The easiest way to build this is to check out the dhewm3-libs project
(https://github.com/dhewm/dhewm3-libs/) to provide the dependencies
(SDL2, OpenAL, cURL) and set YQUAKE2LIBS accordingly, by passing
-DYQUAKE2LIBS=c:/path/to/dhewm3-libs/i686-w64-mingw32 to cmake.
I wouldn't really recommend building with MSVC - I just somehow made it
work and ignored all the warnings and I have no idea how portable the
resulting binaries are etc. For binaries you actually want to use, please
continue using MinGW-w64. Especially my workaround for VLAs (C99 variable
length arrays) is kinda fishy, particularly if those arrays are allocated
in a loop (that's inly done in ref_gl1.dll's code).
The only reason I did this is that I had to debug on Windows and, at least
for my specific bug, gdb didn't really work with binaries produced by
MingGW-w64 and MSVC's debugger works well with binaries produced by MSVC.
Currently requires VS 2019 16.8 or newer with C11 (/std:c11) because I
couldn't get YQ2_ALIGNAS_TYPE() to work with MSVC without _Alignas().
If we can get this to work, VS2015 or newer might suffice (but not older
versions, because their so called C standardlib didn't provide exotic
functions like snprintf()).
# Conflicts:
# CMakeLists.txt
The problem in door_go_up() may prevent doors from crushing something
blocking them. The problem in G_UseTargets() may prevent targets from
getting killed or fired.
Pointed out by @maraakate.
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 `0`. `0` should be save, because that's the default and
and least SV_TestEntityPosition() handles `0` clip masks.
Suggested by @BjossiAlfreds.
If `ent->dmg` is `0` it's set to `2`:
```
if (!ent->dmg)
{
ent->dmg = 2;
}
```
This enforces func_rotate dealing at least `2` damage points per tick.
Vanilla Quake II had this code a few lines below:
```
if (ent->dmg)
{
ent->blocked = rotating_blocked;
}
```
The if clause is always true. PVS studio complained about that. By
mistake the whole block was removed, essentially preveting func_rotate
from freeing itself when blocked. This broke at least the 'Emulsifying
Flesh Press' in the fact2.bsp.
Closes#786.
* `coop` and `deathmatch` were marked as CVAR_LATCH, `singleplayer` was
not. Fix that by adding the flag to `singleplayer`.
* `coop` and `deathmatch` were marked CVAR_SERVERINFO in the server
intitialization code. Mark both of them and `singleplayer` with
CVAR_SERVERINFO as soon as we're initializing them the first time.
Pointed out by @BjossiAlfreds.
Restored original gamemode prioritization to dm > coop > sp, fixed a bug where server start menu did not clear singleplayer cvar, and rewrote how server init manages gamemode cvars
There're some maps and maybe models or even mods in the wild which have
hardcoded paths with self references (`/./`) and / or empty diretories
(`//`). These assets works when read from the filesystem, but not when
read from PAK or ZIP files. Work around that by removing self references
and empty directories from the path right before opening the file.
Closes#767.