Opensource freelancer I came to Western Q3 since 2005, in 2008 I proposed my first patch to the Smokin' Guns team. Official member since january 2009, now I'm the official Smokin' Guns Linux release maintainer.

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0 comments by SG_Tequila on Sep 28th, 2009 digg this super bookmark


Howdy cowboys,

I'm still active on Smokin' Guns 1.1 branch and I just want to present a little my work on rev310. The great news, it is another step toward a beta staging... The bad news, It helps to show new nasty bugs in Smokin' Guns...

So here is my published comment for that r310:

sg_tequila wrote:Weapon fire code refactoring:
  - Added Weapon_Trace API to easily add trace debugging entity in debug build
    It is now possible to visually debug trace on client side (only in debug build)
  - Added g_debugWeapon cvar in debug build
  - Review some code in prevision to higher refactoring:
    FireWeapon & ShotgunPellet should share some code in next update
 Weapon fix:
  - Really check we are not shooting ourself
 Media added:
  - Added shader and picture to draw trace debuggung entities
  - Added sg_developer.pk3 PAK creation and copy in copyfiles-debug target

I won't go deeply in any code explanation, sources are opened and they should be self-explaining for any interested hacker. This r310 revision is firstly a hack to refactor the weapon fire code. I really think this is just a first step as we have 2 kinds of shoot, gun bullets and shotgun pellets, and their respective code is now more similar than ever.

Also for who doesn't know about Smokin' Guns, we have a great feature: we are able to shoot through walls. You can just now check my video section to see how trace can now be debugged to just show how it behaves.

Tequila

PS: You can follow our discussion about that revision in our forum:
Weapon fire code refactoring

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The Smokin' Guns game started its life under the name of Western Quake³. It was originally developed by a team known as Iron Claw Interactive. They released...

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