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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Mar 01, 2010 12:25 am Post subject: |
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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 ... |
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Mon Mar 01, 2010 1:56 am Post subject: |
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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 |
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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! |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Mar 02, 2010 1:56 am Post subject: |
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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.  _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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