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Fix wrong monster count in city3.bsp
In city3.bsd ("Upper Palace") a hidden and unaccessible room next to the security pass exists. In this room a grenate launcher and a pack of grenates can be found. When the room is entered, two floaters are triggered nearby. This can never happen, so the player is unable to reach the goal of killing 75 monsters. Quirk around this by lowering the total number of monsters by 2. This bug has been known for a long time: - http://quake2.weiel.net/2004/Aug/26/01150ca0bb36a5f46c9cb0b154aeb8d8.html - https://groups.google.com/forum/#!topic/alt.games.quake2/W7jdIIHthrw - http://www.quake3world.com/forum/viewtopic.php?f=3&t=4733
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@ -572,6 +572,7 @@ SpawnEntities(const char *mapname, char *entities, const char *spawnpoint)
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const char *com_token;
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int i;
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float skill_level;
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static qboolean monster_count_city3 = false;
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if (!mapname || !entities || !spawnpoint)
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{
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@ -649,6 +650,21 @@ SpawnEntities(const char *mapname, char *entities, const char *spawnpoint)
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ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
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}
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/*
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* The 'monsters' count in city3.bsp is wrong.
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* There're two monsters triggered in a hidden
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* and unreachable room next to the security
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* pass.
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*
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* We need to make sure that this hack is only
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* applied once!
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*/
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if(!Q_stricmp(level.mapname, "city3") && !monster_count_city3)
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{
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level.total_monsters = level.total_monsters - 2;
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monster_count_city3 = true;
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}
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/* remove things (except the world) from
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different skill levels or deathmatch */
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if (ent != g_edicts)
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