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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
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1 changed files with 12 additions and 4 deletions
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@ -46,11 +46,19 @@
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spawn_tdeath (self.origin, self);
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spawn_tdeath (self.origin, self);
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spawn_tfog (self.origin);
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spawn_tfog (self.origin);
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//Don't stay angry at everyone.
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//Don't stay angry at everyone... All of the time. ;)
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//Side note. NIL is the same as WORLD.
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//Side note. NIL is the same as WORLD.
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self.enemy = NIL;
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if (random() < 0.5)
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//This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test.
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{
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self.th_walk();
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//Not PO'd anymore.
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self.enemy = NIL;
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self.th_walk();
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}
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else
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{
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//Stay PO'd. Player won't know where you are!
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self.th_run();
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}
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//We have to set the origin no matter what kind of creature it is, so the
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//We have to set the origin no matter what kind of creature it is, so the
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//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)
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//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)
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