Inside3D!
     

A "Sound" Question
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Mar 01, 2010 12:25 am    Post subject: Reply with quote

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:
// 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

_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Mon Mar 01, 2010 1:56 am    Post subject: Reply with quote

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:
// 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.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Mar 02, 2010 1:56 am    Post subject: Reply with quote

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. Very Happy
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group