mirror of
https://github.com/yquake2/xatrix.git
synced 2025-02-24 04:41:58 +00:00
Easier handling of skill levels by using defines instead of numbers
This commit is contained in:
parent
843f8e504b
commit
f0c3f764ee
29 changed files with 71 additions and 65 deletions
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@ -733,7 +733,7 @@ M_CheckAttack(edict_t *self)
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if (enemy_range == RANGE_MELEE)
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{
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/* don't always melee in easy mode */
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if ((skill->value == 0) && (rand() & 3))
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if ((skill->value == SKILL_EASY) && (rand() & 3))
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{
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return false;
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}
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@ -783,11 +783,11 @@ M_CheckAttack(edict_t *self)
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return false;
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}
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if (skill->value == 0)
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if (skill->value == SKILL_EASY)
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{
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chance *= 0.5;
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}
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else if (skill->value >= 2)
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else if (skill->value >= SKILL_HARD)
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{
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chance *= 2;
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}
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@ -531,7 +531,7 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
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meansOfDeath = mod;
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/* easy mode takes half damage */
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if ((skill->value == 0) && (deathmatch->value == 0) && targ->client)
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if ((skill->value == SKILL_EASY) && (deathmatch->value == 0) && targ->client)
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{
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damage *= 0.5;
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@ -676,7 +676,7 @@ T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir,
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targ->pain(targ, attacker, knockback, take);
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/* nightmare mode monsters don't go into pain frames often */
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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targ->pain_debounce_time = level.time + 5;
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}
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@ -186,8 +186,8 @@ Pickup_Powerup(edict_t *ent, edict_t *other)
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quantity = other->client->pers.inventory[ITEM_INDEX(ent->item)];
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if (((skill->value == 1) &&
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(quantity >= 2)) || ((skill->value >= 2) && (quantity >= 1)))
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if (((skill->value == SKILL_MEDIUM) &&
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(quantity >= 2)) || ((skill->value >= SKILL_HARD) && (quantity >= 1)))
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{
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return false;
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}
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@ -720,12 +720,12 @@ SpawnEntities(const char *mapname, char *entities, const char *spawnpoint)
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else
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{
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if (Spawn_CheckCoop_MapHacks(ent) || (
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((skill->value == 0) &&
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((skill->value == SKILL_EASY) &&
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(ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
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((skill->value == 1) &&
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((skill->value == SKILL_MEDIUM) &&
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(ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
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(((skill->value == 2) ||
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(skill->value == 3)) &&
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(((skill->value == SKILL_HARD) ||
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(skill->value == SKILL_HARDPLUS)) &&
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(ent->spawnflags & SPAWNFLAG_NOT_HARD)))
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)
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{
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@ -28,7 +28,7 @@ check_dodge(edict_t *self, vec3_t start, vec3_t dir, int speed)
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}
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/* easy mode only ducks one quarter the time */
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if (skill->value == 0)
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if (skill->value == SKILL_EASY)
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{
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if (random() > 0.25)
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{
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@ -479,6 +479,12 @@ extern int gibsthisframe;
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#define MOD_TRAP 39
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#define MOD_FRIENDLY_FIRE 0x8000000
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/* Easier handling of AI skill levels */
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#define SKILL_EASY 0
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#define SKILL_MEDIUM 1
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#define SKILL_HARD 2
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#define SKILL_HARDPLUS 3
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extern int meansOfDeath;
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extern edict_t *g_edicts;
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@ -382,7 +382,7 @@ berserk_pain(edict_t *self, edict_t *other /* unsued */,
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self->pain_debounce_time = level.time + 3;
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -581,7 +581,7 @@ jorg_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -720,7 +720,7 @@ makron_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -575,7 +575,7 @@ boss5_pain(edict_t *self, edict_t *other /* unused */,
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}
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/* Don't go into pain if he's firing his rockets */
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if (skill->value >= 2)
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if (skill->value >= SKILL_HARD)
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{
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if ((self->s.frame >= FRAME_attak2_1) &&
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(self->s.frame <= FRAME_attak2_14))
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@ -526,7 +526,7 @@ brain_tentacle_attack(edict_t *self)
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VectorSet(aim, MELEE_DISTANCE, 0, 8);
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if (fire_hit(self, aim, (10 + (rand() % 5)), -600) && (skill->value > 0))
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if (fire_hit(self, aim, (10 + (rand() % 5)), -600) && (skill->value > SKILL_EASY))
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{
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self->spawnflags |= 65536;
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}
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@ -952,7 +952,7 @@ brain_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -355,7 +355,7 @@ chick_pain(edict_t *self, edict_t *other /* unused */,
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gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -307,7 +307,7 @@ flipper_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -701,7 +701,7 @@ floater_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -734,7 +734,7 @@ flyer_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -1806,7 +1806,7 @@ gekk_dodge(edict_t *self, edict_t *attacker, float eta)
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return;
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}
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if (skill->value == 0)
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if (skill->value == SKILL_EASY)
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{
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r = random();
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@ -1825,7 +1825,7 @@ gekk_dodge(edict_t *self, edict_t *attacker, float eta)
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self->monsterinfo.pausetime = level.time + eta + 0.3;
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r = random();
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if (skill->value == 1)
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if (skill->value == SKILL_MEDIUM)
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{
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if (r > 0.33)
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{
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@ -1857,7 +1857,7 @@ gekk_dodge(edict_t *self, edict_t *attacker, float eta)
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return;
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}
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if (skill->value == 2)
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if (skill->value == SKILL_HARD)
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{
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if (r > 0.66)
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{
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@ -253,7 +253,7 @@ gladbGun_check(edict_t *self)
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return;
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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gladbGun(self);
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}
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@ -360,7 +360,7 @@ gladiator_pain(edict_t *self, edict_t *other /* unused */,
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -379,7 +379,7 @@ gunner_pain(edict_t *self, edict_t *other /* unused */,
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gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -494,7 +494,7 @@ gunner_duck_down(edict_t *self)
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self->monsterinfo.aiflags |= AI_DUCKED;
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if (skill->value >= 2)
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if (skill->value >= SKILL_HARD)
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{
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if (random() > 0.5)
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{
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@ -630,7 +630,7 @@ hover_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -269,7 +269,7 @@ infantry_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -662,7 +662,7 @@ insane_pain(edict_t *self, edict_t *other /* unused */,
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/* suppress screaming and moaning for 1 second so pain sound plays */
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self->fly_sound_debounce_time = level.time + 1;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -407,7 +407,7 @@ medic_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -358,7 +358,7 @@ mutant_check_refire(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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{
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self->monsterinfo.nextframe = FRAME_attack09;
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}
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@ -674,7 +674,7 @@ mutant_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -422,7 +422,7 @@ parasite_pain(edict_t *self, edict_t *other /* unused */,
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self->pain_debounce_time = level.time + 3;
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -463,7 +463,7 @@ soldier_pain(edict_t *self, edict_t *other /* unused */,
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return;
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -631,7 +631,7 @@ soldier_attack1_refire1(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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{
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self->monsterinfo.nextframe = FRAME_attak102;
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}
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@ -659,7 +659,7 @@ soldier_attack1_refire2(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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{
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self->monsterinfo.nextframe = FRAME_attak102;
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}
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@ -716,7 +716,7 @@ soldier_attack2_refire1(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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{
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self->monsterinfo.nextframe = FRAME_attak204;
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}
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@ -744,7 +744,7 @@ soldier_attack2_refire2(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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{
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self->monsterinfo.nextframe = FRAME_attak204;
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}
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@ -913,7 +913,7 @@ soldier_attack6_refire(edict_t *self)
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return;
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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self->monsterinfo.nextframe = FRAME_runs03;
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}
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@ -985,7 +985,7 @@ soldier_sight(edict_t *self, edict_t *other /* unused */)
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gi.sound(self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
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}
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if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
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if ((skill->value > SKILL_EASY) && (range(self, self->enemy) >= RANGE_MID))
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{
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if (random() > 0.5)
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{
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@ -1050,7 +1050,7 @@ soldier_dodge(edict_t *self, edict_t *attacker, float eta)
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FoundTarget(self);
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}
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if (skill->value == 0)
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if (skill->value == SKILL_EASY)
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{
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self->monsterinfo.currentmove = &soldier_move_duck;
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return;
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@ -1059,7 +1059,7 @@ soldier_dodge(edict_t *self, edict_t *attacker, float eta)
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self->monsterinfo.pausetime = level.time + eta + 0.3;
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r = random();
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if (skill->value == 1)
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if (skill->value == SKILL_MEDIUM)
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{
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if (r > 0.33)
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{
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@ -1073,7 +1073,7 @@ soldier_dodge(edict_t *self, edict_t *attacker, float eta)
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return;
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}
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if (skill->value >= 2)
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if (skill->value >= SKILL_HARD)
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{
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if (r > 0.66)
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{
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@ -2049,7 +2049,7 @@ soldierh_pain(edict_t *self, edict_t *other /* unused */,
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return;
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}
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if (skill->value == 3)
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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@ -2281,7 +2281,7 @@ soldierh_attack1_refire1(edict_t *self)
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return;
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}
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if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
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if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
|
||||
{
|
||||
self->monsterinfo.nextframe = FRAME_attak102;
|
||||
}
|
||||
|
@ -2309,7 +2309,7 @@ soldierh_attack1_refire2(edict_t *self)
|
|||
return;
|
||||
}
|
||||
|
||||
if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
|
||||
if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
|
||||
{
|
||||
self->monsterinfo.nextframe = FRAME_attak102;
|
||||
}
|
||||
|
@ -2431,7 +2431,7 @@ soldierh_attack2_refire1(edict_t *self)
|
|||
return;
|
||||
}
|
||||
|
||||
if (((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
|
||||
if (((skill->value == SKILL_HARDPLUS) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
|
||||
{
|
||||
self->monsterinfo.nextframe = FRAME_attak204;
|
||||
}
|
||||
|
@ -2459,7 +2459,7 @@ soldierh_attack2_refire2(edict_t *self)
|
|||
return;
|
||||
}
|
||||
|
||||
if (((skill->value == 3) &&
|
||||
if (((skill->value == SKILL_HARDPLUS) &&
|
||||
(random() < 0.5)) ||
|
||||
((range(self, self->enemy) == RANGE_MELEE) && (self->s.skinnum < 4)))
|
||||
{
|
||||
|
@ -2630,7 +2630,7 @@ soldierh_attack6_refire(edict_t *self)
|
|||
return;
|
||||
}
|
||||
|
||||
if (skill->value == 3)
|
||||
if (skill->value == SKILL_HARDPLUS)
|
||||
{
|
||||
self->monsterinfo.nextframe = FRAME_runs03;
|
||||
}
|
||||
|
@ -2702,7 +2702,7 @@ soldierh_sight(edict_t *self, edict_t *other /* unused */)
|
|||
gi.sound(self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
|
||||
}
|
||||
|
||||
if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
|
||||
if ((skill->value > SKILL_EASY) && (range(self, self->enemy) >= RANGE_MID))
|
||||
{
|
||||
if (random() > 0.5)
|
||||
{
|
||||
|
@ -2773,7 +2773,7 @@ soldierh_dodge(edict_t *self, edict_t *attacker, float eta)
|
|||
self->enemy = attacker;
|
||||
}
|
||||
|
||||
if (skill->value == 0)
|
||||
if (skill->value == SKILL_EASY)
|
||||
{
|
||||
self->monsterinfo.currentmove = &soldierh_move_duck;
|
||||
return;
|
||||
|
@ -2782,7 +2782,7 @@ soldierh_dodge(edict_t *self, edict_t *attacker, float eta)
|
|||
self->monsterinfo.pausetime = level.time + eta + 0.3;
|
||||
r = random();
|
||||
|
||||
if (skill->value == 1)
|
||||
if (skill->value == SKILL_MEDIUM)
|
||||
{
|
||||
if (r > 0.33)
|
||||
{
|
||||
|
@ -2796,7 +2796,7 @@ soldierh_dodge(edict_t *self, edict_t *attacker, float eta)
|
|||
return;
|
||||
}
|
||||
|
||||
if (skill->value >= 2)
|
||||
if (skill->value >= SKILL_HARD)
|
||||
{
|
||||
if (r > 0.66)
|
||||
{
|
||||
|
|
|
@ -574,7 +574,7 @@ supertank_pain(edict_t *self, edict_t *other /* unused */,
|
|||
}
|
||||
|
||||
/* Don't go into pain if he's firing his rockets */
|
||||
if (skill->value >= 2)
|
||||
if (skill->value >= SKILL_HARD)
|
||||
{
|
||||
if ((self->s.frame >= FRAME_attak2_1) &&
|
||||
(self->s.frame <= FRAME_attak2_14))
|
||||
|
@ -585,7 +585,7 @@ supertank_pain(edict_t *self, edict_t *other /* unused */,
|
|||
|
||||
self->pain_debounce_time = level.time + 3;
|
||||
|
||||
if (skill->value == 3)
|
||||
if (skill->value == SKILL_HARDPLUS)
|
||||
{
|
||||
return; /* no pain anims in nightmare */
|
||||
}
|
||||
|
|
|
@ -372,7 +372,7 @@ tank_pain(edict_t *self, edict_t *other /* other */,
|
|||
}
|
||||
|
||||
/* If hard or nightmare, don't go into pain while attacking */
|
||||
if (skill->value >= 2)
|
||||
if (skill->value >= SKILL_HARD)
|
||||
{
|
||||
if ((self->s.frame >= FRAME_attak301) &&
|
||||
(self->s.frame <= FRAME_attak330))
|
||||
|
@ -390,7 +390,7 @@ tank_pain(edict_t *self, edict_t *other /* other */,
|
|||
self->pain_debounce_time = level.time + 3;
|
||||
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
|
||||
|
||||
if (skill->value == 3)
|
||||
if (skill->value == SKILL_HARDPLUS)
|
||||
{
|
||||
return; /* no pain anims in nightmare */
|
||||
}
|
||||
|
@ -613,7 +613,7 @@ tank_reattack_blaster(edict_t *self)
|
|||
return;
|
||||
}
|
||||
|
||||
if (skill->value >= 2)
|
||||
if (skill->value >= SKILL_HARD)
|
||||
{
|
||||
if (visible(self, self->enemy))
|
||||
{
|
||||
|
@ -821,7 +821,7 @@ tank_refire_rocket(edict_t *self)
|
|||
}
|
||||
|
||||
/* Only on hard or nightmare */
|
||||
if (skill->value >= 2)
|
||||
if (skill->value >= SKILL_HARD)
|
||||
{
|
||||
if (self->enemy->health > 0)
|
||||
{
|
||||
|
|
|
@ -309,15 +309,15 @@ HelpComputerMessage(edict_t *ent)
|
|||
return;
|
||||
}
|
||||
|
||||
if (skill->value == 0)
|
||||
if (skill->value == SKILL_EASY)
|
||||
{
|
||||
sk = "easy";
|
||||
}
|
||||
else if (skill->value == 1)
|
||||
else if (skill->value == SKILL_MEDIUM)
|
||||
{
|
||||
sk = "medium";
|
||||
}
|
||||
else if (skill->value == 2)
|
||||
else if (skill->value == SKILL_HARD)
|
||||
{
|
||||
sk = "hard";
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue