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https://github.com/ReactionQuake3/reaction.git
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Health functionality for movers should be complete now
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parent
a8a985465f
commit
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5 changed files with 35 additions and 70 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.100 2002/06/21 15:04:55 makro
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// Health functionality for movers should be complete now
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//
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// Revision 1.99 2002/06/20 22:32:43 jbravo
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// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
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// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
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@ -1796,19 +1799,13 @@ void G_Damage(gentity_t * targ, gentity_t * inflictor, gentity_t * attacker,
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// Makro - we should change some more stuff in here
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// shootable doors / buttons don't actually have any health
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if (targ->s.eType == ET_MOVER && targ->health < 0) {
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// Makro - they do now !
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if (targ->s.eType == ET_MOVER && targ->health <= 0) {
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if (targ->use
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&& (targ->moverState == MOVER_POS1 || targ->moverState == ROTATOR_POS1 || (targ->spawnflags & 8))) {
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targ->use(targ, inflictor, attacker);
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}
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/*
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//use the targets of the team master
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if (targ->teammaster && targ->teammaster != targ) {
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G_UseTargets(targ->teammaster, attacker);
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}
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//use own targets
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G_UseTargets(targ, attacker);
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*/
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targ->health = targ->health_saved;
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return;
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}
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//Elder: from action source
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.48 2002/06/21 15:04:55 makro
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// Health functionality for movers should be complete now
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//
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// Revision 1.47 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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@ -1033,6 +1036,11 @@ void InitMover(gentity_t * ent)
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if (G_SpawnString("noise", "100", &sound)) {
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ent->s.loopSound = G_SoundIndex(sound);
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}
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//Makro - added
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G_SpawnInt("health", "0", &ent->health);
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ent->health_saved = ent->health;
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// if the "color" or "light" keys are set, setup constantLight
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lightSet = G_SpawnFloat("light", "100", &light);
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colorSet = G_SpawnVector("color", "1 1 1", color);
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@ -1457,11 +1465,13 @@ void SP_func_door(gentity_t * ent)
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InitMover(ent);
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if (!(ent->flags & FL_TEAMSLAVE)) {
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int health;
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//int health;
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int noSpecs = 0;
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G_SpawnInt("health", "0", &health);
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if (health) {
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//G_SpawnInt("health", "0", &ent->health);
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//Makro - added
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//ent->health_saved = ent->health;
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if (ent->health) {
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ent->takedamage = qtrue;
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}
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//Makro - some doors don't need spectator triggers
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@ -1599,11 +1609,13 @@ void SP_func_door_rotating(gentity_t * ent)
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InitRotator(ent);
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if (!(ent->flags & FL_TEAMSLAVE)) {
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int health;
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//int health;
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int noSpecs = 0;
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G_SpawnInt("health", "0", &health);
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if (health) {
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//G_SpawnInt("health", "0", &ent->health);
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//Makro - added
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//ent->health_saved = ent->health;
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if (ent->health) {
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ent->takedamage = qtrue;
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}
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//Makro - some doors don't need spectator triggers
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.112 2002/06/21 15:04:55 makro
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// Health functionality for movers should be complete now
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//
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// Revision 1.111 2002/06/20 22:32:43 jbravo
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// Added last damaged player and fixed a test2 model problem (atrimum my ass :)
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// Changed g_RQ3_printOwnObits to g_RQ3_showOwnKills and it also controls $K
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@ -615,9 +618,13 @@ void CleanLevel()
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if (!ent->item) {
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if (!ent->classname)
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continue;
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//Makro - reset func_statics each round
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if (!Q_stricmp(ent->classname, "func_static")) {
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ent->count = (ent->spawnflags & 1);
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ent->use(ent, NULL, NULL);
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//Makro - reset door health each round
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} else if (ent->s.eType == ET_MOVER && ent->takedamage) {
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ent->health = ent->health_saved;
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}
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continue;
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}
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@ -386,5 +386,9 @@ SOURCE=.\zcam.h
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
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# End Group
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# Begin Source File
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SOURCE=..\ChangeLog
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# End Source File
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# End Target
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# End Project
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@ -6,61 +6,6 @@
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--------------------Configuration: game - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPA71.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\ai_dmq3.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPA71.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPA72.tmp" with contents
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[
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kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
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\reactionoutput\ai_chat.obj
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\reactionoutput\ai_cmd.obj
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\reactionoutput\ai_dmnet.obj
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\reactionoutput\ai_dmq3.obj
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\reactionoutput\ai_main.obj
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\reactionoutput\ai_team.obj
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\reactionoutput\ai_vcmd.obj
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\reactionoutput\bg_misc.obj
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\reactionoutput\bg_pmove.obj
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\reactionoutput\bg_slidemove.obj
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\reactionoutput\g_active.obj
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\reactionoutput\g_arenas.obj
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\reactionoutput\g_bot.obj
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\reactionoutput\g_client.obj
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\reactionoutput\g_cmds.obj
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\reactionoutput\g_combat.obj
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\reactionoutput\g_fileio.obj
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\reactionoutput\g_items.obj
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\reactionoutput\g_main.obj
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\reactionoutput\g_matchmode.obj
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\reactionoutput\g_mem.obj
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\reactionoutput\g_misc.obj
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\reactionoutput\g_missile.obj
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\reactionoutput\g_mover.obj
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\reactionoutput\g_session.obj
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\reactionoutput\g_spawn.obj
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\reactionoutput\g_svcmds.obj
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\reactionoutput\g_syscalls.obj
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\reactionoutput\g_target.obj
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\reactionoutput\g_team.obj
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\reactionoutput\g_teamplay.obj
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\reactionoutput\g_trigger.obj
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\reactionoutput\g_utils.obj
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\reactionoutput\g_weapon.obj
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\reactionoutput\q_math.obj
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\reactionoutput\q_shared.obj
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\reactionoutput\rxn_game.obj
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\reactionoutput\zcam.obj
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\reactionoutput\zcam_target.obj
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]
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Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSPA72.tmp"
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<h3>Output Window</h3>
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Compiling...
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ai_dmq3.c
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Linking...
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Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
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