Added item_suit and item_longjump... they do not do anything interesting yet. Decals: Added glass break decals upon impact Damage: Brush-entity radius damage should to work better now Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
59 lines
1.4 KiB
C
59 lines
1.4 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/* This really shouldn't be here, but it'll be fine for the time being */
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.int initedsci;
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float Scientist_PreDraw(void)
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{
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/* Only do this once whenever the ent pops into view */
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if (!self.initedsci) {
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setcustomskin(self, "", sprintf("geomset 1 %d\n", self.colormod[0]));
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self.initedsci = TRUE;
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}
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/* HACK: We're abusing this networked field, so reset */
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self.colormod = [0,0,0];
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addentity(self);
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return PREDRAW_NEXT;
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}
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float Scientist_Update(float new)
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{
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if (new) {
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self.predraw = Scientist_PreDraw;
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self.drawmask = MASK_ENGINE;
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}
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return TRUE;
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}
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/*
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=================
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Client_Init
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Comparable to worldspawn in SSQC in that it's mostly used for precaches
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=================
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*/
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void Client_Init(float apilevel, string enginename, float engineversion)
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{
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precache_model("sprites/640hud1.spr");
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precache_model("sprites/640hud2.spr");
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precache_model("sprites/640hud3.spr");
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precache_model("sprites/640hud4.spr");
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precache_model("sprites/640hud5.spr");
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precache_model("sprites/640hud6.spr");
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precache_model("sprites/chainsaw.spr");
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precache_model("sprites/hammer.spr");
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precache_model("sprites/w_cannon.spr");
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/* FIXME: Replace with manual networking once I've got time? */
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deltalisten("models/scientist.mdl", Scientist_Update, 0);
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}
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void Game_RendererRestarted(string rstr)
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{
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}
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