[quake3-commits] r2116 - in trunk/code: botlib cgame client game q3_ui ui

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Mon Aug 1 07:39:34 EDT 2011


Author: thilo
Date: 2011-08-01 07:39:33 -0400 (Mon, 01 Aug 2011)
New Revision: 2116

Modified:
   trunk/code/botlib/be_ai_move.c
   trunk/code/cgame/cg_draw.c
   trunk/code/cgame/cg_event.c
   trunk/code/cgame/cg_main.c
   trunk/code/cgame/cg_players.c
   trunk/code/cgame/cg_playerstate.c
   trunk/code/cgame/cg_predict.c
   trunk/code/cgame/cg_servercmds.c
   trunk/code/client/cl_main.c
   trunk/code/game/ai_chat.c
   trunk/code/game/ai_dmnet.c
   trunk/code/game/ai_dmq3.c
   trunk/code/game/ai_main.c
   trunk/code/game/ai_team.c
   trunk/code/game/bg_pmove.c
   trunk/code/game/g_active.c
   trunk/code/game/g_bot.c
   trunk/code/game/g_client.c
   trunk/code/game/g_cmds.c
   trunk/code/game/g_combat.c
   trunk/code/game/g_items.c
   trunk/code/game/g_local.h
   trunk/code/game/g_main.c
   trunk/code/game/g_misc.c
   trunk/code/game/g_mover.c
   trunk/code/game/g_spawn.c
   trunk/code/game/g_team.c
   trunk/code/game/g_weapon.c
   trunk/code/q3_ui/ui_gameinfo.c
   trunk/code/q3_ui/ui_players.c
   trunk/code/q3_ui/ui_startserver.c
   trunk/code/ui/ui_gameinfo.c
   trunk/code/ui/ui_main.c
   trunk/code/ui/ui_players.c
Log:
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)

################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################


Modified: trunk/code/botlib/be_ai_move.c
===================================================================
--- trunk/code/botlib/be_ai_move.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/botlib/be_ai_move.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -3187,7 +3187,7 @@
 			else if ((reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_ELEVATOR ||
 				(reach.traveltype & TRAVELTYPE_MASK) == TRAVEL_FUNCBOB)
 			{
-				if ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
+				if ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
 					(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
 				{
 					ms->reachability_time = AAS_Time() + 5;

Modified: trunk/code/cgame/cg_draw.c
===================================================================
--- trunk/code/cgame/cg_draw.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_draw.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -2123,9 +2123,9 @@
 	char	*s;
 	int		sec, cs_offset;
 
-	if ( cgs.clientinfo->team == TEAM_RED )
+	if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
 		cs_offset = 0;
-	else if ( cgs.clientinfo->team == TEAM_BLUE )
+	else if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
 		cs_offset = 1;
 	else
 		return;

Modified: trunk/code/cgame/cg_event.c
===================================================================
--- trunk/code/cgame/cg_event.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_event.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -418,7 +418,52 @@
 
 }
 
+/*
+================
+CG_WaterLevel
 
+Returns waterlevel for entity origin
+================
+*/
+int CG_WaterLevel(centity_t *cent) {
+	vec3_t point;
+	int contents, sample1, sample2, anim, waterlevel;
+
+	// get waterlevel, accounting for ducking
+	waterlevel = 0;
+	VectorCopy(cent->lerpOrigin, point);
+	point[2] += MINS_Z + 1;
+	anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
+
+	if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
+		point[2] += CROUCH_VIEWHEIGHT;
+	} else {
+		point[2] += DEFAULT_VIEWHEIGHT;
+	}
+
+	contents = CG_PointContents(point, -1);
+
+	if (contents & MASK_WATER) {
+		sample2 = point[2] - MINS_Z;
+		sample1 = sample2 / 2;
+		waterlevel = 1;
+		point[2] = cent->lerpOrigin[2] + MINS_Z + sample1;
+		contents = CG_PointContents(point, -1);
+
+		if (contents & MASK_WATER) {
+			waterlevel = 2;
+			point[2] = cent->lerpOrigin[2] + MINS_Z + sample2;
+			contents = CG_PointContents(point, -1);
+
+			if (contents & MASK_WATER) {
+				waterlevel = 3;
+			}
+		}
+	}
+
+	return waterlevel;
+}
+
 /*
 ================
 CG_PainEvent
@@ -443,9 +488,16 @@
 	} else {
 		snd = "*pain100_1.wav";
 	}
-	trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, 
-		CG_CustomSound( cent->currentState.number, snd ) );
-
+	// play a gurp sound instead of a normal pain sound
+	if (CG_WaterLevel(cent) >= 1) {
+		if (rand()&1) {
+			trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav"));
+		} else {
+			trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav"));
+		}
+	} else {
+		trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
+	}
 	// save pain time for programitic twitch animation
 	cent->pe.painTime = cg.time;
 	cent->pe.painDirection ^= 1;
@@ -1105,8 +1157,13 @@
 	case EV_DEATH2:
 	case EV_DEATH3:
 		DEBUGNAME("EV_DEATHx");
-		trap_S_StartSound( NULL, es->number, CHAN_VOICE, 
-				CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) );
+
+		if (CG_WaterLevel(cent) >= 1) {
+			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
+		} else {
+			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
+		}
+
 		break;
 
 

Modified: trunk/code/cgame/cg_main.c
===================================================================
--- trunk/code/cgame/cg_main.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_main.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -920,6 +920,7 @@
 	}
 
 	if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
+		cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion");
 		cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" );
 		cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" );
 		cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" );
@@ -1189,7 +1190,7 @@
 		return NULL;
 	}
 	if ( len >= MAX_MENUFILE ) {
-		trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) );
+		trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) );
 		trap_FS_FCloseFile( f );
 		return NULL;
 	}
@@ -1446,7 +1447,7 @@
 	}
 
 	if ( len >= MAX_MENUDEFFILE ) {
-		trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) );
+		trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", menuFile, len, MAX_MENUDEFFILE ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}

Modified: trunk/code/cgame/cg_players.c
===================================================================
--- trunk/code/cgame/cg_players.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_players.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -247,7 +247,7 @@
 	}
 
 	if ( i != MAX_ANIMATIONS ) {
-		CG_Printf( "Error parsing animation file: %s", filename );
+		CG_Printf( "Error parsing animation file: %s\n", filename );
 		return qfalse;
 	}
 
@@ -1048,7 +1048,7 @@
 			CG_SetDeferredClientInfo( clientNum, &newInfo );
 			// if we are low on memory, leave them with this model
 			if ( forceDefer ) {
-				CG_Printf( "Memory is low.  Using deferred model.\n" );
+				CG_Printf( "Memory is low. Using deferred model.\n" );
 				newInfo.deferred = qfalse;
 			}
 		} else {
@@ -1081,7 +1081,7 @@
 		if ( ci->infoValid && ci->deferred ) {
 			// if we are low on memory, leave it deferred
 			if ( trap_MemoryRemaining() < 4000000 ) {
-				CG_Printf( "Memory is low.  Using deferred model.\n" );
+				CG_Printf( "Memory is low. Using deferred model.\n" );
 				ci->deferred = qfalse;
 				continue;
 			}
@@ -1399,7 +1399,8 @@
 
 	// allow yaw to drift a bit
 	if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE 
-		|| ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) {
+		|| ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND 
+		&& (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
 		// if not standing still, always point all in the same direction
 		cent->pe.torso.yawing = qtrue;	// always center
 		cent->pe.torso.pitching = qtrue;	// always center

Modified: trunk/code/cgame/cg_playerstate.c
===================================================================
--- trunk/code/cgame/cg_playerstate.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_playerstate.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -415,7 +415,7 @@
 	}
 
 	// check for flag pickup
-	if ( cgs.gametype >= GT_TEAM ) {
+	if ( cgs.gametype > GT_TEAM ) {
 		if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
 			(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
 			(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
@@ -465,6 +465,11 @@
 	// fraglimit warnings
 	if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
 		highScore = cgs.scores1;
+
+		if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) {
+			highScore = cgs.scores2;
+		}
+
 		if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
 			cg.fraglimitWarnings |= 1 | 2 | 4;
 			CG_AddBufferedSound(cgs.media.oneFragSound);

Modified: trunk/code/cgame/cg_predict.c
===================================================================
--- trunk/code/cgame/cg_predict.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_predict.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -287,10 +287,8 @@
 			return;
 		}
 	}
-	if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) {
-#else
-	if( cgs.gametype == GT_CTF ) {
 #endif
+	if( cgs.gametype == GT_CTF ) {
 		if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
 			item->giTag == PW_REDFLAG)
 			return;

Modified: trunk/code/cgame/cg_servercmds.c
===================================================================
--- trunk/code/cgame/cg_servercmds.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/cgame/cg_servercmds.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -545,7 +545,7 @@
 		return qfalse;
 	}
 	if ( len >= MAX_VOICEFILESIZE ) {
-		trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
+		trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
 		trap_FS_FCloseFile( f );
 		return qfalse;
 	}
@@ -658,7 +658,7 @@
 		return -1;
 	}
 	if ( len >= MAX_VOICEFILESIZE ) {
-		trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) );
+		trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i\n", filename, len, MAX_VOICEFILESIZE ) );
 		trap_FS_FCloseFile( f );
 		return -1;
 	}

Modified: trunk/code/client/cl_main.c
===================================================================
--- trunk/code/client/cl_main.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/client/cl_main.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -2598,7 +2598,7 @@
 	
 		if (clc.state != CA_CONNECTING)
 		{
-			Com_DPrintf("Unwanted challenge response received.  Ignored.\n");
+			Com_DPrintf("Unwanted challenge response received. Ignored.\n");
 			return;
 		}
 		
@@ -2677,7 +2677,7 @@
 	// server connection
 	if ( !Q_stricmp(c, "connectResponse") ) {
 		if ( clc.state >= CA_CONNECTED ) {
-			Com_Printf ("Dup connect received.  Ignored.\n");
+			Com_Printf ("Dup connect received. Ignored.\n");
 			return;
 		}
 		if ( clc.state != CA_CHALLENGING ) {

Modified: trunk/code/game/ai_chat.c
===================================================================
--- trunk/code/game/ai_chat.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_chat.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -381,6 +381,7 @@
 	if (BotIsDead(bs)) return qtrue;
 	//never start chatting with a powerup
 	if (bs->inventory[INVENTORY_QUAD] ||
+		bs->inventory[INVENTORY_ENVIRONMENTSUIT] ||
 		bs->inventory[INVENTORY_HASTE] ||
 		bs->inventory[INVENTORY_INVISIBILITY] ||
 		bs->inventory[INVENTORY_REGEN] ||

Modified: trunk/code/game/ai_dmnet.c
===================================================================
--- trunk/code/game/ai_dmnet.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_dmnet.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -193,8 +193,12 @@
 
 	//check if the bot should go for air
 	if (BotGoForAir(bs, tfl, ltg, range)) return qtrue;
-	//if the bot is carrying the enemy flag
-	if (BotCTFCarryingFlag(bs)) {
+	// if the bot is carrying a flag or cubes
+	if (BotCTFCarryingFlag(bs)
+#ifdef MISSIONPACK
+		|| Bot1FCTFCarryingFlag(bs) || BotHarvesterCarryingCubes(bs)
+#endif
+		) {
 		//if the bot is just a few secs away from the base 
 		if (trap_AAS_AreaTravelTimeToGoalArea(bs->areanum, bs->origin,
 				bs->teamgoal.areanum, TFL_DEFAULT) < 300) {
@@ -1303,7 +1307,11 @@
 		return WEAPONINDEX_CHAINGUN;
 	else if (bs->inventory[INVENTORY_NAILGUN] > 0 && bs->inventory[INVENTORY_NAILS] > 0)
 		return WEAPONINDEX_NAILGUN;
+	else if (bs->inventory[INVENTORY_PROXLAUNCHER] > 0 && bs->inventory[INVENTORY_MINES] > 0)
+		return WEAPONINDEX_PROXLAUNCHER;
 #endif
+	else if (bs->inventory[INVENTORY_GRENADELAUNCHER] > 0 && bs->inventory[INVENTORY_GRENADES] > 0)
+		return WEAPONINDEX_GRENADE_LAUNCHER;
 	else if (bs->inventory[INVENTORY_RAILGUN] > 0 && bs->inventory[INVENTORY_SLUGS] > 0)
 		return WEAPONINDEX_RAILGUN;
 	else if (bs->inventory[INVENTORY_ROCKETLAUNCHER] > 0 && bs->inventory[INVENTORY_ROCKETS] > 0)
@@ -1962,11 +1970,12 @@
 	BotRecordNodeSwitch(bs, "battle fight", "", s);
 	trap_BotResetLastAvoidReach(bs->ms);
 	bs->ainode = AINode_Battle_Fight;
+	bs->flags &= ~BFL_FIGHTSUICIDAL;
 }
 
 /*
 ==================
-AIEnter_Battle_Fight
+AIEnter_Battle_SuicidalFight
 ==================
 */
 void AIEnter_Battle_SuicidalFight(bot_state_t *bs, char *s) {
@@ -2083,6 +2092,12 @@
 	}
 	//if the enemy is not visible
 	if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) {
+#ifdef MISSIONPACK
+		if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) {
+			AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
+			return qfalse;
+		}
+#endif
 		if (BotWantsToChase(bs)) {
 			AIEnter_Battle_Chase(bs, "battle fight: enemy out of sight");
 			return qfalse;

Modified: trunk/code/game/ai_dmq3.c
===================================================================
--- trunk/code/game/ai_dmq3.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_dmq3.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -141,16 +141,17 @@
 ==================
 */
 int BotTeam(bot_state_t *bs) {
-	char info[1024];
 
 	if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
-		//BotAI_Print(PRT_ERROR, "BotCTFTeam: client out of range\n");
 		return qfalse;
 	}
-	trap_GetConfigstring(CS_PLAYERS+bs->client, info, sizeof(info));
-	//
-	if (atoi(Info_ValueForKey(info, "t")) == TEAM_RED) return TEAM_RED;
-	else if (atoi(Info_ValueForKey(info, "t")) == TEAM_BLUE) return TEAM_BLUE;
+
+    if (level.clients[bs->client].sess.sessionTeam == TEAM_RED) {
+		return TEAM_RED;
+	} else if (level.clients[bs->client].sess.sessionTeam == TEAM_BLUE) {
+		return TEAM_BLUE;
+	}
+
 	return TEAM_FREE;
 }
 
@@ -1677,8 +1678,8 @@
 							//trap_BotEnterChat(bs->cs, leader, CHAT_TELL);
 						}
 					}
-					bs->teamtaskpreference |= TEAMTP_ATTACKER;
 				}
+				bs->teamtaskpreference |= TEAMTP_ATTACKER;
 			}
 			bs->teamtaskpreference &= ~TEAMTP_DEFENDER;
 		}
@@ -2283,7 +2284,7 @@
 	else if (gametype == GT_OBELISK) {
 		//the bots should be dedicated to attacking the enemy obelisk
 		if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
-			if (bs->enemy != redobelisk.entitynum ||
+			if (bs->enemy != redobelisk.entitynum &&
 						bs->enemy != blueobelisk.entitynum) {
 				return qtrue;
 			}
@@ -2302,8 +2303,12 @@
 	if (bs->enemy >= 0) {
 		//if the enemy is carrying a flag
 		BotEntityInfo(bs->enemy, &entinfo);
-		if (EntityCarriesFlag(&entinfo))
-			return qfalse;
+		// if the enemy is carrying a flag
+		if (EntityCarriesFlag(&entinfo)) return qfalse;
+#ifdef MISSIONPACK
+		// if the enemy is carrying cubes
+		if (EntityCarriesCubes(&entinfo)) return qfalse;
+#endif
 	}
 	//if the bot is getting the flag
 	if (bs->ltgtype == LTG_GETFLAG)
@@ -2344,7 +2349,7 @@
 	else if (gametype == GT_OBELISK) {
 		//the bots should be dedicated to attacking the enemy obelisk
 		if (bs->ltgtype == LTG_ATTACKENEMYBASE) {
-			if (bs->enemy != redobelisk.entitynum ||
+			if (bs->enemy != redobelisk.entitynum &&
 						bs->enemy != blueobelisk.entitynum) {
 				return qfalse;
 			}
@@ -2352,8 +2357,11 @@
 	}
 	else if (gametype == GT_HARVESTER) {
 		//never chase if carrying cubes
-		if (BotHarvesterCarryingCubes(bs))
-			return qfalse;
+		if (BotHarvesterCarryingCubes(bs)) return qfalse;
+
+		BotEntityInfo(bs->enemy, &entinfo);
+		// always chase if the enemy is carrying cubes
+		if (EntityCarriesCubes(&entinfo)) return qtrue;
 	}
 #endif
 	//if the bot is getting the flag
@@ -2767,22 +2775,19 @@
 ==================
 */
 int BotSameTeam(bot_state_t *bs, int entnum) {
-	char info1[1024], info2[1024];
 
 	if (bs->client < 0 || bs->client >= MAX_CLIENTS) {
-		//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
 		return qfalse;
 	}
+
 	if (entnum < 0 || entnum >= MAX_CLIENTS) {
-		//BotAI_Print(PRT_ERROR, "BotSameTeam: client out of range\n");
 		return qfalse;
 	}
-	if ( gametype >= GT_TEAM ) {
-		trap_GetConfigstring(CS_PLAYERS+bs->client, info1, sizeof(info1));
-		trap_GetConfigstring(CS_PLAYERS+entnum, info2, sizeof(info2));
-		//
-		if (atoi(Info_ValueForKey(info1, "t")) == atoi(Info_ValueForKey(info2, "t"))) return qtrue;
+
+	if (gametype >= GT_TEAM) {
+		if (level.clients[bs->client].sess.sessionTeam == level.clients[entnum].sess.sessionTeam) return qtrue;
 	}
+
 	return qfalse;
 }
 
@@ -3636,7 +3641,7 @@
 	VectorMA(start, -12, forward, start);
 	BotAI_Trace(&trace, start, mins, maxs, end, bs->entitynum, MASK_SHOT);
 	//if the entity is a client
-	if (trace.ent > 0 && trace.ent <= MAX_CLIENTS) {
+	if (trace.ent >= 0 && trace.ent < MAX_CLIENTS) {
 		if (trace.ent != attackentity) {
 			//if a teammate is hit
 			if (BotSameTeam(bs, trace.ent))
@@ -5133,7 +5138,7 @@
 #ifdef MISSIONPACK
 	if (gametype == GT_CTF) {
 		if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
-			BotAI_Print(PRT_WARNING, "no alt routes without Neutral Flag\n");
+			BotAI_Print(PRT_WARNING, "No alt routes without Neutral Flag\n");
 		if (ctf_neutralflag.areanum) {
 			//
 			red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
@@ -5151,7 +5156,8 @@
 		}
 	}
 	else if (gametype == GT_1FCTF) {
-		//
+		if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
+			BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Obelisk\n");
 		red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
 									ctf_neutralflag.origin, ctf_neutralflag.areanum,
 									ctf_redflag.origin, ctf_redflag.areanum, TFL_DEFAULT,
@@ -5167,7 +5173,7 @@
 	}
 	else if (gametype == GT_OBELISK) {
 		if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
+			BotAI_Print(PRT_WARNING, "No alt routes without Neutral Obelisk\n");
 		//
 		red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
 									neutralobelisk.origin, neutralobelisk.areanum,
@@ -5183,7 +5189,8 @@
 									ALTROUTEGOAL_VIEWPORTALS);
 	}
 	else if (gametype == GT_HARVESTER) {
-		//
+		if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
+			BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n");
 		red_numaltroutegoals = trap_AAS_AlternativeRouteGoals(
 									neutralobelisk.origin, neutralobelisk.areanum,
 									redobelisk.origin, redobelisk.areanum, TFL_DEFAULT,
@@ -5414,27 +5421,27 @@
 		if (trap_BotGetLevelItemGoal(-1, "Neutral Flag", &ctf_neutralflag) < 0)
 			BotAI_Print(PRT_WARNING, "One Flag CTF without Neutral Flag\n");
 		if (trap_BotGetLevelItemGoal(-1, "Red Flag", &ctf_redflag) < 0)
-			BotAI_Print(PRT_WARNING, "CTF without Red Flag\n");
+			BotAI_Print(PRT_WARNING, "One Flag CTF without Red Flag\n");
 		if (trap_BotGetLevelItemGoal(-1, "Blue Flag", &ctf_blueflag) < 0)
-			BotAI_Print(PRT_WARNING, "CTF without Blue Flag\n");
+			BotAI_Print(PRT_WARNING, "One Flag CTF without Blue Flag\n");
 	}
 	else if (gametype == GT_OBELISK) {
 		if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Obelisk without red obelisk\n");
+			BotAI_Print(PRT_WARNING, "Overload without Red Obelisk\n");
 		BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
 		if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Obelisk without blue obelisk\n");
+			BotAI_Print(PRT_WARNING, "Overload without Blue Obelisk\n");
 		BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
 	}
 	else if (gametype == GT_HARVESTER) {
 		if (trap_BotGetLevelItemGoal(-1, "Red Obelisk", &redobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Harvester without red obelisk\n");
+			BotAI_Print(PRT_WARNING, "Harvester without Red Obelisk\n");
 		BotSetEntityNumForGoal(&redobelisk, "team_redobelisk");
 		if (trap_BotGetLevelItemGoal(-1, "Blue Obelisk", &blueobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Harvester without blue obelisk\n");
+			BotAI_Print(PRT_WARNING, "Harvester without Blue Obelisk\n");
 		BotSetEntityNumForGoal(&blueobelisk, "team_blueobelisk");
 		if (trap_BotGetLevelItemGoal(-1, "Neutral Obelisk", &neutralobelisk) < 0)
-			BotAI_Print(PRT_WARNING, "Harvester without neutral obelisk\n");
+			BotAI_Print(PRT_WARNING, "Harvester without Neutral Obelisk\n");
 		BotSetEntityNumForGoal(&neutralobelisk, "team_neutralobelisk");
 	}
 #endif

Modified: trunk/code/game/ai_main.c
===================================================================
--- trunk/code/game/ai_main.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_main.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -821,11 +821,10 @@
 	vec3_t angles, forward, right;
 	short temp;
 	int j;
+	float f, r, u, m;
 
 	//clear the whole structure
 	memset(ucmd, 0, sizeof(usercmd_t));
-	//
-	//Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
 	//the duration for the user command in milli seconds
 	ucmd->serverTime = time;
 	//
@@ -876,21 +875,37 @@
 	//bot input speed is in the range [0, 400]
 	bi->speed = bi->speed * 127 / 400;
 	//set the view independent movement
-	ucmd->forwardmove = DotProduct(forward, bi->dir) * bi->speed;
-	ucmd->rightmove = DotProduct(right, bi->dir) * bi->speed;
-	ucmd->upmove = abs(forward[2]) * bi->dir[2] * bi->speed;
-	//normal keyboard movement
-	if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove += 127;
-	if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove -= 127;
-	if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove -= 127;
-	if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove += 127;
+	f = DotProduct(forward, bi->dir);
+	r = DotProduct(right, bi->dir);
+	u = abs(forward[2]) * bi->dir[2];
+	m = fabs(f);
+
+	if (fabs(r) > m) {
+		m = fabs(r);
+	}
+
+	if (fabs(u) > m) {
+		m = fabs(u);
+	}
+
+	if (m > 0) {
+		f *= bi->speed / m;
+		r *= bi->speed / m;
+		u *= bi->speed / m;
+	}
+
+	ucmd->forwardmove = f;
+	ucmd->rightmove = r;
+	ucmd->upmove = u;
+
+	if (bi->actionflags & ACTION_MOVEFORWARD) ucmd->forwardmove = 127;
+	if (bi->actionflags & ACTION_MOVEBACK) ucmd->forwardmove = -127;
+	if (bi->actionflags & ACTION_MOVELEFT) ucmd->rightmove = -127;
+	if (bi->actionflags & ACTION_MOVERIGHT) ucmd->rightmove = 127;
 	//jump/moveup
-	if (bi->actionflags & ACTION_JUMP) ucmd->upmove += 127;
+	if (bi->actionflags & ACTION_JUMP) ucmd->upmove = 127;
 	//crouch/movedown
-	if (bi->actionflags & ACTION_CROUCH) ucmd->upmove -= 127;
-	//
-	//Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
-	//Com_Printf("ucmd->serverTime = %d\n", ucmd->serverTime);
+	if (bi->actionflags & ACTION_CROUCH) ucmd->upmove = -127;
 }
 
 /*

Modified: trunk/code/game/ai_team.c
===================================================================
--- trunk/code/game/ai_team.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/ai_team.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -458,11 +458,11 @@
 			case 1: break;
 			case 2:
 			{
-				//both will go for the enemy flag
+				// keep one near the base for when the flag is returned
 				ClientName(teammates[0], name, sizeof(name));
 				BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
 				BotSayTeamOrder(bs, teammates[0]);
-				BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
+				BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_DEFEND);
 				//
 				ClientName(teammates[1], name, sizeof(name));
 				BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
@@ -494,7 +494,7 @@
 				//keep some people near the base for when the flag is returned
 				defenders = (int) (float) numteammates * 0.3 + 0.5;
 				if (defenders > 3) defenders = 3;
-				attackers = (int) (float) numteammates * 0.7 + 0.5;
+				attackers = (int) (float) numteammates * 0.6 + 0.5;
 				if (attackers > 6) attackers = 6;
 				for (i = 0; i < defenders; i++) {
 					//
@@ -537,7 +537,7 @@
 			{
 				//everyone go for the flag
 				ClientName(teammates[0], name, sizeof(name));
-				BotAI_BotInitialChat(bs, "cmd_defendbase", name, NULL);
+				BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
 				BotSayTeamOrder(bs, teammates[0]);
 				BotSayVoiceTeamOrder(bs, teammates[0], VOICECHAT_GETFLAG);
 				//
@@ -1349,7 +1349,7 @@
 				if (defenders > 8) defenders = 8;
 				//10% will try to return the flag
 				attackers = (int) (float) numteammates * 0.1 + 0.5;
-				if (attackers > 2) attackers = 2;
+				if (attackers > 1) attackers = 1;
 				for (i = 0; i < defenders; i++) {
 					//
 					ClientName(teammates[i], name, sizeof(name));
@@ -1410,7 +1410,7 @@
 			{
 				//70% defend the base
 				defenders = (int) (float) numteammates * 0.7 + 0.5;
-				if (defenders > 8) defenders = 8;
+				if (defenders > 7) defenders = 7;
 				//20% try to return the flag
 				attackers = (int) (float) numteammates * 0.2 + 0.5;
 				if (attackers > 2) attackers = 2;
@@ -1573,7 +1573,7 @@
 					ClientName(teammates[numteammates - i - 1], name, sizeof(name));
 					BotAI_BotInitialChat(bs, "cmd_getflag", name, NULL);
 					BotSayTeamOrder(bs, teammates[numteammates - i - 1]);
-					BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_DEFEND);
+					BotSayVoiceTeamOrder(bs, teammates[numteammates - i - 1], VOICECHAT_GETFLAG);
 				}
 				//
 				break;

Modified: trunk/code/game/bg_pmove.c
===================================================================
--- trunk/code/game/bg_pmove.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/bg_pmove.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -424,7 +424,7 @@
 
 	spot[2] += 16;
 	cont = pm->pointcontents (spot, pm->ps->clientNum );
-	if ( cont ) {
+	if ( cont & (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY) ) {
 		return qfalse;
 	}
 
@@ -1862,7 +1862,7 @@
 	}
 
 	// set the firing flag for continuous beam weapons
-	if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
+	if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && (!pm->ps->pm_type == PM_NOCLIP)
 		&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
 		pm->ps->eFlags |= EF_FIRING;
 	} else {

Modified: trunk/code/game/g_active.c
===================================================================
--- trunk/code/game/g_active.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_active.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -128,15 +128,6 @@
 				if (ent->damage > 15)
 					ent->damage = 15;
 
-				// play a gurp sound instead of a normal pain sound
-				if (ent->health <= ent->damage) {
-					G_Sound(ent, CHAN_VOICE, G_SoundIndex("*drown.wav"));
-				} else if (rand()&1) {
-					G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp1.wav"));
-				} else {
-					G_Sound(ent, CHAN_VOICE, G_SoundIndex("sound/player/gurp2.wav"));
-				}
-
 				// don't play a normal pain sound
 				ent->pain_debounce_time = level.time + 200;
 
@@ -999,13 +990,13 @@
 			// forcerespawn is to prevent users from waiting out powerups
 			if ( g_forcerespawn.integer > 0 && 
 				( level.time - client->respawnTime ) > g_forcerespawn.integer * 1000 ) {
-				respawn( ent );
+				ClientRespawn( ent );
 				return;
 			}
 		
 			// pressing attack or use is the normal respawn method
 			if ( ucmd->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) ) {
-				respawn( ent );
+				ClientRespawn( ent );
 			}
 		}
 		return;

Modified: trunk/code/game/g_bot.c
===================================================================
--- trunk/code/game/g_bot.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_bot.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -132,7 +132,7 @@
 		return;
 	}
 	if ( len >= MAX_ARENAS_TEXT ) {
-		trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+		trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}
@@ -651,7 +651,7 @@
 	// have the server allocate a client slot
 	clientNum = trap_BotAllocateClient();
 	if ( clientNum == -1 ) {
-		G_Printf( S_COLOR_RED "Unable to add bot.  All player slots are in use.\n" );
+		G_Printf( S_COLOR_RED "Unable to add bot. All player slots are in use.\n" );
 		G_Printf( S_COLOR_RED "Start server with more 'open' slots (or check setting of sv_maxclients cvar).\n" );
 		return;
 	}
@@ -863,7 +863,7 @@
 		return;
 	}
 	if ( len >= MAX_BOTS_TEXT ) {
-		trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+		trap_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}

Modified: trunk/code/game/g_client.c
===================================================================
--- trunk/code/game/g_client.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_client.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -419,8 +419,6 @@
 	body = level.bodyQue[ level.bodyQueIndex ];
 	level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
 
-	trap_UnlinkEntity (body);
-
 	body->s = ent->s;
 	body->s.eFlags = EF_DEAD;		// clear EF_TALK, etc
 #ifdef MISSIONPACK
@@ -526,18 +524,13 @@
 
 /*
 ================
-respawn
+ClientRespawn
 ================
 */
-void respawn( gentity_t *ent ) {
-	gentity_t	*tent;
+void ClientRespawn( gentity_t *ent ) {
 
 	CopyToBodyQue (ent);
 	ClientSpawn(ent);
-
-	// add a teleportation effect
-	tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
-	tent->s.clientNum = ent->s.clientNum;
 }
 
 /*
@@ -1007,7 +1000,6 @@
 void ClientBegin( int clientNum ) {
 	gentity_t	*ent;
 	gclient_t	*client;
-	gentity_t	*tent;
 	int			flags;
 
 	ent = g_entities + clientNum;
@@ -1039,10 +1031,6 @@
 	ClientSpawn( ent );
 
 	if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
-		// send event
-		tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
-		tent->s.clientNum = ent->s.clientNum;
-
 		if ( g_gametype.integer != GT_TOURNAMENT  ) {
 			trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname) );
 		}
@@ -1071,6 +1059,7 @@
 	clientSession_t		savedSess;
 	int		persistant[MAX_PERSISTANT];
 	gentity_t	*spawnPoint;
+	gentity_t *tent;
 	int		flags;
 	int		savedPing;
 //	char	*savedAreaBits;
@@ -1206,19 +1195,6 @@
 
 	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
 	SetClientViewAngle( ent, spawn_angles );
-
-	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
-
-	} else {
-		G_KillBox( ent );
-		trap_LinkEntity (ent);
-
-		// force the base weapon up
-		client->ps.weapon = WP_MACHINEGUN;
-		client->ps.weaponstate = WEAPON_READY;
-
-	}
-
 	// don't allow full run speed for a bit
 	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
 	client->ps.pm_time = 100;
@@ -1231,36 +1207,40 @@
 	client->ps.torsoAnim = TORSO_STAND;
 	client->ps.legsAnim = LEGS_IDLE;
 
-	if ( level.intermissiontime ) {
-		MoveClientToIntermission( ent );
-	} else {
-		// fire the targets of the spawn point
-		G_UseTargets( spawnPoint, ent );
+	if (!level.intermissiontime) {
+		if (ent->client->sess.sessionTeam != TEAM_SPECTATOR) {
+			G_KillBox(ent);
+			// force the base weapon up
+			client->ps.weapon = WP_MACHINEGUN;
+			client->ps.weaponstate = WEAPON_READY;
+			// fire the targets of the spawn point
+			G_UseTargets(spawnPoint, ent);
+			// select the highest weapon number available, after any spawn given items have fired
+			client->ps.weapon = 1;
 
-		// select the highest weapon number available, after any
-		// spawn given items have fired
-		client->ps.weapon = 1;
-		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
-			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
-				client->ps.weapon = i;
-				break;
+			for (i = WP_NUM_WEAPONS - 1 ; i > 0 ; i--) {
+				if (client->ps.stats[STAT_WEAPONS] & (1 << i)) {
+					client->ps.weapon = i;
+					break;
+				}
 			}
+			// positively link the client, even if the command times are weird
+			VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);
+
+			tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
+			tent->s.clientNum = ent->s.clientNum;
+
+			trap_LinkEntity (ent);
 		}
+	} else {
+		// move players to intermission
+		MoveClientToIntermission(ent);
 	}
-
 	// run a client frame to drop exactly to the floor,
 	// initialize animations and other things
 	client->ps.commandTime = level.time - 100;
 	ent->client->pers.cmd.serverTime = level.time;
 	ClientThink( ent-g_entities );
-
-	// positively link the client, even if the command times are weird
-	if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
-		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
-		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
-		trap_LinkEntity( ent );
-	}
-
 	// run the presend to set anything else
 	ClientEndFrame( ent );
 

Modified: trunk/code/game/g_cmds.c
===================================================================
--- trunk/code/game/g_cmds.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_cmds.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -1171,7 +1171,7 @@
 ==================
 */
 void Cmd_Where_f( gentity_t *ent ) {
-	trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos( ent->s.origin ) ) );
+	trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", vtos(ent->r.currentOrigin) ) );
 }
 
 static const char *gameNames[] = {

Modified: trunk/code/game/g_combat.c
===================================================================
--- trunk/code/game/g_combat.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_combat.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -561,22 +561,7 @@
 		}
 	}
 
-	// if client is in a nodrop area, don't drop anything (but return CTF flags!)
-	contents = trap_PointContents( self->r.currentOrigin, -1 );
-	if ( !( contents & CONTENTS_NODROP )) {
-		TossClientItems( self );
-	}
-	else {
-		if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) {		// only happens in One Flag CTF
-			Team_ReturnFlag( TEAM_FREE );
-		}
-		else if ( self->client->ps.powerups[PW_REDFLAG] ) {		// only happens in standard CTF
-			Team_ReturnFlag( TEAM_RED );
-		}
-		else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {	// only happens in standard CTF
-			Team_ReturnFlag( TEAM_BLUE );
-		}
-	}
+	TossClientItems( self );
 #ifdef MISSIONPACK
 	TossClientPersistantPowerups( self );
 	if( g_gametype.integer == GT_HARVESTER ) {
@@ -626,6 +611,8 @@
 	memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
 
 	// never gib in a nodrop
+	contents = trap_PointContents( self->r.currentOrigin, -1 );
+
 	if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
 		// gib death
 		GibEntity( self, killer );

Modified: trunk/code/game/g_items.c
===================================================================
--- trunk/code/game/g_items.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_items.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -724,11 +724,11 @@
 		// check for the two flags
 		item = BG_FindItem( "Red Flag" );
 		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
 		}
 		item = BG_FindItem( "Blue Flag" );
 		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
 		}
 	}
 #ifdef MISSIONPACK
@@ -738,15 +738,15 @@
 		// check for all three flags
 		item = BG_FindItem( "Red Flag" );
 		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map\n" );
 		}
 		item = BG_FindItem( "Blue Flag" );
 		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map\n" );
 		}
 		item = BG_FindItem( "Neutral Flag" );
 		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_neutralflag in map\n" );
 		}
 	}
 
@@ -757,13 +757,13 @@
 		ent = NULL;
 		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
 		if( !ent ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
 		}
 
 		ent = NULL;
 		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
 		if( !ent ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
 		}
 	}
 
@@ -774,19 +774,19 @@
 		ent = NULL;
 		ent = G_Find( ent, FOFS(classname), "team_redobelisk" );
 		if( !ent ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_redobelisk in map\n" );
 		}
 
 		ent = NULL;
 		ent = G_Find( ent, FOFS(classname), "team_blueobelisk" );
 		if( !ent ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_blueobelisk in map\n" );
 		}
 
 		ent = NULL;
 		ent = G_Find( ent, FOFS(classname), "team_neutralobelisk" );
 		if( !ent ) {
-			G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map" );
+			G_Printf( S_COLOR_YELLOW "WARNING: No team_neutralobelisk in map\n" );
 		}
 	}
 #endif

Modified: trunk/code/game/g_local.h
===================================================================
--- trunk/code/game/g_local.h	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_local.h	2011-08-01 11:39:33 UTC (rev 2116)
@@ -573,7 +573,7 @@
 void SetClientViewAngle( gentity_t *ent, vec3_t angle );
 gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot);
 void CopyToBodyQue( gentity_t *ent );
-void respawn (gentity_t *ent);
+void ClientRespawn(gentity_t *ent);
 void BeginIntermission (void);
 void InitClientPersistant (gclient_t *client);
 void InitClientResp (gclient_t *client);

Modified: trunk/code/game/g_main.c
===================================================================
--- trunk/code/game/g_main.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_main.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -496,8 +496,6 @@
 
 	if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
 		G_ModelIndex( SP_PODIUM_MODEL );
-		G_SoundIndex( "sound/player/gurp1.wav" );
-		G_SoundIndex( "sound/player/gurp2.wav" );
 	}
 
 	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
@@ -933,7 +931,7 @@
 		StopFollowing( ent );
 	}
 
-
+	FindIntermissionPoint();
 	// move to the spot
 	VectorCopy( level.intermission_origin, ent->s.origin );
 	VectorCopy( level.intermission_origin, ent->client->ps.origin );
@@ -1001,8 +999,17 @@
 	}
 
 	level.intermissiontime = level.time;
-	FindIntermissionPoint();
-
+	// move all clients to the intermission point
+	for (i=0 ; i< level.maxclients ; i++) {
+		client = g_entities + i;
+		if (!client->inuse)
+			continue;
+		// respawn if dead
+		if (client->health <= 0) {
+			ClientRespawn(client);
+		}
+		MoveClientToIntermission( client );
+	}
 #ifdef MISSIONPACK
 	if (g_singlePlayer.integer) {
 		trap_Cvar_Set("ui_singlePlayerActive", "0");
@@ -1015,19 +1022,6 @@
 		SpawnModelsOnVictoryPads();
 	}
 #endif
-
-	// move all clients to the intermission point
-	for (i=0 ; i< level.maxclients ; i++) {
-		client = g_entities + i;
-		if (!client->inuse)
-			continue;
-		// respawn if dead
-		if (client->health <= 0) {
-			respawn(client);
-		}
-		MoveClientToIntermission( client );
-	}
-
 	// send the current scoring to all clients
 	SendScoreboardMessageToAllClients();
 

Modified: trunk/code/game/g_misc.c
===================================================================
--- trunk/code/game/g_misc.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_misc.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -78,7 +78,9 @@
 
 void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ) {
 	gentity_t	*tent;
+	qboolean noAngles;
 
+	noAngles = (angles[0] > 999999.0);
 	// use temp events at source and destination to prevent the effect
 	// from getting dropped by a second player event
 	if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
@@ -94,19 +96,17 @@
 
 	VectorCopy ( origin, player->client->ps.origin );
 	player->client->ps.origin[2] += 1;
-
+	if (!noAngles) {
 	// spit the player out
 	AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
 	VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
 	player->client->ps.pm_time = 160;		// hold time
 	player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
-
+	// set angles
+	SetClientViewAngle(player, angles);
+	}
 	// toggle the teleport bit so the client knows to not lerp
 	player->client->ps.eFlags ^= EF_TELEPORT_BIT;
-
-	// set angles
-	SetClientViewAngle( player, angles );
-
 	// kill anything at the destination
 	if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
 		G_KillBox (player);

Modified: trunk/code/game/g_mover.c
===================================================================
--- trunk/code/game/g_mover.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_mover.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -829,26 +829,26 @@
 ================
 */
 static void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ) {
-	int i, axis;
-	vec3_t origin, dir, angles;
+	int axis;
+	float doorMin, doorMax;
+	vec3_t origin;
 
 	axis = ent->count;
-	VectorClear(dir);
-	if (fabs(other->s.origin[axis] - ent->r.absmax[axis]) <
-		fabs(other->s.origin[axis] - ent->r.absmin[axis])) {
-		origin[axis] = ent->r.absmin[axis] - 10;
-		dir[axis] = -1;
+	// the constants below relate to constants in Think_SpawnNewDoorTrigger()
+	doorMin = ent->r.absmin[axis] + 100;
+	doorMax = ent->r.absmax[axis] - 100;
+
+	VectorCopy(other->client->ps.origin, origin);
+
+	if (origin[axis] < doorMin || origin[axis] > doorMax) return;
+
+	if (fabs(origin[axis] - doorMax) < fabs(origin[axis] - doorMin)) {
+		origin[axis] = doorMin - 10;
+	} else {
+		origin[axis] = doorMax + 10;
 	}
-	else {
-		origin[axis] = ent->r.absmax[axis] + 10;
-		dir[axis] = 1;
-	}
-	for (i = 0; i < 3; i++) {
-		if (i == axis) continue;
-		origin[i] = (ent->r.absmin[i] + ent->r.absmax[i]) * 0.5;
-	}
-	vectoangles(dir, angles);
-	TeleportPlayer(other, origin, angles );
+
+	TeleportPlayer(other, origin, tv(10000000.0, 0, 0));
 }
 
 /*

Modified: trunk/code/game/g_spawn.c
===================================================================
--- trunk/code/game/g_spawn.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_spawn.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -485,7 +485,7 @@
 
 	l = strlen( string );
 	if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
-		G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
+		G_Error( "G_AddSpawnVarToken: MAX_SPAWN_VARS" );
 	}
 
 	dest = level.spawnVarChars + level.numSpawnVarChars;

Modified: trunk/code/game/g_team.c
===================================================================
--- trunk/code/game/g_team.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_team.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -782,7 +782,8 @@
 				player->client->ps.eFlags |= EF_AWARD_ASSIST;
 				player->client->rewardTime = level.time + REWARD_SPRITE_TIME;
 
-			} else if (player->client->pers.teamState.lastfraggedcarrier + 
+			} 
+			if (player->client->pers.teamState.lastfraggedcarrier + 
 				CTF_FRAG_CARRIER_ASSIST_TIMEOUT > level.time) {
 				AddScore(player, ent->r.currentOrigin, CTF_FRAG_CARRIER_ASSIST_BONUS);
 				other->client->pers.teamState.assists++;

Modified: trunk/code/game/g_weapon.c
===================================================================
--- trunk/code/game/g_weapon.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/game/g_weapon.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -85,8 +85,15 @@
 		return qfalse;
 	}
 
+	if ( ent->client->noclip ) {
+		return qfalse;
+	}
+
 	traceEnt = &g_entities[ tr.entityNum ];
 
+	if ( traceEnt->client->noclip ) {
+		return qfalse;
+	}
 	// send blood impact
 	if ( traceEnt->takedamage && traceEnt->client ) {
 		tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
@@ -142,9 +149,9 @@
 
 	for ( i = 0 ; i < 3 ; i++ ) {
 		if ( to[i] <= v[i] ) {
-			v[i] = (int)v[i];
+			v[i] = floor(v[i]);
 		} else {
-			v[i] = (int)v[i] + 1;
+			v[i] = ceil(v[i]);
 		}
 	}
 }

Modified: trunk/code/q3_ui/ui_gameinfo.c
===================================================================
--- trunk/code/q3_ui/ui_gameinfo.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_gameinfo.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -148,7 +148,7 @@
 		return;
 	}
 	if ( len >= MAX_ARENAS_TEXT ) {
-		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}
@@ -337,7 +337,7 @@
 		return;
 	}
 	if ( len >= MAX_BOTS_TEXT ) {
-		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}

Modified: trunk/code/q3_ui/ui_players.c
===================================================================
--- trunk/code/q3_ui/ui_players.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_players.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -1045,7 +1045,7 @@
 	}
 
 	if ( i != MAX_ANIMATIONS ) {
-		Com_Printf( "Error parsing animation file: %s", filename );
+		Com_Printf( "Error parsing animation file: %s\n", filename );
 		return qfalse;
 	}
 

Modified: trunk/code/q3_ui/ui_startserver.c
===================================================================
--- trunk/code/q3_ui/ui_startserver.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/q3_ui/ui_startserver.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -1355,7 +1355,7 @@
 	y = 80;
 	s_serveroptions.botSkill.generic.type			= MTYPE_SPINCONTROL;
 	s_serveroptions.botSkill.generic.flags			= QMF_PULSEIFFOCUS|QMF_SMALLFONT;
-	s_serveroptions.botSkill.generic.name			= "Bot Skill:  ";
+	s_serveroptions.botSkill.generic.name			= "Bot Skill:";
 	s_serveroptions.botSkill.generic.x				= 32 + (strlen(s_serveroptions.botSkill.generic.name) + 2 ) * SMALLCHAR_WIDTH;
 	s_serveroptions.botSkill.generic.y				= y;
 	s_serveroptions.botSkill.itemnames				= botSkill_list;

Modified: trunk/code/ui/ui_gameinfo.c
===================================================================
--- trunk/code/ui/ui_gameinfo.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_gameinfo.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -115,7 +115,7 @@
 		return;
 	}
 	if ( len >= MAX_ARENAS_TEXT ) {
-		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) );
+		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_ARENAS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}
@@ -226,7 +226,7 @@
 		return;
 	}
 	if ( len >= MAX_BOTS_TEXT ) {
-		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) );
+		trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i\n", filename, len, MAX_BOTS_TEXT ) );
 		trap_FS_FCloseFile( f );
 		return;
 	}

Modified: trunk/code/ui/ui_main.c
===================================================================
--- trunk/code/ui/ui_main.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_main.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -655,7 +655,7 @@
 		return defaultMenu;
 	}
 	if ( len >= MAX_MENUFILE ) {
-		trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) );
+		trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ) );
 		trap_FS_FCloseFile( f );
 		return defaultMenu;
 	}

Modified: trunk/code/ui/ui_players.c
===================================================================
--- trunk/code/ui/ui_players.c	2011-08-01 10:16:40 UTC (rev 2115)
+++ trunk/code/ui/ui_players.c	2011-08-01 11:39:33 UTC (rev 2116)
@@ -1132,7 +1132,7 @@
 	}
 
 	if ( i != MAX_ANIMATIONS ) {
-		Com_Printf( "Error parsing animation file: %s", filename );
+		Com_Printf( "Error parsing animation file: %s\n", filename );
 		return qfalse;
 	}
 



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