mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-15 09:21:55 +00:00
func_stasis_door
- Fixed bug leading to crash - Started to work door togling (just testing out a few things for now)
This commit is contained in:
parent
f6b13eb6c4
commit
43bd3c87dc
5 changed files with 53 additions and 146 deletions
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@ -120,7 +120,7 @@ LUAOBJ = \
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lzio.o
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# do cc for shared library
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DO_SOCC = $(CC) $(SOCFLAGS) -Wall -o $@ -c $<
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DO_SOCC = $(CC) $(SOCFLAGS) -Wall -g3 -o $@ -c $<
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# do cc for lua
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DO_LUACC = $(CC) -O2 -Wall $(SOCFLAGS) -DLUA_COMPAT_ALL -o $@ -c $<
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@ -10,7 +10,7 @@
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// because games can change separately from the main system version, we need a
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// second version that must match between game and cgame
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#define RPGX_VERSION "RPG-X v2.2 wc121211a"
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#define RPGX_VERSION "RPG-X v2.2 wc121211b"
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#define RPGX_COMPILEDATE "20/05/11"
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#define RPGX_COMPILEDBY "GSIO01"
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//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
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173
game/g_mover.c
173
game/g_mover.c
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@ -3353,101 +3353,6 @@ ent->n00bCount locked indicator
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#define STASIS_DOOR_OPENING 3
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#define STASIS_DOOR_OPENED 4
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void toggle_stasis_door( gentity_t *ent );
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/*
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-------------------------------------------
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block_stasis_door
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checks if someone is near the door
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-------------------------------------------
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*/
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void block_stasis_door( gentity_t *ent )
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{
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int ct = 0;
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int i;
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gentity_t *entity_list[MAX_GENTITIES];
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// Do a quick check to see if someone is close to the door...pos1 is actually the door origin
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ct = G_RadiusList( ent->pos1, 128, ent, qtrue, entity_list );
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if ( ct )
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{
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for ( i = 0; i < ct; i++ )
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{
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if ( entity_list[i]->client )
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{
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ent->nextthink = level.time + 500; //blocked, check back in .5 secs
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break;
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}
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}
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}
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else
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{
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ent->think = toggle_stasis_door;
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ent->nextthink = level.time + 50;
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}
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G_Printf( "^1Entity blockcheck\n", 0 );
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}
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/*
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-------------------------------------------
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locked_stasis_door
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checks if the door is locked and aborts if needed
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-------------------------------------------
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*/
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void locked_stasis_door( gentity_t *ent )
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{
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return; // do nothing for now
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if ( ent->n00bCount == 2)
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{
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ent->think = toggle_stasis_door;
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ent->nextthink = level.time + 50;
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}
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else
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{
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return;
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}
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G_Printf( "^1Entity lockcheck\n", 0 );
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}
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/*
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-------------------------------------------
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lockup_stasis_door
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locks the door off
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-------------------------------------------
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*/
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void lockup_stasis_door( gentity_t *ent )
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{
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return; // do nothing for now
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if ( ent->n00bCount == 2 )
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{
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ent->n00bCount = 1;
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//show darker model
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if ( ent->count == 2 ) //close door
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{
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ent->think = block_stasis_door;
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ent->nextthink = level.time + 50;
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}
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// posibly message
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}
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else if ( ent->n00bCount == 1 )
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{
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ent->n00bCount = 2;
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//show lighter model
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// posibly message
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}
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G_Printf( "^1Entity lock-toggle\n", 0 );
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}
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/*
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-------------------------------------------
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@ -3460,41 +3365,41 @@ will manage the door-toggeling
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void toggle_stasis_door( gentity_t *ent )
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{
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gentity_t *parent = ent->parent;
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ent->nextthink = -1; // prevent thinking again until this think is finished
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if ( ent->wait >= 0 )
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{
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ent->think = locked_stasis_door;
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ent->nextthink = level.time + 50;
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}
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else
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{
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ent->think = toggle_stasis_door;
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switch(ent->count) {
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parent->nextthink = -1;
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G_Printf(S_COLOR_MAGENTA"toggle_stasis_door\n");
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parent->r.contents = CONTENTS_NONE;
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parent->r.svFlags ^= SVF_NOCLIENT;
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trap_LinkEntity(parent);
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/*switch(parent->count) {
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case STASIS_DOOR_CLOSED: // then go to opening state
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G_AddEvent(ent, EV_STASIS_DOOR_OPENING, 0); // send event to client
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ent->count = STASIS_DOOR_OPENING;
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ent->nextthink = level.time + 1000;
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_CLOSED\n");
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G_AddEvent(parent, EV_STASIS_DOOR_OPENING, 0); // send event to client
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parent->count = STASIS_DOOR_OPENING;
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parent->nextthink = level.time + 1000;
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break;
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case STASIS_DOOR_CLOSING: // then go to closed state
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G_AddEvent(ent, EV_STASIS_DOOR_CLOSED, 0); // send event to client
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trap_LinkEntity(ent); // link entity again
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trap_AdjustAreaPortalState(ent, qfalse); // close AP
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ent->count = STASIS_DOOR_CLOSED;
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_CLOSING\n");
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G_AddEvent(parent, EV_STASIS_DOOR_CLOSED, 0); // send event to client
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trap_LinkEntity(parent); // link entity again
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trap_AdjustAreaPortalState(parent, qfalse); // close AP
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parent->count = STASIS_DOOR_CLOSED;
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break;
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case STASIS_DOOR_OPENED: // then go to closing state
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G_AddEvent(ent, EV_STASIS_DOOR_CLOSING, 0); // send event to client
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trap_UnlinkEntity(ent); // unlink entity
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ent->count = STASIS_DOOR_CLOSING;
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ent->nextthink = level.time + 1000;
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_OPENED\n");
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G_AddEvent(parent, EV_STASIS_DOOR_CLOSING, 0); // send event to client
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trap_UnlinkEntity(parent); // unlink entity
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parent->count = STASIS_DOOR_CLOSING;
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parent->nextthink = level.time + 1000;
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break;
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case STASIS_DOOR_OPENING: // then go to opened state
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G_AddEvent(ent, EV_STASIS_DOOR_OPEN, 0); // send event to client
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trap_AdjustAreaPortalState(ent, qtrue); // open AP
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ent->count = STASIS_DOOR_OPENED;
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_OPENING\n");
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G_AddEvent(parent, EV_STASIS_DOOR_OPEN, 0); // send event to client
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trap_AdjustAreaPortalState(parent, qtrue); // open AP
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parent->count = STASIS_DOOR_OPENED;
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break;
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}
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}
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G_Printf( "^1Entity toggeling\n", 0 );
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}*/
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}
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/*
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-------------------------------------------
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@ -3507,6 +3412,7 @@ will be called when the entity is used
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void use_stasis_door(gentity_t *ent, gentity_t *other, gentity_t *activator)
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{
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return;
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if(!Q_stricmp(activator->target, ent->targetname))
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{
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ent->think = toggle_stasis_door;
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@ -3514,10 +3420,9 @@ void use_stasis_door(gentity_t *ent, gentity_t *other, gentity_t *activator)
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}
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else if(!Q_stricmp(activator->target, ent->swapname))
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{
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ent->think = locked_stasis_door;
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ent->nextthink = level.time + 50;
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//ent->think = locked_stasis_door;
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ent->nextthink = level.time + 100;
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}
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G_Printf( "^1Entity used\n", 0 );
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}
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/*
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-------------------------------------------
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@ -3530,14 +3435,14 @@ triggers the door on touch
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void touch_stasis_door( gentity_t *ent, gentity_t *other, trace_t *trace )
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{
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// The door is solid so it's ok to open it, otherwise,
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// the door is already open and we don't need to bother with the state change
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if ( other->parent->count == 1 )
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if ( other->client && ent->parent->count == STASIS_DOOR_CLOSED )
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{
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ent->think = toggle_stasis_door;
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ent->nextthink = level.time + 50;
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}
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G_Printf( "^1Entity touched\n", 0 );
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}
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/*
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@ -3554,10 +3459,12 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
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vec3_t mins, maxs;
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int i, best;
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if (ent->wait == -1) return;
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if(!ent) return;
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// prevent me from thinking again
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ent->nextthink = -1;
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// set all of the slaves as shootable
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for ( other = ent ; other ; other = other->teamchain ) {
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other->takedamage = qtrue;
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}
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// find the bounds of everything on the team
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VectorCopy (ent->r.absmin, mins);
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@ -3580,6 +3487,7 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
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// create a trigger with this size
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other = G_Spawn ();
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G_SetOrigin(other, ent->s.origin);
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VectorCopy (mins, other->r.mins);
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VectorCopy (maxs, other->r.maxs);
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other->parent = ent;
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@ -3587,7 +3495,8 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
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other->touch = touch_stasis_door;
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trap_LinkEntity (other);
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G_Printf( "^1Spawnage complete\n", 0 );
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ent->count = STASIS_DOOR_CLOSED;
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}
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//-------------------------------------------
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@ -3621,7 +3530,7 @@ void SP_func_stasis_door( gentity_t *ent )
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ent->nextthink = level.time + 50 * 5; // give the target a chance to spawn in
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ent->use = use_stasis_door;
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ent->count = 1;
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ent->count = -1;
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if (!ent->wait)
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{
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ent->wait = 5;
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@ -3640,6 +3549,4 @@ void SP_func_stasis_door( gentity_t *ent )
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G_AddEvent(ent, EV_STASIS_DOOR_SETUP, 0);
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trap_LinkEntity (ent);
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G_Printf( "^1Spawnage in progress\n", 0 );
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}
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@ -1,5 +1,5 @@
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// Current version of holomatch game
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#define Q3_VERSION "RPG-X v2.2 wc121211a"
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#define Q3_VERSION "RPG-X v2.2 wc121211b"
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// end
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BIN
stefgame.suo
BIN
stefgame.suo
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