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- /* BYOM (Be Your Own Monster) v1.0
-
- Be Your Own Monster is the patch that allows you to take on the
- role of the heroic do-gooding marine, the fiendish fiend, the
- shambling shambler, or the wizardly scrag
-
- Teams -- Teams are formed by race, instead of by skin color.
- Marines vs Fiends, Fiends vs Scrags!
-
- Impulse 101 -- Change to Marine at next oppurtunity
- Impulse 102 -- Change to Fiend at next oppurtunity
- Impulse 103 -- Change to Shambler at next oppurtunity
- Impulse 104 -- Change to Scrag at next oppurtunity
-
- next oppurtunity means death or level change.
-
- I've made changes to:
- WEAPONS.QC
- CLIENT.QC
- PLAYER.QC
- WORLD.QC
- ITEMS.QC
- COMBAT.QC
-
- Email me at aexia@u.washington.edu
-
- Email me if:
- 1. You know how to implement Scrag flying like swimming
- 2. What are good numbers for the view offsets for each
- monster
- 3. You know how to change the bounding box on the shambler so
- that he really is huge
- 4. you find a bug
-
- Thanks to:
- iD Software for creating Quake
- John & Josh Spickes for writing the Fiend's Pentagram
- patch. I borrowed some code from their patch. That patch
- also cleared up a great many things about QuakeC
- My parents for paying the phone bill
- Queen Maeve, creator of the universe. Where would I be without
- Her Warm Furry Bellyness sitting on my papers and keyboard?
- */
- float IMP_MARINE = 101;
- float IMP_FIEND = 102;
- float IMP_SHAMBLER = 103;
- float IMP_WIZARD = 104;
-
- float CL_MARINE = 0;
- /* Class: Marine
- Armor: Normal
- Weapons: Axe, Shotgun, Super shotgun, Nailgun, Super Nailgun,
- Grenade Launcher, Rocket Launcher, Lightning Gun
- (Starts with Axe and Shotgun)
- Medkits: Normal
- Notes: Default deathmatch player. You undoubtedly know him already.
- */
- float CL_FIEND = 1;
- /* Class: Fiend
- Armor: Can't use it
- Weapons: Close Range Melee, Ramming Jump Attack
- Medkits: 1/3 as useful
- Special: Long range jumping, 300% max health
- Notes: Works just like the Fiend's Pentagram patch. Will have to claw
- its way out of water sometimes.
- */
- float CL_SHAMBLER = 2;
- /* Class: Shambler
- Armor: Can't use it
- Weapons: Close Range Meelee, Lightning Attack
- Medkits: 1/6 as useful
- Special: No items are useful, Lightning Ammo regenerates naturally,
- 600% max health, regenerates health slowly, takes only
- half damage from rockets, lightning firing rate is slow
- Notes: Shamlber will look funny in some places since he's so huge.
- I haven't figured out how to change the bounding box to
- match his size yet...
-
- */
- float CL_WIZARD = 3;
- /* Class: Scrag
- Armor: Can't use it
- Weapons: Energy Spikes
- Medkits: 25% more useful
- Special: No items are useful, flying, Energy Ammo regenerates
- Notes: Flying is buggy when you start out and coming out of a
- teleporter. Just run into a wall, use up or down, and go
- forward to get rid of the "acceleterated slide" effect. In
- the future, I plan to make flying like swimming if possible.
- */
-
- // now a part of entity
- .float class;
- .float nextclass;
-
- float NEW_WEAPON_BOLT = 256;
- float NEW_WEAPON_SPIKE = 512;
- float NEW_WEAPON_MELEE = 1024;
-
- // Function prototypes
- void() player_demon_melee;
- void() player_shambler_melee;
- void() player_shambler_bolt;
- void() player_wizard_shot;
- void() player_demon_jump;
-
- void() player_wizard_pain;
- void() player_demon_pain;
- void() player_shambler_pain;
-
- void() player_wizard_die;
- void() player_demon_die;
- void() player_shambler_die;
-
- void() Player_Demon_JumpTouch;
- void(float side) Player_Demon_Attack;
-