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https://git.code.sf.net/p/quake/prozac-qfcc
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a365e00b22
sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
69 lines
2.4 KiB
C++
69 lines
2.4 KiB
C++
/*======================================================
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JOBS.QC Custom TeamFortress v3.2SB1
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(c) William Kerney 2/9/00
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(c) SB-1 Tech 25/10/00
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========================================================
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Functions for handling the custom class professions
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======================================================*/
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/*
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** Chaplan Profession -
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** Dispels demons, inspires teammates to do x2 damage, but can't attack himself
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** Timer triggers every so often, checking to see if you want to resume inspire
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*/
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#define GUIDE_TIME 1 //Period of how often lightning guides are shown. Must be less than...
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#define CHAPLAN_TIME 1 //Period of seconds how often it fires
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#define INSPIRE_TIME 6 //How long someone stays inspired
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#define CHAPLAN_RADIUS 320 //About the radius of brightglow
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#define CHAPLAN_HEAL 50 //If you have a medikit you'll heal friends this much
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#define CHAPLAN_HEAL_DELAY 3 //You can't have been shot in last three seconds to be healed
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/*
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** Martyr Proficiency -
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** Becomes invincible, but dies after a few seconds
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*/
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#define MARTYR_TIME 3.5
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/* Berserker Profession -
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** A simple soul that just likes killing things
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** Takes 50 self inflicted damage and gets Quad for 5 seconds
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** If he can't pay up with the 50 health he gets reduced to 1 and dies after his 5 seconds
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*/
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// now takes BERSERKER_HP_COST hp
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#define BERSERK_TIME 4
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/*
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** Judoka Profession -
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** Disarms opponents so they cannot attack
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*/
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//This is guaranteed to be removed if either target or owner dies or disconnects
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//So we don't have to do error checking on those situations
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//Four special cases, Rifle, Medikit, AC and Grapple, have side effects
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// when you remove them. Need special cases to handle their theft
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#define DISARM_TIME 20
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#define CANT_ATTACK_TIME 3
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#define HIT_DELAY 8
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#define MISS_DELAY 3
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/*
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** Guerilla Profession -
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** Can set self-detonating land mines
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*/
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#define ACTIVATE_TIME 8 //Time until it turns on //- it was 3? prolly 10
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#define BEEP_RATE 4 //Delay between beeps //- it was 3
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#define MINE_DURATION 360 //Time it lasts after being activated //- it was 60 ofn
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#define JOB_DELAY 4 //Time between mine placements //- it was 10
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#define GUERILLA_RADIUS 135 //-it was 150 without define
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#define MINE_COST 4 // OfN number of rockets a mine needs
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//#define MAX_MINES 4 // OfN Maximum number of mines for player NOW A LOCALINFO
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#define NOHIDE_TIME 8
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#define EXPOSURE_NOHIDE_TIME 20
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#define EXPOSURE_NORELOAD_TIME 7
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#define FULLH_NORELOAD_TIME 1.5
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