mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2025-04-23 01:31:32 +00:00
Fix some stuff
This commit is contained in:
parent
e29278f1bc
commit
1e694cddd6
18 changed files with 115 additions and 80 deletions
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@ -29,6 +29,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "sys/platform.h"
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#include "renderer/RenderSystem.h"
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#include "framework/DeclEntityDef.h"
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#include "gamesys/SysCvar.h"
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#include "Player.h"
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#include "Fx.h"
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@ -31,7 +31,9 @@ If you have questions concerning this license or the applicable additional terms
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#include "Fx.h"
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#include "Game_local.h"
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#include "Moveable.h"
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#include "Projectile.h"
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/*
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===============================================================================
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@ -459,8 +459,9 @@ public:
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void ArtifactScrollRight( int startfrom );
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void ArtifactScrollLeft( int startfrom );
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int Belt2Index(int belt_index); // translate an artitfacts position on the belt to it'sArtifactItem[] index.
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// HEXEN : Zeroth
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/*virtual*/ bool StuckToSurface( void );
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bool StuckToSurface( void );
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void SpawnHellions( void );
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void UpdateHudAutoMap( void );
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void AutoMapChange( idStr mapFloor );
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@ -3,6 +3,9 @@
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#pragma hdrstop
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#include "Game_local.h"
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#include "Item.h"
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#include "Player.h"
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#include "gameSys/SysCvar.h"
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int idPlayer::FindArtifact( int art ) {
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for (int belt=0; belt<Artifact.Num(); belt++) {
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@ -3,6 +3,7 @@
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#pragma hdrstop
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#include "Game_local.h"
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#include "Player.h"
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void idPlayer::Event_SetViewAngles( idVec3 &vec ) {
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viewAngles[0] = vec.x;
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@ -17,50 +18,50 @@ void idPlayer::Event_GetEyePos( void ) {
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void idPlayer::Event_SetFreeMove( const float yesorno ) {
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//spawnArgs.SetInt("freemovement", yesorno);
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if (yesorno) {
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FreeMove=true;
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}else{
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FreeMove=false;
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FreeMove = true;
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} else {
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FreeMove = false;
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}
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}
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void idPlayer::Event_ChaosDevice( void ) {
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SetOrigin(SpawnPos);
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SetViewAngles(SpawnViewAngles);
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SetOrigin( SpawnPos );
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SetViewAngles( SpawnViewAngles );
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}
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void idPlayer::Event_GiveHealth( const float amount ) {
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health+=amount;
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health += amount;
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}
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void idPlayer::Event_GiveSpeed( const float amount ) {
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speedMod+=amount;
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speedMod += amount;
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}
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void idPlayer::Event_GiveArmor( const float amount ) {
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inventory.armor+=amount;
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inventory.armor += amount;
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}
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void idPlayer::Event_SetHealth( const float amount ) {
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health=amount;
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health = amount;
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}
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void idPlayer::Event_SetArmor( const float amount ) {
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inventory.armor=amount;
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inventory.armor = amount;
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}
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void idPlayer::Event_SetInvincible( const float number ) {
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if (number != 0) {
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if ( number != 0 ) {
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invincible = true;
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}else{
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} else {
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invincible = false;
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}
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}
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void idPlayer::Event_GetInvincible( void ) {
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if (godmode || invincible) {
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idThread::ReturnFloat(1);
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}else{
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idThread::ReturnFloat(0);
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if ( godmode || invincible ) {
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idThread::ReturnFloat( 1 );
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} else {
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idThread::ReturnFloat( 0 );
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}
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}
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@ -99,13 +100,13 @@ void idPlayer::Event_GetArmor( void ) {
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}
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void idPlayer::Event_StickToSurface( const idVec3 &surfaceNormal ) {
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//idPhysics_Actor *x=GetPhysics();
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physicsObj.SetSurfaceNormal(surfaceNormal);
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physicsObj.SetStuckToSurface(true);
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//idPhysics_Actor *x = GetPhysics();
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physicsObj.SetSurfaceNormal( surfaceNormal );
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physicsObj.SetStuckToSurface( true );
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}
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void idPlayer::Event_UnstickToSurface( void ) {
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physicsObj.SetStuckToSurface(false);
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physicsObj.SetStuckToSurface( false );
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}
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bool idPlayer::StuckToSurface( void ) {
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@ -113,36 +114,36 @@ bool idPlayer::StuckToSurface( void ) {
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}
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void idPlayer::Event_StuckToSurface( void ) {
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idThread::ReturnFloat((float)StuckToSurface());
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idThread::ReturnFloat( (float)StuckToSurface() );
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}
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void idPlayer::Event_SetPowerTome( float val ) {
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PowerTome = !(!val);
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PowerTome = !( !val );
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}
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void idPlayer::Event_GetPowerTome( void ) {
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idThread::ReturnFloat((float)PowerTome);
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idThread::ReturnFloat( (float)PowerTome );
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}
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void idPlayer::Event_VecFacingP( void ) {
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// return proper facing direction (yaw only)
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idVec3 dir=viewAxis[ 0 ] * physicsObj.GetGravityAxis();
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idVec3 dir = viewAxis[ 0 ] * physicsObj.GetGravityAxis();
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dir.Normalize();
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idThread::ReturnVector(dir);
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idThread::ReturnVector( dir );
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}
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void idPlayer::Event_HudMessage( const char *message ) {
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ShowHudMessage( message );
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ShowHudMessage( message );
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}
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void idPlayer::Event_VecForwardP( void ) {
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idThread::ReturnVector(VecForwardP());
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idThread::ReturnVector( VecForwardP() );
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}
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idVec3 idPlayer::VecForwardP( void ) const {
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// return proper forward vector for whatever way the player is looking
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idVec3 dir=viewAngles.ToForward() * physicsObj.GetGravityAxis();
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idVec3 dir = viewAngles.ToForward() * physicsObj.GetGravityAxis();
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dir.Normalize();
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return dir;
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}
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@ -26,6 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "gamesys/SysCvar.h"
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#include "sys/platform.h"
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#include "Entity.h"
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@ -959,7 +959,7 @@ idTrigger_Hurt::Save
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void idTrigger_Hurt::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( on );
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savefile->WriteFloat( delay );
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savefile->WriteInt( nextTime );
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savefile->WriteInt( nextTime.Num() );
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}
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/*
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@ -998,7 +998,7 @@ void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
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if ( on && other && gameLocal.time >= nextTime ) {
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damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
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other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );
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other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT, trace->c.point );
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ActivateTargets( other );
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CallScript();
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@ -2965,7 +2965,7 @@ void idAI::SlideMove( void ) {
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gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
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}
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if ( !af_push_moveables && attack.Length() && TestMelee() ) {
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if ( !af_push_moveables && attack.Length() && TestMelee( idVec3() ) ) {
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DirectDamage( attack, enemy.GetEntity() );
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} else {
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idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
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@ -1,9 +1,13 @@
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#pragma hdrstop
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#include "../Entity.h"
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#include "../Game_local.h"
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#include "../Moveable.h"
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#include "AI.h"
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#include "AI_Golem.h"
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const idVec3 GOLEM_ROCKS_NO_GRAVITY = idVec3(0,0,0);
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const idVec3 GOLEM_ROCKS_NO_GRAVITY = idVec3( 0, 0, 0 );
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const int GOLEM_ROCKS_MAX = 13;
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const int GOLEM_ROCKS_MIN = 8;
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const int GOLEM_ROCKS_MIN_CHECK_DELAY = 2000;
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savefile->WriteString( golemType );
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savefile->WriteBool( alive );
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savefile->WriteInt( rocks.Num() );
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for ( int i=0; i<rocks.Num(); i++ ) {
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for ( int i = 0; i < rocks.Num(); i++ ) {
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savefile->WriteObject( rocks[i] );
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}
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}
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int i;
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savefile->ReadInt( i );
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idClass *obj;
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for ( ; i>0; i-- ) {
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for ( ; i > 0; i-- ) {
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savefile->ReadObject( obj );
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rocks.Append( static_cast< idMoveable* >( obj ) );
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}
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}
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void idAI_Golem::findNewRocks() {
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idMoveable *rock = FindGolemRock();
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idMoveable *rock = FindGolemRock();
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if ( rock ) {
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addRock( rock );
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}
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void idAI_Golem::addRock( idMoveable *newRock ) {
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newRock->BecomeNonSolid();
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newRock->spawnArgs.SetBool("golem_owned", 1);
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newRock->spawnArgs.SetFloat("golem_bindTime", gameLocal.time + GOLEM_RICKS_MAX_MOVE_TIME_BEFORE_BIND );
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newRock->spawnArgs.SetBool("golem_bound", 0);
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newRock->spawnArgs.Set("old_bounce", newRock->spawnArgs.GetString("snd_bounce") );
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newRock->spawnArgs.Set("snd_bounce", ""); // no bounce sounds while on the golem, gets REAL annoying.
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newRock->spawnArgs.Set("bone", curBone);
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newRock->spawnArgs.SetBool( "golem_owned", 1 );
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newRock->spawnArgs.SetFloat( "golem_bindTime", gameLocal.time + GOLEM_RICKS_MAX_MOVE_TIME_BEFORE_BIND );
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newRock->spawnArgs.SetBool( "golem_bound", 0 );
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newRock->spawnArgs.Set( "old_bounce", newRock->spawnArgs.GetString( "snd_bounce" ) );
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newRock->spawnArgs.Set( "snd_bounce", "" ); // no bounce sounds while on the golem, gets REAL annoying.
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newRock->spawnArgs.Set( "bone", curBone );
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newRock->health = 1000;
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newRock->GetPhysics()->DisableClip();
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rocks.Append(newRock);
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rocks.Append( newRock );
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totRocks++;
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nextBone();
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@ -117,7 +121,7 @@ void idAI_Golem::evalRocks() {
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rocks[i]->GetPhysics()->SetGravity( GOLEM_ROCKS_NO_GRAVITY );
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//rocks[i]->SetOrigin( GetLocalCoordinates( GetJointPos(animator.GetJointHandle(bone)) ) );
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rocks[i]->SetOrigin( GetJointPos(animator.GetJointHandle(bone)) );
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rocks[i]->spawnArgs.Set("golem_bound", "1");
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rocks[i]->spawnArgs.Set( "golem_bound", "1");
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rocks[i]->SetAngles( idAngles(gameLocal.random.RandomInt() % 200 - 100, gameLocal.random.RandomInt() % 200 - 100, gameLocal.random.RandomInt() % 200 - 100 ) );
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rocks[i]->BindToJoint(this, bone, 1);
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rocks[i]->GetPhysics()->EnableClip();
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if ( health < -999 ) {
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health = -999;
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}
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gameLocal.Printf("BLOWUP!\n");
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gameLocal.Printf( "BLOWUP!\n" );
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BlowUp();
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Killed( inflictor, attacker, damage, dir, location );
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} else {
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@ -194,11 +198,11 @@ void idAI_Golem::BlowUp( void ) {
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// rocks get removed from head to toe.
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for (int i=rocks.Num(); i >= 0; i--) {
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if ( !rocks[i] ) {
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rocks[i]->GetPhysics()->SetGravity(gameLocal.GetGravity());
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rocks[i]->spawnArgs.Set("golem_owned", 0);
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rocks[i]->spawnArgs.Set("golem_bound", 0);
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rocks[i]->spawnArgs.Set("golem_bindTime", 0);
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rocks[i]->spawnArgs.Set("snd_bounce", rocks[i]->spawnArgs.GetString("old_bounce") ); //Z.TODO
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rocks[i]->GetPhysics()->SetGravity( gameLocal.GetGravity() );
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rocks[i]->spawnArgs.Set( "golem_owned", 0 );
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rocks[i]->spawnArgs.Set( "golem_bound", 0 );
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rocks[i]->spawnArgs.Set( "golem_bindTime", 0 );
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rocks[i]->spawnArgs.Set( "snd_bounce", rocks[i]->spawnArgs.GetString( "old_bounce" ) ); //Z.TODO
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rocks[i]->Unbind();
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rocks[i]->BecomeSolid();
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idVec3 dx;
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dx.Normalize();
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rocks[i]->GetPhysics()->EnableClip();
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rocks[i]->GetPhysics()->SetAngularVelocity( dx * 100 );
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rocks.RemoveIndex(i);
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rocks.RemoveIndex( i );
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}
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}
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}
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@ -242,7 +246,7 @@ void idAI_Golem::nextBone() {
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}
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void idAI_Golem::Event_SawEnemy() {
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alive=true;
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alive = true;
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}
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const char * idAI_Golem::GetGolemType( void ) const {
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@ -252,7 +256,7 @@ const char * idAI_Golem::GetGolemType( void ) const {
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// HEXEN : Zeroth
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idMoveable *idAI_Golem::FindGolemRock( void ) {
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int hash, i;
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idMoveable *target=NULL;
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idMoveable *target = NULL;
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hash = gameLocal.entypeHash.GenerateKey( idMoveable::Type.classname, true );
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continue;
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}
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if ( target->spawnArgs.GetInt("golem_owned") == 1 ) {
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if ( target->spawnArgs.GetInt( "golem_owned" ) == 1 ) {
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continue;
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}
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/* smaller golemd haven't been implemented yet
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if ( !target->spawnArgs.GetInt("forLargeGolem") ) {
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if ( !target->spawnArgs.GetInt( "forLargeGolem" ) ) {
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continue;
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}
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*/
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if ( GetGolemType() != target->spawnArgs.GetString("rockType") ) {
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if ( GetGolemType() != target->spawnArgs.GetString( "rockType" ) ) {
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continue;
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}
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@ -1,7 +1,9 @@
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Entity.h"
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#include "AI.h"
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#include "AI_Veloxite.h"
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const float VELOX_MAX_WALL_DIST = 75.0f; // get on walls this far away
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const float VELOX_SURFACECHECK_RATE = 0.25f; // four times per second should be enough
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@ -1,7 +1,9 @@
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#pragma hdrstop
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#include "../Game_local.h"
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#include "../Entity.h"
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#include "../Moveable.h"
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#include "Leaf.h"
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CLASS_DECLARATION( idMoveable, idEntity_Leaf )
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@ -38,7 +40,7 @@ void idEntity_Leaf::Spawn() {
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else if ( dir < 2 && dir > 1 ) { spreadY = 0; }
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else { spreadY = -spread; }
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SetAngles( idAngles( gameLocal.random.CRandomFloat()*360, gameLocal.random.CRandomFloat()*360, gameLocal.random.CRandomFloat()*360) );
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SetAngles( idAngles( gameLocal.random.CRandomFloat()*360, gameLocal.random.CRandomFloat()*360, gameLocal.random.CRandomFloat()*360 ) );
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GetPhysics()->SetLinearVelocity( idVec3( 0, 0, 0 ) );
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GetPhysics()->SetGravity( idVec3( 0, 0, 0 ) ); //gravity - if we set zero gravity, the leaves stop when they hit the ground. dont know why, but it's cool!
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@ -1,6 +1,7 @@
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#pragma hdrstop
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#include "../Entity.h"
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#include "../Game_local.h"
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#include "LeafEmitter.h"
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@ -9,18 +10,18 @@ CLASS_DECLARATION( idEntity, idEntity_LeafEmitter )
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END_CLASS
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void idEntity_LeafEmitter::Spawn() {
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nextLeaf=0;
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interval=spawnArgs.GetFloat( "emitter_leaf_interval" );
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maxLeaf=spawnArgs.GetFloat( "emitter_leaf_max" );
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nextLeaf = 0;
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interval = spawnArgs.GetFloat( "emitter_leaf_interval" );
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maxLeaf = spawnArgs.GetFloat( "emitter_leaf_max" );
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leaf.SetFloat("leaf_liveTime", spawnArgs.GetFloat("leaf_liveTime"));
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leaf.SetFloat("leaf_spread", spawnArgs.GetFloat("leaf_spread"));
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leaf.SetFloat("leaf_windPower", spawnArgs.GetFloat("leaf_windPower"));
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leaf.SetVector("leaf_windDir", spawnArgs.GetVector("leaf_windDir"));
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leaf.SetFloat("leaf_moveSpeed", spawnArgs.GetFloat("leaf_moveSpeed"));
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leaf.SetVector("leaf_gravity", spawnArgs.GetVector("leaf_gravity"));
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leaf.SetFloat("leaf_maxSpinSpeed", spawnArgs.GetFloat("leaf_maxSpinSpeed"));
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leaf.SetVector("leaf_origin", GetPhysics()->GetOrigin());
|
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leaf.SetFloat( "leaf_liveTime", spawnArgs.GetFloat( "leaf_liveTime" ) );
|
||||
leaf.SetFloat( "leaf_spread", spawnArgs.GetFloat( "leaf_spread" ) );
|
||||
leaf.SetFloat( "leaf_windPower", spawnArgs.GetFloat( "leaf_windPower" ) );
|
||||
leaf.SetVector( "leaf_windDir", spawnArgs.GetVector( "leaf_windDir" ) );
|
||||
leaf.SetFloat( "leaf_moveSpeed", spawnArgs.GetFloat( "leaf_moveSpeed" ) );
|
||||
leaf.SetVector( "leaf_gravity", spawnArgs.GetVector( "leaf_gravity" ) );
|
||||
leaf.SetFloat( "leaf_maxSpinSpeed", spawnArgs.GetFloat( "leaf_maxSpinSpeed" ) );
|
||||
leaf.SetVector( "leaf_origin", GetPhysics()->GetOrigin() );
|
||||
}
|
||||
|
||||
void idEntity_LeafEmitter::Think() {
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
|
||||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Entity.h"
|
||||
#include "../Misc.h"
|
||||
#include "Tree.h"
|
||||
|
||||
CLASS_DECLARATION( idAnimated, idAnimated_Tree )
|
||||
|
||||
|
|
|
@ -28,6 +28,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
#include "sys/platform.h"
|
||||
#include "Entity.h"
|
||||
#include "Player.h"
|
||||
|
||||
#include "physics/Physics_Actor.h"
|
||||
|
||||
|
|
|
@ -2,6 +2,11 @@
|
|||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Player.h"
|
||||
#include "../Projectile.h"
|
||||
#include "../ai/AI.h"
|
||||
|
||||
#include "FireStorm.h"
|
||||
|
||||
const int FIREBEAM_METEOR_DELAY = 300; // in msec
|
||||
const int FIREBEAM_METEOR_NUM = 8;
|
||||
|
@ -27,9 +32,7 @@ CLASS_DECLARATION( idProjectile, idProj_FireBeam )
|
|||
EVENT( EV_LaunchFireBeam, idProj_FireBeam::Event_Launch )
|
||||
END_CLASS
|
||||
|
||||
void idProj_FireBeam::Spawn( void ) {
|
||||
|
||||
}
|
||||
void idProj_FireBeam::Spawn( void ) { }
|
||||
|
||||
void idProj_FireBeam::Think( void ) {
|
||||
if ( state == 2 && meteorNum < FIREBEAM_METEOR_NUM ) {
|
||||
|
|
|
@ -2,6 +2,9 @@
|
|||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Projectile.h"
|
||||
|
||||
#include "Soul.h"
|
||||
|
||||
const float SOUL_SPEED = 1000.0f;
|
||||
|
||||
|
|
|
@ -2,6 +2,13 @@
|
|||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Player.h"
|
||||
#include "../Projectile.h"
|
||||
#include "../ai/AI.h"
|
||||
#include "../ai/AI_Golem.h"
|
||||
#include "../ai/AI_Veloxite.h"
|
||||
|
||||
#include "Wraithverge.h"
|
||||
|
||||
const int PROJ_WRAITH_CHASE_RANGE = 768;
|
||||
const int PROJ_WRAITH_SPAWN_DELAY = 400;
|
||||
|
|
|
@ -26,13 +26,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "sys/platform.h"
|
||||
#include "../../sys/platform.h"
|
||||
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "Player.h"
|
||||
#include "Camera.h"
|
||||
#include "../Game_local.h"
|
||||
#include "../gamesys/SysCvar.h"
|
||||
#include "../Player.h"
|
||||
#include "../Camera.h"
|
||||
|
||||
#include "script/Script_Thread.h"
|
||||
#include "Script_Thread.h"
|
||||
|
||||
const idEventDef EV_Thread_Execute( "<execute>", NULL );
|
||||
const idEventDef EV_Thread_SetCallback( "<script_setcallback>", NULL );
|
||||
|
@ -1180,7 +1181,7 @@ void idThread::Event_SpawnParticle( const char *particleName, const idVec3 &orig
|
|||
return;
|
||||
}
|
||||
|
||||
//gameLocal.smokeParticles->EmitSmoke( static_cast<const idDeclParticle *>( dec ), gameLocal.time+1, gameLocal.random.CRandomFloat(), origin, idMat3() );
|
||||
//gameLocal.smokeParticles->EmitSmoke( static_cast<const idDeclParticle *>( dec ), gameLocal.time + 1, gameLocal.random.CRandomFloat(), origin, idMat3() );
|
||||
gameLocal.smokeParticles->EmitSmoke( static_cast<const idDeclParticle *>( dec ), gameLocal.time, gameLocal.random.RandomFloat(), origin, idMat3( 1, 0, 0, 0, 0, 0, 0, 0, 0 ) );
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue