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Rename teleport_time to last_sound time
teleport_time has nothing to do with teleports, it's just the time since the last player sound. Rename it accordingly. This was suggest by maraakate in yquake2 issue #162.
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3 changed files with 3 additions and 3 deletions
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@ -884,7 +884,7 @@ ai_checkattack(edict_t *self, float dist)
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if (!visible(self, self->goalentity) && (self->monsterinfo.aiflags & AI_SOUND_TARGET))
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if (!visible(self, self->goalentity) && (self->monsterinfo.aiflags & AI_SOUND_TARGET))
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{
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{
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if ((level.time - self->enemy->teleport_time) > 5.0)
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if ((level.time - self->enemy->last_sound_time) > 5.0)
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{
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{
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if (self->goalentity == self->enemy)
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if (self->goalentity == self->enemy)
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{
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{
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@ -1069,7 +1069,7 @@ struct edict_s
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float delay; /* before firing targets */
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float delay; /* before firing targets */
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float random;
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float random;
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float teleport_time;
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float last_sound_time;
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int watertype;
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int watertype;
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int waterlevel;
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int waterlevel;
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@ -119,7 +119,7 @@ PlayerNoise(edict_t *who, vec3_t where, int type)
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VectorCopy(where, noise->s.origin);
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VectorCopy(where, noise->s.origin);
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VectorSubtract(where, noise->maxs, noise->absmin);
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VectorSubtract(where, noise->maxs, noise->absmin);
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VectorAdd(where, noise->maxs, noise->absmax);
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VectorAdd(where, noise->maxs, noise->absmax);
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noise->teleport_time = level.time;
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noise->last_sound_time = level.time;
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gi.linkentity(noise);
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gi.linkentity(noise);
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}
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}
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