text
stringlengths 0
774
|
---|
if (deathmatch)
|
return;
|
// 1998-07-29 Cheats coop fix by Maddes end
|
serverflags = serverflags * 2 + 1;
|
};
|
void() QuadCheat =
|
{
|
// 1998-07-29 Cheats coop fix by Maddes start
|
// if (deathmatch || coop)
|
if (deathmatch)
|
// 1998-07-29 Cheats coop fix by Maddes end
|
return;
|
self.super_time = 1;
|
self.super_damage_finished = time + 30;
|
self.items = self.items | IT_QUAD;
|
dprint ("quad cheat\n");
|
};
|
/*
|
============
|
ImpulseCommands
|
============
|
*/
|
void() ImpulseCommands =
|
{
|
if (self.impulse >= 1 && self.impulse <= 8)
|
W_ChangeWeapon ();
|
if (self.impulse == 9)
|
CheatCommand ();
|
if (self.impulse == 10)
|
CycleWeaponCommand ();
|
if (self.impulse == 11)
|
ServerflagsCommand ();
|
if (self.impulse == 12)
|
CycleWeaponReverseCommand ();
|
if (self.impulse == 255)
|
QuadCheat ();
|
// dumptruck_ds version inspired by Copper
|
if (self.impulse == 100)
|
sprint(self, version);
|
// if (self.impulse == 101) // debugging armor shards -- dumptruck_ds
|
// dprint ("Armortype is");
|
// dprint (ftos(self.armortype));
|
// dprint ("\n");
|
self.impulse = 0;
|
};
|
/*
|
============
|
W_WeaponFrame
|
Called every frame so impulse events can be handled as well as possible
|
============
|
*/
|
void() W_WeaponFrame =
|
{
|
if (time < self.attack_finished)
|
return;
|
if (self.impulse) // 1998-08-14 Constantly checking all impulses fix by Perged
|
ImpulseCommands ();
|
// check for attack
|
if (self.button0)
|
{
|
SuperDamageSound ();
|
W_Attack ();
|
}
|
};
|
/*
|
========
|
SuperDamageSound
|
Plays sound if needed
|
========
|
*/
|
void() SuperDamageSound =
|
{
|
if (self.super_damage_finished > time)
|
{
|
if (self.super_sound < time)
|
{
|
self.super_sound = time + 1;
|
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
|
}
|
}
|
return;
|
};"</s>
|
<s>[INST]
|
What is the purpose of the movetarget_f function in the given QuakeC code?
|
[/INST]
|
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