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No commits in common. "f26743600c2d2c6622d5dea57caae134bd1ab563" and "e6221792a43286d31b76ff9852f5aefe18f87a25" have entirely different histories.

12 changed files with 41 additions and 32 deletions

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@ -277,13 +277,13 @@ some monsters refire twice automatically
void(float normal) sub_attack_finished = {
self.cnt = 0; // refire count for nightmare
if(skill != SK_NIGHTMARE) {
if(skill != 3) {
self.attack_finished = time + normal;
}
};
void(void() thinkst) sub_check_refire = {
if(skill != SK_NIGHTMARE) {
if(skill != 3) {
return;
}
if(self.cnt == 1) {

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@ -113,9 +113,15 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
float take;
// team play damage avoidance
if((teamplay == 1 && is_same_team(targ, attacker)) ||
(teamplay == 3 && are_both_players(targ, attacker)) ||
!targ.takedamage) {
if(teamplay == 1 && is_same_team(targ, attacker)) {
return;
}
if(teamplay == 3 && are_both_players(targ, attacker)) {
return;
}
if(!targ.takedamage) {
return;
}
@ -128,6 +134,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
}
// save damage based on the target's armor level
save = ceil(targ.armortype * damage);
if(save >= targ.armorvalue) {
save = targ.armorvalue;
@ -140,9 +147,10 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if(targ.flags & FL_CLIENT) {
targ.dmg_take += take;
targ.dmg_save += save;
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
@ -177,7 +185,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
oldself = self;
self = targ;
if(self.flags & FL_MONSTER && attacker != world) {
if((self.flags & FL_MONSTER) && attacker != world) {
// get mad unless of the same class(except for soldiers)
if(self != attacker && attacker != self.enemy) {
if((self.classname != attacker.classname)
@ -194,7 +202,7 @@ void(entity targ, entity inflictor, entity attacker, float damage) ent_damage =
if(self.th_pain) {
self.th_pain(attacker, take);
// nightmare mode monsters don't go into pain frames often
if(skill == SK_NIGHTMARE) {
if(skill == 3) {
self.pain_finished = time + 5;
}
}

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@ -608,13 +608,6 @@ enum {
AI_MONSTER_HIGH = 48,
};
enum {
SK_EASY,
SK_NORMAL,
SK_HARD,
SK_NIGHTMARE,
};
// super co-op additions
enum {
PRO_NONE,

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@ -192,7 +192,7 @@ void(vector p) boss_missile = {
org = self.origin + p_x * v_forward + p_y * v_right + p_z*'0 0 1';
// lead the player on hard mode
if(skill > SK_NORMAL) {
if(skill > 1) {
t = vec_len(self.enemy.origin - org) / 300;
vec = self.enemy.velocity;
vec_z = 0;
@ -225,7 +225,7 @@ void() boss_awake = {
set_model(self, "progs/boss.mdl");
set_size(self, '-128 -128 -24', '128 128 256');
if(skill == SK_EASY) {
if(skill == 0) {
self.health = 1;
} else {
self.health = 3;

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@ -187,13 +187,18 @@ void() ogre_fire_grenade = {
/*
================
chainsaw
FIXME
================
*/
void(float side) chainsaw = {
vector delta;
float ldmg;
if(!self.enemy || !ent_can_damage(self.enemy, self)) {
if(!self.enemy) {
return;
}
if(!ent_can_damage(self.enemy, self)) {
return;
}

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@ -158,7 +158,7 @@ void() shalrath_home = {
return;
}
dir = normalize(vtemp - self.origin);
if(skill == SK_NIGHTMARE) {
if(skill == 3) {
self.velocity = dir * 350;
} else {
self.velocity = dir * 250;

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@ -313,10 +313,12 @@ void() sham_magic6 = [ $magic6, sham_magic9 ] {
sham_cast_lightning();
sound(self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
};
void() sham_magic9 = [ $magic9, sham_magic10 ] {sham_cast_lightning();};
void() sham_magic10 = [ $magic10, sham_magic11 ] {sham_cast_lightning();};
void() sham_magic9 = [ $magic9, sham_magic10 ]
{sham_cast_lightning();};
void() sham_magic10 = [ $magic10, sham_magic11 ]
{sham_cast_lightning();};
void() sham_magic11 = [ $magic11, sham_magic12 ] {
if(skill == SK_NIGHTMARE) {
if(skill == 3) {
sham_cast_lightning();
}
};

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@ -399,6 +399,8 @@ has been twice in two seconds, otherwise it goes into one of the four
fast pain frames.
A hit of less than 10 points of damage(winged by a shotgun) will be ignored.
FIXME: don't use pain_finished because of nightmare hack
=================
*/
void(entity attacker, float take) zombie_pain = {

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@ -201,7 +201,8 @@ Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) fire_bullets = {
vector direction, src;
vector direction;
vector src;
make_vectors(self.v_angle);
@ -381,7 +382,7 @@ void(vector p1, vector p2, entity from, float damage) lightning_damage = {
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f *= 16;
f = f * 16;
e1 = e2 = world;

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@ -197,6 +197,7 @@ void() door_touch = {
return;
}
// FIXME: blink key on player's status bar
if((self.items & other.items) != self.items) {
switch(self.owner.items) {
case IT_KEY1: print_center(other, "You need the ", key_1_name()); break;

View File

@ -754,7 +754,7 @@ void() key_touch = {
sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
cmd_client(other, "bf\n");
other.items |= self.items;
other.items = other.items | self.items;
if(!coop) {
self.solid = SOLID_NOT;

7
todo
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@ -19,7 +19,8 @@ extraneous features:
add expansion pack entities
emotes
player sounds option
player sound effect option
players shoot through eachother (teamplay 4?)
selectable player models and skins
sound clips
third person player weapon models
@ -37,7 +38,3 @@ no friendly fire
rename all functions to be lower_underscore
restart map after 10 seconds when everyone is dead
users can cancel map ends ("<name> initiated travel to <mapname>")
rejected:
players shoot through eachother (teamplay 4?) (can theoretically be done in quakec but the math is too complex)