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:
@@ -712,48 +712,25 @@ void CMGargantua :: Spawn()
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//=========================================================
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void CMGargantua :: Precache()
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{
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int i;
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PRECACHE_MODEL("models/garg.mdl");
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PRECACHE_MODEL( GARG_EYE_SPRITE_NAME );
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PRECACHE_MODEL( GARG_BEAM_SPRITE_NAME );
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PRECACHE_MODEL( GARG_BEAM_SPRITE2 );
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gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PRECACHE_MODEL( GARG_GIB_MODEL );
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gStompSprite = PRECACHE_MODELINDEX( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PRECACHE_MODELINDEX( GARG_GIB_MODEL );
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PRECACHE_SOUND( GARG_STOMP_BUZZ_SOUND );
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackHitSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ )
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PRECACHE_SOUND((char *)pBeamAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackMissSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pRicSounds ); i++ )
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PRECACHE_SOUND((char *)pRicSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pFootSounds ); i++ )
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PRECACHE_SOUND((char *)pFootSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND((char *)pIdleSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND((char *)pAlertSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND((char *)pPainSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pStompSounds ); i++ )
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PRECACHE_SOUND((char *)pStompSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ )
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PRECACHE_SOUND((char *)pBreatheSounds[i]);
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PRECACHE_SOUND_ARRAY(pAttackHitSounds);
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PRECACHE_SOUND_ARRAY(pBeamAttackSounds);
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PRECACHE_SOUND_ARRAY(pAttackMissSounds);
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PRECACHE_SOUND_ARRAY(pRicSounds);
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PRECACHE_SOUND_ARRAY(pFootSounds);
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PRECACHE_SOUND_ARRAY(pIdleSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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PRECACHE_SOUND_ARRAY(pPainSounds);
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pStompSounds);
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PRECACHE_SOUND_ARRAY(pBreatheSounds);
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}
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@@ -1379,51 +1356,26 @@ void CMBabyGargantua::Spawn()
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//=========================================================
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void CMBabyGargantua::Precache()
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{
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int i;
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PRECACHE_MODEL("models/babygarg.mdl");
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PRECACHE_MODEL( GARG_EYE_SPRITE_NAME );
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PRECACHE_MODEL( GARG_BEAM_SPRITE_NAME );
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PRECACHE_MODEL( GARG_BEAM_SPRITE2 );
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gStompSprite = PRECACHE_MODEL( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PRECACHE_MODEL( GARG_GIB_MODEL );
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gStompSprite = PRECACHE_MODELINDEX( GARG_STOMP_SPRITE_NAME );
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gGargGibModel = PRECACHE_MODELINDEX( GARG_GIB_MODEL );
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PRECACHE_SOUND( GARG_STOMP_BUZZ_SOUND );
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackHitSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ )
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PRECACHE_SOUND((char *)pBeamAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackMissSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pRicSounds ); i++ )
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PRECACHE_SOUND((char *)pRicSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pFootSounds ); i++ )
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PRECACHE_SOUND((char *)pFootSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND((char *)pIdleSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND((char *)pAlertSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND((char *)pPainSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND((char *)pAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pStompSounds ); i++ )
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PRECACHE_SOUND((char *)pStompSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ )
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PRECACHE_SOUND((char *)pBreatheSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pDieSounds ); i++ )
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PRECACHE_SOUND((char *)pDieSounds[i]);
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PRECACHE_SOUND_ARRAY(pAttackHitSounds);
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PRECACHE_SOUND_ARRAY(pBeamAttackSounds);
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PRECACHE_SOUND_ARRAY(pAttackMissSounds);
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PRECACHE_SOUND_ARRAY(pRicSounds);
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PRECACHE_SOUND_ARRAY(pFootSounds);
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PRECACHE_SOUND_ARRAY(pIdleSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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PRECACHE_SOUND_ARRAY(pPainSounds);
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pStompSounds);
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PRECACHE_SOUND_ARRAY(pBreatheSounds);
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PRECACHE_SOUND_ARRAY(pDieSounds);
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}
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void CMBabyGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
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