Commit graph

335 commits

Author SHA1 Message Date
Yamagi
94284938f4
Merge pull request #86 from BjossiAlfreds/makrondeath
Fixed ungibbable makron parts
2023-05-13 15:22:04 +02:00
BjossiAlfreds
15567f94a3 Fixed ungibbable makron parts 2023-05-09 18:32:27 +00:00
Yamagi
1010b2c694
Merge pull request #85 from BjossiAlfreds/intersight
Fixed monsters seeing players during intermissions
2023-05-08 18:08:56 +02:00
Yamagi
9626e71c86
Merge pull request #84 from BjossiAlfreds/gladrange
Fixed stand-ground gladiators not attacking at certain range
2023-05-08 18:07:38 +02:00
BjossiAlfreds
e0fb272e65 Fixed monsters seeing players during intermissions 2023-04-26 01:30:21 +00:00
BjossiAlfreds
04c9248961 Fixed stand-ground gladiators not attacking at certain range 2023-04-22 18:51:05 +00:00
Yamagi
1a3e721d51
Merge pull request #83 from Dremor8484/master
Update weapon.c
2023-03-25 17:15:31 +01:00
Dremor8484
04868b72ee
Update weapon.c
phalanx aimfix (like the supershotgun)
the first shot (in the if statement) is to the right, the second shot (in the else statement) shoots left

without the change to the code 1 shot is centered on the aim cross, the other is on the right
with the change to the code the left shot is on the left of the crossair and it touches the left -- of the crossair, while the right shot is on the right and touches the right -- of the crossair
2022-12-16 04:27:38 +01:00
Yamagi
92d83faff4 Update the CHANGELOG for 2.11. 2022-12-03 17:03:51 +01:00
Yamagi
b4c4a15c7d
Merge pull request #82 from Dremor8484/Dremor8484-xatrix-doublebarrelshotgun-aimfix
Update weapon.c
2022-12-03 16:56:28 +01:00
Dremor8484
44e50a12ca
Update weapon.c
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
2022-12-03 15:42:44 +01:00
Yamagi
731af54f2c
Merge pull request #80 from devnexen/va_fmt_chg
va little signature change
2022-11-06 17:20:48 +01:00
David CARLIER
0dc3c87742 va little signature change 2022-11-05 10:26:14 +00:00
Yamagi
f0059cecce
Merge pull request #81 from protocultor/underwater_phalanx
Underwater impacts of the Phalanx cannon sound muffled
2022-11-05 10:05:05 +01:00
Jaime Moreira
ed8c40349d Underwater impacts of the Phalanx sound muffled 2022-10-25 22:08:34 -03:00
Yamagi
c151fffd3a
Merge pull request #75 from skullernet/master
Remove broken pusher delta yaw manipulation.
2022-10-08 15:39:05 +02:00
Yamagi
b5149f927c
Merge pull request #79 from BjossiAlfreds/collision
Prevent dead bodies from obstructing elevators and falling through them
2022-10-08 15:35:52 +02:00
Yamagi
8c890f4347
Merge pull request #78 from BjossiAlfreds/powercubes
Fix coop power cube related bugs
2022-10-08 15:35:09 +02:00
Yamagi
dcc7860ffd
Merge pull request #77 from BjossiAlfreds/splashes
Fix items already in water at level start playing splash sound
2022-10-08 15:33:36 +02:00
Yamagi
eb55860150
Merge pull request #76 from BjossiAlfreds/flood
Prevent crash or memory corruption when flood_msgs is too high or too low
2022-10-08 15:33:23 +02:00
BjossiAlfreds
1a197b09a6 Prevent dead bodies from obstructing elevators and falling through them 2022-09-30 15:15:05 +00:00
BjossiAlfreds
d3d4e5357d Fix coop power cube related bugs 2022-09-24 14:32:43 +00:00
BjossiAlfreds
1d04967d88 Fix items already in water at level start playing splash sound 2022-09-24 12:22:40 +00:00
BjossiAlfreds
8431e0f15d Prevent crash or memory corruption when flood_msgs is too high or too low 2022-09-24 01:50:15 +00:00
Andrey Nazarov
e4c26a187d Remove broken pusher delta yaw manipulation.
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.
2022-09-09 21:56:09 +03:00
Yamagi
8fb33ee9fd
Merge pull request #74 from protocultor/cycleweap_quick
Faster weapon switching with 'cycleweap'
2022-08-07 18:21:53 +02:00
Jaime Moreira
5e31017f49 Faster weapon switching with 'cycleweap'
Allows to skip elements on the weapon list by tapping the same bound key
2022-08-01 14:34:49 -04:00
Yamagi
f4643f174f
Merge pull request #73 from Dremor8484/Dremor8484-xatrix-doublebarrelshotgun-aimfix
Update weapon.c
2022-06-11 17:03:03 +02:00
Dremor8484
368df08757
Update weapon.c
xatrix-doublebarrelshotgun-aimfix
2022-06-10 19:10:19 +02:00
Yamagi
8d6a6188c3 Fix off by one in Info_SetValueForKey(). Found by ASAN. 2022-05-28 11:40:09 +02:00
Yamagi
141458257f Update CHANGELOG for 2.10. 2022-05-28 11:40:09 +02:00
Yamagi
39e4828a65
Merge pull request #71 from devnexen/build_macos_arm_fix
Forcing proper native arch build on darwin mainly due to arm64
2022-05-20 12:48:53 +02:00
David CARLIER
67f45e6a33 Forcing proper native arch build on darwin mainly due to arm64 2022-05-14 16:29:14 +01:00
Yamagi
fdf95542f2
Merge pull request #70 from protocultor/prefweap
Added prefweap command to select weapon by priority
2022-04-13 11:51:11 +02:00
Jaime Moreira
d0ec2a5c72 Added prefweap command to select weapon by priority 2022-04-11 09:39:52 -04:00
Yamagi
4c65436342 Fix door_go_up() exiting early.
The problem in door_go_up() may prevent doors from crushing something
blocking them. While add it sanity check `activator` in
`G_UseTargets()`.
2022-02-05 17:18:27 +01:00
Yamagi
f97f46f91d Force an MASK_SHOT clip mask for thrown heads.
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.
2022-02-05 17:14:48 +01:00
Yamagi
dfd2224bbf Fix laser guard trying to fire two shots when dying.
The laser guard is implemented different than the other guards, the
'last stand' animation doesn't match the implementation. Work around
that by avoid that animation.

Found by @drakonorodny and fix suggested by @BjossiAlfreds.

Closes #68.
2021-11-13 12:43:09 +01:00
Yamagi
a7eb445151
Merge pull request #69 from BjossiAlfreds/playernoise
Fixed player_noise entity leak and improved stability surrounding player noises
2021-11-06 08:48:41 +01:00
BjossiAlfreds
0a4c45ddf2 Fixed player_noise entity leak and improved stability surrounding player noises 2021-11-06 02:24:28 +00:00
Yamagi
640d01364c Fix soldiers never showing their pain skins as long as they're alive.
Since `self->helth` is set after calling `master_start()`
`self->max_health is always 0. Found by @drakonorodny and
analyzed by @BjossiAlfreds.
2021-11-05 07:12:05 +01:00
Yamagi
f6b76c2374 Made the game able to handle entity overload better.
This is a port of yquake2 commit c3b57bc8.
2021-11-04 16:56:34 +01:00
Yamagi
e67c63a03e
Merge pull request #67 from De-Seppe/master
Feature request : add cvar to disable machine gun recoil in single player #741 (xatrix)
2021-09-28 18:34:21 +02:00
De-Seppe
020b142e7b Rename variable to conform to naming guidelines
Change the name of the cvar machinegun_norecoil to g_machinegun_norecoil to conform to the naming guidelines
2021-09-27 18:30:32 +02:00
De-Seppe
aa2a3fcda2 Add cvar machinegun_norecoil
Add cvar machinegun_norecoil
This cvar allows to disable machinegun recoil in single player.
The default value is the original Quake 2 behaviour.
2021-09-27 13:11:37 +02:00
Yamagi
f6d8c0fe61 Refine the g_footstep cvar.
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`.

Closes yquake2/yquake2#738.
2021-08-25 18:35:41 +02:00
Yamagi
c53bb15688 Add a warning that the CMakeLists.txt is unmaintained. 2021-07-23 08:34:10 +02:00
Yamagi
052066f355 Revert "Retire unmaintained CMakeLists.txt."
It turned out that there're some special cases not (yet) covered by the
Makefile. Crossbuilding in specialized chroot environments are one
example.
2021-07-23 08:29:01 +02:00
Yamagi
15791dc75e Retire unmaintained CMakeLists.txt.
I added the CMakeLists.txt 6 or 7 years ago so I could load the code
into Jetbrains Clion. I have moved to another editor years ago and the
cmake stuff is effectively unmaintained since then. We kept it around
in case that we'll do a MSVC port, but that's unlikely at this point.
Since bugreport and problems with the CMakeLists.txt keep coming up,
finally retire them. They can be resurrected from the git history if
we'll ever need them again.

Part of yquake2/yquake2#725.
2021-06-29 11:02:33 +02:00
Yamagi
2e2fac5a85 Update the CHANGELOG for version 2.09. 2021-06-14 16:26:32 +02:00