Author Topic: Extreme Sudden Death  (Read 3583 times)

DaylightDies

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Extreme Sudden Death
« on: July 01, 2008, 10:24:26 pm »
Im not entirely sure if this is included in any official SVN releases.
With that being said I've searched through other Svn's and cant seem to find, the codes/code/lines were it tells the Spawns (alien/humans) to die?
Could someone point me in the right direction thnx >:D

\\edit just went through benmachines/pol's patch for ESD

http://www.bandstand.org.uk/~benm/trem/extremesd.patch

Still cannot find anything that tells the spawns to die?
« Last Edit: July 01, 2008, 10:31:33 pm by DaylightDies »

epsy

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Re: Extreme Sudden Death
« Reply #1 on: July 01, 2008, 11:59:16 pm »
Code: [Select]
+      trap_SendConsoleCommand( EXEC_NOW, "alienWin\n" );
+      trap_SendConsoleCommand( EXEC_NOW, "humanWin\n" );


i'd look in that direction :)
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DaylightDies

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Re: Extreme Sudden Death
« Reply #2 on: July 02, 2008, 02:44:52 am »
ok well i figured it was this but wasnt sure.

Code: [Select]
  if( Q_stricmp( cmd, "alienWin" ) == 0 )
  {
    int       i;
    gentity_t *e;

    for( i = 1, e = g_entities + i; i < level.num_entities; i++, e++ )
    {
      if( e->s.modelindex == BA_H_SPAWN )
        G_Damage( e, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
    }
        for( i = 1, e = g_entities + i; i < level.num_entities; i++, e++ )
    {
      if( e->s.modelindex == BA_H_REPEATER )
        G_Damage( e, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
    }

I added that last part about the repeaters in, hopefully it works *compiling done.

//edit worked ty :)
« Last Edit: July 02, 2008, 02:50:03 am by DaylightDies »