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Postby Baker » Mon Mar 01, 2010 12:25 am

Team Xlink wrote:MOVETYPE_FOLLOW isn't a DarkPlaces only feature, it is in more engines such as TomazQuake and is very easy to implement


MOVETYPE_FOLLOW is part of the id1 release of the Quake source code. I'm just posting this to explain its origins.

server.h of id1 Quake source code:

Code: Select all
// edict->movetype values
#define   MOVETYPE_NONE         0      // never moves
#define   MOVETYPE_ANGLENOCLIP   1
#define   MOVETYPE_ANGLECLIP      2
#define   MOVETYPE_WALK         3      // gravity
#define   MOVETYPE_STEP         4      // gravity, special edge handling
#define   MOVETYPE_FLY         5
#define   MOVETYPE_TOSS         6      // gravity
#define   MOVETYPE_PUSH         7      // no clip to world, push and crush
#define   MOVETYPE_NOCLIP         8
#define   MOVETYPE_FLYMISSILE      9      // extra size to monsters
#define   MOVETYPE_BOUNCE         10
#ifdef QUAKE2
#define MOVETYPE_BOUNCEMISSILE   11      // bounce w/o gravity
#define MOVETYPE_FOLLOW         12      // track movement of aiment
#endif
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Team Xlink » Mon Mar 01, 2010 1:56 am

Baker wrote:
Team Xlink wrote:MOVETYPE_FOLLOW isn't a DarkPlaces only feature, it is in more engines such as TomazQuake and is very easy to implement


MOVETYPE_FOLLOW is part of the id1 release of the Quake source code. I'm just posting this to explain its origins.

server.h of id1 Quake source code:

Code: Select all
// edict->movetype values
#define   MOVETYPE_NONE         0      // never moves
#define   MOVETYPE_ANGLENOCLIP   1
#define   MOVETYPE_ANGLECLIP      2
#define   MOVETYPE_WALK         3      // gravity
#define   MOVETYPE_STEP         4      // gravity, special edge handling
#define   MOVETYPE_FLY         5
#define   MOVETYPE_TOSS         6      // gravity
#define   MOVETYPE_PUSH         7      // no clip to world, push and crush
#define   MOVETYPE_NOCLIP         8
#define   MOVETYPE_FLYMISSILE      9      // extra size to monsters
#define   MOVETYPE_BOUNCE         10
#ifdef QUAKE2
#define MOVETYPE_BOUNCEMISSILE   11      // bounce w/o gravity
#define MOVETYPE_FOLLOW         12      // track movement of aiment
#endif


I stand corrected, thank you for pointing that out Baker.

TomazQuake does have Different code for MoveType_follow in some parts.
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Postby Baker » Tue Mar 02, 2010 1:56 am

Team Xlink wrote:I stand corrected, thank you for pointing that out Baker.


Eh? I'm not trying to correct anyone, just trying to pass on information the way others have passed on information to me.

Spreading around knowledge is always a good thing to do. :D
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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