Bill Currie
bbfde21196
Make DelayThink always remove self.
...
It turns out this is correct behaviour. Problem found while playing
Geophobia.
2012-07-18 10:11:44 +09:00
Bill Currie
1385e604d4
Make the hellknight a little more interesting.
...
While looking for information on IQM on inside3d, I found a tut on making
the hellnight use all three magic attack animations (id used only the
third). It seemed like a good idea, so here it is :)
2012-04-29 18:01:50 +09:00
Bill Currie
1a6a4efe47
Correct Shub's movetype.
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It seems her movetype really should be NONE rather than STEP. She never
moves anyway, and the changes stops the shubs in coag3 from falling to the
bottom of the map.
2011-06-15 17:28:30 +09:00
Bill Currie
6d921e4f75
Update for the int changes.
2011-03-30 10:38:44 +09:00
Bill Currie
7d1f271764
Various compile fixes for the new qfcc.
2011-03-20 17:27:47 +09:00
Bill Currie
c7072560e8
Use pre instead of post decrement for ammo tracking.
2010-12-03 22:50:06 +09:00
Bill Currie
3bfcdf61c0
fix duplicated frames
2008-07-29 23:28:28 +00:00
Timothy C. McGrath
9f614920bd
Modification as suggested by taniwha: Make monsters have a 50/50 chance of
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staying PO'd at you - Now you'll have even a harder time figuring out where
they are!
Hikaru
M quake/bringback.qc
2007-05-07 15:24:42 +00:00
Bill Currie
47c500011e
clean up some flag manipulation
2007-04-28 00:39:42 +00:00
Bill Currie
7f6ed1c476
do more cleaning when cleaning
2007-04-11 10:42:40 +00:00
Timothy C. McGrath
095e2e71d2
Minor update to qfcc's options now that I'm aware of them
2007-04-11 10:36:33 +00:00
Timothy C. McGrath
9e9ddc4017
Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to
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kill you again after they fall down. (were exploding when they respawned midair
previously)
This interestingly enough was due to the fact that apparently droptofloor();
does not work if the monster is in death animations. That's OK, I figured it
out. :)
Hikaru
2004-02-19 10:10:15 +00:00
Timothy C. McGrath
ed2cdd502a
Fixed a bug: Normal fish deaths were not producing sounds. Oops.
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Made fish health a little more realistic. Fish can now be gibbed (it's HARD) by
a super shotgun blast to the face. You have to be extremely close and hit with
all of the pellets. :)
Hikaru
2004-02-19 08:26:38 +00:00
Timothy C. McGrath
cdd54a89c1
Monsters that get stuck in floors/cielings/objects after a respawn will now
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instagib. The way I'm doing it is buggy according to Grievre, but on the other
hand, I haven't seen any strangeness while playing.
Hikaru
2004-02-14 13:29:24 +00:00
Timothy C. McGrath
a86c777218
Fixed. Had it doing the loop before I was adding the number it was supposed to
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be adding. Oops.
Thanks Grievre.
Hikaru
2004-02-14 11:41:28 +00:00
Timothy C. McGrath
9871fa2401
defs.qc: added killed_monsters_oldcount so I can keep track of how many
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monsters were previously seen by the kill detection code in combat.qc.
combat.qc now has a while loop to determine how many kills it should update
the client with.
boss.qc has an adjustment to prevent the boss death from giving you 2 frags.
all the rest have adjustments to make killed_monsters++ on monster death,
assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise
it should work normally.
This code is a little buggy, but Grievre wanted to see, so... *shrug*
Hikaru
2004-02-14 11:23:40 +00:00
Timothy C. McGrath
029ab404b5
bringback.qc moved respawn_enabled to defs.qc and made a float, whitespace fixes
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defs.qc added respawn_enabled
world.qc added setup for respawn_enabled. Is only checked on map load.
2004-02-14 10:35:17 +00:00
Timothy C. McGrath
9da852c80f
Decided to not make the initial teleporter flash, and so was able to get rid of
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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
2004-02-14 08:24:25 +00:00
Timothy C. McGrath
116c809332
Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,
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and setorigin properly :)
Hikaru
2004-02-14 07:28:40 +00:00
Timothy C. McGrath
cb5e8084cf
Make monsters spawn half the time precisely where they died. I plan on making
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it eventually do more than just this for the half of the time when they respawn
where they died.
Hikaru
2004-02-13 10:24:30 +00:00
Timothy C. McGrath
3298f47019
Grievre used prior experience fixing shamblers in prozac to convince me that
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the code used to wake up monsters after a respawn was broken :)
He also told me how to fix it. I like the way monsters act now.
Hikaru
2004-02-12 02:48:51 +00:00
Timothy C. McGrath
e288b1a18a
Removed the self.frags holdover from the historical bringback.qc - it was used
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for timing purposes.
Fixed respawned scrags - they now don't go straight through walls.
Still trying to determine why demons are getting hung up on some walls...
Hikaru
2004-02-11 09:21:59 +00:00
Bill Currie
dd9e935d81
actually wake up after resurecting
2004-02-11 08:10:21 +00:00
Bill Currie
05df43535e
use a switch statement for the monster class config stuff
2004-02-11 04:11:29 +00:00
Bill Currie
825691490b
use the new 3 arg state expression to do the respawn delay much less
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hackily
2004-02-11 04:00:56 +00:00
Bill Currie
f4c1b758d0
Osmod's (John Schuessler, osmod@hotmail.com) "bringback" mod merged in.
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controled by the respawn_enabled flag (always off at the moment). Most of
the merge work done by Hikaru/Misty (Tim C. McGrath), especially the bug
fixes.
2004-02-11 03:40:03 +00:00
Ragnvald Maartmann-Moe IV
56ea8abf9f
Wandering tabs suck.
2004-02-10 00:00:13 +00:00
Ragnvald Maartmann-Moe IV
a35ed77592
) ) -> ))
2004-02-09 17:03:23 +00:00
Bill Currie
7d516a9ecd
unfortunatly, WriteBytes needs floats
2004-02-09 07:43:28 +00:00
Ragnvald Maartmann-Moe IV
cf14b40c95
Whitespace, and use WriteBytes, WriteCoordV, WriteAngleV, and switch.
2004-02-09 00:03:10 +00:00
Timothy C. McGrath
2a2cd058cd
More whitespace, one more line. :)
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Hikaru
2004-02-08 08:27:33 +00:00
Timothy C. McGrath
2e45f628b9
Minor one line whitespace fix.
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Hikaru
2004-02-08 08:21:07 +00:00
Bill Currie
9d82f07eaa
fix a slew of precedence bugs
2004-02-08 04:37:28 +00:00
Bill Currie
3493b80dd0
fixes for the latest qfcc changes
2003-09-20 04:21:13 +00:00
Bill Currie
dbeec86043
whitespace
2002-10-21 21:41:52 +00:00
Bill Currie
d8ea11c80b
fix an uninitialized var warning
2002-10-08 03:39:05 +00:00
Bill Currie
59ec64557a
bring in the SUB_UseTargets from quakeworld
2002-04-26 20:09:04 +00:00
Bill Currie
e158247afb
--traditional is no longer needed. paroxysm/quake will take a lot more work
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to get to this point, but now quake, quakeworld and paroxysm/quakeword can
start using qfcc's features.
2002-02-22 19:12:55 +00:00
Bill Currie
ce9581e654
heh, oops, didn't notice that
2002-02-19 05:17:44 +00:00
Bill Currie
0490dbc283
cleanup all the warnings
2002-02-19 05:16:48 +00:00
Bill Currie
23e1fd824e
make consistent builds a little easier
2002-02-19 05:15:07 +00:00
Bill Currie
d8cfc929c7
oops, forgot to remove the traceon/traceoff calls
2002-02-19 00:22:45 +00:00
Bill Currie
718ae1049e
fix two locals shadowing parms. this should fix the bogus lasers
2002-02-19 00:21:30 +00:00
Bill Currie
3be5c77603
clean up a bunch of unused local params
2002-02-19 00:19:27 +00:00
Bill Currie
a9e3a8e018
move progs.dat from .. to .
2002-02-18 06:45:22 +00:00
Bill Currie
19fa1aea11
fix the one error I refuse to gloss over using --traditional
2002-02-18 06:19:00 +00:00
Bill Currie
3204b44273
yada yada yada
2002-02-18 06:13:31 +00:00
Bill Currie
6eb3ebf41b
initial checking of id quake 1.06 progs source
2002-02-15 18:27:57 +00:00