
Quake DeveLS - Cloaking
Author: JohnRittenhouse
Difficulty: Damn easy !
Wheeee
!...
For all you snipers out
there, i've whipped up this little bit of code to add cloaking to your mod. It
lets you cloak if you aren't moving, and if you do, you become visible
again.Here goes! First, open up g_cmds.c and go down to the bottom of the
clientcommand code. Now add thecode so it looks like this:
else if (Q_stricmp (cmd, "wave") == 0) Cmd_Wave_f (ent); +//New command for cloaking +else if (Q_stricmp (cmd, "cloak") == 0) +{ + if (ent->svflags & SVF_NOCLIENT) + { + gi.cprintf (ent, PRINT_HIGH, "You are nowvisible!\n"); + ent->svflags -= SVF_NOCLIENT; + } + else + { + gi.cprintf (ent, PRINT_HIGH, "You are nowcloaked!\n"); + ent->svflags |= SVF_NOCLIENT; + } +}
What this
lets you do is become cloaked and uncloaked with the command "cloak".
But this would be impossible to play with because everyone would just be
invisible, so add this next piece of code to p_client.c around line 1500 so it
looks like this:
{ VectorCopy (pm.viewangles, client->v_angle); VectorCopy (pm.viewangles, client->ps.viewangles); }+if (ucmd->forwardmove != 0 || ucmd->sidemove != 0 && ent->svflags &SVF_NOCLIENT)+{+ ent->svflags &= ~SVF_NOCLIENT;+} gi.linkentity (ent);
What this
does is turn cloaking off if you move. We can't have invisible people running
around you know! To use it all you have to do is type in "cmd cloak".
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