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https://github.com/yquake2/yquake2remaster.git
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Fix for insane marines not always playing pain sounds
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parent
990e4f6989
commit
80c9976899
1 changed files with 22 additions and 5 deletions
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@ -27,6 +27,8 @@
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#include "../../header/local.h"
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#include "insane.h"
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#define SPAWNFLAG_CRUSIFIED 8
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static int sound_fist;
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static int sound_shake;
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static int sound_moan;
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@ -62,6 +64,12 @@ insane_moan(edict_t *self)
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return;
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}
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/* suppress screaming so pain sound can play */
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if (self->delay > level.time)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_moan, 1, ATTN_IDLE, 0);
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}
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@ -73,6 +81,12 @@ insane_scream(edict_t *self)
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return;
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}
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/* suppress screaming so pain sound can play */
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if (self->delay > level.time)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_scream[randk() % 8], 1, ATTN_IDLE, 0);
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}
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@ -682,13 +696,16 @@ insane_pain(edict_t *self, edict_t *other /* unused */,
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gi.sound(self, CHAN_VOICE, gi.soundindex(va("player/male/pain%i_%i.wav",
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l, r)), 1, ATTN_IDLE, 0);
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/* suppress screaming and moaning for 1 second so pain sound plays */
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self->delay = level.time + 1;
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if (skill->value == 3)
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{
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return; /* no pain anims in nightmare */
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}
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/* Don't go into pain frames if crucified. */
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if (self->spawnflags & 8)
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if (self->spawnflags & SPAWNFLAG_CRUSIFIED)
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{
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self->monsterinfo.currentmove = &insane_move_struggle_cross;
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return;
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@ -772,7 +789,7 @@ insane_stand(edict_t *self)
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return;
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}
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if (self->spawnflags & 8) /* If crucified */
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if (self->spawnflags & SPAWNFLAG_CRUSIFIED) /* If crucified */
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{
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self->monsterinfo.currentmove = &insane_move_cross;
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self->monsterinfo.aiflags |= AI_STAND_GROUND;
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@ -801,7 +818,7 @@ insane_dead(edict_t *self)
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return;
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}
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if (self->spawnflags & 8)
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if (self->spawnflags & SPAWNFLAG_CRUSIFIED)
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{
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self->flags |= FL_FLY;
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}
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@ -862,7 +879,7 @@ insane_die(edict_t *self, edict_t *inflictor /* unused */,
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if (self->spawnflags & 8)
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if (self->spawnflags & SPAWNFLAG_CRUSIFIED)
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{
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insane_dead(self);
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}
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@ -945,7 +962,7 @@ SP_misc_insane(edict_t *self)
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self->monsterinfo.scale = MODEL_SCALE;
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if (self->spawnflags & 8) /* Crucified ? */
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if (self->spawnflags & SPAWNFLAG_CRUSIFIED) /* Crucified ? */
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{
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VectorSet(self->mins, -16, 0, 0);
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VectorSet(self->maxs, 16, 8, 32);
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