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Fix skilldata.

eftd
Night Owl 8 years ago
parent
commit
5942011c54
  1. 8
      dlls/eftd/diablo.cpp
  2. 10
      dlls/gamerules.cpp

8
dlls/eftd/diablo.cpp

@ -194,7 +194,7 @@ void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent)
{ {
// do stuff for this event. // do stuff for this event.
// ALERT( at_console, "Slash right!\n" ); // ALERT( at_console, "Slash right!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 2, DMG_SLASH | DMG_NEVERGIB);
if (pHurt) if (pHurt)
{ {
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
@ -218,7 +218,7 @@ void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent)
{ {
// do stuff for this event. // do stuff for this event.
// ALERT( at_console, "Slash left!\n" ); // ALERT( at_console, "Slash left!\n" );
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 2, DMG_SLASH | DMG_NEVERGIB);
if (pHurt) if (pHurt)
{ {
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
@ -240,7 +240,7 @@ void CDiablo::HandleAnimEvent(MonsterEvent_t *pEvent)
case DIABLO_AE_ATTACK_BOTH: case DIABLO_AE_ATTACK_BOTH:
{ {
// do stuff for this event. // do stuff for this event.
CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2, DMG_SLASH | DMG_NEVERGIB);
if (pHurt) if (pHurt)
{ {
if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) if (pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
@ -277,7 +277,7 @@ void CDiablo::Spawn()
pev->solid = SOLID_SLIDEBOX; pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP; pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED; m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.diabloHealth; pev->health = gSkillData.diabloHealth * 2.8;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE; m_MonsterState = MONSTERSTATE_NONE;

10
dlls/gamerules.cpp

@ -303,12 +303,12 @@ void CGameRules::RefreshSkillData ( void )
gSkillData.plrArm = GetSkillCvar( "sk_player_arm" ); gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
// Diablo // Diablo
gSkillData.diabloHealth = GetSkillCvar( "sk_diablo_health" ); gSkillData.diabloHealth = GetSkillCvar( "sk_zombie_health" );
gSkillData.diabloDmgOneSlash = GetSkillCvar( "sk_diablo_dmg_one_slash" ); gSkillData.diabloDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash" );
gSkillData.diabloDmgBothSlash = GetSkillCvar( "sk_diablo_dmg_both_slash" ); gSkillData.diabloDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash" );
// Hassault // Hassault
gSkillData.hassaultHealth = GetSkillCvar( "sk_hassault_health" ); gSkillData.hassaultHealth = GetSkillCvar( "sk_hgrunt_health" );
// AK47 Round // AK47 Round
gSkillData.plrDmgAK47 = GetSkillCvar( "sk_plr_ak47_bullet" ); gSkillData.plrDmgAK47 = GetSkillCvar( "sk_plr_ak47_bullet" );
@ -317,7 +317,7 @@ void CGameRules::RefreshSkillData ( void )
gSkillData.plrDmgMac10 = GetSkillCvar( "sk_plr_mac10_bullet" ); gSkillData.plrDmgMac10 = GetSkillCvar( "sk_plr_mac10_bullet" );
// Heavy machine gun round // Heavy machine gun round
gSkillData.monDmgHvmg = GetSkillCvar( "sk_hvmg_bullet" ); gSkillData.monDmgHvmg = GetSkillCvar( "sk_9mm_bullet" );
// Grunt Mac10 // Grunt Mac10
gSkillData.monDmgMac10 = GetSkillCvar( "sk_mac10_bullet" ); gSkillData.monDmgMac10 = GetSkillCvar( "sk_mac10_bullet" );

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