From 9f614920bd4815bc312f24aef823f11aa154fbfb Mon Sep 17 00:00:00 2001 From: "Timothy C. McGrath" Date: Mon, 7 May 2007 15:24:42 +0000 Subject: [PATCH] Modification as suggested by taniwha: Make monsters have a 50/50 chance of staying PO'd at you - Now you'll have even a harder time figuring out where they are! Hikaru M quake/bringback.qc --- quake/bringback.qc | 16 ++++++++++++---- 1 file changed, 12 insertions(+), 4 deletions(-) diff --git a/quake/bringback.qc b/quake/bringback.qc index 65771b6..92298d6 100644 --- a/quake/bringback.qc +++ b/quake/bringback.qc @@ -46,11 +46,19 @@ spawn_tdeath (self.origin, self); spawn_tfog (self.origin); - //Don't stay angry at everyone. + //Don't stay angry at everyone... All of the time. ;) //Side note. NIL is the same as WORLD. - self.enemy = NIL; - //This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test. - self.th_walk(); + if (random() < 0.5) + { + //Not PO'd anymore. + self.enemy = NIL; + self.th_walk(); + } + else + { + //Stay PO'd. Player won't know where you are! + self.th_run(); + } //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...)