mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
9e9ddc4017
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
87 lines
2.2 KiB
C++
87 lines
2.2 KiB
C++
// bring back qc file, contains all the functions added to create the
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// 'respawn effect
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// void bringback (); declared in ogre.qc ( first file its referanced in);
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// void savecritter (); ""
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@static {
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void () hes_dead_jim = [ self.frame, im_alive, 10 ] { }
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void () im_alive =
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{
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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self.takedamage = DAMAGE_AIM;
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if ((mapname != "end") && (random() < 0.5))
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self.origin = self.oldorigin;
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setmodel(self, self.weaponmodel);
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self.health = self.max_health;
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switch (self.classname) {
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case "monster_demon1":
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case "monster_ogre":
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case "monster_shalrath":
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case "monster_shambler":
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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break;
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case "monster_dog":
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setsize (self, '-32 -32 -24', '32 32 40');
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break;
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case "monster_fish":
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setsize (self, '-16 -16 -24', '16 16 24');
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self.flags = self.flags + FL_SWIM;
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break;
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case "monster_wizard":
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setsize (self, '-16 -16 -24', '16 16 40');
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self.flags = self.flags + FL_FLY;
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break;
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default:
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// about 3/4 of quakes critters use this size
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setsize (self, '-16 -16 -24', '16 16 40');
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break;
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}
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spawn_tdeath (self.origin, self);
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spawn_tfog (self.origin);
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//Don't stay angry at everyone.
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//Side note. NIL is the same as WORLD.
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self.enemy = NIL;
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//This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test.
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self.th_walk();
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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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if (!(self.flags & FL_FLY) && !(self.flags & FL_SWIM)) {
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setorigin (self, self.origin + '0 0 1');
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droptofloor ();
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} else {
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//Flyer/Fish
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setorigin (self, self.origin);
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}
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if (!walkmove(0,0)) {
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//Die if we get stuck in a wall/object
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T_Damage (self, self, self, 50000);
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}
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}
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};
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void () savecritter =
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{
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// .max_health was only used by player until now
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self.max_health = self.health;
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// .oldorigin only used by secret doors, until now.
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self.oldorigin = self.origin;
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// .weaponmodel is only used to show the players current weapon (on the hud)
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self.weaponmodel = self.model;
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};
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void () bringback =
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{
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if (!respawn_enabled)
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return;
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hes_dead_jim ();
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};
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