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https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-20 17:09:35 +01:00
Update 1 changes
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@@ -14,18 +14,18 @@ INFANTRY
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void InfantryMachineGun(edict_t *self);
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die1;
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static int sound_die2;
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static cached_soundindex sound_pain1;
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static cached_soundindex sound_pain2;
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static cached_soundindex sound_die1;
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static cached_soundindex sound_die2;
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static int sound_gunshot;
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static int sound_weapon_cock;
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static int sound_punch_swing;
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static int sound_punch_hit;
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static int sound_sight;
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static int sound_search;
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static int sound_idle;
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static cached_soundindex sound_gunshot;
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static cached_soundindex sound_weapon_cock;
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static cached_soundindex sound_punch_swing;
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static cached_soundindex sound_punch_hit;
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static cached_soundindex sound_sight;
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static cached_soundindex sound_search;
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static cached_soundindex sound_idle;
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// range at which we'll try to initiate a run-attack to close distance
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constexpr float RANGE_RUN_ATTACK = RANGE_NEAR * 0.75f;
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@@ -848,19 +848,19 @@ MONSTERINFO_SIDESTEP(infantry_sidestep) (edict_t *self) -> bool
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void InfantryPrecache()
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{
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sound_pain1 = gi.soundindex("infantry/infpain1.wav");
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sound_pain2 = gi.soundindex("infantry/infpain2.wav");
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sound_die1 = gi.soundindex("infantry/infdeth1.wav");
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sound_die2 = gi.soundindex("infantry/infdeth2.wav");
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sound_pain1.assign("infantry/infpain1.wav");
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sound_pain2.assign("infantry/infpain2.wav");
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sound_die1.assign("infantry/infdeth1.wav");
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sound_die2.assign("infantry/infdeth2.wav");
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sound_gunshot = gi.soundindex("infantry/infatck1.wav");
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sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
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sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
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sound_punch_hit = gi.soundindex("infantry/melee2.wav");
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sound_gunshot.assign("infantry/infatck1.wav");
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sound_weapon_cock.assign("infantry/infatck3.wav");
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sound_punch_swing.assign("infantry/infatck2.wav");
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sound_punch_hit.assign("infantry/melee2.wav");
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sound_sight = gi.soundindex("infantry/infsght1.wav");
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sound_search = gi.soundindex("infantry/infsrch1.wav");
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sound_idle = gi.soundindex("infantry/infidle1.wav");
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sound_sight.assign("infantry/infsght1.wav");
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sound_search.assign("infantry/infsrch1.wav");
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sound_idle.assign("infantry/infidle1.wav");
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}
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constexpr spawnflags_t SPAWNFLAG_INFANTRY_NOJUMPING = 8_spawnflag;
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