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Merge branch 'main' of https://github.com/nzp-team/quakec
This commit is contained in:
commit
79045fb9b6
6 changed files with 23 additions and 12 deletions
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@ -885,6 +885,9 @@ void() zombie_attack =
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{
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self.velocity = '0 0 0';
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if(self.state == 1) // If the zombie is in this state (rising, or something else) they shouldn't be able to attack!
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return;
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if (self.classname == "wunder" || self.electro_targeted == true)
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return;
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@ -542,6 +542,7 @@ void() PU_Flash =
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// Too late, free the Power-Up
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if (self.hitcount >= 40) {
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Light_None(self);
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PU_FreeEnt(self);
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PU_FreeEnt(self.owner);
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}
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@ -59,7 +59,7 @@ void() Window_repaired =
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{
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if (maxreward > totalreward)
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{
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sound(self, 0,"sounds/misc/ching.wav", 1, 0);
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sound(self, 0,"sounds/misc/ching.wav", 1, ATTN_NORM);
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addmoney(self.enemy, 10, 1);
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totalreward = totalreward + 10;
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}
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@ -69,7 +69,7 @@ void() Window_repaired =
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void() Barricade_hit_window =
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{
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sound(self, 0, self.oldmodel, 1, 0);
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sound(self, 0, self.oldmodel, 1, ATTN_NORM);
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}
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void(void() next) checkForSpeed = {
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@ -224,17 +224,17 @@ void() window_repair6_6 =[ 6, window_repair6_7 ] {self.frame = 46;};
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void() window_repair6_7 =[ 7, window_repair6_8 ] {self.frame = 47;Barricade_hit_window();};
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void() window_repair6_8 =[ 8, SUB_Null ] {self.frame = 48; Window_repaired();};
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void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47;sound(self, 0, self.oldmodel, 1, 1);};
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void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_2 =[ 2, window_carpenter_3 ] {self.frame = 48;};
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void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55;sound(self, 1, self.oldmodel, 1, 1);};
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void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_4 =[ 4, window_carpenter_5 ] {self.frame = 56;};
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void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63;sound(self, 2, self.oldmodel, 1, 1);};
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void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_6 =[ 6, window_carpenter_7 ] {self.frame = 64;};
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void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71;sound(self, 0, self.oldmodel, 1, 1);};
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void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_8 =[ 8, window_carpenter_9 ] {self.frame = 72;};
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void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79;sound(self, 1, self.oldmodel, 1, 1);};
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void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_10 =[ 8, window_carpenter_11 ] {self.frame = 80;};
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void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87;sound(self, 2, self.oldmodel, 1, 1);};
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void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
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void() window_carpenter_12 =[ 8, SUB_Null ] {self.frame = 88;};
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@ -243,7 +243,7 @@ void() Window_Damage =
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if(self.health == 0)
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return;
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sound(self, CHAN_VOICE, self.aistatus, 1, 0);
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sound(self, CHAN_VOICE, self.aistatus, 1, ATTN_NORM);
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self.health = self.health - 1;
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@ -71,7 +71,7 @@ float() getZombieTotal = {
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if (plrcnt == 1)
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count += rint((0.5 * 6) * multiplier);
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else
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count += rint((plrcnt * 6) * multiplier);
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count += rint(((plrcnt - 1) * 6) * multiplier);
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if (rounds < 2)
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count = floor(count * 0.25);
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@ -29,6 +29,7 @@
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void() W_PutOut;
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void(float side) W_Reload;
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void() GrenadeExplode;
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void() W_SprintStart;
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void() ReturnWeaponModel =
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{
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@ -40,13 +41,18 @@ void() ReturnWeaponModel =
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self.weapon2model = "models/weapons/kar/v_karscope.mdl";
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UpdateV2model(self.weapon2model, 0);
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}
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UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
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UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
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// Always try to reload after any action.
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if (self.currentmag == 0 && self.currentammo != 0)
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W_Reload(S_BOTH);
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// If the person is swapping, play the sprint anim if they're sprinting after swap. Otherwise it plays idle
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if (self.sprinting == TRUE)
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W_SprintStart();
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}
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void() W_PlayTakeOut =
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@ -152,7 +152,7 @@ string(float wep) GetWeaponName =
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case W_PORTER:
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return "Porter's X2 Ray Gun";
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case W_SAWNOFF:
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return "Sawnoff shotgun";
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return "Sawed-Off Shotgun";
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case W_SNUFF:
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return "The Snuff Box";
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case W_STG:
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@ -2802,6 +2802,7 @@ float(float wep) IsPapWeapon = {
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case W_SAMURAI:
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case W_DG3:
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case W_PULVERIZER:
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case W_FIW:
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return 1;
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default:
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return 0;
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