Shortened allow_watermonsters to petsdrown because it took up a lot of serverinfo space.

Also reversed the handling drowning pets - they no longer drown unless you specifically
set petsdrown to 1, and the default is 0.

Tim McGrath
This commit is contained in:
Timothy C. McGrath 2002-09-07 17:09:28 +00:00
parent 26f0820d04
commit 230ac4c9bf
3 changed files with 5 additions and 5 deletions

2
ai.qc
View file

@ -193,7 +193,7 @@ void(entity test) AI_Check_Contents =
/* WK Removed because water is ok for monsters, sheesh
Whatever you think, ceaf it is. */
//- OfN - what the fuck means "ceaf"? heh
else if (pointcontents(test.origin) == CONTENTS_WATER && allow_watermonsters == FALSE)
else if (pointcontents(test.origin) == CONTENTS_WATER && petsdrown == TRUE)
{
if (self.classname == "monster_demon1")
{ // do damage

View file

@ -798,7 +798,7 @@ float no_detpush;
entity debug_target; // server dprints will go to this client too
float allow_debug;
//-------------------------//
float allow_watermonsters; // if so, grunts and monsters can be in water, in check_contents ai.qc
float petsdrown; // if 0, grunts and monsters can be in water, in check_contents ai.qc
// Chris' Teamplay Plus Mode
/*float chris; // Is Chris mode on or off

View file

@ -165,11 +165,11 @@ void () UpdateInfos =
if (army_delay < 2 ) army_delay = 2; // the allowed minimum
else if (army_delay > 60) army_delay = 60; //the allowed maximum
st = infokey(NIL, "allow_watermonsters"); //
st = infokey(NIL, "petsdrown"); //
if (st == "1" || st =="on" )
allow_watermonsters = 1;
petsdrown = 1;
else
allow_watermonsters = 0;
petsdrown = 0;
};