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1 changed files with 13 additions and 8 deletions
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@ -50,7 +50,7 @@ void spark_link( gentity_t *ent )
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{
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ent->s.time2 = (int)ent->wait;
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if ( ent->target )
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if ( ent->target != NULL && ent->target[0] != 0 )
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{
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// try to use the target to orient me.
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gentity_t *target = NULL;
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@ -138,11 +138,11 @@ which means it sends 10 times the information that an untoggleable steam will se
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void steam_think( gentity_t *ent )
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{
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G_AddEvent( ent, EV_FX_STEAM, 0 );
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if(ent->targetname) //toggleable effect needs to be updated more often
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if(ent->targetname != NULL && ent->targetname[0] != 0) { //toggleable effect needs to be updated more often
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ent->nextthink = level.time + 1000;
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else
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} else {
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ent->nextthink = level.time + 10000; // send a refresh message every 10 seconds
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}
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// FIXME: This may be a bit weird for steam bursts*/
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// If a fool gets in the bolt path, zap 'em
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@ -201,7 +201,7 @@ void steam_link( gentity_t *ent )
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gentity_t *target = NULL;
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vec3_t dir;
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if (ent->target)
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if (ent->target != NULL && ent->target[0] != 0)
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{
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target = G_Find (target, FOFS(targetname), ent->target);
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}
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@ -229,10 +229,11 @@ void steam_link( gentity_t *ent )
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VectorCopy( target->s.origin, ent->s.origin2 );
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SnapVector(ent->s.origin2);
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if(ent->targetname) // toggleable steam needs to be updated more often
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if(ent->targetname != NULL && ent->targetname[0] != 0) { // toggleable steam needs to be updated more often
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ent->s.time = 1000;
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else
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} else {
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ent->s.time = 10000;
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}
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ent->use = steam_use;
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@ -253,7 +254,11 @@ void steam_link( gentity_t *ent )
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// This is used as the toggle switch
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if(ent->targetname != 0) {
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ent->count = (int)(!(ent->spawnflags & STEAM_STARTOFF));
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if((ent->spawnflags & STEAM_STARTOFF) == 0) {
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ent->count = 1;
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} else {
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ent->count = 0;
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}
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}
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}
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