Items respawn in coop as in deathmatch. Removed reference to monster_vomit. Shamblers explode when casting lightning while waist-deep in water.
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5057de2c6a
commit
6803517819
2
ai.qc
2
ai.qc
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@ -298,8 +298,6 @@ local float rsnd;
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sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_tarbaby")
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sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_vomit")
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sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_enforcer")
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{
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rsnd = rint(random() * 3);
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15
items.qc
15
items.qc
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@ -2,17 +2,16 @@ void() W_SetCurrentAmmo;
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/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD
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BE .8 .3 .4 IN COLOR */
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void() SUB_regen =
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{
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self.model = self.mdl; // restore original model
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self.solid = SOLID_TRIGGER; // allow it to be touched again
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sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound
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setorigin (self, self.origin);
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particle( self.origin, '0.1 0.1 0.1', 244, 100 );
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self.effects = self.effects | EF_MUZZLEFLASH;
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};
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/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
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prints a warning message when spawned
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*/
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@ -193,7 +192,7 @@ void() health_touch =
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{
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if (deathmatch != 2) // deathmatch 2 is the silly old rules
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{
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if (deathmatch)
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if (deathmatch || coop)
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self.nextthink = time + 20;
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self.think = SUB_regen;
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}
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@ -218,7 +217,7 @@ void() item_megahealth_rot =
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// just blindly subtract the flag off
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other.items = other.items - (other.items & IT_SUPERHEALTH);
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if (deathmatch == 1) // deathmatch 2 is silly old rules
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if (deathmatch == 1 || coop) // deathmatch 2 is silly old rules
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{
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self.nextthink = time + 20;
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self.think = SUB_regen;
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@ -272,7 +271,7 @@ void() armor_touch =
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self.solid = SOLID_NOT;
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self.model = string_null;
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if (deathmatch == 1)
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if (deathmatch == 1 || coop)
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self.nextthink = time + 20;
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self.think = SUB_regen;
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@ -674,7 +673,7 @@ local float best;
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// remove it in single player, or setup for respawning in deathmatch
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self.model = string_null;
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self.solid = SOLID_NOT;
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if (deathmatch == 1)
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if (deathmatch == 1 || coop)
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self.nextthink = time + 30;
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self.think = SUB_regen;
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@ -1091,7 +1090,7 @@ void() powerup_touch =
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sprint (other, self.netname);
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sprint (other,"\n");
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if (deathmatch)
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if (deathmatch || coop)
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{
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self.mdl = self.model;
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@ -200,6 +200,12 @@ void() CastLightning =
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org = self.origin + '0 0 40';
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if ( pointcontents( org - '0 0 20' ) == CONTENT_WATER )
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{
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T_Damage( self, self, self, 700 );
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return;
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}
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dir = self.enemy.origin + '0 0 16' - org;
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dir = normalize (dir);
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