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Commits on Sep 18, 2023

  1. sg_weapon.cpp: stop global variable abuse

    This refactoring gets rid of the global variables 'forward',
    'right', 'up', and 'muzzle' used throughout the file.
    slipher committed Sep 18, 2023
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  2. Fix intermittently disappearing mara zaps

    Thanks to global variable abuse, `muzzle` was never calculated when
    calling UpdateZapEffect via G_UpdateZaps. Each frame, the origin of the
    zap entity was set to `muzzle`, which contained a garbage value from a
    random player. For the zap entity, the origin's only purpose is to
    determine whether it is in someone's PVS. So the bug caused the zap to
    appear and disappear for a given client depending on whether the garbage
    value is in its PVS. In a quick test with 5v5, the entity for a single
    zap would frequently leave and reenter 5+ times.
    slipher committed Sep 18, 2023
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  3. Refactor: remove gentity_t::buildableAim

    The information is now stored in TurretComponent
    slipher committed Sep 18, 2023
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  7. Define lifetime attribute in missile configs

    'lifetime' is a required attribute, defined for all missiles. Represents
    the amount of time after which a missile explodes/disappears if it
    doesn't hit anything.
    
    Generic code using this will come later (for now it's accessed
    through the attributes of a hard-coded missile type each time).
    slipher committed Sep 18, 2023
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Commits on Sep 12, 2023

  1. Debug draw: fix DU_DRAW_QUADS mode

    It turns out that GL_QUADS is not a valid type for glDrawElements, so
    quads mode didn't draw anything.
    
    I tested this by making a direct call to duDebugDrawBox. Not sure if
    there is any way to trigger this with navedit-related commands.
    slipher committed Sep 12, 2023
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  2. Debug draw: remove functionality that does nothing

    The texture coordinate (uv) versions of vertex() are never called
    anywhere, and it wouldn't do anything if they were as there is no
    way to set a texture.
    slipher committed Sep 12, 2023
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Commits on Sep 8, 2023

  1. Bots: support class selection in behavior tree

    A behavior tree can now have a prelude selectClass { ... } which takes
    decisions about what to spawn as. An extra behavior tree is parsed
    inside the block. When executing this tree the spawnAs statement can be
    used to change the class selection.
    slipher committed Sep 8, 2023
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  3. Bots: forbid actions while dead

    This could already happen e.g. if action suicide was used in the same
    frame.
    slipher committed Sep 8, 2023
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  4. Fix alien attacks not working

    Regression in c4d3db8 "Don't give
    spectators WP_ALEVEL0"
    slipher committed Sep 8, 2023
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Commits on Sep 6, 2023

  1. Don't give spectators WP_ALEVEL0

    This fixes the alien HUD being inappropriately drawn at various times,
    e.g. for spectators after a map_restart.
    
    Also remove the onSpawn event type for BSP entities. This seems to be a
    remnant of Q3; you can't spawn from a map entity in Unvanquished.
    slipher committed Sep 6, 2023
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Commits on Sep 4, 2023

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  2. Fix bug where bot fails to buy its chosen equipment

    The case I saw is that a bot carrying the painsaw decided to purchase
    armor instead. It couldn't do it because it did not sell weapons first.
    
    It seems that this code would also be wrong in the case that a bot is
    carrying an upgrade and decides it no longer wants it (it wouldn't sell
    the upgrade)
    slipher committed Sep 4, 2023
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  3. Add g_bot_traceClient for BT debugging

    This cvar can display the currently running action node for a selected
    bot's client number.
    slipher committed Sep 4, 2023
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Commits on Sep 1, 2023

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Commits on Aug 31, 2023

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  5. Document missile splash damage parameters

    Also remove two gentity_t fields which were only used for missiles and
    get them from the missileAttributes_t instead.
    slipher committed Aug 31, 2023
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Commits on Aug 30, 2023

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Commits on Aug 29, 2023

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Commits on Aug 28, 2023

  1. Fire psaw at a distance from players, not structures

    Reverts the PAINSAW_RANGE + 60 change of 3145e8e because it plays
    badly with this logic:
    	if ( inAttackRange && self->botMind->goal.getTargetType() == entityType_t::ET_BUILDABLE )
    	{
    		BotStandStill( self );
    	}
    
    Implement the intended idea of not *always* firing the painsaw, but
    rather only when in the vicinity of an enemy player (or in range
    of a buildable).
    slipher committed Aug 28, 2023
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  2. BotActionFight goalDist = square( self )

    bmorel authored and slipher committed Aug 28, 2023
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