diff options
author | Tim Angus <tim@ngus.net> | 2003-09-30 03:12:47 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2003-09-30 03:12:47 +0000 |
commit | c760ccba1b81e343726f00cf405ae44c58488969 (patch) | |
tree | c36fd71e5f4f87807dfbdec891de2c6e3e0ad7a1 /src/game/g_buildable.c | |
parent | 7bebc75da4232a1e002102ac59b41868e39ce541 (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.c | 32 |
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 |