r119 - trunk/progsqc

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Fri Aug 22 01:09:43 EDT 2008


Author: vermeulen
Date: 2008-08-22 01:09:42 -0400 (Fri, 22 Aug 2008)
New Revision: 119

Modified:
   trunk/progsqc/actor.qc
   trunk/progsqc/damage.qc
   trunk/progsqc/player.qc
Log:
Nothing to see here

Modified: trunk/progsqc/actor.qc
===================================================================
--- trunk/progsqc/actor.qc	2008-06-20 02:17:20 UTC (rev 118)
+++ trunk/progsqc/actor.qc	2008-08-22 05:09:42 UTC (rev 119)
@@ -165,19 +165,25 @@
 	self.actorpart_viewweapon.viewmodelforclient = self;
 	self.actorpart_hand.viewmodelforclient = self;
 
-	// HORRIBLE COLORMODDING
-	if (self.team == 5)
+	if (cvar("g_teams_forcecolors") && (cvar("g_teams")))
 	{
-		self.colormod =  '3.73 0.10 0.10';
-		self.actorpart_head.colormod = '3.73 0.10 0.10';
-		self.actorpart_torso.colormod = '3.73 0.10 0.10';
+		if (self.team == 5)
+		{
+			self.colormod =  '3.73 0.10 0.10';
+			if (self.actorpart_head)
+				self.actorpart_head.colormod = '3.73 0.10 0.10';
+			if (self.actorpart_torso)
+				self.actorpart_torso.colormod = '3.73 0.10 0.10';
+		}
+		else if (self.team == 14)
+		{
+			self.colormod =  '0.10 0.10 3.73';
+			if (self.actorpart_head)
+				self.actorpart_head.colormod = '0.10 0.10 3.73';
+			if (self.actorpart_torso)
+				self.actorpart_torso.colormod = '0.10 0.10 3.73';
+		}
 	}
-	else if (self.team == 14)
-	{
-		self.colormod =  '0.10 0.10 3.73';
-		self.actorpart_head.colormod = '0.10 0.10 3.73';
-		self.actorpart_torso.colormod = '0.10 0.10 3.73';
-	}
 };
 
 void() actor_gib =

Modified: trunk/progsqc/damage.qc
===================================================================
--- trunk/progsqc/damage.qc	2008-06-20 02:17:20 UTC (rev 118)
+++ trunk/progsqc/damage.qc	2008-08-22 05:09:42 UTC (rev 119)
@@ -172,6 +172,7 @@
 float EXPLFLAG_ASSAULTRAIL = 16;
 float EXPLFLAG_ELECTRICITY = 32;
 float EXPLFLAG_NEX = 64;
+float EXPLFLAG_CRYLINK = 128;
 
 .float weaponsound_cycle; // templeofnoise: added for minigun routing sound, guess i'll use it for other sound specs also.
 
@@ -285,6 +286,11 @@
 		//te_gunshotquad(self.origin);
 		remove(self);
 	}
+	else if (self.explflag & EXPLFLAG_CRYLINK)
+	{	
+		pointparticles(particleeffectnum("crylink_impactbig"), self.origin, '0 0 0', 1);
+		remove(self);
+	}
 	else // metal projectile of some sort (bullet, shrapnel, railgun bolt, etc)
 	{
 		te_gunshot(self.origin);

Modified: trunk/progsqc/player.qc
===================================================================
--- trunk/progsqc/player.qc	2008-06-20 02:17:20 UTC (rev 118)
+++ trunk/progsqc/player.qc	2008-08-22 05:09:42 UTC (rev 119)
@@ -5,27 +5,6 @@
 void(float impuls) player_impulse;
 void() bot_npcthink;
 
-void SetTeamColors(entity pl)
-{
-	float pants;// _color;
-
-	/*
-	if(pl.team == 4)
-		_color = COLOR_TEAM4 - 1;
-	else if(pl.team == 3)
-		_color = COLOR_TEAM3 - 1;
-	else if(pl.team == 2)
-		_color = COLOR_TEAM2 - 1;
-	else
-		_color = COLOR_TEAM1 - 1;
-		*/
-	//_color = ;
-
-	pants = (pl.team - 1) & 0x0F;
-
-	setcolor(pl, 16*pants + pants);
-}
-
 entity(float actortyp, float aityp, string mdldir, string mdlext, string snddir) playerclass_spawn =
 {
 	local entity e;
@@ -427,11 +406,6 @@
 	{
 	 	player_spawn(self.classnum);
 	}
-	
-	if (cvar("g_teams_forcecolors") && (cvar("g_teams")))
-	{
-		SetTeamColors(self);
-	}
 };
 
 /*
@@ -1050,6 +1024,16 @@
 {
 	self.deadtime = time;
 	local float c;
+
+	if (self.jetpackactive == 1)
+	{
+		sound(self, CHAN_BODY, "jetpack/stop.wav", 1, ATTN_NORM);
+		self.actorpart_jetpacktrail.effects = self.actorpart_jetpacktrail.effects | EF_NODRAW;
+		self.jetpackactive = 0;
+	}
+
+	self.movetype = MOVETYPE_TOSS;
+
 	c = random() * 3;
 	if (c < 1)
 	{ 




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