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Decided to not make the initial teleporter flash, and so was able to get rid of

some (now) unnecessary code :)

Fixed some spelling errors.

Added a suggestion by grievre for setorigin - I now do it all the time, he says
this supposedly needs to be done to prevent weirdness with monsters losing
solidness. I dunno, but it can't hurt.

Hikaru
This commit is contained in:
Timothy C. McGrath 2004-02-14 08:24:25 +00:00
parent 116c809332
commit 9da852c80f

View file

@ -7,16 +7,7 @@ integer respawn_enabled = 1;
@static {
void () hes_dead_jim = [ self.frame, no_hes_not, 5 ] { }
void () no_hes_not = [ self.frame, im_alive, 5 ]
{
//ThrowGib ("progs/gib1.mdl", self.health);
//ThrowGib ("progs/gib2.mdl", self.health);
//ThrowGib ("progs/gib3.mdl", self.health);
spawn_tfog (self.origin);
setmodel (self, "");
}
void () hes_dead_jim = [ self.frame, im_alive, 10 ] { }
void () im_alive = [ 0, (self.th_walk), 0.2 ]
{
@ -29,7 +20,7 @@ void () im_alive = [ 0, (self.th_walk), 0.2 ]
setmodel(self, self.weaponmodel);
self.health = self.max_health;
switch (self.classname) {
case "monster_demon1":
case "monster_ogre":
@ -54,15 +45,20 @@ void () im_alive = [ 0, (self.th_walk), 0.2 ]
break;
}
spawn_tfog (self.origin);
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);
}
}
@ -70,11 +66,11 @@ void () im_alive = [ 0, (self.th_walk), 0.2 ]
void () savecritter =
{
// .max_health was only used by player untill now
// .max_health was only used by player until now
self.max_health = self.health;
// .oldorigin only used by secret doors, untill now.
// .oldorigin only used by secret doors, until now.
self.oldorigin = self.origin;
// .weaponmodel is only used to show the players currentweapon (on the hud)
// .weaponmodel is only used to show the players current weapon (on the hud)
self.weaponmodel = self.model;
};