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:
@@ -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 );
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user