Majority of basic warnings fixed.
This commit is contained in:
parent
2fa9242f22
commit
e991806858
14
ai.qc
14
ai.qc
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@ -34,7 +34,7 @@ walkmove(angle, speed) primitive is all or nothing
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//
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// globals
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//
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float current_yaw;
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//float current_yaw;
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//
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// when a monster becomes angry at a player, that monster will be used
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@ -364,7 +364,7 @@ float() FindTarget =
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{
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client = sight_entity;
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if (client.enemy == self.enemy)
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return;
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return FALSE;
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}
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else
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{
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@ -473,7 +473,7 @@ The monster is walking it's beat
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*/
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void(float dist) ai_walk =
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{
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local vector mtemp;
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//local vector mtemp;
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movedist = dist;
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@ -584,7 +584,7 @@ float() DogCheckAttack;
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float() CheckAnyAttack =
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{
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if (!enemy_vis)
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return;
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return FALSE;
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if (self.classname == "monster_army")
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return SoldierCheckAttack ();
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if (self.classname == "monster_ogre")
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@ -676,9 +676,9 @@ The monster has an enemy it is trying to kill
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*/
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void(float dist) ai_run =
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{
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local vector delta;
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local float axis;
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local float direct, ang_rint, ang_floor, ang_ceil;
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//local vector delta;
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//local float axis;
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//local float direct, ang_rint, ang_floor, ang_ceil;
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movedist = dist;
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// see if the enemy is dead
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@ -85,7 +85,7 @@ When a button is touched, it moves some distance in the direction of it's angle,
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*/
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void() func_button =
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{
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local float gtemp, ftemp;
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//local float gtemp, ftemp;
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if (self.sounds == 0)
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{
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18
client.qc
18
client.qc
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@ -2,7 +2,7 @@
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void(entity attacker, float damage) player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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@ -131,6 +131,7 @@ entity() FindIntermission =
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return spot;
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objerror ("FindIntermission: no spot");
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return spot;
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};
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@ -289,7 +290,7 @@ void() execute_changelevel =
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void() changelevel_touch =
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{
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local entity pos;
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//local entity pos;
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if (other.classname != "player")
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return;
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@ -691,7 +692,7 @@ void() CheckRules =
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void() PlayerDeathThink =
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{
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local entity old_self;
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//local entity old_self;
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local float forward;
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if ((self.flags & FL_ONGROUND))
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@ -726,7 +727,7 @@ void() PlayerDeathThink =
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void() PlayerJump =
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{
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local vector start, end;
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//local vector start, end;
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if (self.flags & FL_WATERJUMP)
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return;
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@ -898,8 +899,8 @@ Called every frame before physics are run
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*/
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void() PlayerPreThink =
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{
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local float mspeed, aspeed;
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local float r;
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//local float mspeed, aspeed;
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//local float r;
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if (intermission_running)
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{
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@ -1110,8 +1111,8 @@ Called every frame after physics are run
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*/
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void() PlayerPostThink =
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{
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local float mspeed, aspeed;
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local float r;
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//local float mspeed, aspeed;
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//local float r;
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if (self.view_ofs == '0 0 0')
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return; // intermission or finale
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@ -1199,6 +1200,7 @@ void(entity targ, entity attacker) ClientObituary =
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local float rnum;
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local string deathstring, deathstring2;
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rnum = random();
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deathstring = ""; deathstring2 = "";
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if (targ.classname == "player")
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{
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4
defs.qc
4
defs.qc
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@ -398,7 +398,7 @@ float movedist;
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float gameover; // set when a rule exits
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string string_null; // null string, nothing should be held here
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float empty_float;
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//float empty_float;
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entity newmis; // launch_spike sets this after spawning it
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@ -490,7 +490,7 @@ float AS_MISSILE = 4;
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.string mdl;
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.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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//.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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2
demon.qc
2
demon.qc
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@ -277,7 +277,7 @@ float() CheckDemonJump =
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float() DemonCheckAttack =
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{
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local vector vec;
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//local vector vec;
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// if close enough for slashing, go for it
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if (CheckDemonMelee ())
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4
dog.qc
4
dog.qc
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@ -195,7 +195,7 @@ void() dog_painb14 =[ $painb14 , dog_painb15 ] {};
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void() dog_painb15 =[ $painb15 , dog_painb16 ] {};
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void() dog_painb16 =[ $painb16 , dog_run1 ] {};
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void() dog_pain =
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void(entity attacker, float damage) dog_pain =
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{
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sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
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@ -303,7 +303,7 @@ float() CheckDogJump =
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float() DogCheckAttack =
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{
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local vector vec;
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//local vector vec;
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// if close enough for slashing, go for it
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if (CheckDogMelee ())
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1
doors.qc
1
doors.qc
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@ -561,7 +561,6 @@ float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
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float SECRET_NO_SHOOT = 8; // only opened by trigger
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float SECRET_YES_SHOOT = 16; // shootable even if targeted
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void () fd_secret_use =
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{
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local float temp;
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4
fight.qc
4
fight.qc
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@ -295,8 +295,8 @@ float() ShamCheckAttack =
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{
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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local float enemy_yaw;
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//local float chance;
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//local float enemy_yaw;
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if (enemy_range == RANGE_MELEE)
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{
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18
items.qc
18
items.qc
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@ -44,7 +44,7 @@ void() PlaceItem =
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self.velocity = '0 0 0';
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self.origin_z = self.origin_z + 6;
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oldz = self.origin_z;
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if (!droptofloor())
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if (!droptofloor(0, 0))
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{
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dprint ("Bonus item fell out of level at ");
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dprint (vtos(self.origin));
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@ -149,7 +149,7 @@ void() item_health =
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void() health_touch =
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{
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local float amount;
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//local float amount;
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local string s;
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if (other.classname != "player")
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@ -238,6 +238,7 @@ void() armor_touch;
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void() armor_touch =
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{
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local float type, value, bit;
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type=0;value=0;bit=0;
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if (other.health <= 0)
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return;
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@ -394,6 +395,7 @@ void() weapon_touch =
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local float hadammo, best, new, old;
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local entity stemp;
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local float leave;
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new=0;
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if (!(other.flags & FL_CLIENT))
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return;
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@ -868,8 +870,8 @@ KEYS
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void() key_touch =
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{
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local entity stemp;
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local float best;
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//local entity stemp;
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//local float best;
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if (other.classname != "player")
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return;
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@ -1004,8 +1006,8 @@ END OF LEVEL RUNES
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void() sigil_touch =
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{
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local entity stemp;
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local float best;
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//local entity stemp;
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//local float best;
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if (other.classname != "player")
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return;
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@ -1077,8 +1079,8 @@ void() powerup_touch;
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void() powerup_touch =
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{
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local entity stemp;
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local float best;
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//local entity stemp;
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//local float best;
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if (other.classname != "player")
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return;
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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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10
misc.qc
10
misc.qc
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@ -176,7 +176,7 @@ void() misc_fireball =
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self.nextthink = time + (random() * 5);
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self.think = fire_fly;
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if (!self.speed)
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self.speed == 1000;
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self.speed = 1000;
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};
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void() fire_fly =
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@ -246,7 +246,7 @@ void() misc_explobox =
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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droptofloor(0,0);
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if (oldz - self.origin_z > 250)
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{
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dprint ("item fell out of level at ");
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@ -278,7 +278,7 @@ void() misc_explobox2 =
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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droptofloor(0,0);
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if (oldz - self.origin_z > 250)
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{
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dprint ("item fell out of level at ");
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@ -444,7 +444,7 @@ void() bubble_remove =
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void() bubble_bob =
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{
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local float rnd1, rnd2, rnd3;
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local vector vtmp1, modi;
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//local vector vtmp1, modi;
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self.cnt = self.cnt + 1;
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if (self.cnt == 4)
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@ -533,7 +533,7 @@ void() func_illusionary =
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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makestatic ();
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makestatic (self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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@ -48,7 +48,7 @@ enemy as activator.
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*/
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void() monster_death_use =
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{
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local entity ent, otemp, stemp;
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//local entity ent, otemp, stemp;
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// fall to ground
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if (self.flags & FL_FLY)
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@ -68,11 +68,11 @@ void() monster_death_use =
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void() walkmonster_start_go =
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{
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local string stemp;
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local entity etemp;
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//local string stemp;
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//local entity etemp;
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self.origin_z = self.origin_z + 1; // raise off floor a bit
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droptofloor();
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droptofloor(0,0);
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if (!walkmove(0,0))
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{
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4
ogre.qc
4
ogre.qc
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@ -89,7 +89,7 @@ OgreFireGrenade
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*/
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void() OgreFireGrenade =
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{
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local entity missile, mpuff;
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local entity missile;//, mpuff;
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self.effects = self.effects | EF_MUZZLEFLASH;
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@ -246,7 +246,7 @@ void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);};
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void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);};
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void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0);
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self.nextthink = self.nextthink + random()*0.2;}; // slight variation
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void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();};
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void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge(0);};
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void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);};
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void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);};
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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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@ -239,7 +239,7 @@ void() finale_4 =
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//============================================================================
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void () nopain =
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void (entity attacker, float damage) nopain =
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{
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self.health = 40000;
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};
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2
plats.qc
2
plats.qc
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@ -147,7 +147,7 @@ Set "sounds" to one of the following:
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void() func_plat =
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{
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local entity t;
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//local entity t;
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if (!self.t_length)
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self.t_length = 80;
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@ -334,7 +334,7 @@ void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
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void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
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void() player_axpain6 = [ $axpain6, player_run ] {};
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void() player_pain =
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void(entity attacker, float damage) player_pain =
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{
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if (self.weaponframe)
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return;
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@ -21,7 +21,7 @@ $frame death1 death2 death3 death4 death5 death6 death7
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
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$frame walk11 walk12
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void() shalrath_pain;
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void(entity attacker, float damage) shalrath_pain;
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void() ShalMissile;
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void() shal_stand =[ $walk1, shal_stand ] {ai_stand();};
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@ -87,7 +87,7 @@ void() shal_death6 =[ $death6, shal_death7 ] {};
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void() shal_death7 =[ $death7, shal_death7 ] {};
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void() shalrath_pain =
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void(entity attacker, float damage) shalrath_pain =
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{
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if (self.pain_finished > time)
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return;
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1
subs.qc
1
subs.qc
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@ -22,6 +22,7 @@ vector() SetMovedir =
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}
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self.angles = '0 0 0';
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return self.movedir;
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};
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/*
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@ -1,5 +1,5 @@
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entity stemp, otemp, s, old;
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entity s; //stemp, otemp, old;
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void() trigger_reactivate =
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@ -221,7 +221,7 @@ void() trigger_secret =
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void() counter_use =
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{
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local string junk;
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//local string junk;
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self.count = self.count - 1;
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if (self.count < 0)
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15
weapons.qc
15
weapons.qc
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@ -88,7 +88,7 @@ SpawnMeatSpray
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*/
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void(vector org, vector vel) SpawnMeatSpray =
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{
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local entity missile, mpuff;
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local entity missile;//, mpuff;
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local vector org;
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missile = spawn ();
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@ -373,7 +373,7 @@ W_FireRocket
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*/
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void() W_FireRocket =
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{
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local entity missile, mpuff;
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local entity missile;//, mpuff;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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@ -548,7 +548,7 @@ W_FireGrenade
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*/
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void() W_FireGrenade =
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{
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local entity missile, mpuff;
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local entity missile;//, mpuff;
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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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@ -627,7 +627,7 @@ void(vector org, vector dir) launch_spike =
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void() W_FireSuperSpikes =
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{
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local vector dir;
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local entity old;
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//local entity old;
|
||||
|
||||
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
||||
self.attack_finished = time + 0.2;
|
||||
|
@ -643,7 +643,7 @@ void() W_FireSuperSpikes =
|
|||
void(float ox) W_FireSpikes =
|
||||
{
|
||||
local vector dir;
|
||||
local entity old;
|
||||
//local entity old;
|
||||
|
||||
makevectors (self.v_angle);
|
||||
|
||||
|
@ -674,7 +674,7 @@ void(float ox) W_FireSpikes =
|
|||
.float hit_z;
|
||||
void() spike_touch =
|
||||
{
|
||||
local float rand;
|
||||
//local float rand;
|
||||
if (other == self.owner)
|
||||
return;
|
||||
|
||||
|
@ -714,7 +714,7 @@ local float rand;
|
|||
|
||||
void() superspike_touch =
|
||||
{
|
||||
local float rand;
|
||||
//local float rand;
|
||||
if (other == self.owner)
|
||||
return;
|
||||
|
||||
|
@ -948,6 +948,7 @@ W_ChangeWeapon
|
|||
void() W_ChangeWeapon =
|
||||
{
|
||||
local float it, am, fl;
|
||||
fl=0;
|
||||
|
||||
it = self.items;
|
||||
am = 0;
|
||||
|
|
|
@ -177,6 +177,7 @@ float() WizardAttackFinished =
|
|||
self.attack_state = AS_SLIDING;
|
||||
self.think = wiz_side1;
|
||||
}
|
||||
return FALSE;
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
2
world.qc
2
world.qc
|
@ -359,7 +359,7 @@ void() bodyque =
|
|||
|
||||
void() InitBodyQue =
|
||||
{
|
||||
local entity e;
|
||||
//local entity e;
|
||||
|
||||
bodyque_head = spawn();
|
||||
bodyque_head.classname = "bodyque";
|
||||
|
|
Loading…
Reference in New Issue