719 lines
17 KiB
C++
719 lines
17 KiB
C++
/*
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* $Header: /H2 Mission Pack/HCode/barrel.hc 7 1/26/98 12:29p Mgummelt $
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*/
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/*
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==============================================================================
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BARRELS
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==============================================================================
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*/
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$cd \art\models\objects\barrel\final
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$base base 128 128
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$skin skin
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$frame resting
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void barrel_go ();
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void spawn_rep_barrel (vector org)
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{
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entity replacement;
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replacement=spawn();
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replacement.spawnflags=self.spawnflags;
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replacement.origin=self.wallspot;
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replacement.frags=self.frags;
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replacement.classname=self.netname;
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replacement.think=barrel_go;
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replacement.flags2(+)FL_SUMMONED;
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replacement.targetname=self.targetname;
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thinktime replacement : 0.5;
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}
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//void MakeExplosion(string explodemodel);
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void()barrel_check_float;
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/*void obj_barrel_gravity()
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{
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local vector slope;
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if(self.ltime <= time)
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{
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slope = getslope(self);
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if(slope != self.dest)
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{
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self.speed = trace_plane_normal_z * 20;
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self.ideal_yaw =
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self.dest = trace_plane_normal;
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}
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self.ltime = time + 0.4;
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}
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thinktime self : 0.05;
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}
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*/
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void float(void)
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{
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float x_mod, y_mod, z_mod;
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vector org;
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org=self.origin;
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
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{
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if(self.velocity_x)
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self.velocity_x/=1.1;
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if(self.velocity_y)
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self.velocity_y/=1.1;
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org_z+= self.maxs_z*0.77;//float only 23% above waterlevel
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA)
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{
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// self.flags(+)FL_SWIM;
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self.flags(-)FL_ONGROUND;
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if(self.velocity_z<77)
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self.velocity_z=80;
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else
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self.velocity_z+=random(0,0.01);
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}
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else
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{
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self.velocity_z-=random(0,0.01);
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}
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if(random()<0.3)
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{
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y_mod=random(-0.15,0.15);
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if(random()<0.5)
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self.angles_y+=y_mod;
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else
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self.angles_y+=y_mod;
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}
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if(random()<0.3)
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{
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x_mod=random(-0.15,0.15);
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if(fabs(self.angles_x+x_mod)>10)
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self.angles_x-=x_mod;
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else
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self.angles_x+=x_mod;
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}
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if(random()<0.3)
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{
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z_mod=random(-0.15,0.15);
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if(fabs(self.angles_z+z_mod)>10)
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self.angles_z-=z_mod;
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else
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self.angles_z+=z_mod;
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}
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thinktime self : 0.1;
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}
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else
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{
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self.angles_z=self.angles_z=0;
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self.classname="barrel";
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self.think=barrel_check_float;
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thinktime self : 0.5;
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}
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}
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void barrel_check_float (void)
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{
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vector org;
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org=self.origin;
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if(pointcontents(org)==CONTENT_WATER||pointcontents(org)==CONTENT_SLIME||pointcontents(org)==CONTENT_LAVA&&(!self.spawnflags&BARREL_SINK))
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{
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self.classname=="barrel_floating";
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self.think=float;
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thinktime self : 0;
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}
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else
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{
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self.classname="barrel";
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self.think=barrel_check_float;
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thinktime self : 0.5;
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}
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}
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/*
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* obj_barrel_explode() -- Blows the barrel up.
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*/
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void obj_barrel_explode_go()
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{
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entity attacker;
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if(self.enemy.flags2&FL_ALIVE)//give credit to person who blew it up
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attacker=self.enemy;
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else
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attacker=self;
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T_RadiusDamage(self, attacker, 100, self);
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sound(self, CHAN_VOICE, "weapons/explode.wav", 1, ATTN_NORM);
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particleexplosion(self.origin + '0 0 83',384,60,40);
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starteffect(CE_LG_EXPLOSION , (self.absmin+self.absmax)*0.5);
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if(self.spawnflags&BARREL_RESPAWN)
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spawn_rep_barrel(self.wallspot);
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chunk_death();
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}
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void obj_barrel_explode ()
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{
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//delay so too many don't cause crash
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self.th_die=SUB_Null;
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self.takedamage = DAMAGE_NO;
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self.think=obj_barrel_explode_go;
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thinktime self : random()+0.05;
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}
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void obj_barrel_use_explode ()
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{//no delay
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self.th_die=SUB_Null;
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self.takedamage = DAMAGE_NO;
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self.think=obj_barrel_explode_go;
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thinktime self : 0;
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}
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void()monster_rat;
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void rat_spawn(float offset)
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{
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newmis=spawn();
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newmis.angles_y=self.angles_y+offset*60;
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newmis.flags2(+)FL_SUMMONED;
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if(self.target)
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newmis.target=self.target;
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makevectors(newmis.angles);
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setorigin(newmis,self.origin+v_forward*16);
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newmis.think=monster_rat;
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thinktime newmis : 0;
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}
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void barrel_die ()
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{
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self.solid=SOLID_NOT;
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if(random()<0.3||self.target!=""||self.classname=="monster_ratnest")
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{
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float r;
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r=rint(random(3,6));
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while(r>0)
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{
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rat_spawn(r);
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r-=1;
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}
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}
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if(self.spawnflags&BARREL_RESPAWN)
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spawn_rep_barrel(self.wallspot);
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if(self.classname!="monster_ratnest")
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chunk_death();
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else
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remove(self);
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}
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/*
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* obj_barrel_slide() -- Slides a barrel in the direction given in self.movedir.
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*/
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/*
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void obj_barrel_slide()
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{
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local entity victim;
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local float direction;
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//old if function, direction was null
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// if(walkmove(direction, self.count) == FALSE)
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if(!walkmove(self.cnt, self.count, FALSE))
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{
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//Is this supposed to push something else it hits?
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victim = findradius(self.origin, self.count + 38);
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while(victim)
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{
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if(victim.movetype != MOVETYPE_NONE && victim != self)
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{
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direction = vectoyaw(victim.origin - self.origin);
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if(self.cnt <= 60 && direction >= 300)
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direction -= 360;
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if(direction > self.cnt - 60 &&
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direction < self.cnt + 60)
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victim.velocity += (victim.origin - self.origin) * self.count;
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}
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victim = victim.chain;
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}
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}
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// if(!self.spawnflags & BARREL_DOWNHILL)
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// self.count -= 0.7;
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// if(self.count < 0.5)
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// self.think = obj_barrel_gravity;
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//What is this supposed to do?
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// obj_barrel_gravity();
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// reduce self.count to simulate friction, right?
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self.count = self.count - 1;
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if(self.count<=0)
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{
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self.think=SUB_Null;
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self.nextthink = -1;
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}
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else
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thinktime self : 0.05;
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}
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*/
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void obj_barrel_roll (void)
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{
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self.v_angle_y=self.angles_y;
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self.v_angle_x=self.v_angle_z=0;
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makevectors(self.v_angle);
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self.velocity-=self.movedir*self.speed;
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self.movedir=normalize(v_forward);
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self.speed/=1.01;
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self.anglespeed=self.speed/7.7;
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if(self.speed<1&&self.speed>-1)
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{
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self.velocity = '0 0 0';
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self.think = SUB_Null;
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self.nextthink = -1;
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}
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else
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{
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vector dircheck;
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// float hitcheck;
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//Rolling sound
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if(self.flags&FL_ONGROUND)
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{
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self.flags(-)FL_ONGROUND;
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self.last_onground=time;
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self.level=TRUE;
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}
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else if(self.level)
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{
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self.level=FALSE;
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self.last_onground = time - 1;
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self.speed/=2;//slow down if go off cliff, looks weird otherwise
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}
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self.velocity+=self.movedir*self.speed;
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self.angles_x-=self.anglespeed;
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self.think=obj_barrel_roll;
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thinktime self : 0.05;
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dircheck=normalize(self.velocity);
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makevectors(self.angles);
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traceline(self.origin,self.origin+dircheck*39,FALSE,self);
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if(trace_fraction==1)
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{
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traceline(self.origin+v_right*16,self.origin+v_right*16+dircheck*39,FALSE,self);
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if(trace_fraction==1)
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traceline(self.origin-v_right*16,self.origin-v_right*16+dircheck*39,FALSE,self);
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}
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if(trace_fraction<1)
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{
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sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
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self.speed*=-0.25;
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self.last_onground=time - 1;
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obj_fly_hurt(trace_ent);
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self.velocity=dircheck*self.speed;
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}
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}
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}
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/*
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* obj_barrel_shoot() -- Called when a barrel is shot.
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*/
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void obj_barrel_shoot()
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{
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sound(self,CHAN_AUTO,"fx/thngland.wav",1,ATTN_NORM); // landing thud
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// if(self.aflag)
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// return;
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/*
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self.movedir = normalize(self.origin - self.enemy.origin);
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self.velocity=self.velocity + self.movedir*self.count;
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self.avelocity_y=random(100,300);
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self.velocity_z=self.velocity_z + 50;
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if(self.velocity_z>150)
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self.velocity_z=150;
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self.flags(-)FL_ONGROUND;
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*/
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}
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/*
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* obj_barrel_use() -- Called when a barrel is triggered.
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*/
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void barrel_drop ()
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{
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self.movetype=MOVETYPE_FLYMISSILE;
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// setorigin(self,self.origin - '0 0 20');
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self.flags(-)FL_PUSH|FL_ONGROUND;
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self.velocity='0 0 -200';
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self.touch=self.th_die;
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}
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void obj_barrel_use()
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{
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// if(other.movetype == MOVETYPE_STEP)
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// obj_pull();
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// else
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obj_barrel_explode();
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}
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void spawn_barrel(float barrel_type)
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{
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self.frags=barrel_type;
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if(!self.flags2&FL_SUMMONED)
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{
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precache_model("models/barrel.mdl");
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if(barrel_type==BARREL_NORMAL)
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precache_model("models/rat.mdl");
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}
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CreateEntityNew(self,ENT_BARREL,"models/barrel.mdl",chunk_death);
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if(self.spawnflags&ON_SIDE)
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{
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self.aflag=1;
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self.frame=1;
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self.v_angle=self.angles;
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setsize(self, '-18 -13 -13','18 13 13');
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self.hull=HULL_CROUCH;
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}
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else
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setsize(self, '-13 -13 0','13 13 36');
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if (self.scale)
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self.mass *=self.scale;
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self.netname=self.classname;
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self.classname = "barrel";
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self.flags(+)FL_PUSH;
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self.touch = obj_push;
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self.th_pain = obj_barrel_shoot;
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if (barrel_type==BARREL_NORMAL)
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{
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self.th_die = barrel_die;
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self.skin=0;
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}
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else if (barrel_type==BARREL_INDESTRUCTIBLE)
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{
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self.health = 999999;
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self.th_die = SUB_Null;
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self.skin=1;
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}
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else if (barrel_type==BARREL_EXPLODING)
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{
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self.th_die = obj_barrel_explode;
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self.skin=2;
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}
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if(!self.spawnflags&BARREL_SINK)
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{
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self.think=barrel_check_float;
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thinktime self : 0;
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}
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if(pointcontents(self.origin)!=CONTENT_EMPTY&&(!self.spawnflags&BARREL_SINK))
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{
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self.classname="barrel_floating";
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self.think=float;
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thinktime self : 0;
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}
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else if(!self.flags2&FL_SUMMONED&&!self.spawnflags&BARREL_NO_DROP)
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droptofloor();
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if(self.spawnflags&DROP_USE)
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{
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self.movetype=MOVETYPE_NONE;
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self.use=barrel_drop;
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if(barrel_type==BARREL_EXPLODING)
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self.th_die=obj_barrel_use_explode;
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}
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else if(self.targetname)
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if(barrel_type==BARREL_EXPLODING)
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self.use=obj_barrel_use_explode;
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else
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self.use=self.th_die;
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if(self.spawnflags&BARREL_RESPAWN)
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self.wallspot=self.origin;
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}
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/*QUAKED obj_barrel (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
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A barrel, just a plain old barrel
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-------------------------FIELDS-------------------------
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.health - How hard it is to smash
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Default: 25
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Sinks in water
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DROP_USE - Barrel has no gravity until used, then will drop
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RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
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--------------------------------------------------------
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*/
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void obj_barrel(void)
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{
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if(self.spawnflags&DROP_USE)
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self.spawnflags(+)BARREL_NO_DROP;
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precache_sound("misc/squeak.wav");
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spawn_barrel(BARREL_NORMAL);
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self.mass = 75;
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}
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/*QUAKED obj_barrel_indestructible (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
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A barrel you just can't break
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-------------------------FIELDS-------------------------
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Sinks in water
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DROP_USE - Barrel has no gravity until used, then will drop
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RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
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--------------------------------------------------------
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*/
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void obj_barrel_indestructible(void)
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{
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if(self.spawnflags&DROP_USE)
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self.spawnflags(+)BARREL_NO_DROP;
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spawn_barrel(BARREL_INDESTRUCTIBLE);
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self.mass = 95;
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}
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/*QUAKED obj_barrel_exploding (0.3 0.1 0.6) (-13 -13 0) (13 13 36) DOWNHILL NO_DROP ON_SIDE SINK DROP_USE RESPAWN
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An exploding barrel with red XXX on the side
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WARNING!: Putting too many exploding barrels next to each other will cause a crash, there is no way around this, so if it happens, it's to be considered a Designer error!
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Putting them in lines and chains seems to be ok, as long as you don't stack them or group them too closely, more than 4 in a tight group is probably pushing it.
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-------------------------FIELDS-------------------------
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.health - How hard it is to blow up
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Default: 25
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.targetname - set a targetname on a barrel and it will not delay when it explodes (default is arandom delay to prevent too many explosions at once)
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DOWNHILL - This barrel will slide downhill with gravity.
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NO_DROP - Will not drop to floor before spawning
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ON_SIDE - Will make the barrel appear to be on it's side, the top will point right (90 degrees)
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Note- barrels on their side must be placed at least 13 units above the floor.
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SINK - Sinks in water
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DROP_USE - Barrel has no gravity until used, then will drop
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RESPAWN - Barrel will RESPAWN at it's initial origin when it is destroyed
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--------------------------------------------------------
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*/
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void obj_barrel_exploding(void)
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{
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if(self.spawnflags&DROP_USE)
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self.spawnflags(+)BARREL_NO_DROP;
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spawn_barrel(BARREL_EXPLODING);
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self.mass = 85;
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}
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void barrel_go(void)
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{
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if(self.classname=="obj_barrel_normal")
|
|
{
|
|
if(self.spawnflags&DROP_USE)
|
|
self.spawnflags(+)BARREL_NO_DROP;
|
|
spawn_barrel(BARREL_NORMAL);
|
|
self.mass = 75;
|
|
}
|
|
else if(self.classname=="obj_barrel_indestructible")
|
|
{
|
|
if(self.spawnflags&DROP_USE)
|
|
self.spawnflags(+)BARREL_NO_DROP;
|
|
spawn_barrel(BARREL_INDESTRUCTIBLE);
|
|
self.mass = 95;
|
|
}
|
|
else if(self.classname=="obj_barrel_exploding")
|
|
{
|
|
if(self.spawnflags&DROP_USE)
|
|
self.spawnflags(+)BARREL_NO_DROP;
|
|
spawn_barrel(BARREL_EXPLODING);
|
|
self.mass = 85;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* $Log: /H2 Mission Pack/HCode/barrel.hc $
|
|
*
|
|
* 7 1/26/98 12:29p Mgummelt
|
|
*
|
|
* 6 1/23/98 3:25p Mgummelt
|
|
*
|
|
* 5 1/19/98 6:20p Mgummelt
|
|
*
|
|
* 4 1/19/98 6:05p Mgummelt
|
|
*
|
|
* 3 1/14/98 7:43p Mgummelt
|
|
*
|
|
* 78 10/28/97 1:00p Mgummelt
|
|
* Massive replacement, rewrote entire code... just kidding. Added
|
|
* support for 5th class.
|
|
*
|
|
* 76 8/19/97 12:09p Mgummelt
|
|
*
|
|
* 75 8/18/97 12:52p Mgummelt
|
|
*
|
|
* 74 8/16/97 5:46p Mgummelt
|
|
*
|
|
* 73 8/14/97 1:28p Mgummelt
|
|
*
|
|
* 72 8/13/97 5:46p Mgummelt
|
|
*
|
|
* 71 8/07/97 4:15p Mgummelt
|
|
*
|
|
* 70 7/21/97 6:42p Rlove
|
|
*
|
|
* 69 7/21/97 4:03p Mgummelt
|
|
*
|
|
* 68 7/21/97 4:02p Mgummelt
|
|
*
|
|
* 67 7/15/97 8:03p Mgummelt
|
|
*
|
|
* 66 7/10/97 1:51p Mgummelt
|
|
*
|
|
* 65 7/10/97 1:46p Mgummelt
|
|
*
|
|
* 64 6/21/97 9:11a Rlove
|
|
*
|
|
* 63 6/18/97 5:59p Mgummelt
|
|
*
|
|
* 62 6/18/97 5:30p Mgummelt
|
|
*
|
|
* 61 6/18/97 4:00p Mgummelt
|
|
*
|
|
* 60 6/12/97 8:54p Mgummelt
|
|
*
|
|
* 59 6/12/97 12:16p Mgummelt
|
|
*
|
|
* 58 6/11/97 9:36p Mgummelt
|
|
*
|
|
* 57 6/03/97 10:48p Mgummelt
|
|
*
|
|
* 56 6/02/97 7:58p Mgummelt
|
|
*
|
|
* 55 6/01/97 7:32a Mgummelt
|
|
*
|
|
* 54 5/28/97 5:10p Rlove
|
|
*
|
|
* 53 5/24/97 2:42p Mgummelt
|
|
*
|
|
* 52 5/23/97 2:54p Mgummelt
|
|
*
|
|
* 51 5/22/97 6:30p Mgummelt
|
|
*
|
|
* 50 5/22/97 2:50a Mgummelt
|
|
*
|
|
* 49 5/19/97 11:36p Mgummelt
|
|
*
|
|
* 48 5/17/97 8:45p Mgummelt
|
|
*
|
|
* 47 5/15/97 3:09p Mgummelt
|
|
*
|
|
* 46 5/15/97 3:45a Mgummelt
|
|
*
|
|
* 44 5/12/97 11:11p Mgummelt
|
|
*
|
|
* 43 5/11/97 10:01p Mgummelt
|
|
*
|
|
* 42 5/11/97 7:30a Mgummelt
|
|
*
|
|
* 41 5/08/97 10:25a Rlove
|
|
* Lowered damage done by lethal exploding barrels
|
|
*
|
|
* 40 5/08/97 9:45a Rlove
|
|
* Condensed all the different barrels into three basic types.
|
|
*
|
|
* 39 5/07/97 11:12a Rjohnson
|
|
* Added a new field to walkmove and movestep to allow for setting the
|
|
* traceline info
|
|
*
|
|
* 38 5/02/97 8:06p Mgummelt
|
|
*
|
|
* 37 4/24/97 2:15p Mgummelt
|
|
*
|
|
* 36 4/21/96 1:35p Mgummelt
|
|
*
|
|
* 35 4/21/96 1:32p Mgummelt
|
|
*
|
|
* 34 4/18/97 5:24p Mgummelt
|
|
*
|
|
* 33 4/15/96 6:14p Mgummelt
|
|
*
|
|
* 32 4/10/96 2:49p Mgummelt
|
|
*
|
|
* 31 4/09/96 7:54p Mgummelt
|
|
*
|
|
* 30 4/09/96 4:43p Mgummelt
|
|
*
|
|
* 29 4/07/97 6:29p Mgummelt
|
|
*
|
|
* 28 4/07/97 5:03p Mgummelt
|
|
*
|
|
* 27 4/07/97 4:49p Mgummelt
|
|
*
|
|
* 26 4/07/97 4:48p Mgummelt
|
|
*
|
|
* 25 4/07/97 2:50p Mgummelt
|
|
*
|
|
* 24 4/05/97 6:18p Mgummelt
|
|
*
|
|
* 23 4/05/97 6:08p Mgummelt
|
|
*
|
|
* 22 4/05/97 5:56p Mgummelt
|
|
*
|
|
* 21 4/05/97 9:49a Mgummelt
|
|
*
|
|
* 20 4/04/97 4:31p Mgummelt
|
|
*
|
|
* 19 3/31/97 9:48a Aleggett
|
|
*
|
|
* 18 3/22/97 2:17p Aleggett
|
|
* Sliding barrels can push players a little
|
|
*
|
|
* 17 3/21/97 6:59p Aleggett
|
|
* Fixed radius damage for exploding barrels
|
|
*
|
|
* 16 3/21/97 5:17p Aleggett
|
|
* Further barrel enhancements
|
|
*
|
|
* 15 3/21/97 1:14p Rlove
|
|
* Adding the MOVETYPE_PUSHPULL
|
|
*
|
|
* 14 3/21/97 10:19a Rlove
|
|
* Changed obj_die calls to chunk_death
|
|
*
|
|
* 13 3/20/97 5:27p Aleggett
|
|
* Exploding barrels! What game does this remind you of?
|
|
*
|
|
* 11 3/20/97 3:12p Aleggett
|
|
* Added UNBREAKABLE flag to barrels, and variable health.
|
|
*
|
|
* 10 3/18/97 5:24p Jweier
|
|
* Added FL_PUSH to barrel
|
|
*
|
|
* 9 3/18/97 11:31a Rlove
|
|
* Added sword and boulder
|
|
*
|
|
* 8 3/13/97 9:57a Rlove
|
|
* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
|
|
* DAMAGE_NO_GRENADE
|
|
*
|
|
* 7 2/20/97 9:22a Rlove
|
|
* New blocking for barrel
|
|
*/
|