*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@475 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2006-11-06 00:05:10 +00:00
parent c49e30bd39
commit 32d145ed05
23 changed files with 698 additions and 472 deletions
+6 -6
View File
@@ -275,11 +275,11 @@ void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
}
int msgtype = (at->bIsBot) ? SV_BOT2BOTDMG : SV_CLIENT2BOTDMG;
addmsg(1, 4, msgtype, BotManager.GetBotIndex(d), damage, PlayerIndex);
addmsg(msgtype, "ri3", BotManager.GetBotIndex(d), damage, PlayerIndex);
playsound(S_PAIN1+rnd(5), &d->o);
}
// End add by Rick
//else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); }; Modified by Rick: Added IsBot and PlayerIndex to message
//else { addmsg(SV_DAMAGE, "ri3", target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); }; Modified by Rick: Added IsBot and PlayerIndex to message
else
{
// Modified by Rick: Added IsBot and PlayerIndex to message
@@ -300,8 +300,8 @@ void hit(int target, int damage, dynent *d, dynent *at, bool gib=false)
}
}
}
if(at->bIsBot) addmsg(1, 5, SV_BOT2CLIENTDMG, target, damage, d->lifesequence, PlayerIndex);
else addmsg(1, 4, gib ? SV_GIBDAMAGE : SV_DAMAGE, target, damage, d->lifesequence);
if(at->bIsBot) addmsg(SV_BOT2CLIENTDMG, "ri4", target, damage, d->lifesequence, PlayerIndex);
else addmsg(gib ? SV_GIBDAMAGE : SV_DAMAGE, "ri3", target, damage, d->lifesequence);
playsound(S_PAIN1+rnd(5), &d->o);
};
@@ -468,7 +468,7 @@ void throw_nade(dynent *d, vec &to, physent *p)
if(d==player1)
{
player1->lastaction = lastmillis;
addmsg(1, 9, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), lastmillis-p->millis);
addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), lastmillis-p->millis);
};
};
@@ -704,7 +704,7 @@ void shoot(dynent *d, vec &targ)
else d->gunwait = guns[d->gunselect].attackdelay;
shootv(d->gunselect, from, to, d, 0);
addmsg(1, 9, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0 );
addmsg(SV_SHOT, "ri8", d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF), 0 );
if(guns[d->gunselect].projspeed || d->gunselect==GUN_GRENADE) return;
loopv(players)