Drop support for maps outside packages/maps and for package config files.
(never been used in AC anyway)
also: generate all map related filenames with proper path separators
* do not use std::abs() because math.h includes one, that converts ints
to double. Use own iabs(), which directly uses labs() instead.
* don't use the word "gamma" as name for variables
* don't use a homebrew round() function
getclosestent
Returns the entity index number of the closest entity (or of the
pinned entity, if one exists). Returns -1, if no entities are on the map.
Returns always exactly the entity, that edit commands like delent
will use next.
DOCREF getclosestent
addentity <type>
Adds an entity of the specified type at the current camera position
and returns the index number of the new entity, so that the other
attributes can be set by editentity.
DOCREF addentity
Accuracy will be displayed only then, if scoreboard will be enabled, and
only for current weapon - in order to focus attention of players more on
gameplay/work for team than personal stats.
Added "accuracyinfo" command to see accuracy of all used weapons in
output console.
Added some cleanups and fixed memory leak.
* fix the old check for different jump start heights as requirement
for doublejumps
* better handle multiple binds for the "jump" command
* delay relaxed floorclamping for crouching
* remove some redundant code
Instead of applying 25% bonus speed with every executed doublejump (with
potentially unlimited top speed), limit the reachable max speed to 125%
of regular full speed.
This limits regular gameplay only marginally but removes a lot of cheat
potential.
When both "forward" and "backward" keys are pressed, now the action
matches the last pressed one. Now the keys work on the ladder exactly
as with regular movement.
VS2008 doesn't have round() in math.h and the old inline function (removed
in 50d1413d, had problems in newer compilers). Now floor() or straight
casting to int is used. Let's see, which MS compiler will trip on that...
This is coded into the priority of a server:
* a priority of -1000 or lower marks a server as disabled
* a priority of -10000 or lower excludes a server from being saved to
pcksources.cfg at program end, so a game restart will delete the server
from the list
According to SDL documentation, the SDL implementation of timedwait may
suck on some platforms, so it should only be used, where high CPU usage
during the wait is no issue.
getpckserver() will now only wait for one second for access to the
package server list and return an error instead of waiting indefinitely.
Don't have the main thread wait for the ping thread, because the ping
thread may take a long time to respond - when a server connection can't
be established. Sadly, there's no timeout for "connect()".
Just placing the flag on top of the water didn't work for fully flooded
map areas, as the flag went out of reach.
This fix tries to float the flag up to the surface and stops, if something
blocks the way.
although I doubt, that anyone ever fell for that
(the fix prevents, that nickname completion can change the first char of
the console string to a slash, which would change the line from chat to
command)
When client connected to server (or started to play demo), where there was
a player dead since this client connecting, then position of the player
on minimap (and radar) was displayed wrongly outside of the map, sometimes
for the whole match. Now such positions will be hidden.
Stock strftime doesn't use capitalized "P", so for example on Windows
the wall clock didn't appear for 12h format. PM and AM are converted
to lowercase.
Mapmodels which were not found once are put on a list and not tried to
be loaded again. With this commit, the list is cleared during a map load
if autodownload is enabled. This causes all missing models to be
downloaded.
Fixes issues with manually aborted autodownloads.