if (random() < 0.005)
{
// blink for an instant, this causes the appear sound, alarming the player as if under attack
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
+ */
a = 1;
}
}
else
{
// if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
+ /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
if (self.solid != SOLID_SLIDEBOX)
sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
+ */
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_AIM;
}
void() monsterinwall =
{
- local entity e;
+ entity e;
if (!autocvar_developer)
return;
// this is handy for level designers,
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5 + 0.1;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
{
- local vector v;
+ vector v;
v = '0 0 0' - force * 0.05;
if (armordamage > 0)
te_spark(org, v, armordamage * 3);