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Adjust force powers for custom started map
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3de546a33f
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2 changed files with 21 additions and 21 deletions
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@ -14727,24 +14727,24 @@ void WP_InitForcePowers( gentity_t *ent )
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else
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{
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ent->client->ps.forcePowersKnown = ( 1 << FP_HEAL )|( 1 << FP_LEVITATION )|( 1 << FP_SPEED )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_TELEPATHY )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE )|( 1<< FP_RAGE )|( 1<< FP_DRAIN )|( 1<< FP_PROTECT )|( 1<< FP_ABSORB )|( 1<< FP_SEE );
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ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_RAGE] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_PROTECT] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_ABSORB] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_DRAIN] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_SEE] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_RAGE] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_PROTECT] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_ABSORB] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_DRAIN] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SEE] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
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}
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}
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}
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@ -8677,14 +8677,14 @@ void WP_InitForcePowers( gentity_t *ent )
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ent->client->ps.forcePowersKnown = ( 1 << FP_HEAL )|( 1 << FP_LEVITATION )|( 1 << FP_SPEED )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_TELEPATHY )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
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ent->client->ps.forcePower = ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
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ent->client->ps.forcePowerRegenDebounceTime = 0;
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ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
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ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
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ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
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if ( ent->NPC )
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@ -8693,7 +8693,7 @@ void WP_InitForcePowers( gentity_t *ent )
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}
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else
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{
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ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
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ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
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}
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ent->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
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ent->client->ps.forceGripEntityInitialDist = ENTITYNUM_NONE;
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