Fix Male Assassin unable to use the Sniper Rifle.

Partially fixed the Stukabat being unable to move when target is unreachable.
Removed zombie/gonome bullet resistance.
Add Global Model Replacement and Global Sound Replacement.
Update Tier milestones.
This commit is contained in:
Giegue
2023-04-21 20:55:47 -03:00
parent 66be4861a3
commit bfa59a2419
32 changed files with 448 additions and 212 deletions

View File

@@ -19,12 +19,12 @@
#include "extdll.h"
#include "util.h"
#include "cmbase.h"
#include "cmbasemonster.h"
#include "cmbasemonster.h"
#include "monsters.h"
#include "schedule.h"
#include "weapons.h"
#include "hornet.h"
#include "skill.h"
#include "skill.h"
//=========================================================
@@ -532,7 +532,7 @@ void CMAGrunt :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/agrunt.mdl");
SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/agrunt.mdl"));
UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64));
pev->solid = SOLID_SLIDEBOX;
@@ -563,40 +563,23 @@ void CMAGrunt :: Spawn()
//=========================================================
void CMAGrunt :: Precache()
{
int i;
PRECACHE_MODEL("models/agrunt.mdl");
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
PRECACHE_SOUND_ARRAY( pAttackHitSounds );
PRECACHE_SOUND_ARRAY( pAttackHitSounds );
PRECACHE_SOUND_ARRAY( pAttackMissSounds );
PRECACHE_SOUND_ARRAY( pIdleSounds );
PRECACHE_SOUND_ARRAY( pDieSounds );
PRECACHE_SOUND_ARRAY( pPainSounds );
PRECACHE_SOUND_ARRAY( pAttackSounds );
PRECACHE_SOUND_ARRAY( pAlertSounds );
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
iAgruntMuzzleFlash = PRECACHE_MODELINDEX("sprites/muz4.spr");
for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
PRECACHE_SOUND((char *)pIdleSounds[i]);
for ( i = 0; i < ARRAYSIZE( pDieSounds ); i++ )
PRECACHE_SOUND((char *)pDieSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND((char *)pAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" );
CMHornet hornet;
hornet.Precache();
CMHornet hornet;
hornet.Precache();
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
@@ -1030,7 +1013,7 @@ Schedule_t *CMAGrunt :: GetSchedule ( void )
// zap player!
if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) )
{
AttackSound();// this is a total hack. Should be parto f the schedule
AttackSound();// this is a total hack. Should be part of the schedule
return GetScheduleOfType ( SCHED_MELEE_ATTACK1 );
}