When the "game" directory is changed, clear the current list of maps in
the "start network server" menu so that it will be re-initialized the
next time the menu is accessed.
so it waits for about the time of one frame at 60fps, but independently
of the actual framerate.
Without this fix, wait is broken unless vsync is on, because
CBuf_Execute() is called about 1000 times per second by Qcommon_Frame(),
even if no render- or packet-frame is executed.
(vsync "fixes" this because then we have a real wait at the end of each
renderframe)
We busy-looped for 5000 microseconds, i.e. 5 milliseconds, which reduces
the framerate to < 200fps
I guess the value was copypasted from Sys_Nanosleep() below, but
that was nanoseconds of course..
Anyway, busy-looping for 5 *micro*seconds instead fixes it.
Angle kicks are used for weapon recoil, damage kicks and the like.
Setting the `cl_anglekicks` to `0` ignored them, they're read from
the network but not displayed. The cvar is cheat protected, it's
reset to `1` on server connect.
Rquested by Martin via mail.
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.
This is one these constructs which makes you wonder how it could ever
work. When querying a cvar by calling Cvar_Get(), the default value
(given in `var_value`) is copied into `cvar_t->default_string`. If a
NULL pointer is given in `var_value`, the NULL pointer is passed to
CopyString() and dereferenced. The game crashes. There's already a NULL
pointer check in the 'cvar wasn't found' branch, but none in the 'cvar
was found' branch... Moving the check to the beginning of the function
isn't an option, because at least lithium2 doesn't implement a NULL
pointer check either. We would just move the crash from the server into
the game.dll. Therefore copy an empty string into
cvar_t->default_string` when a NULL pointer was passed in `cvar_value`
and the cvar was found. Pass the empty string trough `CopyString()` to
get an Z_MAlloc() allocation for it, otherwise we would call `Z_Free()`
on an unallocated object further down below.
Reported by Chris Stewart.
ogg_enabled doesn't prevent music from playing, it just toggles if the
ogg backend should be enabled or not. If the user does something like
`ogg_enable=0; snd_restart` everything is okay. If they just set
`ogg_enable=0` strange things happen because the backend stays
initialized and will play tracks as requested. Work around the by
shutting the backend down if `ogg_enable == 0 && ogg_started == true`.
Closes#583.
This allows really bug configuration files up to 32k. It would be better
to switch the global buffer to something allocated at runtime, but thats
non-trivial... This change should be save, since the buffers are global
(allocated in the BSS) and not included in savegames nor send over the
network.
Closes#582.
It's an often reported, that the q2ded dedicated server consumes huges
amounts of CPU time. That's because users don't know that `busywait`
must be set to `0`. Since there's no point in using busywaits in the
dedicated server (the network jitter is always bigger than the
jitter caused by nanosleep() and equivalents), just force q2ded to
use nanosleep().
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.
This is a special case, the bug was already present in Vanilla Q2: If a
server is offering assets for download but is missing some files the
USP download code runs in an endless loop. CL_ParseDownload() detects
that something is wrong and calls CL_RequestNextDownload() which tries
to download the same file again... Work around this by skippig over that
file.
This closes#552.
The new ordering was introduced in 16ee007, fixing some problems with
the wrong sound getting played when an entity triggers several sound at
the same timestamp. This broke the behavior of the mods, in #558 dday
was mentioned, muzzle flashe sound prevent the firing sound from getting
played.
Since we don't control the source of all mods, add a simple band aid
fix: Use the new ordering for baseq2, xatrix and rouge. Use the old
ordering for everything else.
An alternative approach is being discussed in #564.
I don't remember why we restricted it to client startup. The original
code executed it everytime when `game` changed... Revert to that
behavior. Look here if some problems come up. ;)
Closes#544.