Merge branch 'tier4' of https://github.com/JulianR0/monstermod-redo into tier4
This commit is contained in:
@@ -184,13 +184,8 @@ void CMAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec
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if (flDamage <= 0)
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flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated
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}
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else
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{
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SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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}
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AddMultiDamage( pevAttacker, this->edict(), flDamage, bitsDamageType );
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CMBaseMonster::TraceAttack(pevAttacker, flDamage, vecDir, ptr, bitsDamageType);
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}
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//=========================================================
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@@ -537,7 +532,7 @@ void CMAGrunt :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.agruntHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -350,7 +350,7 @@ void CMBarney :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->health = gSkillData.barneyHealth;
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pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_FULL;
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@@ -609,7 +609,7 @@ void CMBigMomma :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->health = 150 * gSkillData.bigmommaHealthFactor;
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pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -615,7 +615,7 @@ void CMBullsquid :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.bullsquidHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -21,6 +21,7 @@ public:
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int m_iMonsterIndex;// index of the monster(s) that will be created.
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string_t m_iszCustomModel;// custom model that the monster will use.
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int m_iMonsterBlood;//blood color of spawned monsters.
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int m_cNumMonsters;// max number of monsters this ent can create
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int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time.
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@@ -30,8 +30,7 @@
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#include "weapons.h"
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#include "func_break.h"
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const Vector g_vecZero = Vector(0,0,0);
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Vector g_vecAttackDir;
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extern DLL_GLOBAL Vector g_vecAttackDir;
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entvars_t *g_pevLastInflictor;
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#define HUMAN_GIB_COUNT 6
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@@ -1322,33 +1321,33 @@ void CMBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vecto
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if ( pev->takedamage )
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{
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m_LastHitGroup = ptr->iHitgroup;
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/*jlb
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// do we need the hitboxes to be customizable? use vanilla HL skill.cfg for now
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switch ( ptr->iHitgroup )
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{
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case HITGROUP_GENERIC:
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break;
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case HITGROUP_HEAD:
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flDamage *= gSkillData.monHead;
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flDamage *= 3; //gSkillData.monHead;
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break;
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case HITGROUP_CHEST:
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flDamage *= gSkillData.monChest;
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flDamage *= 1; //gSkillData.monChest;
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break;
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case HITGROUP_STOMACH:
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flDamage *= gSkillData.monStomach;
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flDamage *= 1; //gSkillData.monStomach;
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break;
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case HITGROUP_LEFTARM:
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case HITGROUP_RIGHTARM:
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flDamage *= gSkillData.monArm;
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flDamage *= 1; //gSkillData.monArm;
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break;
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case HITGROUP_LEFTLEG:
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case HITGROUP_RIGHTLEG:
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flDamage *= gSkillData.monLeg;
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flDamage *= 1; //gSkillData.monLeg;
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break;
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default:
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break;
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}
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jlb*/
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SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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AddMultiDamage( pevAttacker, this->edict(), flDamage, bitsDamageType );
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@@ -308,7 +308,7 @@ void CMController :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->flags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->health = gSkillData.controllerHealth;
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pev->view_ofs = Vector( 0, 0, -2 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -298,7 +298,7 @@ void check_monster_hurt(edict_t *pAttacker)
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vecSpot = vecSrc + gpGlobals->v_forward * distance;
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// trace a line ignoring enemies body...
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UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, pent, &tr );
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UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, pAttacker, &tr );
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damage = pent->v.fuser4 - pent->v.health;
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@@ -795,7 +795,6 @@ void check_respawn(void)
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}
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}
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DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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DLL_GLOBAL short g_sModelIndexTinySpit;// holds the index for the spore grenade explosion
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@@ -807,6 +806,11 @@ DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr";
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DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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// globals.cpp
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DLL_GLOBAL const Vector g_vecZero = Vector(0, 0, 0); // null vector
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DLL_GLOBAL Vector g_vecAttackDir; // attack direction
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void world_precache(void)
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{
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g_sModelIndexFireball = PRECACHE_MODELINDEX("sprites/zerogxplode.spr");// fireball
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@@ -1254,10 +1258,11 @@ int mmDispatchSpawn( edict_t *pent )
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}
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// free any allocated keyvalue memory
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for (index = 0; index < monster_spawn_count; index++)
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for (index = 0; index < MAX_MONSTERS; index++)
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{
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if (monster_spawnpoint[index].keyvalue)
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if (monster_spawnpoint[index].keyvalue != NULL)
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free(monster_spawnpoint[index].keyvalue);
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monster_spawnpoint[index].keyvalue = NULL;
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}
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// do level initialization stuff here...
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@@ -683,7 +683,7 @@ void CMGargantua :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->health = gSkillData.gargantuaHealth;
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//pev->view_ofs = Vector ( 0, 0, 96 );// taken from mdl file
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m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
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@@ -1325,7 +1325,7 @@ void CMBabyGargantua::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->health = gSkillData.babygargHealth;
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//pev->view_ofs = Vector ( 0, 0, 96 );// taken from mdl file
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m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result )
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@@ -613,7 +613,7 @@ void CMGonome::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.gonomeHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -220,7 +220,7 @@ void CMHAssassin :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.hassassinHealth;
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -252,7 +252,7 @@ void CMHeadCrab :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.headcrabHealth;
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pev->view_ofs = Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin.
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@@ -832,7 +832,7 @@ void CMHGrunt :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.hgruntHealth;
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m_flFieldOfView = VIEW_FIELD_FULL; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -272,7 +272,7 @@ void CMHoundeye :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_YELLOW;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.houndeyeHealth;
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
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@@ -199,7 +199,7 @@ void CMHWGrunt::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.hwgruntHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -421,7 +421,7 @@ void CMISlave :: Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.slaveHealth;
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pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
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@@ -227,7 +227,7 @@ void CMMassn::Spawn()
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
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pev->effects = 0;
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pev->health = gSkillData.massnHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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@@ -728,6 +728,8 @@ void scan_extra_cfg(FILE *fp)
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{
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char *cmd = strtok(input, " ");
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char *value = strtok(NULL, " ");
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if (value == NULL)
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continue; // command with no value, skip
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// Remove all quotes from "value"
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char parse[128] = {0};
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|
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@@ -65,6 +65,11 @@ void CMMonsterMaker :: KeyValue( KeyValueData *pkvd )
|
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m_iszCustomModel = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
|
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else if ( FStrEq(pkvd->szKeyName, "bloodcolor") )
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{
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m_iMonsterBlood = atoi(pkvd->szValue);
|
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pkvd->fHandled = TRUE;
|
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}
|
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else
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CMBaseMonster::KeyValue( pkvd );
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}
|
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@@ -124,7 +129,7 @@ void CMMonsterMaker :: Precache( void )
|
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void CMMonsterMaker::MakeMonster( void )
|
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{
|
||||
edict_t *pent;
|
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pKVD keyvalue[1]; // sometimes, i don't know what am i doing. -Giegue
|
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pKVD keyvalue[MAX_KEYVALUES]; // sometimes, i don't know what am i doing. -Giegue
|
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int createSF = SF_MONSTER_FALL_TO_GROUND;
|
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|
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if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren )
|
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@@ -165,6 +170,13 @@ void CMMonsterMaker::MakeMonster( void )
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strcpy(keyvalue[0].key, "model");
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strcpy(keyvalue[0].value, STRING( m_iszCustomModel ));
|
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}
|
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// Override monster blood color?
|
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if ( m_iMonsterBlood )
|
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{
|
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// setup blood keyvalue
|
||||
strcpy(keyvalue[1].key, "bloodcolor");
|
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sprintf(keyvalue[1].value, "%i", m_iMonsterBlood );
|
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}
|
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|
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// Attempt to spawn monster
|
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pent = spawn_monster(m_iMonsterIndex, pev->origin, pev->angles, createSF, keyvalue);
|
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|
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@@ -2626,6 +2626,23 @@ void CMBaseMonster :: KeyValue( KeyValueData *pkvd )
|
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m_iClassifyOverride = atoi( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "bloodcolor"))
|
||||
{
|
||||
switch ( atoi( pkvd->szValue ) )
|
||||
{
|
||||
case -1: m_bloodColor = DONT_BLEED; break;
|
||||
case 1: m_bloodColor = BLOOD_COLOR_RED; break;
|
||||
case 2: m_bloodColor = BLOOD_COLOR_YELLOW; break;
|
||||
case 3: m_bloodColor = BLOOD_COLOR_BLUE; break;
|
||||
case 4: m_bloodColor = BLOOD_COLOR_PINK; break;
|
||||
case 5: m_bloodColor = BLOOD_COLOR_WHITE; break;
|
||||
case 6: m_bloodColor = BLOOD_COLOR_ORANGE; break;
|
||||
case 7: m_bloodColor = BLOOD_COLOR_BLACK; break;
|
||||
case 8: m_bloodColor = BLOOD_COLOR_GREEN; break;
|
||||
default: m_bloodColor = 0; break; // Invalid, set default
|
||||
}
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CMBaseToggle::KeyValue( pkvd );
|
||||
|
||||
@@ -142,7 +142,7 @@ void CMOtis::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
|
||||
pev->health = gSkillData.otisHealth;
|
||||
pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
||||
|
||||
@@ -570,7 +570,7 @@ void CMPitdrone::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.pitdroneHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
|
||||
@@ -601,7 +601,7 @@ void CMScientist :: Spawn( void )
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_RED;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_RED : m_bloodColor;
|
||||
pev->health = gSkillData.scientistHealth;
|
||||
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
|
||||
|
||||
@@ -69,7 +69,7 @@ void CMShockRoach::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = BLOOD_COLOR_YELLOW;
|
||||
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.roachHealth;
|
||||
|
||||
@@ -367,7 +367,7 @@ void CMStrooper::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.strooperHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
|
||||
@@ -105,7 +105,7 @@ void CMStukabat :: Spawn()
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_FLY;
|
||||
pev->flags |= FL_FLY;
|
||||
m_bloodColor = BLOOD_COLOR_YELLOW;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->health = gSkillData.stukabatHealth;
|
||||
pev->view_ofs = Vector ( 0, 0, 22 );// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
|
||||
@@ -149,7 +149,12 @@ inline BOOL FStringNull(int iString) { return iString == iStringNull; }
|
||||
#define DONT_BLEED -1
|
||||
#define BLOOD_COLOR_RED (BYTE)247
|
||||
#define BLOOD_COLOR_YELLOW (BYTE)195
|
||||
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
|
||||
#define BLOOD_COLOR_BLUE (BYTE)211 // custom colors
|
||||
#define BLOOD_COLOR_PINK (BYTE)147
|
||||
#define BLOOD_COLOR_WHITE (BYTE)11
|
||||
#define BLOOD_COLOR_ORANGE (BYTE)231
|
||||
#define BLOOD_COLOR_BLACK (BYTE)49 // not 100% accurate but close enough
|
||||
#define BLOOD_COLOR_GREEN (BYTE)181 // ^
|
||||
|
||||
typedef enum
|
||||
{
|
||||
|
||||
@@ -635,7 +635,7 @@ void CMVoltigore::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.voltigoreHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
@@ -1143,7 +1143,7 @@ void CMBabyVoltigore::Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->effects = 0;
|
||||
pev->health = gSkillData.babyVoltigoreHealth;
|
||||
m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
|
||||
@@ -241,7 +241,7 @@ void CMZombie :: Spawn()
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_STEP;
|
||||
m_bloodColor = BLOOD_COLOR_GREEN;
|
||||
m_bloodColor = !m_bloodColor ? BLOOD_COLOR_YELLOW : m_bloodColor;
|
||||
pev->health = gSkillData.zombieHealth;
|
||||
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
|
||||
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
|
||||
|
||||
Reference in New Issue
Block a user