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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