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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-02 18:14:26 +00:00
Use different damage values for bradnailer and nailgun. Remove cvars which was not found in game.
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3d07512518
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2a0b98bc54
@ -1523,9 +1523,11 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi
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{
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default:
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case BULLET_PLAYER_9MM:
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case BULLET_PLAYER_NAIL1:
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET );
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break;
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case BULLET_PLAYER_MP5:
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case BULLET_PLAYER_NAIL2:
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET );
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break;
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case BULLET_PLAYER_BUCKSHOT:
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@ -1544,9 +1546,6 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi
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UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ) );
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}
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break;
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case BULLET_PLAYER_NAIL:
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pEntity->TraceAttack( pevAttacker, 0, vecDir, &tr, DMG_BULLET );
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break;
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}
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}
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@ -456,11 +456,6 @@ cvar_t sk_player_leg1 = { "sk_player_leg1","1" };
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cvar_t sk_player_leg2 = { "sk_player_leg2","1" };
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cvar_t sk_player_leg3 = { "sk_player_leg3","1" };
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// Nails
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cvar_t sk_plr_nail1 = { "sk_plr_nail1", "0" };
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cvar_t sk_plr_nail2 = { "sk_plr_nail2", "0" };
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cvar_t sk_plr_nail3 = { "sk_plr_nail3", "0" };
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// END Cvars for Skill Level settings
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// Register your console variables here
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@ -886,11 +881,6 @@ void GameDLLInit( void )
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CVAR_REGISTER( &sk_player_leg2 );
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CVAR_REGISTER( &sk_player_leg3 );
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// Nails
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CVAR_REGISTER( &sk_plr_nail1 );
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CVAR_REGISTER( &sk_plr_nail2 );
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CVAR_REGISTER( &sk_plr_nail3 );
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// END REGISTER CVARS FOR SKILL LEVEL STUFF
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SERVER_COMMAND( "exec skill.cfg\n" );
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@ -307,9 +307,6 @@ void CGameRules::RefreshSkillData ( void )
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gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" );
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gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" );
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gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
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// Nails
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gSkillData.plrDmgNail = GetSkillCvar( "sk_9mmAR_bullet" );
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}
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//=========================================================
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@ -221,7 +221,7 @@ void CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_NAIL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_NAIL1, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireBradnailer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fFastShoot, 0);
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@ -83,7 +83,7 @@ void CNail::NailTouch(CBaseEntity *pOther)
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgNail, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
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pOther->TraceAttack(pevOwner, 0, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
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ApplyMultiDamage(pev, pevOwner);
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@ -130,4 +130,4 @@ void CNail::NailTouch(CBaseEntity *pOther)
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void CNail::NailThink(void)
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{
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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@ -156,7 +156,7 @@ void CNailgun::PrimaryAttack()
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL2, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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int flags;
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#if defined( CLIENT_WEAPONS )
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@ -287,4 +287,4 @@ class CNailAmmoRound : public CBasePlayerAmmo
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return bResult;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);
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LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);
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@ -138,8 +138,6 @@ struct skilldata_t
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float plrStomach;
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float plrLeg;
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float plrArm;
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float plrDmgNail;
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};
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extern DLL_GLOBAL skilldata_t gSkillData;
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@ -1739,7 +1739,7 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
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return 0.0; // crowbar already makes this sound
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fvol = 1.0;
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fvolbar = 0.2;
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if( iBulletType == BULLET_PLAYER_NAIL )
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if( iBulletType == BULLET_PLAYER_NAIL1 || iBulletType == BULLET_PLAYER_NAIL2 )
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{
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rgsz[0] = "weapons/brad_hit1.wav";
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rgsz[1] = "weapons/brad_hit2.wav";
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@ -170,7 +170,8 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType )
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case BULLET_MONSTER_MP5:
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case BULLET_PLAYER_BUCKSHOT:
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case BULLET_PLAYER_357:
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case BULLET_PLAYER_NAIL:
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case BULLET_PLAYER_NAIL1:
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case BULLET_PLAYER_NAIL2:
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default:
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// smoke and decal
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UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
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@ -144,7 +144,8 @@ typedef enum
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BULLET_PLAYER_357, // python
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BULLET_PLAYER_BUCKSHOT, // shotgun
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BULLET_PLAYER_CROWBAR, // crowbar swipe
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BULLET_PLAYER_NAIL, // nails
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BULLET_PLAYER_NAIL1, // bradnailer nails
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BULLET_PLAYER_NAIL2, // nailgun nails
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BULLET_PLAYER_XS, // xen squasher
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BULLET_MONSTER_9MM,
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