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add .vector forcefield_offset, use it instead of .angles
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2 changed files with 5 additions and 2 deletions
2
defs.qc
2
defs.qc
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@ -693,6 +693,8 @@ void (entity pl, float topcolor, float bottomcolor) SetPlayerColor;
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.float fieldgen_status;
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.float fieldgen_status;
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.float fieldgen_hasfield;
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.float fieldgen_hasfield;
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.entity fieldgen_field;
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.entity fieldgen_field;
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.vector forcefield_offset;
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//----------------------------------------------//
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//----------------------------------------------//
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5
field.qc
5
field.qc
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@ -55,6 +55,7 @@ For force field entity:
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.has_sentry - Controls delay between shield sounds
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.has_sentry - Controls delay between shield sounds
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.dmg - Next damage the field will do
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.dmg - Next damage the field will do
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.has_camera - Used to control the rate at which the field touch sound/visual effects are done (4hz)
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.has_camera - Used to control the rate at which the field touch sound/visual effects are done (4hz)
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.forcefield_offset - Offset to one of the gens from origin, used for lightning effects
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================================================================================================*/
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================================================================================================*/
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@ -570,7 +571,7 @@ void(entity gen1, entity gen2) Create_Field =
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rotate_bbox (tfield.rotated_bbox, right, forward, up, tfield.mins,
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rotate_bbox (tfield.rotated_bbox, right, forward, up, tfield.mins,
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tfield.maxs);
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tfield.maxs);
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tfield.angles = (gen2.origin - gen1.origin);
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tfield.forcefield_offset = (gen2.origin - gen1.origin);
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// apply stuff
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// apply stuff
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tfield.movetype = MOVETYPE_NONE;
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tfield.movetype = MOVETYPE_NONE;
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@ -746,7 +747,7 @@ void(entity tfield) Field_MakeVisual =
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{
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{
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local vector f;
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local vector f;
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f = tfield.origin + (tfield.angles * 0.5 * (random() * 2 - 1));
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f = tfield.origin + (tfield.forcefield_offset * 0.5 * (random() * 2 - 1));
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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if (random() > 0.5)
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if (random() > 0.5)
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