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https://git.code.sf.net/p/quake/prozac-qfcc
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More conc and flash tweaks and fixes
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commit
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2 changed files with 19 additions and 12 deletions
12
defs.qh
12
defs.qh
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@ -829,11 +829,11 @@ float (entity e) EF_GlowColor;
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#define GR_CONCUSS_TIME 0.2 // Time between conc timers
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#define GR_CONCUSS_DEC 0.5 // Amount of conc to remove each timer
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#define GR_CONCUSS_MAX 100 // Highest amount of conc you can get
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#define GR_CONCUSS_IDLE 1 // Idlescale amount
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#define GR_CONCUSS_X 0.2 // X mult
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#define GR_CONCUSS_Y 0.3 // Y mult
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#define GR_CONCUSS_KICK 0.05 // Amount of stumbling you do while moving
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#define GR_CONCUSS_FIXTIME 3 // Time between sending setangles
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#define GR_CONCUSS_IDLE 1 // Idlescale amount with OLD_CONC_GRENADE
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#define GR_CONCUSS_X 0.13 // X mult
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#define GR_CONCUSS_Y 0.188 // Y mult
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#define GR_CONCUSS_KICK 0.032 // Amount of stumbling you do while moving
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#define GR_CONCUSS_FIXTIME 0.2 // Time between sending setangles and resetting
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#define GR_CONCUSS_BUBBLETIME 3
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#define GR_ANTIGRAV_AMOUNT 100
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@ -841,6 +841,8 @@ float (entity e) EF_GlowColor;
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#define GR_ANTIGRAV_DEC 30
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#undef NEW_CONCUSS_BOUNCE // New conc bounce algo (same as regular gren)
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#undef GR_CONCUSS_SETANGLE // Laggy visual effect
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#undef OLD_CONC_GRENADE
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// Defines for the Gas Grenade
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#define GR_HALLU_TIME 0.1
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19
scout.qc
19
scout.qc
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@ -108,7 +108,7 @@ void() FlashGrenadeExplode =
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if (ft > 0)
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te.FlashTime = ft;
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stuffcmd (te, "v_cshift 255 255 255 245; wait;wait;wait; bf\n"); // big white flash
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stuffcmd (te, "v_cshift 255 255 255 245; bf\n"); // big white flash
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}
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}
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@ -209,8 +209,10 @@ void() ConcussionGrenadeTimer =
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if (self.health == 0)
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{
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sprint (self.owner, PRINT_HIGH, "Your head feels normal again\n");
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sprint (self.owner, PRINT_HIGH, "Your head better now\n");
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#ifdef OLD_CONC_GRENADE
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stuffcmd (self.owner, "v_idlescale 0\n");
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#endif
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self.owner.mangle = '0 0 0';
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self.owner.tfstate &= ~TFSTATE_CONCUSSIONED;
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dremove(self);
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@ -272,6 +274,9 @@ void() ConcussionGrenadeTimer =
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{
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local float vel = vlen (self.owner.velocity);
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x = random() * amount;
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y = amount - x;
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if (random() < 0.5)
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self.owner.velocity_x += x * GR_CONCUSS_KICK * vel;
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else
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@ -280,7 +285,7 @@ void() ConcussionGrenadeTimer =
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if (random() < 0.5)
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self.owner.velocity_y += y * GR_CONCUSS_KICK * vel;
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else
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self.owner.velocity_y += y * GR_CONCUSS_KICK * vel;
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self.owner.velocity_y -= y * GR_CONCUSS_KICK * vel;
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}
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//sprint (self.owner, PRINT_HIGH, "mangle: " + vtos (self.owner.mangle) + "\n");
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@ -724,16 +729,16 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
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{
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te.health += GR_CONCUSS_AMOUNT;
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#ifdef OLD_CONC_GRENADE
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stuffcmd(head, "v_idlescale " + ftos (te.health) + "\n");
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stuffcmd(head, "v_idlescale " +
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ftos (te.health * GR_CONCUSS_IDLE) + "\n");
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#endif
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te.nextthink = time + GR_CONCUSS_TIME;
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}
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else
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{
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#ifdef OLD_CONC_GRENADE
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stuffcmd(head,"v_idlescale " + ftos (GR_CONCUSS_AMOUNT) + "\n");
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#else
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stuffcmd(head,"v_idlescale 10\n");
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stuffcmd(head,"v_idlescale " +
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ftos (GR_CONCUSS_AMOUNT * GR_CONCUSS_IDLE)+ "\n");
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#endif
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stuffcmd(head,"bf\n");
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// Create a timer entity
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