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https://git.code.sf.net/p/quake/prozac-qfcc
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- 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 :)
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parent
02b68ccc78
commit
9b04da83d1
4 changed files with 29 additions and 10 deletions
1
TODO
1
TODO
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@ -18,3 +18,4 @@ o the thief skill should set the "invisible" face
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o "slave teslas"
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o instead of not allowing two fastest legs when upgraded, restrict the health/armor you're allowed when you have fast legs
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o make a seperate menu for detonating engineer buildings
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o remove RPrint, since it's really kinda pointless and just makes the code uglier
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@ -2791,7 +2791,7 @@ void() CheckPowerups =
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if (self.invisible_finished < time)
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{ // just stopped
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self.items = self.items - IT_INVISIBILITY;
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.invisible_finished = 0;
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self.invisible_time = 0;
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}
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2
debug.qc
2
debug.qc
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@ -36,11 +36,9 @@ void(entity te) dremove =
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if (te.is_removed == TRUE)
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{
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/*
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RPrint("***BUG BUG BUG BUG BUG BUG BUG***\n");
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RPrint(" Entity has been removed twice. \n");
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RPrint("***BUG BUG BUG BUG BUG BUG BUG***\n");
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*/
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return;
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}
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34
jobs.qc
34
jobs.qc
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@ -94,8 +94,13 @@ void() JobThief =
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self.modelindex = modelindex_null;
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self.job = self.job | JOB_FULL_HIDE;
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} */
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sprint(self, PRINT_HIGH, "Leaving shadows...\n");
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self.modelindex = modelindex_player;
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if (self.invisible_time)
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sprint (self, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
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else {
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sprint (self, PRINT_HIGH, "Leaving shadows...\n");
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self.items = self.items - (self.items & IT_INVISIBILITY);
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self.modelindex = modelindex_player;
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}
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self.job = self.job - JOB_ACTIVE;
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self.job = self.job - (self.job & JOB_FULL_HIDE);
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self.job_finished = time + 2;
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@ -113,13 +118,17 @@ void() JobThief =
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return;
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}
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*/
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sprint(self,PRINT_HIGH,"Entering shadows...\n");
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if (self.invisible_time)
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sprint (self, PRINT_HIGH, "Entering shadows... well not really...\n");
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else
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sprint (self, PRINT_HIGH, "Entering shadows...\n");
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self.frame = 0;
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self.weaponframe = 0;
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self.modelindex = modelindex_eyes;
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self.job = self.job | JOB_ACTIVE;
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self.job_finished = time + 2;
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TeamFortress_SetSpeed(self);
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self.items = self.items | IT_INVISIBILITY;
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te = spawn();
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te.nextthink = time + PC_SPY_CELL_REGEN_TIME;
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@ -994,15 +1003,26 @@ void() UseJobSkill =
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#define EXPOSURE_NORELOAD_TIME 7
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#define FULLH_NORELOAD_TIME 1.5
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void (entity targ, float pain) RevealThief = {
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if (targ.classname != "player") return;
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targ.modelindex = modelindex_player;
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if (targ.classname != "player")
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return;
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if (!targ.invisible_time) {
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targ.modelindex = modelindex_player;
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targ.items = targ.items - (targ.items & IT_INVISIBILITY);
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}
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if (pain) {
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sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
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if (targ.invisible_time)
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sprint (targ, PRINT_HIGH, "You have been uncovered, or would have if you didn't have that ring.\n");
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else
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sprint(targ,PRINT_HIGH,"You have been uncovered!\n");
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targ.attack_finished = time + EXPOSURE_NORELOAD_TIME;
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targ.job_finished = time + EXPOSURE_NOHIDE_TIME;
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}
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else {
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sprint(targ,PRINT_HIGH,"Leaving shadows...\n");
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if (targ.invisible_time)
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sprint (targ, PRINT_HIGH, "Leaving shadows... just as soon as this ring wears off...\n");
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else
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sprint (targ, PRINT_HIGH, "Leaving shadows...\n");
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targ.job_finished = time + NOHIDE_TIME;
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if (targ.job & JOB_FULL_HIDE)
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targ.attack_finished = time + FULLH_NORELOAD_TIME;
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