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https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-20 00:49:33 +01:00
Update 1 changes
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@@ -81,7 +81,7 @@ MONSTERINFO_STAND(guardian_stand) (edict_t *self) -> void
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// walk
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//
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static int sound_step;
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static cached_soundindex sound_step;
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void guardian_footstep(edict_t *self)
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{
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@@ -213,8 +213,8 @@ void guardian_atk1_finish(edict_t *self)
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self->monsterinfo.weapon_sound = 0;
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}
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static int sound_charge;
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static int sound_spin_loop;
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static cached_soundindex sound_charge;
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static cached_soundindex sound_spin_loop;
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void guardian_atk1_charge(edict_t *self)
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{
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@@ -292,7 +292,7 @@ void guardian_atk2_out(edict_t *self)
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M_SetAnimation(self, &guardian_move_atk2_out);
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}
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static int sound_laser;
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static cached_soundindex sound_laser;
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constexpr vec3_t laser_positions[] = {
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{ 125.0f, -70.f, 60.f },
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@@ -487,10 +487,10 @@ void SP_monster_guardian(edict_t *self)
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return;
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}
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sound_step = gi.soundindex("zortemp/step.wav");
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sound_charge = gi.soundindex("weapons/hyprbu1a.wav");
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sound_spin_loop = gi.soundindex("weapons/hyprbl1a.wav");
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sound_laser = gi.soundindex("weapons/laser2.wav");
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sound_step.assign("zortemp/step.wav");
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sound_charge.assign("weapons/hyprbu1a.wav");
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sound_spin_loop.assign("weapons/hyprbl1a.wav");
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sound_laser.assign("weapons/laser2.wav");
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for (auto &gib : gibs)
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gi.modelindex(gib);
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