table entry for this function was invalid, but it doesn't
need to be saved anyway, so I just deleted it from the table.
2014-11-30 17:55:38 +01:00
Yamagi Burmeister
dd3bf3ee29 Use the correct flavor of abs() 2014-08-03 11:43:14 +02:00
Yamagi Burmeister
dd50746c4c Rewrite COM_FileExtention()
COM_FileExtension() was parsing strings from beginning to end, bailing
out as soon as '.' was found and treating everything thereafter as the
file extension. That behavior caused problem with relatives pathes like
models/monsters/tank/../ctank/skin.pcx. The new implementation uses
strrchr() to determine the last '.'.
2014-07-30 21:46:55 +02:00
Yamagi Burmeister
2e95fab925 Remove the now unneeded mkdir.exe 2014-02-14 10:35:46 +01:00
Yamagi Burmeister
a549b5ef6d Port makefile to our new Windows build environment 2014-02-14 10:22:47 +01:00
Yamagi Burmeister
d5d771d373 Fix a progress stopper in xware.bsp 2013-06-15 16:18:31 +02:00
svdijk
fc5760bf99 help/score updates: fix typo 2013-05-04 14:51:09 +02:00
Yamagi Burmeister
c2d0cd97e5 Fix a typo 2013-05-01 09:43:50 +02:00
Yamagi Burmeister
fc85c85047 Update the CHANGELOG 2013-05-01 09:43:39 +02:00
Yamagi Burmeister
f7da445083 Fix help computer and inventory updates when already opened
These changes ware originally committed by svdijk into baseq2
as reveison 6f6c9a1 to 20110fa.
2013-04-29 18:42:17 +02:00
Yamagi Burmeister
3bd64f2da0 Remove superflous statement
This was originaly committed into baseq2 by svdijk
2013-04-29 18:20:11 +02:00
Yamagi Burmeister
a7e3e4b445 Fix a typo in a function prototype in game.h
This is a merge of 909e694 from baseq2, original
written by svdijk.
2013-04-29 18:09:09 +02:00
Yamagi Burmeister
a8ba7b0bb1 Add a FAQ section to README 2013-03-24 11:31:38 +01:00
Yamagi Burmeister
e5d7803869 Update CHANGELOG for 2.0 2013-03-24 11:31:17 +01:00
Yamagi Burmeister
abc4904857 Quirk around xship spawnpoint problems in coop
In xship the coop spawnpoints are farther away from the
info_player_start than in other maps. Work around this by
adding a quirk to the quirk.
2013-03-24 11:18:42 +01:00
Yamagi Burmeister
3f1380caac Fix direct loading of xware in coop
A superfluous unnamed info_player_start screwed up the info_coop_start
selection heuristic. It's unneeded in coop play, therefor remove it.
2013-03-24 09:37:40 +01:00
Yamagi Burmeister
2346274d8f Add TODO to explain the remaining problems 2013-03-10 12:41:40 +01:00
Yamagi Burmeister
5ca8d29816 Fix manuell loading of most maps in coop mode
This changes ports my magic "find the right coop spawnpoint if target is
unset"-heuristic from baseq2 to Xatrix. This code was originally written
by me and is hereby licensed (additionally to the GPL) to the Quake II
SDK license.
2013-03-10 11:58:29 +01:00
Yamagi Burmeister
05931b1520 Add back frames lost somewhere on the run 2013-02-18 18:25:53 +01:00
Yamagi Burmeister
00f0bb8df1 Remove superfluous whitespaces and end of lines
With this commit 'xatrix' is cleaned up. Every single line was audited,
many bugs removed and hundered of sanity checks added. Additionally the
code was reformated. All in all 'Xatrix' should now be much more
reliable and for the first time in ~15 years completeable without any
crashes, logic bugs or the like. Until now about 130 hours spread over
more than a year were spend for this project.

Of course this code is totaly untested. The next step is testing,
testing and testing. After that the spawn points needs to be fixed
so that all maps can pe started by "map $mapname".
2013-02-12 18:49:17 +01:00
Yamagi Burmeister
1fb978cfeb Cleanup tank and add sanity checks 2013-02-12 18:35:56 +01:00
Yamagi Burmeister
46e0ce8dbf Cleanup supertank and add sanity checks 2013-02-12 18:18:36 +01:00
Yamagi Burmeister
9d754f2f0f Cleanup soldier and add sanity checks 2013-02-11 19:04:21 +01:00
Yamagi Burmeister
2e058a591f Cleanup parasite and add sanity checks 2013-02-11 18:31:57 +01:00
Yamagi Burmeister
f7681706f1 Cleanup mutant and add sanity checks 2013-02-11 18:23:48 +01:00
Yamagi Burmeister
98c08b133d Cleanup player.h 2013-02-10 19:16:10 +01:00
Yamagi Burmeister
4c82759f3e Cleanup medic and add sanity checks 2013-02-10 19:16:10 +01:00