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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
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parent
26f0820d04
commit
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3 changed files with 5 additions and 5 deletions
2
ai.qc
2
ai.qc
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@ -193,7 +193,7 @@ void(entity test) AI_Check_Contents =
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/* WK Removed because water is ok for monsters, sheesh
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Whatever you think, ceaf it is. */
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//- OfN - what the fuck means "ceaf"? heh
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else if (pointcontents(test.origin) == CONTENTS_WATER && allow_watermonsters == FALSE)
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else if (pointcontents(test.origin) == CONTENTS_WATER && petsdrown == TRUE)
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{
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if (self.classname == "monster_demon1")
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{ // do damage
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2
defs.qc
2
defs.qc
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@ -798,7 +798,7 @@ float no_detpush;
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entity debug_target; // server dprints will go to this client too
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float allow_debug;
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//-------------------------//
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float allow_watermonsters; // if so, grunts and monsters can be in water, in check_contents ai.qc
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float petsdrown; // if 0, grunts and monsters can be in water, in check_contents ai.qc
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// Chris' Teamplay Plus Mode
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/*float chris; // Is Chris mode on or off
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6
often.qc
6
often.qc
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@ -165,11 +165,11 @@ void () UpdateInfos =
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if (army_delay < 2 ) army_delay = 2; // the allowed minimum
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else if (army_delay > 60) army_delay = 60; //the allowed maximum
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st = infokey(NIL, "allow_watermonsters"); //
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st = infokey(NIL, "petsdrown"); //
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if (st == "1" || st =="on" )
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allow_watermonsters = 1;
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petsdrown = 1;
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else
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allow_watermonsters = 0;
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petsdrown = 0;
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};
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