From: Mario Date: Mon, 30 Sep 2013 12:18:06 +0000 (-0700) Subject: Fix slime not disappearing when it explodes & ultra slow monster revive times X-Git-Tag: xonotic-v0.8.0~241^2^2~70 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=88b132c74416cadd76336efa064afb97f463d8c4;p=xonotic%2Fxonotic-data.pk3dir.git Fix slime not disappearing when it explodes & ultra slow monster revive times --- diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc index 2ddfe22cb..597d27525 100644 --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@ -291,6 +291,7 @@ void mage_heal() { pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1); head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health); + WaypointSprite_UpdateHealth(head.sprite, head.health); } } diff --git a/qcsrc/common/monsters/monster/slime.qc b/qcsrc/common/monsters/monster/slime.qc index 0c27ae246..cebaf340a 100644 --- a/qcsrc/common/monsters/monster/slime.qc +++ b/qcsrc/common/monsters/monster/slime.qc @@ -68,7 +68,7 @@ void slime_explode() pointparticles(particleeffectnum("explosion_medium"), self.origin, '0 0 0', 1); sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); - setmodel(self, ""); + setmodel(self, "null"); } void slime_dead() @@ -79,6 +79,8 @@ void slime_dead() self.deadflag = DEAD_DEAD; self.think = Monster_Fade; self.nextthink = time + 0.1; + + CSQCMODEL_AUTOUPDATE(); // called now to update model } void spawnfunc_monster_slime() diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index ef2a7a0ff..43fc151c8 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -529,7 +529,7 @@ void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_ if(self.frozen) { - self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1); + self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1); self.health = max(1, self.max_health * self.revive_progress); WaypointSprite_UpdateHealth(self.sprite, self.health);