NSMoverEntity: call MoverStartsMoving() and MoverFinishesMoving() around arrival callbacks for entities that don't travel any distance. Fixing func_button entities from not toggling frames.

This commit is contained in:
Marco Cawthorne 2023-03-22 00:22:47 -07:00
parent 9463e2b6e3
commit aed306cbd1
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
4 changed files with 45 additions and 17 deletions

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@ -1,5 +1,13 @@
# Building
## Preface
If you don't plan on modifying the engine, then you probably shouldn't! You can grab binaries from [FTEQW](https://www.fteqw.org) and move them into the Nuclide directory under `./bin`.
If you're on Microsoft Windows, you will most likely not be running the `nuclide` launch script anyway, so feel free to move the `fteqw.exe` into the root of the Nuclide directory, and run that as-is instead.
It will mount the game directories specified in the `default.fmf` file, which you can tweak as needed. [For more information, read the relevant documentation regarding launching Nuclide](Documentation/Launching.md)
## Building the Engine {#engine}
The **build_engine.sh** will do that for you. It will still ask you to have at least

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@ -1,44 +1,57 @@
# Overview
Welcome to the documentation for Nuclide.
Welcome to the documentation for Nuclide!
This is a software development kit and development environment created by [Vera Visions, L.L.C.](https://www.vera-visions.com/)
This is a software development kit (SDK) and development environment created by [Vera Visions, L.L.C.](https://www.vera-visions.com/). We want to share it with everyone to avoid duplicate effort and in the hopes that it is useful to someone else.
## What this project is {#what}
The Nuclide project produces a freely available game-logic component and
development platform on top of FTEQW; which is the engine we happen to use.
development platform on top of [FTEQW](https://www.fteqw.org); which is the engine we happen to use.
The goal is to create a modern research base for new advancements, as well
as to have a stable base with a decent API for making games.
- Client-side predicted movement and inputs for things like weapons-systems
- Lots of well documented objects to use in level formats supported by FTEQW
- Reference implementations for a lot of features exlusive to FTEQW compared
to other id Tech engines
- Designed to be familar to developers who're used to GoldSrc and Source engine
projects
It comes with a simple example game (simply referred to as 'Base') and some test maps. There's also some other, third-party example projects.
General feature overview:
- SDK in the spirit of 'id Tech' development environments
- Client-side predicted movement, predicted weapons and vehicle systems
- Implementations of well known, established entity classes as seen in popular and critically acclaimed games
- Reference implementations for a lot of features exlusive to the FTEQW engine
- Designed to be familar to developers who are used to GoldSrc and Source engine
project workflows
- Everything written from scratch with the modern QuakeC language advancements in mind
### 1. Why might I want to use it? {#why}
You want to develop a game using a lot of complex and well-tested objects
You might be migrating from an engine that is no longer being licensed and don't want to learn a new engine and toolchain.
You might want to develop a game using a lot of complex and well-tested objects
which might be tedious to implement on your own.
You want to run or make modifications for a game using Nuclide and need full
You might want to run or make modifications for a game using Nuclide and need full
control over what you can do.
### 2. How free is Nuclide? {#license}
Everything in Nuclide is **free software**. The copyright terms for the game-logic are
very permitting. Nuclide does not use the GPL as a point of reference, it
instead uses a ISC-like license. This means you can use, copy, modify and
very permitting. Nuclide *does not use the GPL* as a point of reference in terms of license, it instead uses a **ISC-like license**. This means you can use, copy, modify and
distribute the code and work resulting from it for any purpose.
Please read the very short 'LICENSE' document for details.
**Please read the very short 'LICENSE' document for details.**
### 3. What are the alternatives? {#alternatives}
Implementing systems such as prediction, complex map objects and entities on
your own or licensing another engine such as [Source](https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine) that ships with its own **Source SDK Base**.
your own, from scratch - or licensing another engine such as [Source](https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine) that ships with its own **Source SDK Base**.
### 4. Any example projects? {#examples}
- [The Wastes](https://store.steampowered.com/app/793670) is a commerical game built using Nuclide.
- [FreeHL](https://www.github.com/eukara/freehl) is a free-software, clean-room clone of Half-Life: Deathmatch also built using Nuclide.
- [FreeCS](https://www.github.com/eukara/freecs) exists in the same vein as FreeHL, but targetting a recreation of Counter-Strike v1.5 (mod version) specifically.
## Getting started {#prerequisites}
@ -50,6 +63,7 @@ If you do posess a basic knowledge of the following:
- Makefiles
- Compiling your own binaries
- Concept of public and private APIs
- QuakeC
Then you will have a good time.
We strive to keep the codebase portable and conform to open standards wherever possible.
@ -65,4 +79,4 @@ You clone the Nuclide git repository first. There's multiple places to get it, o
`git clone https://github.com/veravisions/nuclide`
And then you can [get started on building the engine and the rest of the toolchain](Building.md).
And then you can [get started on building the engine and the rest of the toolchain](Building.md). Alternatively, you can also move in the official FTEQW binaries into the Nuclide directory to get started without bootstrapping your own engine + QuakeC compiler.

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@ -1230,7 +1230,7 @@ HTML_FOOTER =
# obsolete.
# This tag requires that the tag GENERATE_HTML is set to YES.
HTML_STYLESHEET = Documentation/style.css
HTML_STYLESHEET =
# The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined
# cascading style sheets that are included after the standard style sheets
@ -1255,6 +1255,8 @@ HTML_EXTRA_STYLESHEET =
HTML_EXTRA_FILES =
HTML_COLORSTYLE = DARK
# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
# will adjust the colors in the style sheet and background images according to
# this color. Hue is specified as an angle on a color-wheel, see

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@ -220,9 +220,13 @@ NSMoverEntity::MoveAndRotateToPosition(vector vecDest, vector vecAngle, float fl
if (fTravelTime <= 0.0) {
if (m_moverState == MOVER_1TO2) {
MoverStartsMoving();
_ArrivedAtRotPosition2();
MoverFinishesMoving();
} else if (m_moverState == MOVER_2TO1) {
MoverStartsMoving();
_ArrivedAtRotPosition1();
MoverFinishesMoving();
}
return;
}