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author | Paweł Redman <pawel.redman@gmail.com> | 2015-06-22 01:24:58 +0200 |
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committer | Paweł Redman <pawel.redman@gmail.com> | 2015-06-22 01:24:58 +0200 |
commit | 451f2ca7c8d832d2691dde2510e613373c312cd1 (patch) | |
tree | 936a5222f7b6ac947561542b48f86c264a6f72d7 /src/game/bg_misc.c | |
parent | dc87cba52101aa4c6ad94c652460bff8520231bd (diff) |
Remove Basilisk and Advanced Basilisk.
Diffstat (limited to 'src/game/bg_misc.c')
-rw-r--r-- | src/game/bg_misc.c | 134 |
1 files changed, 1 insertions, 133 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 7f6a8a6..806f3bd 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -2288,74 +2288,11 @@ static const classAttributes_t bg_classList[ ] = 400.0f, //float stopSpeed; 250.0f, //float jumpMagnitude; 2.0f, //float knockbackScale; - { PCL_ALIEN_LEVEL1, PCL_NONE }, //int children[ 3 ]; + { PCL_ALIEN_LEVEL2, PCL_NONE }, //int children[ 3 ]; LEVEL0_COST, //int cost; LEVEL0_VALUE, //int value; }, { - PCL_ALIEN_LEVEL1, //int classnum; - "level1", //char *classname; - "A support class able to crawl on walls and ceilings. Its melee " - "attack is most effective when combined with the ability to grab " - "and hold its victims in place. Provides a weak healing aura " - "that accelerates the healing rate of nearby aliens. It also has " - "an acid bomb that can be used to deal moderate area damage. " - "The basilisk is also resistant to flamer.", - STAGE_GE_1, //int stages - LEVEL1_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL1_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1, //weapon_t startWeapon - 0.0f, //float buildDist; - 120, //int fov; - 0.001f, //float bob; - 1.8f, //float bobCycle; - 60, //int steptime; - LEVEL1_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 300.0f, //float stopSpeed; - 310.0f, //float jumpMagnitude; - 1.2f, //float knockbackScale; - { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ]; - LEVEL1_COST, //int cost; - LEVEL1_VALUE, //int value; - }, - { - PCL_ALIEN_LEVEL1_UPG, //int classnum; - "level1upg", //char *classname; - "In addition to the basic Basilisk abilities, the Advanced " - "Basilisk sprays a poisonous gas which slows down and disorients " - "nearby humans. Has a strong healing aura that that accelerates " - "the healing rate of nearby aliens. It is invisible while staying " - "still and at full health as long as there is an overmind around. " - "It also has an acid bomb similar to basilisk's one but stronger." - "The adv. basilisk is also resistant to flamer.", - STAGE_GE_3, //int stages - LEVEL1_UPG_HEALTH, //int health; - 0.0f, //float fallDamage; - LEVEL1_UPG_REGEN, //float regenRate; - SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities; - WP_ALEVEL1_UPG, //weapon_t startWeapon - 0.0f, //float buildDist; - 120, //int fov; - 0.001f, //float bob; - 1.8f, //float bobCycle; - 60, //int steptime; - LEVEL1_UPG_SPEED, //float speed; - 10.0f, //float acceleration; - 1.0f, //float airAcceleration; - 6.0f, //float friction; - 300.0f, //float stopSpeed; - 310.0f, //float jumpMagnitude; - 1.1f, //float knockbackScale; - { PCL_ALIEN_LEVEL2, PCL_NONE, PCL_NONE }, //int children[ 3 ]; - LEVEL1_UPG_COST, //int cost; - LEVEL1_UPG_VALUE, //int value; - }, - { PCL_ALIEN_LEVEL2, //int classnum; "level2", //char *classname; "Has a melee attack and the ability to jump off walls. This " @@ -3084,56 +3021,6 @@ static const weaponAttributes_t bg_weapons[ ] = TEAM_ALIENS //team_t team; }, { - WP_ALEVEL1, //int weaponNum; - 0, //int price; - STAGE_GE_1, //int stages - SLOT_WEAPON, //int slots; - "level1", //char *weaponName; - "Claws", //char *humanName; - "", - 1, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL1_CLAW_REPEAT, //int repeatRate1; - 0, //int repeatRate2; - ABOMB2_REPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL1_CLAW_K_SCALE, //float knockbackScale; - qfalse, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qfalse, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { - WP_ALEVEL1_UPG, //int weaponNum; - 0, //int price; - STAGE_GE_3, //int stages - SLOT_WEAPON, //int slots; - "level1upg", //char *weaponName; - "Claws Upgrade", //char *humanName; - "", - 1, //int maxAmmo; - 0, //int maxClips; - qtrue, //int infiniteAmmo; - qfalse, //int usesEnergy; - LEVEL1_CLAW_U_REPEAT, //int repeatRate1; - LEVEL1_PCLOUD_REPEAT, //int repeatRate2; - ABOMB_REPEAT, //int repeatRate3; - 0, //int reloadTime; - LEVEL1_CLAW_U_K_SCALE,//float knockbackScale; - qtrue, //qboolean hasAltMode; - qtrue, //qboolean hasThirdMode; - qfalse, //qboolean canZoom; - 90.0f, //float zoomFov; - qfalse, //qboolean purchasable; - qtrue, //qboolean longRanged; - TEAM_ALIENS //team_t team; - }, - { WP_ALEVEL2, //int weaponNum; 0, //int price; STAGE_GE_2, //int stages @@ -4854,25 +4741,6 @@ qboolean BG_PlayerCanChangeWeapon( playerState_t *ps ) /* ================= -BG_PlayerPoisonCloudTime -================= -*/ -int BG_PlayerPoisonCloudTime( playerState_t *ps ) -{ - int time = LEVEL1_PCLOUD_TIME; - - if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, ps->stats ) ) - time -= BSUIT_PCLOUD_PROTECTION; - if( BG_InventoryContainsUpgrade( UP_HELMET, ps->stats ) ) - time -= HELMET_PCLOUD_PROTECTION; - if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, ps->stats ) ) - time -= LIGHTARMOUR_PCLOUD_PROTECTION; - - return time; -} - -/* -================= BG_GetPlayerWeapon Returns the players current weapon or the weapon they are switching to. |