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@ -131,7 +131,7 @@ void CPenguinGrenade::Spawn(void)
@@ -131,7 +131,7 @@ void CPenguinGrenade::Spawn(void)
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pev->gravity = 0.5; |
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pev->friction = 0.5; |
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pev->dmg = gSkillData.snarkDmgPop; |
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pev->dmg = gSkillData.plrDmgHandGrenade; |
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m_flDie = gpGlobals->time + PENGUIN_DETONATE_DELAY; |
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@ -161,33 +161,12 @@ void CPenguinGrenade::Precache(void)
@@ -161,33 +161,12 @@ void CPenguinGrenade::Precache(void)
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void CPenguinGrenade::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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pev->model = iStringNull;// make invisible
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SetThink(&CPenguinGrenade::SUB_Remove); |
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SetTouch(NULL); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO; |
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// play squeek blast
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0); |
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UTIL_BloodDrips(pev->origin, g_vecZero, BloodColor(), 80); |
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if( m_hOwner != 0 ) |
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RadiusDamage(pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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else |
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RadiusDamage(pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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// reset owner so death message happens
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pev->owner = m_hOwner->edict(); |
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CGrenade::Detonate(); |
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); |
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if( m_hOwner != 0 ) |
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pev->owner = m_hOwner->edict(); |
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CBaseMonster::Killed(pevAttacker, GIB_ALWAYS); |
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} |
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void CPenguinGrenade::GibMonster(void) |
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@ -358,7 +337,8 @@ void CPenguinGrenade::SuperBounceTouch(CBaseEntity *pOther)
@@ -358,7 +337,8 @@ void CPenguinGrenade::SuperBounceTouch(CBaseEntity *pOther)
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else |
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ApplyMultiDamage(pev, pev); |
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pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
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pev->dmg += gSkillData.plrDmgHandGrenade; // add more explosion damage
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pev->dmg = Q_min(pev->dmg, 500); |
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// m_flDie += 2.0; // add more life
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// make bite sound
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