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, closesyquake2/xatrix#56.
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 #525. Closes#525.
44472722e added some sanity checks to the AI code. The checks in
ai_run() are likely wrong because the enemy entity might be already
NULL if we arrive their. By aborting early the code is unable to
determine a new enemy or return the monster to idle state, so the
monster will wait forever for an enemy that'll never come.
This happens only in monster vs. monster fights. Never in monster vs.
player, that game ends if the player dies.
In theory this change should be harmless, because if the enemy entity is
gone it won't generate sound targets now be visible. If the game crashes
by self->enemy being NULL we've got a problem elsewere.
This was reported by @BjossiAlfreds in #483. He also suggested the fix.
When the monster was already killed by another monster or a coop player
some references may be NULL and the game was crashed. This was observed
by maraakte, who reported it in issue #164. I've just merged his fix
from q2dos.
teleport_time has nothing to do with teleports, it's just the time
since the last player sound. Rename it accordingly. This was suggest
by maraakate in issue #162.
In ai_checkattack() is a check against AI_SOUND_TARGET. If the player
made a noice and the the monster noticed this noise it's true. If
that noice was more than 5 seconds ago the monster forgets that event
and continues with it's search for the player. Otherwise it informs
the surrounding monsters that something interesting has happened and
then returns false. So the problem is: Even if the monster heard the
player and can see him, it aborts at this point.
Fix this by adding an additional visibility check. Do the sound
checking only if the player is not visible, otherwise just continue.
This was reported by shoober420 and debbuged by maraakate. This fix
was DanielGibons idea. This commit fixes issue #162.
- create an unnamed info_player_start when necessary
- increase the fixup radius of the coop-connector to 550
- some formation improvemens
- add SP_CreateUnnamedSpawn to the savegames and break them again