Console warning and fix for triggered monsters with no targetname

This commit is contained in:
BjossiAlfreds 2021-03-28 17:16:36 +00:00
parent 11bcb785d0
commit fe517fd755
5 changed files with 19 additions and 0 deletions

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@ -144,6 +144,12 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
set to `0` footstep sounds are never generated. Cheat protected to
`1`.
* **g_fix_triggered**: This cvar, when set to `1`, forces monsters to
spawn in normally if they are set to a triggered spawn but do not
have a targetname. There are a few cases of this in GroundZero and
The Reckoning. This cvar is disabled by default to maintain the
original gameplay experience.
* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
availability of the Disruptor weapon to players. The Disruptor is
a weapon that was cut from Ground Zero during development but all

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@ -55,6 +55,7 @@ cvar_t *maxentities;
cvar_t *g_select_empty;
cvar_t *dedicated;
cvar_t *g_footsteps;
cvar_t *g_fix_triggered;
cvar_t *filterban;

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@ -774,6 +774,16 @@ monster_start(edict_t *self)
self->spawnflags |= 1;
}
if ((self->spawnflags & 2) && !self->targetname)
{
if (g_fix_triggered->value)
{
self->spawnflags &= ~2;
}
gi.dprintf ("triggered %s at %s has no targetname\n", self->classname, vtos (self->s.origin));
}
if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
{
level.total_monsters++;

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@ -520,6 +520,7 @@ extern cvar_t *needpass;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;
extern cvar_t *g_footsteps;
extern cvar_t *g_fix_triggered;
extern cvar_t *filterban;

View file

@ -237,6 +237,7 @@ InitGame(void)
skill = gi.cvar("skill", "1", CVAR_LATCH);
maxentities = gi.cvar("maxentities", "1024", CVAR_LATCH);
g_footsteps = gi.cvar("g_footsteps", "1", CVAR_ARCHIVE);
g_fix_triggered = gi.cvar ("g_fix_triggered", "0", 0);
/* change anytime vars */
dmflags = gi.cvar("dmflags", "0", CVAR_SERVERINFO);