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