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https://github.com/id-Software/quake2-rerelease-dll.git
synced 2026-03-20 08:59:28 +01:00
Update 1 changes
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@@ -12,16 +12,16 @@ SOLDIER
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#include "m_soldier.h"
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#include "m_flash.h"
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static int sound_idle;
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static int sound_sight1;
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static int sound_sight2;
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static int sound_pain_light;
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static int sound_pain;
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static int sound_pain_ss;
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static int sound_death_light;
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static int sound_death;
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static int sound_death_ss;
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static int sound_cock;
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static cached_soundindex sound_idle;
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static cached_soundindex sound_sight1;
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static cached_soundindex sound_sight2;
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static cached_soundindex sound_pain_light;
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static cached_soundindex sound_pain;
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static cached_soundindex sound_pain_ss;
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static cached_soundindex sound_death_light;
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static cached_soundindex sound_death;
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static cached_soundindex sound_death_ss;
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static cached_soundindex sound_cock;
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void soldier_start_charge(edict_t *self)
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{
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@@ -648,6 +648,13 @@ void soldier_fire_xatrix(edict_t *self, int flash_number, bool angle_limited)
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}
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else
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{
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// [Paril-KEX] no enemy = no fire
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if ((!self->enemy) || (!self->enemy->inuse))
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{
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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return;
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}
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// PMM
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if (self->monsterinfo.attack_state == AS_BLIND)
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end = self->monsterinfo.blind_fire_target;
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@@ -1838,10 +1845,10 @@ void SP_monster_soldier_x(edict_t *self)
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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sound_idle = gi.soundindex("soldier/solidle1.wav");
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sound_sight1 = gi.soundindex("soldier/solsght1.wav");
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sound_sight2 = gi.soundindex("soldier/solsrch1.wav");
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sound_cock = gi.soundindex("infantry/infatck3.wav");
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sound_idle.assign("soldier/solidle1.wav");
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sound_sight1.assign("soldier/solsght1.wav");
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sound_sight2.assign("soldier/solsrch1.wav");
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sound_cock.assign("infantry/infatck3.wav");
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gi.modelindex("models/monsters/soldier/gibs/head.md2");
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gi.modelindex("models/monsters/soldier/gibs/gun.md2");
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@@ -1897,8 +1904,8 @@ void SP_monster_soldier_light(edict_t *self)
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SP_monster_soldier_x(self);
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sound_pain_light = gi.soundindex("soldier/solpain2.wav");
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sound_death_light = gi.soundindex("soldier/soldeth2.wav");
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sound_pain_light.assign("soldier/solpain2.wav");
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sound_death_light.assign("soldier/soldeth2.wav");
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gi.modelindex("models/objects/laser/tris.md2");
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gi.soundindex("misc/lasfly.wav");
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gi.soundindex("soldier/solatck2.wav");
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@@ -1923,8 +1930,8 @@ void SP_monster_soldier(edict_t *self)
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SP_monster_soldier_x(self);
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sound_pain = gi.soundindex("soldier/solpain1.wav");
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sound_death = gi.soundindex("soldier/soldeth1.wav");
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sound_pain.assign("soldier/solpain1.wav");
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sound_death.assign("soldier/soldeth1.wav");
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gi.soundindex("soldier/solatck1.wav");
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self->s.skinnum = 2;
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@@ -1944,8 +1951,8 @@ void SP_monster_soldier_ss(edict_t *self)
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SP_monster_soldier_x(self);
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sound_pain_ss = gi.soundindex("soldier/solpain3.wav");
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sound_death_ss = gi.soundindex("soldier/soldeth3.wav");
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sound_pain_ss.assign("soldier/solpain3.wav");
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sound_death_ss.assign("soldier/soldeth3.wav");
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gi.soundindex("soldier/solatck3.wav");
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self->s.skinnum = 4;
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@@ -1975,8 +1982,8 @@ void SP_monster_soldier_ripper(edict_t *self)
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SP_monster_soldier_h(self);
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sound_pain_light = gi.soundindex("soldier/solpain2.wav");
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sound_death_light = gi.soundindex("soldier/soldeth2.wav");
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sound_pain_light.assign("soldier/solpain2.wav");
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sound_death_light.assign("soldier/soldeth2.wav");
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gi.modelindex("models/objects/boomrang/tris.md2");
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gi.soundindex("misc/lasfly.wav");
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@@ -2003,8 +2010,8 @@ void SP_monster_soldier_hypergun(edict_t *self)
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SP_monster_soldier_h(self);
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gi.modelindex("models/objects/laser/tris.md2");
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sound_pain = gi.soundindex("soldier/solpain1.wav");
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sound_death = gi.soundindex("soldier/soldeth1.wav");
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sound_pain.assign("soldier/solpain1.wav");
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sound_death.assign("soldier/soldeth1.wav");
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gi.soundindex("soldier/solatck1.wav");
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gi.soundindex("weapons/hyprbd1a.wav");
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gi.soundindex("weapons/hyprbl1a.wav");
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@@ -2029,8 +2036,8 @@ void SP_monster_soldier_lasergun(edict_t *self)
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SP_monster_soldier_h(self);
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sound_pain_ss = gi.soundindex("soldier/solpain3.wav");
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sound_death_ss = gi.soundindex("soldier/soldeth3.wav");
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sound_pain_ss.assign("soldier/solpain3.wav");
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sound_death_ss.assign("soldier/soldeth3.wav");
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gi.soundindex("soldier/solatck3.wav");
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self->s.skinnum = 10;
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