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Console warning and fix for triggered monsters with no targetname
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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`
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set to `0` footstep sounds are never generated. Cheat protected to
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`1`.
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* **g_fix_triggered**: This cvar, when set to `1`, forces monsters to
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spawn in normally if they are set to a triggered spawn but do not
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have a targetname. There are a few cases of this in GroundZero and
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The Reckoning. This cvar is disabled by default to maintain the
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original gameplay experience.
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* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
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availability of the Disruptor weapon to players. The Disruptor is
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a weapon that was cut from Ground Zero during development but all
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@ -55,6 +55,7 @@ cvar_t *maxentities;
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cvar_t *g_select_empty;
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cvar_t *dedicated;
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cvar_t *g_footsteps;
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cvar_t *g_fix_triggered;
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cvar_t *filterban;
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@ -774,6 +774,16 @@ monster_start(edict_t *self)
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self->spawnflags |= 1;
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}
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if ((self->spawnflags & 2) && !self->targetname)
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{
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if (g_fix_triggered->value)
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{
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self->spawnflags &= ~2;
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}
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gi.dprintf ("triggered %s at %s has no targetname\n", self->classname, vtos (self->s.origin));
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}
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if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
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{
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level.total_monsters++;
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@ -520,6 +520,7 @@ extern cvar_t *needpass;
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extern cvar_t *g_select_empty;
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extern cvar_t *dedicated;
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extern cvar_t *g_footsteps;
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extern cvar_t *g_fix_triggered;
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extern cvar_t *filterban;
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@ -237,6 +237,7 @@ InitGame(void)
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skill = gi.cvar("skill", "1", CVAR_LATCH);
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maxentities = gi.cvar("maxentities", "1024", CVAR_LATCH);
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g_footsteps = gi.cvar("g_footsteps", "1", CVAR_ARCHIVE);
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g_fix_triggered = gi.cvar ("g_fix_triggered", "0", 0);
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/* change anytime vars */
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dmflags = gi.cvar("dmflags", "0", CVAR_SERVERINFO);
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