mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2025-01-31 13:50:38 +00:00
Cleanup after qfcc's typechecking changes. This includes the elimination of
SUB_Null.
This commit is contained in:
parent
158baea0c1
commit
0ff237871e
28 changed files with 73 additions and 77 deletions
2
army.qc
2
army.qc
|
@ -678,7 +678,7 @@ float() TeleSoldier =
|
|||
newmis.armorclass = 0; //- OfN none // AT_SAVESHOT; // kevlar
|
||||
newmis.last_saveme_sound = 0; // ? oh that
|
||||
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
newmis.touch = grunty_touch; //-OfN-
|
||||
newmis.has_holo = time+2; // touch messages delay
|
||||
newmis.is_detpacking=1; //resets engage enemy to "yes"
|
||||
|
|
|
@ -14,7 +14,7 @@ connects & disconnects, and when a map changes levels
|
|||
// prototypes
|
||||
void () W_WeaponFrame;
|
||||
void() W_SetCurrentAmmo;
|
||||
void() player_pain;
|
||||
void(entity attacker, float damage) player_pain;
|
||||
void() player_stand1;
|
||||
void (vector org) spawn_tfog;
|
||||
void (vector org, entity death_owner) spawn_tdeath;
|
||||
|
@ -1321,7 +1321,7 @@ void() changelevel_touch =
|
|||
return;
|
||||
}
|
||||
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
|
||||
// we can't move people right now, because touch functions are called
|
||||
// in the middle of C movement code, so set a think time to do it
|
||||
|
|
|
@ -240,7 +240,7 @@ void(entity targ, entity attacker) Killed =
|
|||
Obituary(self, attacker);
|
||||
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
|
||||
monster_death_use();
|
||||
self.th_die ();
|
||||
|
|
4
coop.qc
4
coop.qc
|
@ -10,7 +10,7 @@ cooperative mode functions
|
|||
void() DroppedKeyThink =
|
||||
{
|
||||
// let the throwing player pick it up again
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
self.touch = key_touch;
|
||||
self.owner = world;
|
||||
};
|
||||
|
@ -70,7 +70,7 @@ void() DropKey =
|
|||
}
|
||||
|
||||
newmis.owner = self;
|
||||
newmis.touch = SUB_Null;
|
||||
newmis.touch = NIL;
|
||||
setorigin(newmis, self.origin + '0 0 16');
|
||||
makevectors(self.v_angle);
|
||||
newmis.velocity = normalize(v_forward) * 300 + '0 0 200';
|
||||
|
|
1
defs.qc
1
defs.qc
|
@ -595,7 +595,6 @@ void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
|||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
||||
void() SUB_CalcMoveDone;
|
||||
void() SUB_CalcAngleMoveDone;
|
||||
void() SUB_Null;
|
||||
void() SUB_UseTargets;
|
||||
void() SUB_Remove;
|
||||
|
||||
|
|
10
demon.qc
10
demon.qc
|
@ -592,7 +592,7 @@ void() Demon_Water_Jump =
|
|||
if (trace_inwater == TRUE && jello)
|
||||
{
|
||||
ai_face();
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.think = demon1_jump4;
|
||||
self.has_tesla = TRUE; //Landed in water
|
||||
self.nextthink = time + 0.1;
|
||||
|
@ -611,7 +611,7 @@ void() Demon_JumpTouch =
|
|||
traceline(self.origin,self.origin - '0 0 2',TRUE,self);
|
||||
if (trace_inwater == TRUE && jello)
|
||||
{
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.think = demon1_jump1;
|
||||
self.has_tesla = TRUE; //Landed in water
|
||||
self.nextthink = time + 0.1;
|
||||
|
@ -639,7 +639,7 @@ void() Demon_JumpTouch =
|
|||
//RPrint ("popjump\n");
|
||||
//sprint(self.real_owner,PRINT_HIGH,"Stuck Jump flag set!\n");
|
||||
self.has_sentry = TRUE; //CH Stuck Jump
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.think = demon1_jump1;
|
||||
self.nextthink = time + 0.1;
|
||||
|
||||
|
@ -652,7 +652,7 @@ void() Demon_JumpTouch =
|
|||
}
|
||||
|
||||
self.has_sentry = 0; //Cancel if this far
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.think = demon1_jump11;
|
||||
self.nextthink = time + 0.1;
|
||||
};
|
||||
|
@ -729,7 +729,7 @@ void () custom_demon_die =
|
|||
}
|
||||
|
||||
self.classname = "monster_corpse";
|
||||
self.think=SUB_Null;
|
||||
self.think=NIL;
|
||||
demon1_die1 ();
|
||||
};
|
||||
|
||||
|
|
15
doors.qc
15
doors.qc
|
@ -295,9 +295,9 @@ void() door_touch =
|
|||
|
||||
if (DoorShouldOpen())
|
||||
{
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
if (self.enemy)
|
||||
self.enemy.touch = SUB_Null; // get paired door
|
||||
self.enemy.touch = NIL; // get paired door
|
||||
door_use ();
|
||||
}
|
||||
};
|
||||
|
@ -669,7 +669,7 @@ void () fd_secret_use =
|
|||
|
||||
if (!(self.spawnflags & SECRET_NO_SHOOT))
|
||||
{
|
||||
self.th_pain = SUB_Null;
|
||||
self.th_pain = NIL;
|
||||
self.takedamage = DAMAGE_NO;
|
||||
}
|
||||
self.velocity = '0 0 0';
|
||||
|
@ -703,6 +703,11 @@ void () fd_secret_use =
|
|||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void (entity attacker, float damage) fd_secret_pain =
|
||||
{
|
||||
fd_secret_use ();
|
||||
};
|
||||
|
||||
// Wait after first movement...
|
||||
void () fd_secret_move1 =
|
||||
{
|
||||
|
@ -756,7 +761,7 @@ void () fd_secret_done =
|
|||
{
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_use;
|
||||
self.th_pain = fd_secret_pain;
|
||||
self.th_die = fd_secret_use;
|
||||
}
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
|
@ -870,7 +875,7 @@ void () func_door_secret =
|
|||
{
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_use;
|
||||
self.th_pain = fd_secret_pain;
|
||||
}
|
||||
self.oldorigin = self.origin;
|
||||
if (!self.wait)
|
||||
|
|
|
@ -95,7 +95,7 @@ void() LaserBolt_Touch =
|
|||
self.owner = other;
|
||||
|
||||
setmodel (self, "");
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
// self.solid = SOLID_NOT;
|
||||
// self.movetype = MOVETYPE_NOCLIP;
|
||||
|
||||
|
@ -107,7 +107,7 @@ void() LaserBolt_Touch =
|
|||
{
|
||||
//WK Fly through walls!
|
||||
setmodel (self, "");
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.solid = SOLID_NOT;
|
||||
self.movetype = MOVETYPE_NOCLIP;
|
||||
|
||||
|
@ -234,7 +234,7 @@ void() EMPGrenadeExplode =
|
|||
while (te)
|
||||
{
|
||||
if (!CanDamage(te,self)) // OfN
|
||||
SUB_Null();
|
||||
;
|
||||
else if (te.touch == ammo_touch || te.touch == weapon_touch) // Ammo/Weapon?
|
||||
{
|
||||
// Make sure it isn't picked up in the next second
|
||||
|
|
2
field.qc
2
field.qc
|
@ -977,7 +977,7 @@ float(entity fieldgen1, entity fieldgen2) FieldGens_CanLink =
|
|||
|
||||
void(entity field) Field_Built =
|
||||
{
|
||||
field.touch = SUB_Null;
|
||||
field.touch = NIL;
|
||||
field.think = FieldGen_think;
|
||||
field.nextthink = time + 0.1;
|
||||
field.fieldgen_status = FIELDGEN_ISIDLE; // we start on IDLE status (searching for other gen to link)
|
||||
|
|
|
@ -1379,8 +1379,8 @@ void() custom_grunt_die =
|
|||
ArmyDeathSound();
|
||||
self.classname = "monster_corpse";
|
||||
|
||||
self.think=SUB_Null;
|
||||
self.touch=SUB_Null;
|
||||
self.think=NIL;
|
||||
self.touch=NIL;
|
||||
|
||||
if (isMelee())
|
||||
{
|
||||
|
|
2
hook.qc
2
hook.qc
|
@ -340,7 +340,7 @@ void () Anchor_Grapple =
|
|||
self.think = Grapple_Track;
|
||||
self.nextthink = time;
|
||||
self.solid = SOLID_NOT;
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -371,7 +371,7 @@ void() ab_think =
|
|||
newmis.nextthink = time;
|
||||
newmis.think = ab_exp1;
|
||||
newmis.owner = self;
|
||||
newmis.touch = SUB_Null;
|
||||
newmis.touch = NIL;
|
||||
|
||||
newmis.movetype = MOVETYPE_FLY;
|
||||
newmis.velocity = '0 0 300';
|
||||
|
|
2
plats.qc
2
plats.qc
|
@ -179,7 +179,7 @@ void() plat_crush =
|
|||
|
||||
void() plat_use =
|
||||
{
|
||||
self.use = SUB_Null;
|
||||
self.use = NIL;
|
||||
if (self.state != STATE_UP)
|
||||
objerror ("plat_use: not in up state");
|
||||
plat_go_down();
|
||||
|
|
|
@ -924,7 +924,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
|
|||
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
|
||||
void() player_axpain6 = [ $axpain6, player_run ] {};
|
||||
|
||||
void() player_pain =
|
||||
void(entity attacker, float damage) player_pain =
|
||||
{
|
||||
if (self.weaponframe)
|
||||
return;
|
||||
|
|
2
pyro.qc
2
pyro.qc
|
@ -284,7 +284,7 @@ void (vector org, entity shooter) NapalmGrenadeLaunch =
|
|||
if (newmis == world)
|
||||
return;
|
||||
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
|
||||
newmis.classname = "fire";
|
||||
newmis.touch = Napalm_touch;
|
||||
|
|
12
rotate.qc
12
rotate.qc
|
@ -288,7 +288,7 @@ void() rotate_entity_think =
|
|||
{
|
||||
RotateTargetsFinal();
|
||||
self.state = STATE_INACTIVE;
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -319,7 +319,7 @@ void() rotate_entity_use =
|
|||
else
|
||||
{
|
||||
self.state = STATE_INACTIVE;
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -364,7 +364,7 @@ void() rotate_entity_firstthink =
|
|||
else
|
||||
{
|
||||
self.state = STATE_INACTIVE;
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
}
|
||||
self.use = rotate_entity_use;
|
||||
};
|
||||
|
@ -954,7 +954,7 @@ void() rotate_object =
|
|||
self.movetype = MOVETYPE_NONE;
|
||||
setmodel (self,self.model);
|
||||
setsize( self, self.mins, self.maxs );
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
};
|
||||
|
||||
//************************************************
|
||||
|
@ -990,7 +990,7 @@ void() rotate_door_think2 =
|
|||
}
|
||||
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
|
||||
RotateTargetsFinal();
|
||||
};
|
||||
|
@ -1192,5 +1192,5 @@ void() func_rotate_door =
|
|||
setsize( self, self.mins, self.maxs );
|
||||
self.state = STATE_CLOSED;
|
||||
self.use = rotate_door_use;
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
};
|
||||
|
|
|
@ -23,7 +23,7 @@ void() CameraSwitchView;*/
|
|||
// External functions
|
||||
|
||||
void() ConcussionGrenadeTouch;
|
||||
void() Security_Camera_Pain;
|
||||
void(entity attacker, float damage) Security_Camera_Pain;
|
||||
void(float tno, entity ignore, string st) teamsprint;
|
||||
void() TeamFortress_DetpackTouch;
|
||||
void() TeamFortress_DetpackCountDown;
|
||||
|
|
|
@ -8,7 +8,7 @@ Functions for the security camera
|
|||
======================================================*/
|
||||
void() Security_Camera_Idle;
|
||||
float() Security_Camera_FindTarget;
|
||||
void() Security_Camera_Pain;
|
||||
void(entity attacker, float damage) Security_Camera_Pain;
|
||||
void() Security_Camera_Die;
|
||||
void() Security_Camera_PrintTarget;
|
||||
void() Security_Camera_Spawn;
|
||||
|
@ -170,7 +170,7 @@ float() Security_Camera_FindFakeTarget =
|
|||
return TRUE;
|
||||
};
|
||||
//========
|
||||
void() Security_Camera_Pain =
|
||||
void(entity attacker, float damage) Security_Camera_Pain =
|
||||
{
|
||||
sound (self, CHAN_WEAPON, "weapons/camera_beep.wav", 1, ATTN_NORM);
|
||||
};
|
||||
|
|
|
@ -16,7 +16,7 @@ void() Sentry_Rotate;
|
|||
float() Sentry_FindTarget;
|
||||
void() Sentry_FoundTarget;
|
||||
void() Sentry_HuntTarget;
|
||||
void() Sentry_Pain;
|
||||
void(entity attacker, float damage) Sentry_Pain;
|
||||
void() Sentry_Die;
|
||||
float() Sentry_Fire;
|
||||
//WK - Will kill enemies on touch, and adds support for flying.
|
||||
|
@ -459,7 +459,7 @@ void() Sentry_HuntTarget =
|
|||
self.nextthink = time + (0.5*tfactor); // Some visual, so its a little easier
|
||||
};
|
||||
|
||||
void() Sentry_Pain =
|
||||
void(entity attacker, float damage) Sentry_Pain =
|
||||
{
|
||||
// Update the owner's status bar
|
||||
self.real_owner.StatusRefreshTime = time + 0.2;
|
||||
|
|
|
@ -442,7 +442,7 @@ void() custom_shambler_die =
|
|||
|
||||
sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_MONSTERDIE);
|
||||
self.classname = "monster_corpse";
|
||||
self.think=SUB_Null;
|
||||
self.think=NIL;
|
||||
sham_death1();
|
||||
};
|
||||
|
||||
|
|
2
speed.qc
2
speed.qc
|
@ -47,7 +47,7 @@ void() Kick_My_Owner =
|
|||
else
|
||||
bprint(PRINT_HIGH, " was kicked for cheating.\n");
|
||||
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
dremove(self);
|
||||
};
|
||||
|
||||
|
|
9
subs.qc
9
subs.qc
|
@ -3,8 +3,6 @@
|
|||
void(entity Goal, entity AP) DoGoalWork;
|
||||
void(entity Goal, entity AP) DoGroupWork;
|
||||
|
||||
void() SUB_Null = {};
|
||||
|
||||
void() SUB_Remove = {dremove(self);};
|
||||
|
||||
/*
|
||||
|
@ -280,11 +278,8 @@ void() SUB_UseTargets =
|
|||
otemp = other;
|
||||
self = t;
|
||||
other = stemp;
|
||||
if (self.use != SUB_Null)
|
||||
{
|
||||
if (self.use)
|
||||
self.use ();
|
||||
}
|
||||
if (self.use)
|
||||
self.use ();
|
||||
self = stemp;
|
||||
other = otemp;
|
||||
activator = act;
|
||||
|
|
4
tesla.qc
4
tesla.qc
|
@ -47,7 +47,7 @@ float modelindex_tesla; //CH
|
|||
// Tesla AI Functions
|
||||
float() Tesla_FindTarget;
|
||||
void() Tesla_FoundTarget;
|
||||
void() Tesla_Pain;
|
||||
void(entity attacker, float damage) Tesla_Pain;
|
||||
void() Tesla_Die;
|
||||
float() Tesla_Fire;
|
||||
void() Tesla_Idle;
|
||||
|
@ -364,7 +364,7 @@ void() Tesla_FoundTarget =
|
|||
self.no_grenades_1 = FALSE;
|
||||
};
|
||||
|
||||
void() Tesla_Pain =
|
||||
void(entity attacker, float damage) Tesla_Pain =
|
||||
{
|
||||
// Update the owner's status bar
|
||||
self.real_owner.StatusRefreshTime = time + 0.2;
|
||||
|
|
8
tfort.qc
8
tfort.qc
|
@ -1283,7 +1283,7 @@ void() TeamFortress_GrenadePrimed =
|
|||
newmis.angles = vectoangles(newmis.velocity);
|
||||
|
||||
// set the grenade's thinktime to when the PRIMETIME runs out
|
||||
newmis.think = SUB_Null;
|
||||
newmis.think = NIL;
|
||||
newmis.nextthink = self.heat;
|
||||
|
||||
// set the think and touches to the appropriate grenade type
|
||||
|
@ -1314,7 +1314,7 @@ void() TeamFortress_GrenadePrimed =
|
|||
}
|
||||
else if (self.weapon == GR_TYPE_CALTROP)
|
||||
{
|
||||
newmis.touch = SUB_Null;
|
||||
newmis.touch = NIL;
|
||||
newmis.think = CaltropGrenadeExplode;
|
||||
newmis.skin = 0;
|
||||
newmis.avelocity = '0 0 0';
|
||||
|
@ -3353,7 +3353,7 @@ void() TeamFortress_ExplodePerson =
|
|||
newmis.angles = vectoangles(newmis.velocity);
|
||||
|
||||
// set the grenades thinktime to now
|
||||
newmis.think = SUB_Null;
|
||||
newmis.think = NIL;
|
||||
newmis.nextthink = time + 0.1;
|
||||
|
||||
// set the think and touches to the appropriate grenade type
|
||||
|
@ -3438,7 +3438,7 @@ void() TeamFortress_ExplodePerson =
|
|||
setmodel (newmis, "progs/flarefly.mdl");
|
||||
|
||||
/*te = spawn();
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.think = SUB_Remove;//FlareGrenadeExplode;//RemoveFlare;
|
||||
te.nextthink = time + 25;
|
||||
te.owner = self.owner;
|
||||
|
|
|
@ -2108,11 +2108,8 @@ void(entity Goal, entity AP) DoTriggerWork =
|
|||
otemp = other;
|
||||
self = t;
|
||||
other = stemp;
|
||||
if (self.use != SUB_Null)
|
||||
{
|
||||
if (self.use)
|
||||
self.use ();
|
||||
}
|
||||
if (self.use)
|
||||
self.use ();
|
||||
self = stemp;
|
||||
other = otemp;
|
||||
activator = AP;
|
||||
|
|
|
@ -64,7 +64,7 @@ void() multi_trigger =
|
|||
else
|
||||
{ // we can't just remove (self) here, because this is a touch function
|
||||
// called while C code is looping through area links...
|
||||
self.touch = SUB_Null;
|
||||
self.touch = NIL;
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = SUB_Remove;
|
||||
}
|
||||
|
@ -523,7 +523,7 @@ void() teleport_use =
|
|||
{
|
||||
self.nextthink = time + 0.2;
|
||||
force_retouch = 2; // make sure even still objects get hit
|
||||
self.think = SUB_Null;
|
||||
self.think = NIL;
|
||||
};
|
||||
|
||||
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
|
||||
|
|
30
warlock.qc
30
warlock.qc
|
@ -712,7 +712,7 @@ void (float points) custom_demon_create =
|
|||
newmis.nextthink = time + 1;
|
||||
//newmis.touch = Demon_JumpTouch;
|
||||
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
|
||||
sprint(self, PRINT_HIGH, "You summon a hell knight.\n");
|
||||
}
|
||||
|
@ -733,7 +733,7 @@ void (float points) custom_demon_create =
|
|||
newmis.nextthink = time + 1;
|
||||
//newmis.touch = Demon_JumpTouch;
|
||||
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
|
||||
sprint(self, PRINT_HIGH, "You summon a knight.\n");
|
||||
}*/
|
||||
|
@ -756,7 +756,7 @@ void (float points) custom_demon_create =
|
|||
newmis.nextthink = time + 1;
|
||||
//newmis.touch = Demon_JumpTouch;
|
||||
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
|
||||
sprint(self, PRINT_HIGH, "You summon a fiend.\n");
|
||||
}
|
||||
|
@ -778,7 +778,7 @@ void (float points) custom_demon_create =
|
|||
newmis.think = walkmonster_start;
|
||||
newmis.nextthink = time + 1;
|
||||
//newmis.touch = Demon_JumpTouch;
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
////newmis.real_owner.demon_blood = 0; marduk bug
|
||||
sprint(self, PRINT_HIGH, "You summon a shambler.\n");
|
||||
}
|
||||
|
@ -797,7 +797,7 @@ void (float points) custom_demon_create =
|
|||
newmis.nextthink = time + 0.05;
|
||||
//newmis.armorclass = 0; //- OfN - none AT_SAVESHOT; // kevlar
|
||||
newmis.last_saveme_sound = 0; // ? oh that
|
||||
//newmis.touch = SUB_Null;
|
||||
//newmis.touch = NIL;
|
||||
|
||||
sprint(self, PRINT_HIGH, "You summon a scrag.\n");
|
||||
|
||||
|
@ -937,7 +937,7 @@ void () kill_my_demon =
|
|||
sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);
|
||||
self = oself;
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
|
||||
sprint(self, PRINT_HIGH, "Your fiend is dead.\n");
|
||||
|
@ -965,14 +965,14 @@ void () kill_my_demon =
|
|||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
// custom_grunt_die;
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
|
||||
//-----------------------// NOT NEEDED
|
||||
/*te.th_stand = SUB_Null;
|
||||
te.th_run = SUB_Null;
|
||||
te.th_missile = SUB_Null;
|
||||
te.th_pain = SUB_Null;*/
|
||||
/*te.th_stand = NIL;
|
||||
te.th_run = NIL;
|
||||
te.th_missile = NIL;
|
||||
te.th_pain = NIL;*/
|
||||
//--------------------------//
|
||||
|
||||
|
||||
|
@ -1044,7 +1044,7 @@ void () kill_my_demon =
|
|||
|
||||
//sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
self = oself;
|
||||
|
||||
|
@ -1069,7 +1069,7 @@ void () kill_my_demon =
|
|||
ThrowGib ("progs/gib3.mdl", -70);
|
||||
sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM);
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
self = oself;
|
||||
|
||||
|
@ -1094,7 +1094,7 @@ void () kill_my_demon =
|
|||
ThrowGib ("progs/gib3.mdl", -70);
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
self = oself;
|
||||
|
||||
|
@ -1120,7 +1120,7 @@ void () kill_my_demon =
|
|||
ThrowGib ("progs/gib3.mdl", -70);
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
|
||||
te.think = SUB_Remove;
|
||||
te.touch = SUB_Null;
|
||||
te.touch = NIL;
|
||||
te.nextthink = time + 0.1;
|
||||
self = oself;
|
||||
|
||||
|
|
|
@ -378,7 +378,7 @@ void() wiz_die =
|
|||
}
|
||||
|
||||
self.classname = "monster_corpse";
|
||||
self.think=SUB_Null;
|
||||
self.think=NIL;
|
||||
wiz_death1();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue