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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Mar 01, 2010 12:25 am Post subject: |

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

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Mar 01, 2010 1:56 am Post subject: |

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.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Mar 02, 2010 1:56 am Post subject: |

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.
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