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numbersix quake-c coder++
|Feb 20 2017 Anchor|
Quick, someone get a sandman. Heh heh.
So, I noticed a few months back while working on Quake-hack maps that
When I find a new bug, I make a note for later so I'm not constantly
I'm in the middle of a major recode. I generally only do a big
In this case I broke frikqcc by using to many globals:
I switched to fteqcc which is much better with globals. However,
Quirky bugs like this can be seriously frustrating.
I had not done anything with monster code in months.
So I tried a normal map. Monsters still get stuck.
What the!? How the!?
I turn off hipnotic. The monsters & bots work.
This is a section in "ai_run()".
Now, this works fine with the normal hipnotic qc, the monsters never get stuck.
I see the problem instantly:
One thing I want to change from the chaos-mod 2 base is having to constantly
So, I came up with a generic system that uses SV_OnEntityPreSpawnFunction from
A big issue is all the .void fields that are used, some on the engine side.
So I where I manipulate the entity load in cvar_fields (a custom function I wrote for this)
.void() th_turn is added by hipnotic and used in the snipped shown.
In the current case, th_turn is not assigned a value - so I blocked the code from compile.
The other solution is:
You could use SUB_Null, or setup a warning function to identify when a null call
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