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https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-21 12:00:55 +00:00
Update 4 id1, hipnotic, mg1, and rogue source
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parent
bebf782915
commit
7bcbd29c99
14 changed files with 149 additions and 12 deletions
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@ -726,6 +726,7 @@ void() PutClientInServer =
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self.healthrot_nextcheck = 0;
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self.fired_weapon = 0; // [NDS] haleyjd
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self.took_damage = 0; // [NDS] haleyjd
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self.team = TEAM_NONE;
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if ( coop ) {
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self.team = TEAM_HUMANS;
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@ -362,9 +362,13 @@ float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_SPAWNEDMONSTER = 39;
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float SVC_SPAWNEDMONSTER = 39;
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float SVC_ACHIEVEMENT = 52;
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float SVC_CHAT = 53;
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float SVC_LEVELCOMPLETED = 54;
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float SVC_BACKTOLOBBY = 55;
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float SVC_LOCALSOUND = 56;
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float SVC_PROMPT = 57;
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float TE_SPIKE = 0;
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float TE_SUPERSPIKE = 1;
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@ -378,6 +382,8 @@ float TE_KNIGHTSPIKE = 8;
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float TE_LIGHTNING3 = 9;
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float TE_LAVASPLASH = 10;
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float TE_TELEPORT = 11;
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float TE_EXPLOSION2 = 12;
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float TE_BEAM = 13;
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// sound channels
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// channel 0 never willingly overrides
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@ -416,7 +422,8 @@ float MSG_ONE = 1; // reliable to one (msg_entity)
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float MSG_ALL = 2; // reliable to all
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float MSG_INIT = 3; // write to the init string
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// team numbers for Coop
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// team numbers
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float TEAM_NONE = -1;
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float TEAM_MONSTERS = 0;
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float TEAM_HUMANS = 1;
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@ -96,7 +96,9 @@ void(float offset) hknight_shot =
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setmodel (newmis, "progs/k_spike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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newmis.velocity = vec*300;
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
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};
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@ -137,7 +137,9 @@ void() OgreFireGrenade =
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missile.touch = OgreGrenadeTouch;
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missile.effects = missile.effects | EF_CANDLELIGHT; // give the grenades a weak glow
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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missile.effects = missile.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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// set missile duration
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missile.nextthink = time + 2.5;
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@ -520,7 +520,10 @@ void(string gibname, float dm) ThrowGib =
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setmodel (new, gibname);
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setsize (new, '0 0 0', '0 0 0');
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new.velocity = VelocityForDamage (dm);
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new.movetype = MOVETYPE_GIB;
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new.movetype = MOVETYPE_BOUNCE;
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if (cvar("pr_checkextension"))
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if (checkextension("EX_MOVETYPE_GIB"))
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new.movetype = MOVETYPE_GIB;
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new.solid = SOLID_NOT;
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new.avelocity_x = random()*600;
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new.avelocity_y = random()*600;
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@ -537,7 +540,10 @@ void(string gibname, float dm) ThrowHead =
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setmodel (self, gibname);
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self.frame = 0;
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self.nextthink = -1;
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self.movetype = MOVETYPE_GIB;
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self.movetype = MOVETYPE_BOUNCE;
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if (cvar("pr_checkextension"))
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if (checkextension("EX_MOVETYPE_GIB"))
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self.movetype = MOVETYPE_GIB;
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self.takedamage = DAMAGE_NO;
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self.solid = SOLID_NOT;
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self.view_ofs = '0 0 8';
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@ -34,7 +34,7 @@ void() SetMovedir =
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self.movedir = '0 0 -1';
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else
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{
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makevectorsfixed(self.angles);
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makevectors(self.angles);
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self.movedir = v_forward;
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}
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@ -115,7 +115,7 @@ void() multi_touch =
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// if the trigger has an angles field, check player's facing direction
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if (self.movedir != '0 0 0')
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{
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makevectorsfixed(other.angles);
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makevectors(other.angles);
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if (v_forward * self.movedir < 0)
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return; // not facing the right way
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}
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@ -1285,7 +1285,7 @@ void() ServerflagsCommand =
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void() QuadCheat =
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{
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if (deathmatch || coop)
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if (!cheats_allowed)
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return;
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self.super_time = 1;
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@ -96,7 +96,9 @@ void(float offset) hknight_shot =
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setmodel (newmis, "progs/k_spike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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newmis.velocity = vec*300;
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
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};
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@ -136,6 +136,10 @@ void() OgreFireGrenade =
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missile.angles = vectoangles(missile.velocity);
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missile.touch = OgreGrenadeTouch;
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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missile.effects = missile.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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// set missile duration
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missile.nextthink = time + 2.5;
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106
quakec_mg1/misc_model.qc
Normal file
106
quakec_mg1/misc_model.qc
Normal file
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@ -0,0 +1,106 @@
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const float MISC_MODEL_ANIMATED = 1;
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const float MISC_MODEL_ANIMATED_ONCE = 2;
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const float MISC_MODEL_ANIMATED_START_OFF = 4;
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///////////////////////////////
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// Behaviour for a looping animation
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///////////////////////////////
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void misc_model_think_loop()
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{
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self.frame += 1;
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if(self.frame == self.cnt)
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{
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self.frame = self.count; // Back to start
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}
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self.nextthink = time + 0.1;
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}
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void misc_model_use_loop()
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{
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if(self.spawnflags & MISC_MODEL_ANIMATED_START_OFF)
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{
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self.spawnflags (-) MISC_MODEL_ANIMATED_START_OFF;
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self.think = misc_model_think_loop;
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misc_model_think_loop();
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}
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else
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{
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self.spawnflags (+) MISC_MODEL_ANIMATED_START_OFF;
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self.think = SUB_Null;
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self.nextthink = -1;
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}
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}
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///////////////////////////////
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// Behaviour for a single animation
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///////////////////////////////
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void misc_model_think_once()
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{
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self.frame += 1;
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if(self.frame < self.cnt)
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{
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self.nextthink = time + 0.1;
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}
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}
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void misc_model_use_once()
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{
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self.frame = self.count;
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self.think = misc_model_think_once;
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self.nextthink = time + 0.1;
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}
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///////////////////////////////
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void misc_model()
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{
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if(self.model == "") { objerror("misc_model with no model specified"); }
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precache_model(self.model);
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setmodel(self, self.model);
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setorigin(self, self.origin);
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self.solid = SOLID_NOT;
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if(self.spawnflags == 0)
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{
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makestatic(self);
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return;
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}
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if(self.cnt < self.frame) { objerror("misc_model with invalid frame range (cnt < frame)"); }
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if(self.targetname == "") { objerror("misc_model with no targetname"); }
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self.count = self.frame;
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if(self.spawnflags & MISC_MODEL_ANIMATED_ONCE)
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{
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self.use = misc_model_use_once;
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}
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else if(self.spawnflags & (MISC_MODEL_ANIMATED | MISC_MODEL_ANIMATED_START_OFF))
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{
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self.use = misc_model_use_loop;
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// Stupid way to do it but just flip the bit flag and pretend we just used it.
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self.spawnflags ^= MISC_MODEL_ANIMATED_START_OFF;
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misc_model_use_loop();
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}
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}
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@ -68,6 +68,7 @@ monsters/oldone.qc // registered
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misc_corpses.qc //Corpses yay
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misc_fx.qc // adds screenshake
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misc_model.qc //generic static and animated model
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//Map specific code? Why not..
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map_specific/mge2m2.qc
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@ -97,7 +97,9 @@ void(float offset) hknight_shot =
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setmodel (newmis, "progs/k_spike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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newmis.velocity = vec*300;
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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newmis.effects = newmis.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM);
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};
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@ -133,6 +133,10 @@ void() OgreFireGrenade =
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missile.velocity_z = 200;
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missile.avelocity = '300 300 300';
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missile.angles = vectoangles(missile.velocity);
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if (cvar("pr_checkextension"))
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if (checkextension("EX_EXTENDED_EF"))
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missile.effects = missile.effects | EF_CANDLELIGHT; // give the projectiles a weak glow
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// set missile duration
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if(self.spawnflags & OGRE_BOSS)
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