This commit is contained in:
Steam Deck User 2023-03-25 19:36:01 -04:00
commit 79045fb9b6
6 changed files with 23 additions and 12 deletions

View file

@ -885,6 +885,9 @@ void() zombie_attack =
{
self.velocity = '0 0 0';
if(self.state == 1) // If the zombie is in this state (rising, or something else) they shouldn't be able to attack!
return;
if (self.classname == "wunder" || self.electro_targeted == true)
return;

View file

@ -542,6 +542,7 @@ void() PU_Flash =
// Too late, free the Power-Up
if (self.hitcount >= 40) {
Light_None(self);
PU_FreeEnt(self);
PU_FreeEnt(self.owner);
}

View file

@ -59,7 +59,7 @@ void() Window_repaired =
{
if (maxreward > totalreward)
{
sound(self, 0,"sounds/misc/ching.wav", 1, 0);
sound(self, 0,"sounds/misc/ching.wav", 1, ATTN_NORM);
addmoney(self.enemy, 10, 1);
totalreward = totalreward + 10;
}
@ -69,7 +69,7 @@ void() Window_repaired =
void() Barricade_hit_window =
{
sound(self, 0, self.oldmodel, 1, 0);
sound(self, 0, self.oldmodel, 1, ATTN_NORM);
}
void(void() next) checkForSpeed = {
@ -224,17 +224,17 @@ void() window_repair6_6 =[ 6, window_repair6_7 ] {self.frame = 46;};
void() window_repair6_7 =[ 7, window_repair6_8 ] {self.frame = 47;Barricade_hit_window();};
void() window_repair6_8 =[ 8, SUB_Null ] {self.frame = 48; Window_repaired();};
void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47;sound(self, 0, self.oldmodel, 1, 1);};
void() window_carpenter_1 =[ 1, window_carpenter_2 ] {self.frame = 47;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_2 =[ 2, window_carpenter_3 ] {self.frame = 48;};
void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55;sound(self, 1, self.oldmodel, 1, 1);};
void() window_carpenter_3 =[ 3, window_carpenter_4 ] {self.frame = 55;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_4 =[ 4, window_carpenter_5 ] {self.frame = 56;};
void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63;sound(self, 2, self.oldmodel, 1, 1);};
void() window_carpenter_5 =[ 5, window_carpenter_6 ] {self.frame = 63;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_6 =[ 6, window_carpenter_7 ] {self.frame = 64;};
void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71;sound(self, 0, self.oldmodel, 1, 1);};
void() window_carpenter_7 =[ 7, window_carpenter_8 ] {self.frame = 71;sound(self, 0, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_8 =[ 8, window_carpenter_9 ] {self.frame = 72;};
void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79;sound(self, 1, self.oldmodel, 1, 1);};
void() window_carpenter_9 =[ 7, window_carpenter_10 ] {self.frame = 79;sound(self, 1, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_10 =[ 8, window_carpenter_11 ] {self.frame = 80;};
void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87;sound(self, 2, self.oldmodel, 1, 1);};
void() window_carpenter_11 =[ 7, window_carpenter_12 ] {self.frame = 87;sound(self, 2, self.oldmodel, 1, ATTN_NORM);};
void() window_carpenter_12 =[ 8, SUB_Null ] {self.frame = 88;};
@ -243,7 +243,7 @@ void() Window_Damage =
if(self.health == 0)
return;
sound(self, CHAN_VOICE, self.aistatus, 1, 0);
sound(self, CHAN_VOICE, self.aistatus, 1, ATTN_NORM);
self.health = self.health - 1;

View file

@ -71,7 +71,7 @@ float() getZombieTotal = {
if (plrcnt == 1)
count += rint((0.5 * 6) * multiplier);
else
count += rint((plrcnt * 6) * multiplier);
count += rint(((plrcnt - 1) * 6) * multiplier);
if (rounds < 2)
count = floor(count * 0.25);

View file

@ -29,6 +29,7 @@
void() W_PutOut;
void(float side) W_Reload;
void() GrenadeExplode;
void() W_SprintStart;
void() ReturnWeaponModel =
{
@ -40,13 +41,18 @@ void() ReturnWeaponModel =
self.weapon2model = "models/weapons/kar/v_karscope.mdl";
UpdateV2model(self.weapon2model, 0);
}
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
// Always try to reload after any action.
if (self.currentmag == 0 && self.currentammo != 0)
W_Reload(S_BOTH);
// If the person is swapping, play the sprint anim if they're sprinting after swap. Otherwise it plays idle
if (self.sprinting == TRUE)
W_SprintStart();
}
void() W_PlayTakeOut =

View file

@ -152,7 +152,7 @@ string(float wep) GetWeaponName =
case W_PORTER:
return "Porter's X2 Ray Gun";
case W_SAWNOFF:
return "Sawnoff shotgun";
return "Sawed-Off Shotgun";
case W_SNUFF:
return "The Snuff Box";
case W_STG:
@ -2802,6 +2802,7 @@ float(float wep) IsPapWeapon = {
case W_SAMURAI:
case W_DG3:
case W_PULVERIZER:
case W_FIW:
return 1;
default:
return 0;