mirror of
https://git.code.sf.net/p/quake/game-source
synced 2025-04-26 01:01:02 +00:00
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:
parent
116c809332
commit
9da852c80f
1 changed files with 12 additions and 16 deletions
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue