Players gain frags for monster kills. Player frags persist across level changes. Fixed some warnings.
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parent
de3f6e9c30
commit
09c4691246
10
client.qc
10
client.qc
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@ -60,6 +60,7 @@ void() SetChangeParms =
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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parm10 = self.frags;
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};
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void() SetNewParms =
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@ -71,8 +72,9 @@ void() SetNewParms =
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm8 = IT_SHOTGUN;
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parm9 = 0;
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parm10 = 0;
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};
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void() DecodeLevelParms =
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@ -82,7 +84,7 @@ void() DecodeLevelParms =
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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}
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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@ -92,6 +94,10 @@ void() DecodeLevelParms =
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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if (self.frags != 0)
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self.frags = parm10 + (self.frags - parm10);
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else
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self.frags = parm10;
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};
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/*
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20
combat.qc
20
combat.qc
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@ -63,6 +63,8 @@ void(entity targ, entity attacker) Killed =
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if (self.health < -99)
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self.health = -99; // don't let sbar look bad if a player
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self.enemy = attacker;
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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self.th_die ();
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@ -70,28 +72,34 @@ void(entity targ, entity attacker) Killed =
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return;
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}
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self.enemy = attacker;
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// bump the monster counter
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// bump the monster counter
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if (self.flags & FL_MONSTER)
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{
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killed_monsters = killed_monsters + 1;
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// [slipyx] add to player frag count
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if (attacker.classname == "player")
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{
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attacker.frags += 1;
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}
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else if (attacker.enemy.classname == "player")
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{
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attacker.enemy.frags += 1;
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}
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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}
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ClientObituary(self, attacker);
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.effects = 0;
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monster_death_use();
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self.th_die ();
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self = oself;
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};
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/*
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============
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T_Damage
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@ -29,7 +29,7 @@ $frame painb10 painb11
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//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
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//frame attack8 attack9 attack10 attack11
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$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
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$frame attackb1 attackb2 attackb3 attackb4 attackb5
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$frame attackb6 attackb7 attackb8 attackb9 attackb10
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
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@ -26,7 +26,7 @@ $frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
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$frame old40 old41 old42 old43 old44 old45 old46
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$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
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$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14
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$frame shake9 shake10 shake11 shake12 shake13 shake14
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$frame shake15 shake16 shake17 shake18 shake19 shake20
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//void() old_stand =[ $old1, old_stand ] {};
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