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
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Remove broken pusher delta yaw manipulation.
2022-10-08 15:39:05 +02:00
Yamagi
b5149f927c
Merge pull request #79 from BjossiAlfreds/collision
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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
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Fix coop power cube related bugs
2022-10-08 15:35:09 +02:00
Yamagi
dcc7860ffd
Merge pull request #77 from BjossiAlfreds/splashes
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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
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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.
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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
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Faster weapon switching with 'cycleweap'
2022-08-07 18:21:53 +02:00
Jaime Moreira
5e31017f49
Faster weapon switching with 'cycleweap'
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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
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Update weapon.c
2022-06-11 17:03:03 +02:00
Dremor8484
368df08757
Update weapon.c
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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
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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
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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.
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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.
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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.
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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
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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.
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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.
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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
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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
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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
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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.
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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."
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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.
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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
Yamagi
f4ae2e8c8b
Merge pull request #65 from BjossiAlfreds/player-sounds
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Fix for some player sound bugs
2021-04-30 11:51:51 +02:00
BjossiAlfreds
99d0187651
Fix for some player sound bugs
2021-04-30 01:06:49 +00:00
Yamagi
32304256d5
Merge pull request #64 from BjossiAlfreds/shark-bbox
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Shark bbox fix and added inuse check after entity thinking
2021-04-27 08:59:33 +02:00
BjossiAlfreds
dd6afd3b03
Shark bbox fix and added inuse check after entity thinking
2021-04-18 01:26:33 +00:00
Yamagi
c25547e041
Merge pull request #63 from devnexen/savegame_upd_to_match_yquake2
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savegame to match more main repo
2021-04-13 12:58:55 +02:00
David CARLIER
38bc24cfe7
savegame to match more main repo
2021-04-12 21:34:55 +01:00
Yamagi
024ee7ca09
Merge pull request #62 from devnexen/savegame_data_packing
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game data packing representation of the headers
2021-04-08 10:59:44 +02:00
Yamagi
9016b12ce5
Merge pull request #61 from BjossiAlfreds/map-fixes
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Map fixes for unkillable monsters
2021-04-08 10:59:22 +02:00
David Carlier
2a6ea6014a
game data packing representation of the headers
2021-04-07 18:12:12 +01:00
BjossiAlfreds
9a19ec8946
Made invul in xintell into a counted secret
2021-04-02 21:21:52 +00:00
BjossiAlfreds
9a046f4aef
Map fixes for unkillable monsters
2021-04-02 08:47:15 +00:00
Yamagi
9ea02cab1c
Merge pull request #60 from BjossiAlfreds/bad-triggered
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Console warning and fix triggered monsters without targetname
2021-03-31 10:06:58 +02:00
BjossiAlfreds
0447bbc4f8
Console warning and fix triggered monsters without targetname
2021-03-28 16:55:43 +00:00
Yamagi
c6aeffb484
Add a cvar g_footsteps
to control the generation of footstep sound.
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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`
2021-03-02 15:14:23 +01:00