- make the thief skill set the IT_INVISIBILITY item, so the client

uses the invisible face and screen blend
- uncomment an error message if something is removed twice
- and of course a TODO addition :)
This commit is contained in:
Adam Olsen 2001-08-10 06:50:39 +00:00
parent 02b68ccc78
commit 9b04da83d1
4 changed files with 29 additions and 10 deletions

1
TODO
View file

@ -18,3 +18,4 @@ o the thief skill should set the "invisible" face
o "slave teslas"
o instead of not allowing two fastest legs when upgraded, restrict the health/armor you're allowed when you have fast legs
o make a seperate menu for detonating engineer buildings
o remove RPrint, since it's really kinda pointless and just makes the code uglier

View file

@ -2791,7 +2791,7 @@ void() CheckPowerups =
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items - IT_INVISIBILITY;
self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0;
self.invisible_time = 0;
}

View file

@ -36,11 +36,9 @@ void(entity te) dremove =
if (te.is_removed == TRUE)
{
/*
RPrint("***BUG BUG BUG BUG BUG BUG BUG***\n");
RPrint(" Entity has been removed twice. \n");
RPrint("***BUG BUG BUG BUG BUG BUG BUG***\n");
*/
return;
}

34
jobs.qc
View file

@ -94,8 +94,13 @@ void() JobThief =
self.modelindex = modelindex_null;
self.job = self.job | JOB_FULL_HIDE;
} */
sprint(self, PRINT_HIGH, "Leaving shadows...\n");
self.modelindex = modelindex_player;
if (self.invisible_time)
sprint (self, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else {
sprint (self, PRINT_HIGH, "Leaving shadows...\n");
self.items = self.items - (self.items & IT_INVISIBILITY);
self.modelindex = modelindex_player;
}
self.job = self.job - JOB_ACTIVE;
self.job = self.job - (self.job & JOB_FULL_HIDE);
self.job_finished = time + 2;
@ -113,13 +118,17 @@ void() JobThief =
return;
}
*/
sprint(self,PRINT_HIGH,"Entering shadows...\n");
if (self.invisible_time)
sprint (self, PRINT_HIGH, "Entering shadows... well not really...\n");
else
sprint (self, PRINT_HIGH, "Entering shadows...\n");
self.frame = 0;
self.weaponframe = 0;
self.modelindex = modelindex_eyes;
self.job = self.job | JOB_ACTIVE;
self.job_finished = time + 2;
TeamFortress_SetSpeed(self);
self.items = self.items | IT_INVISIBILITY;
te = spawn();
te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
@ -994,15 +1003,26 @@ void() UseJobSkill =
#define EXPOSURE_NORELOAD_TIME 7
#define FULLH_NORELOAD_TIME 1.5
void (entity targ, float pain) RevealThief = {
if (targ.classname != "player") return;
targ.modelindex = modelindex_player;
if (targ.classname != "player")
return;
if (!targ.invisible_time) {
targ.modelindex = modelindex_player;
targ.items = targ.items - (targ.items & IT_INVISIBILITY);
}
if (pain) {
sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
if (targ.invisible_time)
sprint (targ, PRINT_HIGH, "You have been uncovered, or would have if you didn't have that ring.\n");
else
sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
targ.attack_finished = time + EXPOSURE_NORELOAD_TIME;
targ.job_finished = time + EXPOSURE_NOHIDE_TIME;
}
else {
sprint(targ,PRINT_HIGH,"Leaving shadows...\n");
if (targ.invisible_time)
sprint (targ, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
else
sprint (targ, PRINT_HIGH, "Leaving shadows...\n");
targ.job_finished = time + NOHIDE_TIME;
if (targ.job & JOB_FULL_HIDE)
targ.attack_finished = time + FULLH_NORELOAD_TIME;