summaryrefslogtreecommitdiff
path: root/src/game/g_buildable.c
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2003-09-30 03:12:47 +0000
committerTim Angus <tim@ngus.net>2003-09-30 03:12:47 +0000
commitc760ccba1b81e343726f00cf405ae44c58488969 (patch)
treec36fd71e5f4f87807dfbdec891de2c6e3e0ad7a1 /src/game/g_buildable.c
parent7bebc75da4232a1e002102ac59b41868e39ce541 (diff)
* Human and alien buildable destructions are now particle system powered
* Acid tube effect is now particle system powered * Disabled hitSound * Sound other random tidyups
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c32
1 files changed, 13 insertions, 19 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 2d4a19c7..84e25106 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -407,17 +407,15 @@ void ASpawn_Blast( gentity_t *self )
{
vec3_t dir;
- // we don't have a valid direction, so just point straight up
- dir[ 0 ] = dir[ 1 ] = 0;
- dir[ 2 ] = 1;
+ VectorCopy( self->s.origin2, dir );
//do a bit of radius damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_ALIENS );
//pretty events and item cleanup
- self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
- G_AddEvent( self, EV_GIB_ALIEN, DirToByte( dir ) );
+ self->s.eFlags |= EF_NODRAW; //don't draw the model once it's destroyed
+ G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) );
self->timestamp = level.time;
self->think = ASpawn_Melt;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
@@ -623,9 +621,7 @@ void ABarricade_Blast( gentity_t *self )
{
vec3_t dir;
- // we don't have a valid direction, so just point straight up
- dir[ 0 ] = dir[ 1 ] = 0;
- dir[ 2 ] = 1;
+ VectorCopy( self->s.origin2, dir );
//do a bit of radius damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
@@ -633,7 +629,7 @@ void ABarricade_Blast( gentity_t *self )
//pretty events and item cleanup
self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
- G_AddEvent( self, EV_GIB_ALIEN, DirToByte( dir ) );
+ G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) );
self->timestamp = level.time;
self->think = A_CreepRecede;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
@@ -704,7 +700,7 @@ void AAcidTube_Damage( gentity_t *self )
if( !( self->s.eFlags & EF_FIRING ) )
{
self->s.eFlags |= EF_FIRING;
- G_AddEvent( self, EV_GIB_ALIEN, DirToByte( self->s.origin2 ) );
+ G_AddEvent( self, EV_ALIEN_ACIDTUBE, DirToByte( self->s.origin2 ) );
}
if( ( self->timestamp + ACIDTUBE_REPEAT ) > level.time )
@@ -987,9 +983,7 @@ void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
{
vec3_t dir;
- // we don't have a valid direction, so just point straight up
- dir[ 0 ] = dir[ 1 ] = 0;
- dir[ 2 ] = 1;
+ VectorCopy( self->s.origin2, dir );
//do a bit of radius damage
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
@@ -997,7 +991,7 @@ void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
//pretty events and item cleanup
self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
- G_AddEvent( self, EV_GIB_ALIEN, DirToByte( dir ) );
+ G_AddEvent( self, EV_ALIEN_BUILDABLE_EXPLOSION, DirToByte( dir ) );
self->timestamp = level.time;
self->think = ASpawn_Melt;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
@@ -1492,13 +1486,13 @@ qboolean HMGTurret_TrackEnemy( gentity_t *self )
if( self->dcced )
{
- accuracyTolerance = MGTURRET_ACCURACYTOLERANCE;
- angularSpeed = MGTURRET_ANGULARSPEED;
+ accuracyTolerance = MGTURRET_DCC_ACCURACYTOLERANCE;
+ angularSpeed = MGTURRET_DCC_ANGULARSPEED;
}
else
{
- accuracyTolerance = MGTURRET_DCC_ACCURACYTOLERANCE;
- angularSpeed = MGTURRET_DCC_ANGULARSPEED;
+ accuracyTolerance = MGTURRET_ACCURACYTOLERANCE;
+ angularSpeed = MGTURRET_ANGULARSPEED;
}
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
@@ -1807,7 +1801,7 @@ void HSpawn_Blast( gentity_t *self )
dir[ 2 ] = 1;
self->s.eFlags |= EF_NODRAW; //don't draw the model once its destroyed
- G_AddEvent( self, EV_BUILDABLE_EXPLOSION, DirToByte( dir ) );
+ G_AddEvent( self, EV_HUMAN_BUILDABLE_EXPLOSION, DirToByte( dir ) );
self->timestamp = level.time;
//do some radius damage