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*** empty log message ***

This commit is contained in:
Finny Merrill 2004-02-04 01:04:43 +00:00
parent 244e49dbb4
commit 2b7b9f6b5b
3 changed files with 22 additions and 24 deletions

View file

@ -1138,7 +1138,7 @@ float (entity e) EF_GlowColor;
#define PC_ENGINEER_GRENADE_TYPE_1 GR_TYPE_NORMAL
#define PC_ENGINEER_GRENADE_TYPE_2 GR_TYPE_EMP
#define PC_ENGINEER_GRENADE_INIT_1 4
#define PC_ENGINEER_GRENADE_INIT_2 4
#define PC_ENGINEER_GRENADE_INIT_2 3
#define PC_ENGINEER_TF_ITEMS NIT_TESLA | NIT_SECURITY_CAMERA | NIT_TELEPORTER
#define PC_ENGINEER_CUTFITEMS CUTF_SENTRYGUN | CUTF_DISPENSER | CUTF_SENSOR | CUTF_FIELDGEN
#define PC_ENGINEER_JOB JOB_HACKER //JOB_JUDOKA

View file

@ -240,7 +240,7 @@ void() EMPGrenadeExplode =
//CH Slice gave idea of an emp gren getting rated based on blast so i added..
total_exp = 0;
local float range = 300;
local float dmg = 0.8;
local float dmg = 0.3;
local float numcells = 0;
local float numrockets = 0;
@ -272,7 +272,7 @@ void() EMPGrenadeExplode =
while (te)
{
dist = vlen(self.origin - te.origin);
mult = 0.85 - (0.65 * dist / range) + (0.15 * random());
mult = 0.90 - (0.75 * dist / range) + (0.10 * random());
mult *= dmg;
if (IsBuilding(te))
@ -414,11 +414,11 @@ void() EMPGrenadeExplode =
//WK Make players not explode radially! GR why not?
if (te.touch != BackpackTouch)
{
T_RadiusDamage(te, self.owner, expsize * 0.4, te);
T_RadiusDamage(te, self.owner, expsize, te);
deathmsg = DMSG_GREN_EMP;
TF_T_Damage (te, te, self.owner, expsize / 3, 0, TF_TD_IGNOREARMOUR);
TF_T_Damage (te, te, self.owner, 2 * expsize / 3, 0, TF_TD_EXPLOSION);
TF_T_Damage (te, te, self.owner, 2 * expsize / 3, 0, TF_TD_IGNOREARMOUR);
TF_T_Damage (te, te, self.owner, expsize / 3, 0, TF_TD_EXPLOSION);
// Remove ammo
te.ammo_cells -= numcells;

View file

@ -3040,6 +3040,10 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
DelayReturn.enemy = Item;
DelayReturn.think = ReturnItem;
DelayReturn.nextthink = time + 0.5;
Item.owner = NIL;
TeamFortress_SetSpeed (AP);
AP.effects |= EF_GlowColor (AP);
/*
Item.solid = SOLID_TRIGGER;
Item.touch = item_tfgoal_touch;
@ -3052,6 +3056,7 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
else if (Item.goal_activation & TFGI_DROP)
{
tfgoalitem_drop(Item);
AP.effects |= EF_GlowColor(AP);
}
else
{
@ -3062,9 +3067,6 @@ void(entity Item, entity AP, float method) tfgoalitem_RemoveFromPlayer =
AP.effects |= EF_GlowColor(AP);
return;
}
Item.owner = NIL;
TeamFortress_SetSpeed(AP);
AP.effects |= EF_GlowColor(AP);
return;
}
@ -3216,12 +3218,10 @@ void(entity Item) tfgoalitem_drop =
Item.movetype = MOVETYPE_TOSS;
//CH set solid state
//GR this can cause players to be trapped inside their items when they dropitems, do it later
#if 0
if (Item.goal_activation & TFGI_GOAL_IS_SOLID)
Item.solid = SOLID_BBOX;
else
#endif
Item.solid = SOLID_TRIGGER;
setorigin(Item, Item.origin);
@ -3244,7 +3244,7 @@ void(entity Item) tfgoalitem_drop =
makevectors(Item.owner.v_angle);
Item.velocity = v_forward * 400 + v_up * 200;
Item.nextthink = time + 0.5; //CH wait a sec then make it pickupable GR half a sec
Item.nextthink = time + 0.75; //CH wait a sec then make it pickupable GR .75 to match tf 2.9
Item.think = tfgoalitem_settouchandthink;
}
else
@ -3255,28 +3255,26 @@ void(entity Item) tfgoalitem_drop =
Item.goal_state = TFGS_INACTIVE;
Item.touch = item_tfgoal_touch;
if (Item.goal_activation & TFGI_GOAL_IS_SOLID)
{
Item.solid = SOLID_BBOX;
setorigin(Item, Item.origin);
}
Item.owner = NIL;
}
};
//CH brings the item online after 1 sec
void() tfgoalitem_settouchandthink =
{
self.nextthink = time + 4.0; // give it five seconds
self.nextthink = time + 4.25; // give it five seconds
self.think = tfgoalitem_dropthink; // and then find where it ended up
self.goal_state = TFGS_INACTIVE;
self.touch = item_tfgoal_touch;
if (self.goal_activation & TFGI_GOAL_IS_SOLID)
{
self.solid = SOLID_BBOX;
setorigin(self, self.origin);
}
local entity o = self.owner;
self.owner = NIL;
TeamFortress_SetSpeed (o);
o.effects &= ~EF_ANYGLOW;
o.effects |= EF_GlowColor (o);
};
//=========================================================================