35547d813a
M_MoveFrame() calls first the AI functions that decide if a monster should attack or not. After that the monsters think function is called which walks through berserk_frames_stand[]. Even if the AI function found an enemy and decided to attack, the monster is still standing for this frame and berserker_fidget() is called. It may override the earlier earlier decision, aborting the attack. Even worse this may let the berserker stuck, because AI_STAND_GROUND may be cleared which prevents further attacks. This bug was present in the original code, so this is small gameplay change. It's likely also present in both addons. Reported and analyzed by @BjossiAlfreds in issue #433. He also suggested the fix. |
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doc | ||
src | ||
stuff | ||
.gitignore | ||
CHANGELOG | ||
CMakeLists.txt | ||
LICENSE | ||
Makefile | ||
README.md |
Yamagi Quake II
Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and macOS (experimental).
This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any question, read through the documentation! The current version can be found here: doc/01_index.md
Releases
The official releases (including Windows binaries) can be found at our
homepage: https://www.yamagi.org/quake2
Unsupported preview builds for Windows can be found at
https://deponie.yamagi.org/quake2/misc/