More optimizations.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2003-03-03 05:22:59 +00:00
parent 8e92d4c421
commit afe43c3f76
2 changed files with 26 additions and 30 deletions

View file

@ -168,9 +168,9 @@ void() fire_fly =
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (100 * random ()) - 50;
fireball.velocity_y = (100 * random ()) - 50;
fireball.velocity_z = self.speed + (200 * random ());
fireball.velocity_x = 100 * random () - 50;
fireball.velocity_y = 100 * random () - 50;
fireball.velocity_z = self.speed + 200 * random ();
fireball.classname = "fireball";
setmodel (fireball, "progs/lavaball.mdl");
setsize (fireball, '0 0 0', '0 0 0');
@ -445,37 +445,30 @@ void() bubble_remove =
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
self.cnt = self.cnt + 1;
self.cnt++;
if (self.cnt == 4)
bubble_split ();
if (self.cnt == 20)
if (self.cnt >= 20)
remove (self);
rnd1 = self.velocity_x - 10 + 20 * random ();
rnd2 = self.velocity_y - 10 + 20 * random ();
rnd3 = self.velocity_z + 10 + 10 * random ();
self.velocity_x += 20 * random () - 10;
if (self.velocity_x > 10)
self.velocity_x = 5;
if (self.velocity_x < -10)
self.velocity_x = -5;
if (rnd1 > 10)
rnd1 = 5;
if (rnd1 < -10)
rnd1 = -5;
if (rnd2 > 10)
rnd2 = 5;
if (rnd2 < -10)
rnd2 = -5;
if (rnd3 < 10)
rnd3 = 15;
if (rnd3 > 30)
rnd3 = 25;
self.velocity_y += 20 * random () - 10;
if (self.velocity_y > 10)
self.velocity_y = 5;
if (self.velocity_y < -10)
self.velocity_y = -5;
self.velocity_z += 10 * random () + 10;
if (self.velocity_z < 10)
self.velocity_z = 15;
if (self.velocity_z > 30)
self.velocity_z = 25;
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
@ -545,8 +538,9 @@ This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if ( (serverflags & 15) == 15)
if ((serverflags & 15) == 15)
return; // all episodes completed
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
@ -555,6 +549,7 @@ void() func_bossgate =
};
//============================================================================
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind =
@ -578,6 +573,7 @@ void() ambient_flouro_buzz =
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip =
@ -641,7 +637,6 @@ void() noise_think =
};
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =

View file

@ -1096,6 +1096,7 @@ void() ImpulseCommands =
sprint (self, PRINT_HIGH, "not enough ammo.\n");
return;
}
// set weapon, set ammo
self.weapon = fl;
W_SetCurrentAmmo ();