compiles with qfcc (this was probably a pointless exercise due to Deek's

work, but it's nice having a compilable base paroxysm).
This commit is contained in:
Bill Currie 2002-02-21 20:36:23 +00:00
parent 30eb259d02
commit 7f3ef60d60
44 changed files with 100 additions and 185 deletions

3
paroxysm/quake/.gitignore vendored Normal file
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@ -0,0 +1,3 @@
progdefs.h
*.dat
*.sym

5
paroxysm/quake/Makefile Normal file
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@ -0,0 +1,5 @@
all: progs.dat
progs.dat: progs.src *.qc
qfcc --traditional -Werror -g
clean:
rm -f core *.dat *.sym progdefs.h

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@ -3,7 +3,7 @@ void() t_movetarget;
//void() knight_walk1;
//void() knight_bow6;
//void() knight_bow1;
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
/*
.enemy

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@ -63,7 +63,7 @@ float(entity weap) bot_has_weapon =
void() bot_grab_weapon =
{
local float weap;
local float weap = 0;
if (self.goalentity.weapon == IT_PLASMAGUN)
{

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@ -344,7 +344,7 @@ local float bold;
//POX - touching a player can null him out (?)
//POX - This was an early problem and this check is probably nolonger necessary due to increased item discrimination
if (!self.goalentity.flags & FL_ITEM)
if (!(self.goalentity.flags & FL_ITEM))
return;
//POX - Shouldn't happen but...
@ -571,8 +571,8 @@ This function also doubles as an Attack Style Selection based on botprefs
float() better_weapon =
// -----------------------------------------
{
local float sweap;
local float eweap;
local float sweap = 0;
local float eweap = 0;
//Attack Style - Rush
@ -1271,7 +1271,7 @@ void() bot_walk =
//POX - This if statement fixed a few problems I have seen with these bots ignoring enemies, firing at walls...
//POX - It just tells them to look for stuff if they aren't going after a bot, player, or item
//POX - There must be something I missed elsewhere causing these guys to target junk they can't reach
if (self.goalentity.classname != "bot" || self.goalentity.classname != "player" || !self.goalentity.flags & FL_ITEM || self.goalentity.model == string_null)
if (self.goalentity.classname != "bot" || self.goalentity.classname != "player" || !(self.goalentity.flags & FL_ITEM) || self.goalentity.model == string_null)
{
self.goalentity = world;
self.enemy = world;
@ -1445,7 +1445,7 @@ void() bot_run =
return;
//POX - A hacky fix to make sure these guys have a real target
if (self.goalentity.classname != "bot" || self.goalentity.classname != "player" || !self.goalentity.flags & FL_ITEM || self.goalentity.model == string_null)
if (self.goalentity.classname != "bot" || self.goalentity.classname != "player" || !(self.goalentity.flags & FL_ITEM) || self.goalentity.model == string_null)
{
self.goalentity = world;
self.enemy = world;
@ -1610,8 +1610,6 @@ void() bot_set_currentammo =
void() bot_check_ammo =
// -------------------------
{
local float chance;
//if (self.currentammo > 0)
// return;
@ -1869,7 +1867,6 @@ void() bot_fire_nailgun = //POX - Actually, this is the PlasmaGun
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{
local vector dir;
local float r;
if (self.weapon == IT_SUPER_NAILGUN)
{
@ -2448,7 +2445,7 @@ void() bot_attack =
if (time < self.attack_finished)
{
bot_run1;
bot_run1 ();
return;
}
@ -2463,13 +2460,13 @@ void() bot_attack =
else if (self.weapon == IT_COMBOGUN && random() > 0.4 && self.ammo_rockets > 1 && self.pball_finish < time && range(self.enemy) == RANGE_NEAR)
{
self.pball_finish = time + 0.9;
self.which_ammo == 1;//POX - needed for proper obituary
self.which_ammo = 1;//POX - needed for proper obituary
bot_gren1();
}
else if (self.weapon == IT_COMBOGUN)
{
self.attack_finished = time + 0.5;
self.which_ammo == 0;//POX - needed for proper obituary
self.which_ammo = 0;//POX - needed for proper obituary
bot_shot1();
}
//POX - MegaPlasma Burst (Plasma Gun Second Trigger)

View file

@ -241,7 +241,7 @@ local entity spot;
void(float teem) create_bot =
// ------------------------------------------------
{
local entity bot, spot, plr;
local entity bot, spot;
local float r, cno, sn, pn;
//POX - NoBots option
@ -560,17 +560,17 @@ local float r;
r = floor(random() * 3);
if (r == 1 && random() > 0.5)
bot.botpref_attack == AS_RUSH;
bot.botpref_attack = AS_RUSH;
else if (r == 2)
bot.botpref_attack == AS_RETREAT;
bot.botpref_attack = AS_RETREAT;
else
bot.botpref_attack == AS_SMART;
bot.botpref_attack = AS_SMART;
if (skill == 2 && random() >0.2)
bot.botpref_attack == AS_SMART;
bot.botpref_attack = AS_SMART;
if (skill > 2)
bot.botpref_attack == AS_SMART;
bot.botpref_attack = AS_SMART;
//POX - Best Weapon Pref
r = random();
@ -597,7 +597,7 @@ local float r;
}
if (skill > 2)
bot.botpref_react == 0.01;
bot.botpref_react = 0.01;
};

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@ -88,8 +88,6 @@ When a button is touched, it moves some distance in the direction of it's angle,
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");

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@ -67,7 +67,6 @@ void (float amount) CCamUp =
};
void (float amount) CCamRight =
{
local string aa;
self.camview_y = self.camview_y + amount;
if (self.camview_y < -8)
self.camview_y = -8;

View file

@ -1,7 +1,7 @@
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void(entity attacker, float damage) player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
@ -257,8 +257,6 @@ void() execute_changelevel =
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
@ -843,7 +841,6 @@ void() CheckRules =
void() PlayerDeathThink =
{
local entity old_self;
local float forward;
if ((self.flags & FL_ONGROUND))
@ -880,8 +877,6 @@ void() PlayerDeathThink =
void() PlayerJump =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
@ -1099,9 +1094,6 @@ Called every frame before physics are run
*/
void() PlayerPreThink =
{
local float mspeed, aspeed;
local float r;
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
@ -1349,9 +1341,6 @@ Called every frame after physics are run
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
if (time < 1.5)
stuffcmd (self, "bf\n");//POX v1.2 - clear overrun v_cshifts!
@ -1458,7 +1447,7 @@ void() ClientConnect =
//POX v.11 FINALLY nailed this one
//Players have 30 seconds to join an LMS game, or they are put into observer till changelevel
if (!deathmatch & DM_LMS)
if (!(deathmatch & DM_LMS))
{
bprint (self.netname);
bprint (" entered the game\n");
@ -1567,7 +1556,6 @@ void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
local entity nar;
rnum = random();
//POX v1.2 - Changed this so obituary taunts work in DM_LMS

View file

@ -635,7 +635,7 @@ void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
// #33 was removed
float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
float() droptofloor= #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v

View file

@ -593,7 +593,7 @@ void () fd_secret_use =
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
self.th_pain = SUB_Null;
//XXX nneded? self.th_pain = SUB_Null;
self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
@ -627,6 +627,11 @@ void () fd_secret_use =
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
void (entity attacker, float damage) fd_secret_pain =
{
fd_secret_use ();
};
// Wait after first movement...
void () fd_secret_move1 =
{
@ -680,7 +685,7 @@ void () fd_secret_done =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
@ -785,7 +790,7 @@ void () func_door_secret =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
self.th_die = fd_secret_use;
//POX v1.1 - missed this one...

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@ -87,8 +87,6 @@ void() dynlight_use =
void() dyn_light =
{
local float eff;
precache_model ("progs/null.spr");
if ((self.dynlight_style < 1) || (self.dynlight_style > 3))

View file

@ -1094,7 +1094,6 @@ void() rotate_door_group_reversedirection =
void() rotate_door_use =
{
local entity t;
local vector start;
if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) )

View file

@ -164,7 +164,6 @@ void() item_health =
void() health_touch =
{
local float amount;
local string s;
if (other.classname != "player")
@ -314,7 +313,7 @@ float() W_BestWeapon;
void() weapon_touch =
{
local float hadammo, best, new, old;
local float hadammo, best, new = 0, old;
local entity stemp;
local float leave;
@ -843,9 +842,6 @@ KEYS
void() key_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -979,9 +975,6 @@ END OF LEVEL RUNES
void() sigil_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1053,9 +1046,6 @@ void() powerup_touch;
void() powerup_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1341,7 +1331,7 @@ void() BackpackTouch =
if (self.healamount)
{
if (!T_Heal(other, self.healamount, 0))
SUB_Null;
SUB_Null ();
else
{
if (acount)

View file

@ -190,7 +190,7 @@ entity() CamShoot =
float(float d, float a) CamHurry =
{
local float dd,t,tt;
local float t,tt;
if (d<0) a = 0 - a;
t = frametime;
@ -394,8 +394,7 @@ vector(entity ent) CamFlybyTarget =
void(entity newtarg) CamInitFlybyMode =
{
local float f, max;
local vector vec, vec2, trg;
local entity ent;
local vector vec;
// Keep camera at this point for some time...
self.pausetime = time + 0.4;
@ -658,7 +657,6 @@ void() CamImpulses =
{
local float c;
local entity ent;
local string s;
//POX - Added so server rules are accessable in autocam mode
if (self.impulse == 253)
@ -1005,7 +1003,6 @@ void() CamFlyByThink =
local float p0,p1,grad,p;
local vector vec;
local entity ent;
local float ok;
// self.dest1 is set to player
// Check if the player is not dead
@ -1094,9 +1091,6 @@ void() CamFlyByThink =
void() CamFollowThink =
{
local entity ent;
local vector vec;
// Check player death
if (self.enemy.deadflag != DEAD_NO) {
if (time < 31) {
@ -1133,8 +1127,8 @@ void() CamFixedThink =
local float maxlo; // maximum angle of lowers
local float minhi; // minimum angle of highers
local vector scrv; // onscreen origin sum
local vector hiv; // lower optimum
local vector lov; // higher optimum
local vector hiv = '0 0 0'; // lower optimum
local vector lov = '0 0 0'; // higher optimum
local float c;
cang = self.v_angle_y;
@ -1294,8 +1288,6 @@ void() CamThink =
void() CamClientInit =
{
local entity ent;
self.classname = "KasCam";
setmodel (self, string_null);
self.weaponmodel = string_null;

View file

@ -35,8 +35,6 @@ void() Laser_Touch =
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
@ -287,7 +285,7 @@ void() misc_fireball =
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
self.speed = 1000;
};
void() fire_fly =
@ -554,7 +552,6 @@ void() bubble_remove =
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
@ -643,7 +640,7 @@ void() func_illusionary =
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
makestatic (self);
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4

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@ -160,8 +160,6 @@ Set "sounds" to one of the following:
void() func_plat =
{
local entity t;
if (!self.t_length)
self.t_length = 80;
if (!self.t_width)

View file

@ -614,7 +614,7 @@ void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
*/
void() player_pain =
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;

View file

@ -634,8 +634,6 @@ void(vector org) launch_shrapnel =
void() ShrapnelExplode =
{
local float n;
//POX v1.11
if (self.voided)
return;
@ -833,12 +831,12 @@ void() W_SecondTrigger =
{
//already primed
if (self.prime_tshot == TRUE)
SUB_Null;
SUB_Null ();
//not enough ammo
else if (self.ammo_shells < 3)
{
SUB_Null;
SUB_Null ();
}
else
{
@ -858,12 +856,12 @@ void() W_SecondTrigger =
{
//already reloaded
if (self.reload_rocket == 0)
SUB_Null;
SUB_Null ();
//if no rockets go away
else if (self.ammo_rockets < 1)
{
SUB_Null;
SUB_Null ();
}
else
{
@ -908,7 +906,7 @@ void() W_SecondTrigger =
}
else
SUB_Null;
SUB_Null ();
}
// check for Super Shotgun second Trigger

View file

@ -485,7 +485,7 @@ void() colour_light =
//Can be made active by use of a targetname
//Must be triggered by touch
if((!self.targetname) || (!self.spawnflags & CLSTART_OFF))
if((!self.targetname) || !(self.spawnflags & CLSTART_OFF))
self.touch = colourlight_use;
else
{

View file

@ -226,8 +226,6 @@ void() trigger_secret =
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;

View file

@ -221,7 +221,7 @@ void () wall_killed =
remove(self);
};
void() wall_pain =
void(entity attacker, float damage) wall_pain =
{
if(self.health > 0)
self.health = self.max_health;

View file

@ -110,8 +110,7 @@ SpawnMeatSpray
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile, mpuff;
local vector org;
local entity missile;
missile = spawn ();
missile.owner = self;
@ -735,8 +734,6 @@ Start Plasma Gun Fire
void() plasma_touch =
{
local float rand;
if (other == self.owner)
return;
@ -947,7 +944,6 @@ void(vector org, vector dir) launch_spike =
void(float ox) W_FireNails =
{
local vector dir;
local entity old;
self.weaponmodel = "progs/v_nailgl.mdl"; // light up nailgun barrels
@ -968,7 +964,6 @@ void(float ox) W_FireNails =
void() W_FireSuperSpikes =
{
local vector dir;
local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
//self.attack_finished = time + 0.15;
@ -985,7 +980,6 @@ void() W_FireSuperSpikes =
void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
@ -1305,7 +1299,7 @@ void() W_Attack =
}
else if (self.st_rocketload > time) // still reloading so do nothing
{
SUB_Null;
SUB_Null ();
}
else
{
@ -1323,7 +1317,7 @@ W_ChangeWeapon
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
local float it, am, fl = 0;
it = self.items;
am = 0;
@ -1347,7 +1341,7 @@ void() W_ChangeWeapon =
{
am = 1;
//POX v1.1 - fix for dm_autoswitch
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH) // allow player to select SuperShotgun if he has rockets
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
@ -1465,7 +1459,7 @@ void() CycleWeaponCommand =
{
am = 1;
//POX v1.1 - fix for dm_autoswitch
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH) // allow player to select SuperShotgun if he has rockets
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
@ -1552,7 +1546,7 @@ void() CycleWeaponReverseCommand =
if (self.ammo_shells < 2)
{
am = 1;
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH)
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH))
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
@ -1661,8 +1655,6 @@ void() DisplayRules =
//POX - stuff added here, bot & camera impulses
void() ImpulseCommands =
{
local float cells; // used for underwater MegaPlasmaBurst
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();
if (self.impulse == 9)

View file

@ -425,8 +425,6 @@ void() bodyque =
void() InitBodyQue =
{
local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();

3
paroxysm/quakeworld/.gitignore vendored Normal file
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@ -0,0 +1,3 @@
progdefs.h
*.dat
*.sym

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@ -0,0 +1,5 @@
all: qwprogs.dat
qwprogs.dat: progs.src *.qc
qfcc --traditional -Werror -g
clean:
rm -f core *.dat *.sym progdefs.h

View file

@ -85,8 +85,6 @@ When a button is touched, it moves some distance in the direction of it's angle,
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");

View file

@ -2,7 +2,7 @@
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void(entity attacker, float damage) player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
@ -192,8 +192,6 @@ void() execute_changelevel =
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
@ -320,10 +318,9 @@ Returns the entity to spawn at
*/
entity() SelectSpawnPoint =
{
local entity spot, newspot, thing;
local entity spot, thing;
local float numspots, totalspots;
local float rnum, pcount;
local float rs;
local float pcount;
local entity spots;
numspots = 0;
@ -460,7 +457,6 @@ called each time a player enters a new level
void() PutClientInServer =
{
local entity spot;
local string s;
//POX v1.2 - remove items
self.items = self.items - (self.items &
@ -726,7 +722,6 @@ go to the next level for deathmatch
void() NextLevel =
{
local entity o;
local string newmap;
// + POX
if (deathmatch & DM_LMS)
@ -796,7 +791,7 @@ Exit deathmatch games upon conditions
void() CheckRules =
{
//POX - LMS next level is taken care of in ClientObituary and ClientDisconnect
if (!deathmatch & DM_LMS)
if (!(deathmatch & DM_LMS))
{
if (timelimit && time >= timelimit)
NextLevel ();
@ -821,7 +816,6 @@ void() CheckRules =
void() PlayerDeathThink =
{
local entity old_self;
local float forward;
if ((self.flags & FL_ONGROUND))
@ -864,8 +858,6 @@ void() PlayerDeathThink =
void() PlayerJump =
{
local vector start, end;
if (self.flags & FL_WATERJUMP)
return;
@ -1095,9 +1087,6 @@ Called every frame before physics are run
*/
void() PlayerPreThink =
{
local float mspeed, aspeed;
local float r;
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
@ -1419,9 +1408,6 @@ Called every frame after physics are run
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
//POX v1.2 - clear overrun v_cshifts!
if (time < 1.5)
stuffcmd (self, "bf\n");
@ -1507,7 +1493,7 @@ void() ClientConnect =
//sprint (self, PRINT_HIGH, "\n\n---------------\nPOXworld v1.11b\n---------------\n\n");
// + POX LMS late joiners get booted to spectate
if (!deathmatch & DM_LMS)
if (!(deathmatch & DM_LMS))
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
@ -1594,7 +1580,6 @@ void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
local string s;
local string attackerteam, targteam;
rnum = random();

View file

@ -111,7 +111,6 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
local entity oldself;
local float save;
local float take;
local string s;
local string attackerteam, targteam;

View file

@ -440,7 +440,7 @@ float teamplay;
float timelimit;
float fraglimit;
float deathmatch;
float rj = 1;
float rj;
//================================================
@ -641,7 +641,7 @@ void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
// #33 was removed
float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
float() droptofloor= #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v

View file

@ -585,7 +585,7 @@ void () fd_secret_use =
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
self.th_pain = SUB_Null;
//XXX needed? self.th_pain = SUB_Null;
self.takedamage = DAMAGE_NO;
}
self.velocity = '0 0 0';
@ -619,6 +619,11 @@ void () fd_secret_use =
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};
void (entity attacker, float damage) fd_secret_pain =
{
fd_secret_use ();
};
// Wait after first movement...
void () fd_secret_move1 =
{
@ -672,7 +677,7 @@ void () fd_secret_done =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
self.th_die = fd_secret_use;
}
sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
@ -780,7 +785,7 @@ void () func_door_secret =
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_pain = fd_secret_pain;
// + POX
self.nobleed = TRUE;

View file

@ -91,8 +91,6 @@ void() dynlight_use =
void() dyn_light =
{
local float eff;
precache_model ("progs/null.spr");
if (!self.speed)

View file

@ -1094,7 +1094,6 @@ void() rotate_door_group_reversedirection =
void() rotate_door_use =
{
local entity t;
local vector start;
if ( ( self.state != STATE_OPEN ) && ( self.state != STATE_CLOSED ) )

View file

@ -40,8 +40,6 @@ void() q_touch;
void() q_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
@ -110,8 +108,6 @@ void() r_touch;
void() r_touch =
{
local entity stemp;
local float best;
local string s;
if (other.classname != "player")
@ -295,7 +291,6 @@ void() item_health =
void() health_touch =
{
local float amount;
local string s;
//if (deathmatch == 4)
@ -466,7 +461,7 @@ float() W_BestWeapon;
void() weapon_touch =
{
local float hadammo, best, new, old;
local float hadammo, best, new = 0, old;
local entity stemp;
local float leave;
@ -1068,9 +1063,6 @@ KEYS
void() key_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1201,9 +1193,6 @@ END OF LEVEL RUNES
void() sigil_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1276,9 +1265,6 @@ void() powerup_touch;
void() powerup_touch =
{
local entity stemp;
local float best;
if (other.classname != "player")
return;
if (other.health <= 0)
@ -1594,7 +1580,7 @@ void() BackpackTouch =
if (self.healamount)
{
if (!T_Heal(other, self.healamount, 0))
SUB_Null;
SUB_Null ();
else
{
if (acount)

View file

@ -232,7 +232,7 @@ void() misc_fireball =
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
self.speed = 1000;
};
void() fire_fly =
@ -396,8 +396,6 @@ void() Laser_Touch =
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
@ -563,7 +561,6 @@ void() bubble_remove =
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
@ -652,7 +649,7 @@ void() func_illusionary =
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
makestatic (self);
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4

View file

@ -33,7 +33,6 @@ ObserverTeleportTouch
void(string destination) ObserverTeleportTouch =
{
local entity t;
local vector org;
if (self.teleport_time > time)
return;

View file

@ -148,8 +148,6 @@ Set "sounds" to one of the following:
void() func_plat =
{
local entity t;
if (!self.t_length)
self.t_length = 80;
if (!self.t_width)

View file

@ -527,7 +527,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain =
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;

View file

@ -606,8 +606,6 @@ void(vector org) launch_shrapnel =
void() ShrapnelExplode =
{
local float n;
if (self.voided) {
return;
}
@ -808,12 +806,12 @@ void() W_SecondTrigger =
{
//already primed
if (self.prime_tshot == TRUE)
SUB_Null;
SUB_Null ();
//not enough ammo
else if (self.ammo_shells < 3)
{
SUB_Null;
SUB_Null ();
}
else
{
@ -833,12 +831,12 @@ void() W_SecondTrigger =
{
//already reloaded
if (self.reload_rocket == 0)
SUB_Null;
SUB_Null ();
//if no rockets go away
else if (self.ammo_rockets < 1)
{
SUB_Null;
SUB_Null ();
}
else
{
@ -883,7 +881,7 @@ void() W_SecondTrigger =
}
else
SUB_Null;
SUB_Null ();
}
// check for Super Shotgun second Trigger

View file

@ -291,7 +291,7 @@ void() colour_light =
//Can be made active by use of a targetname
//Must be triggered by touch
if((!self.targetname) || (!self.spawnflags & CLSTART_OFF))
if((!self.targetname) || !(self.spawnflags & CLSTART_OFF))
self.touch = colourlight_use;
else
{

View file

@ -226,8 +226,6 @@ void() trigger_secret =
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;

View file

@ -258,7 +258,7 @@ void () wall_killed =
remove(self);
};
void() wall_pain =
void(entity attacker, float damage) wall_pain =
{
if(self.health > 0)
self.health = self.max_health;

View file

@ -97,7 +97,6 @@ SpawnMeatSpray
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
local vector org;
missile = spawn ();
missile.owner = self;
@ -631,7 +630,6 @@ void() W_FireGrenade =
void() plasma_touch =
{
local float rand;
if (other == self.owner)
return;
@ -694,7 +692,6 @@ void(vector org, vector dir) launch_plasma =
void(float ox) W_FirePlasma =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
@ -714,7 +711,6 @@ void(float ox) W_FirePlasma =
//===========================================================================
void() spike_touch =
{
local float rand;
if (other == self.owner)
return;
@ -755,7 +751,6 @@ local float rand;
void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;
@ -828,7 +823,6 @@ void(vector org, vector dir) launch_spike =
void(float ox) W_FireNails =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
@ -849,7 +843,6 @@ void(float ox) W_FireNails =
void() W_FireSuperSpikes =
{
local vector dir;
local entity old;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
@ -867,7 +860,6 @@ void() W_FireSuperSpikes =
void(float ox) W_FireSpikes =
{
local vector dir;
local entity old;
makevectors (self.v_angle);
@ -1157,7 +1149,7 @@ void() W_Attack =
}
else if (self.st_rocketload > time) // still reloading so do nothing
{
SUB_Null;
SUB_Null ();
}
else
{
@ -1174,7 +1166,7 @@ W_ChangeWeapon
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
local float it, am, fl = 0;
it = self.items;
am = 0;
@ -1196,7 +1188,7 @@ void() W_ChangeWeapon =
if (self.ammo_shells < 2)
{
am = 1;
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH) // allow player to select SuperShotgun if he has rockets
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
@ -1295,7 +1287,7 @@ void() CycleWeaponCommand =
if (self.ammo_shells < 2)
{
am = 1;
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH) // allow player to select SuperShotgun if he has rockets
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH)) // allow player to select SuperShotgun if he has rockets
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;
@ -1383,7 +1375,7 @@ void() CycleWeaponReverseCommand =
if (self.ammo_shells < 2)
{
am = 1;
if (self.ammo_rockets > 0 && !deathmatch & DM_AUTOSWITCH)
if (self.ammo_rockets > 0 && !(deathmatch & DM_AUTOSWITCH))
{
self.which_ammo = 1; // tell W_SetCurrentAmmo to use rockets - not shells
am = 0;

View file

@ -174,6 +174,8 @@ void() worldspawn =
lastspawn = world;
InitBodyQue ();
rj = 1;
// custom map attributes
if (self.model == "maps/e1m8.bsp")
@ -431,8 +433,6 @@ void() bodyque =
void() InitBodyQue =
{
local entity e;
bodyque_head = spawn();
bodyque_head.classname = "bodyque";
bodyque_head.owner = spawn();