diff options
author | Tim Angus <tim@ngus.net> | 2001-11-04 00:02:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-11-04 00:02:37 +0000 |
commit | 64d67512fa41d70f6bc6e41ed2f87e4e48f48a14 (patch) | |
tree | c74f4116d21e2c364f84d3a0094f2215fc7a33a1 /src/game | |
parent | 19895ddebf056e4099be3dcea74db9768741ed3b (diff) |
Coding support for medistat anims
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_misc.c | 4 | ||||
-rw-r--r-- | src/game/g_buildable.c | 27 |
2 files changed, 28 insertions, 3 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 0992a6bf..1b25d3ed 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -1428,8 +1428,8 @@ buildableAttributes_t bg_buildableList[ ] = "medistat", //char *buildName; "team_human_medistat", //char *entityName; { "models/buildables/medistat/medistat.md3", 0, 0, 0 }, - { -40, -40, -4 }, //vec3_t mins; - { 40, 40, 4 }, //vec3_t maxs; + { -35, -35, -7 }, //vec3_t mins; + { 35, 35, 7 }, //vec3_t maxs; TR_GRAVITY, //trType_t traj; 0.0, //float bounce; 100, //int buildPoints; diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index d0dd170d..c3c74621 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -910,6 +910,7 @@ void HDCC_Think( gentity_t *self ) +#define MAX_HEAL_CLIENTS 1 /* ================ @@ -924,6 +925,7 @@ void HMedistat_Think( gentity_t *self ) vec3_t mins, maxs; int i, num; gentity_t *player; + int healCount = 0; VectorAdd( self->s.origin, self->r.maxs, maxs ); VectorAdd( self->s.origin, self->r.mins, mins ); @@ -934,6 +936,10 @@ void HMedistat_Think( gentity_t *self ) //make sure we have power self->powered = findPower( self ); + //if active use the healing idle + if( self->active ) + G_setIdleBuildableAnim( self, BANIM_IDLE2 ); + //do some healage num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) @@ -942,11 +948,30 @@ void HMedistat_Think( gentity_t *self ) if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { - if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] ) + if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && healCount < MAX_HEAL_CLIENTS ) + { + healCount++; player->health++; + + //start the heal anim + if( !self->active ) + { + G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); + self->active = qtrue; + } + } } } + //nothing left to heal so go back to idling + if( healCount == 0 && self->active ) + { + G_setBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); + G_setIdleBuildableAnim( self, BANIM_IDLE1 ); + + self->active = qfalse; + } + self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); } |