Have you made any other modifications?
Does including other header files in the same directory work?
yep i know the fog is broken, thats why im finding someone payd to fix it along other issuesFog is easy to fix - if you look at the latest SDK code there's an extra fog function in the TriangleAPI that needs to be called.
typedef void (*xcommand_t) (void); // Pointer to console command handler
typedef struct cmd_function_s {
struct cmd_function_s *next; // Next console command structure
const char *name; // Console command as typed at console (e.g. "stopsound")
xcommand_t function; // Pointer to function called when command is entered
const char *description; // Command description ???
qboolean pure; // ???
} cmd_function_t;
...
typedef cmd_function_t* (*pfnEngSrc_GetFirstCmdFunctionHandle_t)();
typedef cmd_function_t* (*pfnEngSrc_GetNextCmdFunctionHandle_t)(cmd_function_t* cmdhandle);
typedef const char * (*pfnEngSrc_GetCmdFunctionName_t)(cmd_function_t* cmdhandle);
So it looks like it's possible to modify or remove entries in the engine's command list (though maybe we're not meant to given that the definitions in the SDK aren't usable). My question is how modifying the function attribute of cmd_function_t would work - it doesn't seem to take any arguments and from a quick look at Quake's code it looks like the passed arguments are stored in a global char* pointer which the client code probably doesn't have access to. Seems like there isn't a way to usefully override a console command based on the arguments that get passed?As for the bots, I'd go with a personality approach (something like int m_iPersonality, or even better, an enum) and each bot gets a random personality at spawn. And then depending on their personality, they can fire slower, faster, and even prefer weapons.Agree.
tschumann, is that for adding entities on a map? I did something similar a few years ago. Even made custom K/V fields and ability to work together online. Did you make a FGD parser or it's just hard-coded?Yeah it's for spawning and posing entities.Nothing fancy like key/value editing (yet anyway) and it is hard-coded.