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the server doesn't like think being NIL :/

This commit is contained in:
Bill Currie 2001-11-10 06:35:43 +00:00
parent b919c18ce1
commit f0a37abbd1
8 changed files with 21 additions and 15 deletions

View file

@ -10,7 +10,7 @@ cooperative mode functions
void() DroppedKeyThink =
{
// let the throwing player pick it up again
self.think = NIL;
self.think = dont_think;
self.touch = key_touch;
self.owner = NIL;
};

View file

@ -598,6 +598,8 @@ void() SUB_CalcAngleMoveDone;
void() SUB_UseTargets;
void() SUB_Remove;
void() dont_think; // null function for think
//
// combat.qc

View file

@ -288,7 +288,7 @@ void() rotate_entity_think =
{
RotateTargetsFinal();
self.state = STATE_INACTIVE;
self.think = NIL;
self.think = dont_think;
return;
}
@ -319,7 +319,7 @@ void() rotate_entity_use =
else
{
self.state = STATE_INACTIVE;
self.think = NIL;
self.think = dont_think;
}
}
}
@ -364,7 +364,7 @@ void() rotate_entity_firstthink =
else
{
self.state = STATE_INACTIVE;
self.think = NIL;
self.think = dont_think;
}
self.use = rotate_entity_use;
};
@ -954,7 +954,7 @@ void() rotate_object =
self.movetype = MOVETYPE_NONE;
setmodel (self,self.model);
setsize( self, self.mins, self.maxs );
self.think = NIL;
self.think = dont_think;
};
//************************************************
@ -990,7 +990,7 @@ void() rotate_door_think2 =
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
self.think = NIL;
self.think = dont_think;
RotateTargetsFinal();
};
@ -1192,5 +1192,5 @@ void() func_rotate_door =
setsize( self, self.mins, self.maxs );
self.state = STATE_CLOSED;
self.use = rotate_door_use;
self.think = NIL;
self.think = dont_think;
};

View file

@ -47,7 +47,7 @@ void() Kick_My_Owner =
else
bprint(PRINT_HIGH, " was kicked for cheating.\n");
self.think = NIL;
self.think = dont_think;
dremove(self);
};

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@ -315,3 +315,7 @@ void (void() thinkst) SUB_CheckRefire =
self.cnt = 1;
self.think = thinkst;
};
void () dont_think =
{
};

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@ -1283,7 +1283,7 @@ void() TeamFortress_GrenadePrimed =
newmis.angles = vectoangles(newmis.velocity);
// set the grenade's thinktime to when the PRIMETIME runs out
newmis.think = NIL;
newmis.think = dont_think;
newmis.nextthink = self.heat;
// set the think and touches to the appropriate grenade type
@ -3353,7 +3353,7 @@ void() TeamFortress_ExplodePerson =
newmis.angles = vectoangles(newmis.velocity);
// set the grenades thinktime to now
newmis.think = NIL;
newmis.think = dont_think;
newmis.nextthink = time + 0.1;
// set the think and touches to the appropriate grenade type

View file

@ -523,7 +523,7 @@ void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = NIL;
self.think = dont_think;
};
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT

View file

@ -967,10 +967,10 @@ void () kill_my_demon =
te.nextthink = time + 0.1;
//-----------------------// NOT NEEDED
/*te.th_stand = NIL;
te.th_run = NIL;
te.th_missile = NIL;
te.th_pain = NIL;*/
/*te.th_stand = dont_think;
te.th_run = dont_think;
te.th_missile = dont_think;
te.th_pain = dont_think;*/
//--------------------------//