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.
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.
Some projectiles like grenades or rockets are classified as enemies.
Their explosion spawn a sound entity, monsters should move to that. But
the projectile is destroyed when exploding, it's entity struct is set to
NULL. Therefor the self->enemy pointer is also NULL. The self->enemy
check was removed in bc5f5698. Work around this by pretending that the
enemy is already there.
This was reported by @Soldy, closes#56.
* 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.
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.
The sound file is 2720 milliseconds long, the code replays every 2.7
seconds. That was always very optimistic and I'm pretty sure that it
never worked really correct. With YQ2 timings have become much more
precise, we're calling the code more or less exactly after 2700 ms. The
remaining 20 ms aren't enough for the network frame, parsing it at
client side, maybe reuploading the sample and processing it in both the
sound front- and backend. This leads to slight stuttering.
Since the sample loops perfectly at every point take the save approach
and lower the replay delay to 2 seconds.
Closesyquake2/yquake2#506.