All hail the whitespace shambler!

This commit is contained in:
Ragnvald Maartmann-Moe IV 2003-08-27 23:43:13 +00:00
parent 78e1059007
commit 20adb3530f
7 changed files with 49 additions and 55 deletions

View file

@ -256,7 +256,7 @@ TeamCapturePlayerUpdate =
s3 = "B…";
else
s3 = "Â…";
if (teamscr1 == 0 && teamscr2 == 0) {
// CTFBOT
centerprint5 (self, res, s1, s2, s3, " Capture The Flag");

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@ -120,7 +120,7 @@ SUB_CalcMove =
self.nextthink = self.ltime + traveltime;
// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float
self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float
};
/*

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@ -79,7 +79,6 @@ float TEAM_CAPTURE_FLAG_RETURN_TIME = 40; // seconds until auto return
// XXX EXPERT CTF Additional scoring system
// bonuses
float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS = 2; // bonus for fraggin someone
// who has recently hurt your flag carrier
float TEAM_CAPTURE_CARRIER_PROTECT_BONUS = 1; // bonus for fraggin someone while
@ -92,14 +91,12 @@ float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS = 2; // award for fragging a flag c
// capture happens almost immediately
// radii
float TEAM_CAPTURE_TARGET_PROTECT_RADIUS = 400; // the radius around an object being
// defended where a target will be worth extra frags
float TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS = 400; // the radius around an object being
// defended where an attacker will get extra frags when making kills
// timeouts
float TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT = 4;
float TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT = 2;
float TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT = 6;
@ -650,7 +647,6 @@ TeamCheckLock =
// If teams are static and we've been on some team already,
// put us back on the team we were on.
if ((teamplay & TEAM_STATIC_TEAMS) && (self.steam >= 0)) {
if (TeamColorIsLegal (self.steam)) {
// changing teams sucks, kill him
@ -719,7 +715,7 @@ TossBackpack =
// If we don't have any ammo, return (except AXE/GRAPPLE)
if (self.currentammo <= 0) {
if (self.weapon != IT_AXE && self.weapon != IT_GRAPPLE)
if ((self.weapon != IT_AXE) && (self.weapon != IT_GRAPPLE))
return;
}
@ -1305,8 +1301,7 @@ TeamCaptureSpawn =
impulse. I think he may have mailed you, but I wrote a quick version
myself, which your welcome to use if you like the feature (it offsets
some of the problems with the chat capabilities in Quake so it seems
like a worthwhile feature). Feel free to change it
as necessary.
like a worthwhile feature). Feel free to change it as necessary.
*/
// *Capture The Flag - Status report by Wonko

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@ -1,5 +1,5 @@
/*
#FILENAME#
telefrag.qc
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -61,9 +61,9 @@ entity(entity spot) TelefragSelectSpawnPoint =
while (search_spot) {
e = findradius(spot.origin, 50);
if (!e)
if (!e) {
search_spot = 0;
else {
} else {
local float occupied;
occupied = 0;
while (!occupied && !(!e)) {

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@ -77,7 +77,7 @@ multi_trigger =
self.nextthink = time + self.wait;
} else {
// we can't just remove (self) here, because this is a touch function
// called wheil C code is looping through area links...
// called while C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
@ -110,7 +110,7 @@ multi_touch =
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
@ -368,7 +368,7 @@ spawn_tdeath =
death.nextthink = time + 0.1;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};

View file

@ -108,13 +108,13 @@ vector()
wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize (vel + v_up * (random () - 0.5) +
v_right * (random () - 0.5));
vel += 2 * trace_plane_normal;
vel *= 200;
return vel;
};
@ -200,7 +200,7 @@ AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent) {
ApplyMultiDamage ();
multi_damage = damage;
@ -231,7 +231,7 @@ void (float damage, vector dir)
TraceAttack =
{
local vector vel, org;
vel = normalize (dir + v_up * crandom () + v_right * crandom ());
vel += 2 * trace_plane_normal;
vel *= 200;
@ -259,17 +259,17 @@ void (float shotcount, vector dir, vector spread)
FireBullets =
{
local vector direction, src;
makevectors (self.v_angle);
src = self.origin + v_forward * 10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir * 2048, FALSE, self);
puff_org = trace_endpos - dir * 4;
while (shotcount > 0) {
direction = dir + crandom () * spread_x * v_right +
crandom () * spread_y * v_up;
@ -293,7 +293,7 @@ W_FireShotgun =
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
self.currentammo = --self.ammo_shells;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
@ -313,7 +313,7 @@ W_FireSuperShotgun =
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
self.currentammo = self.ammo_shells -= 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
@ -338,7 +338,7 @@ T_MissileTouch =
}
damg = 100 + 20 * random ();
if (other.health) {
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
@ -410,7 +410,7 @@ LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
@ -442,7 +442,6 @@ LightningDamage =
}
};
void ()
W_FireLightning =
{
@ -474,7 +473,7 @@ W_FireLightning =
self.currentammo = --self.ammo_cells;
org = self.origin + '0 0 16';
traceline (org, org + v_forward * 600, TRUE, self);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNING2);
@ -602,7 +601,7 @@ void ()
W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
@ -716,7 +715,6 @@ superspike_touch =
}
remove (self);
};
// PLAYER WEAPON USE ==========================================================
@ -793,23 +791,24 @@ float ()
W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING))
if ((self.waterlevel <= 1) && (self.ammo_cells >= 1)
&& (it & IT_LIGHTNING))
return IT_LIGHTNING;
else if (self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN))
else if ((self.ammo_nails >= 2) && (it & IT_SUPER_NAILGUN))
return IT_SUPER_NAILGUN;
else if (self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN))
else if ((self.ammo_shells >= 2) && (it & IT_SUPER_SHOTGUN))
return IT_SUPER_SHOTGUN;
else if (self.ammo_nails >= 1 && (it & IT_NAILGUN))
else if ((self.ammo_nails >= 1) && (it & IT_NAILGUN))
return IT_NAILGUN;
else if (self.ammo_shells >= 1 && (it & IT_SHOTGUN))
else if ((self.ammo_shells >= 1) && (it & IT_SHOTGUN))
return IT_SHOTGUN;
/*
if (self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
if ((self.ammo_rockets >= 1) && (it & IT_ROCKET_LAUNCHER))
return IT_ROCKET_LAUNCHER;
else if (self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
else if ((self.ammo_rockets >= 1) && (it & IT_GRENADE_LAUNCHER))
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
@ -823,7 +822,7 @@ float() W_CheckNoAmmo =
return TRUE;
if (self.weapon == IT_GRAPPLE)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
@ -1050,7 +1049,7 @@ void ()
CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
@ -1299,7 +1298,7 @@ void ()
PreviousWeaponCommand =
{
local float fl, am;
self.impulse = 0;
am = 0;
@ -1307,7 +1306,7 @@ PreviousWeaponCommand =
sprint (self, PRINT_HIGH, "no weapon.\n");
return;
}
fl = self.weapon;
self.weapon = self.previous_weapon;
self.previous_weapon = fl;

View file

@ -158,7 +158,7 @@ worldspawn =
precache_model ("progs/bolt2.mdl"); // for lightning gun
precache_model ("progs/bolt3.mdl"); // for boss shock
precache_model ("progs/lavaball.mdl"); // for testing
precache_model ("progs/missile.mdl");
precache_model ("progs/grenade.mdl");
precache_model ("progs/spike.mdl");
@ -174,40 +174,40 @@ worldspawn =
// 0 normal
lightstyle (0, "m");
// 1 FLICKER (first variety)
lightstyle (1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle (2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
lightstyle (3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle (4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle (5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
lightstyle (6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
lightstyle (7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
lightstyle (8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
lightstyle (9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle (10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
@ -221,7 +221,7 @@ StartFrame =
fraglimit = cvar("fraglimit");
teamplay = cvar("teamplay");
deathmatch = cvar("deathmatch");
framecount = framecount + 1;
};