game-source/quake/bringback.qc

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// bring back qc file, contains all the functions added to create the
// 'respawn effect
// void bringback (); declared in ogre.qc ( first file its referanced in);
// void savecritter (); ""
2004-02-11 08:10:21 +00:00
integer respawn_enabled = 1;
@static {
void () hes_dead_jim = [ self.frame, im_alive, 10 ] { }
void () im_alive = [ 0, (self.th_walk), 0.2 ]
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_AIM;
if ((mapname != "end") && (random() < 0.5))
self.origin = self.oldorigin;
setmodel(self, self.weaponmodel);
self.health = self.max_health;
switch (self.classname) {
case "monster_demon1":
case "monster_ogre":
case "monster_shalrath":
case "monster_shambler":
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
break;
case "monster_dog":
setsize (self, '-32 -32 -24', '32 32 40');
break;
case "monster_fish":
setsize (self, '-16 -16 -24', '16 16 24');
self.flags = self.flags + FL_SWIM;
break;
case "monster_wizard":
setsize (self, '-16 -16 -24', '16 16 40');
self.flags = self.flags + FL_FLY;
break;
default:
// about 3/4 of quakes critters use this size
setsize (self, '-16 -16 -24', '16 16 40');
break;
}
spawn_tdeath (self.origin, self);
spawn_tfog (self.origin);
//Don't stay angry at everyone.
self.enemy = NIL;
//We have to set the origin no matter what kind of creature it is, so the
//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)
if (!(self.flags & FL_FLY) && !(self.flags & FL_SWIM)) {
setorigin (self, self.origin + '0 0 1');
droptofloor ();
} else {
//Flyer/Fish
setorigin (self, self.origin);
}
}
};
void () savecritter =
{
// .max_health was only used by player until now
self.max_health = self.health;
// .oldorigin only used by secret doors, until now.
self.oldorigin = self.origin;
// .weaponmodel is only used to show the players current weapon (on the hud)
self.weaponmodel = self.model;
};
void () bringback =
{
if (!respawn_enabled)
return;
hes_dead_jim ();
};