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https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-23 12:42:39 +00:00
Conc and flash tweaks, as well as fixing the camera bug.
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parent
c4c66161c5
commit
79c79eb358
3 changed files with 21 additions and 14 deletions
22
defs.qh
22
defs.qh
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@ -825,21 +825,23 @@ float (entity e) EF_GlowColor;
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#define GL_PIPEBOMB 1
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// Defines for Concussion Grenade
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#define GR_CONCUSS_AMOUNT 75
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#define GR_CONCUSS_TIME 0.2
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#define GR_CONCUSS_DEC 0.5
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#define GR_CONCUSS_MAX 100
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#define GR_CONCUSS_IDLE 1
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#define GR_CONCUSS_X 0.2
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#define GR_CONCUSS_Y 0.3
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#define GR_CONCUSS_KICK 0.02
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#define GR_CONCUSS_FIXTIME 0.2
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//#define GR_CONCUSS_BUBBLETIME 3
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#define GR_CONCUSS_AMOUNT 75 // Initial conc amount
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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_BUBBLETIME 3
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#define GR_ANTIGRAV_AMOUNT 100
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#define GR_ANTIGRAV_TIME 3
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#define GR_ANTIGRAV_DEC 30
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#define NEW_CONCUSS_BOUNCE // New conc bounce algo (same as regular gren)
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// Defines for the Gas Grenade
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#define GR_HALLU_TIME 0.1
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#define GR_HALLU_DEC 2.5
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8
scout.qc
8
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\n"); // big white flash
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stuffcmd (te, "v_cshift 255 255 255 245; wait;wait;wait; bf\n"); // big white flash
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}
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}
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@ -692,7 +692,12 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
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if (!IsBuilding(head) && points > 0)
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{
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// Bounce!!
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#ifdef NEW_CONCUSS_BOUNCE
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head.velocity += normalize (org - inflictor.origin) * points * 8;
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#else
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head.velocity = org - inflictor.origin;
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head.velocity *= points / 20;
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#endif
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if (head.classname != "player")
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{
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@ -737,6 +742,7 @@ void(entity inflictor, entity attacker, float bounce, entity ignore) T_RadiusBou
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te.classname = "timer";
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te.owner = head;
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te.health += GR_CONCUSS_AMOUNT;
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te.has_tesla = time + 0.1;
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}
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}
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}
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@ -227,9 +227,9 @@ void() Security_Camera_Spawn =
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self.has_camera = TRUE;
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newmis = spawn();
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.solid = SOLID_BBOX;
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setsize (newmis, '-16 -16 -3', '16 16 5');
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// setsize (newmis, '-8 -8 -8', '8 8 8');
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newmis.solid = SOLID_BBOX;
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newmis.takedamage = DAMAGE_AIM;
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newmis.classname = "building_camera";
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newmis.netname = "security_camera";
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@ -284,8 +284,7 @@ void() SecurityCameraTossTouch =
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self.real_owner.option = time + 2; // so ppl cant destroy it for 2 seconds
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self.movetype = MOVETYPE_NONE;
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setsize (self, newmis.mins, newmis.maxs);
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self.solid = SOLID_BBOX;
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setsize (self, self.mins, self.maxs);
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self.takedamage = DAMAGE_AIM;
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sound (self, CHAN_WEAPON, "weapons/guerilla_set.wav", 1, ATTN_NORM);
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self.think = Security_Camera_Idle;
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