You don't have abstract types for various kinds of AI, you have classes for RobotMechCommander or FlyingTooperThingy (I don't remember the names of Quake 2 monsters but you get the idea). It seems to me that things that are usually filled out in game code are actually done explicitly in the engine source code, in Quake 2 at any rate (which is actually weird since the Quake engine game code components and QuakeC are really excellent). There are other weird Quake 2 specific things in the code too, but that's just one that comes to mind.
I think I get what you mean, however that doesn't necessarily mean that it's the same in the engine they actually license out?has said on a number of occasions that engine licensing accounts for just a small fraction of their revenue
That's funny, because I remember an interview with Carmack in which he said the exact opposite, but this was a long time ago, and I'm not 100% sure, so I might be wrong.sniper rifle zoom
I actually prefer it that way, and it wouldn't seem such a large leap of logic to imagine that they preferred it that way, thus coded it that way. Really, why would you ever need to move when zoomed in? (Not even counting the fact that it's basically bloody hindering awkward to try to move while your view is at zoom 50)
The only time, I think, when you'd need to move is if your target left your field of fire, in which case you'd have to zoom out to reacquire him anyways, or if you're being nailed up your ass by some trooper standing right behind you. In either case, you'd have to unzoom, so the engine doing it automatically to me always just seemed a nice shortcut.
I never had any problems saving, so...
Like I said, to each his own. In my book they still rule.