diff options
-rw-r--r-- | entities.def | 14 | ||||
-rw-r--r-- | src/cgame/cg_buildable.c | 4 | ||||
-rw-r--r-- | src/cgame/cg_draw.c | 10 | ||||
-rw-r--r-- | src/cgame/cg_particles.c | 2 | ||||
-rw-r--r-- | src/game/g_buildable.c | 6 |
5 files changed, 31 insertions, 5 deletions
diff --git a/entities.def b/entities.def index 19282d7c..bd58da55 100644 --- a/entities.def +++ b/entities.def @@ -1418,6 +1418,20 @@ TRIGGER_* ENTITIES //============================================================================= +/*QUAKED trigger_stage (.5 .5 .5) (-8 -8 -8) (8 8 8) +Fires its targets when the team key reaches stage key. +UNTESTED: please report whether or not this works for you. + +-------- KEYS -------- +target: this points to the entity to activate. + +team: the team which triggers this entity; 1 for aliens, 2 for humans + +stage: the stage at which this entity is triggered; 1 for stage 2, 2 for stage 3 +*/ + +//============================================================================= + /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index d5f6871e..708e8277 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -551,6 +551,10 @@ static void CG_RunBuildableLerpFrame( centity_t *cent ) // see if the animation sequence is switching if( newAnimation != lf->animationNumber || !lf->animation ) { + if( cg_debugRandom.integer ) + CG_Printf( "newAnimation: %d lf->animationNumber: %d lf->animation: %d\n", + newAnimation, lf->animationNumber, !!lf->animation ); + CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation ); if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped && diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 4608893f..eb098793 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -1495,8 +1495,14 @@ static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, vec4_t color, q { if( cg.spectatorOffset < cg.spectatorLen ) { - cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1; - cg.spectatorOffset++; + //TA: skip colour directives + if( Q_IsColorString( &cg.spectatorList[ cg.spectatorOffset ] ) ) + cg.spectatorOffset += 2; + else + { + cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1; + cg.spectatorOffset++; + } } else { diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c index cc7c4722..9b37382a 100644 --- a/src/cgame/cg_particles.c +++ b/src/cgame/cg_particles.c @@ -275,7 +275,7 @@ static void CG_SpawnNewParticles( void ) //calculate next ejection time lerpFrac = 1.0 - ( (float)pe->count / (float)pe->totalParticles ); - pe->nextEjectionTime = cg.time + CG_RandomiseValue( + pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue( CG_LerpValues( pe->ejectPeriod.initial, pe->ejectPeriod.final, lerpFrac ), diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index 3ff4da9a..3cebcd08 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -588,7 +588,8 @@ void ASpawn_Think( gentity_t *self ) { if( ( ent = G_CheckSpawnPoint( self->s.origin, self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) { - if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || + ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; @@ -2090,7 +2091,8 @@ void HSpawn_Think( gentity_t *self ) { if( ( ent = G_CheckSpawnPoint( self->s.origin, self->s.origin2, BA_H_SPAWN, NULL ) ) != NULL ) { - if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD ) + if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || + ent->s.eType == ET_MOVER ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; |