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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-06 12:04:17 +00:00
Fix shocktrooper shoot and grenade origin. Adjust some voltigore values to match Opposing Force (#20)
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@ -329,7 +329,7 @@ void CStrooper::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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{
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UTIL_MakeVectors(pev->angles);
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UTIL_MakeVectors(pev->angles);
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
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// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 );
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CSporeGrenade::ShootTimed(pev, GetGunPosition(), m_vecTossVelocity, 3.5);
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CSporeGrenade::ShootTimed(pev, pev->origin + Vector(0,0,98), m_vecTossVelocity, 3.5);
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m_fThrowGrenade = FALSE;
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m_fThrowGrenade = FALSE;
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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@ -360,7 +360,8 @@ void CStrooper::HandleAnimEvent(MonsterEvent_t *pEvent)
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WRITE_BYTE( 128 ); // brightness
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WRITE_BYTE( 128 ); // brightness
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MESSAGE_END();
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MESSAGE_END();
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Vector vecShootOrigin = GetGunPosition();
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UTIL_MakeVectors(pev->angles);
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Vector vecShootOrigin = vecGunPos + gpGlobals->v_forward * 32;
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
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vecGunAngles = UTIL_VecToAngles(vecShootDir);
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vecGunAngles = UTIL_VecToAngles(vecShootDir);
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@ -34,13 +34,13 @@
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#define VOLTIGORE_CLASSNAME "monster_alien_voltigore"
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#define VOLTIGORE_CLASSNAME "monster_alien_voltigore"
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#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore"
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#define VOLTIGORE_BABY_CLASSNAME "monster_alien_babyvoltigore"
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#define VOLTIGORE_ZAP_RED 160
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#define VOLTIGORE_ZAP_RED 180
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#define VOLTIGORE_ZAP_GREEN 0
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#define VOLTIGORE_ZAP_GREEN 16
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#define VOLTIGORE_ZAP_BLUE 255
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#define VOLTIGORE_ZAP_BLUE 255
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#define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr"
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#define VOLTIGORE_ZAP_BEAM "sprites/lgtning.spr"
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#define VOLTIGORE_ZAP_NOISE 80
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#define VOLTIGORE_ZAP_NOISE 80
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#define VOLTIGORE_ZAP_WIDTH 40
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#define VOLTIGORE_ZAP_WIDTH 40
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#define VOLTIGORE_ZAP_BRIGHTNESS 210
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#define VOLTIGORE_ZAP_BRIGHTNESS 255
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#define VOLTIGORE_ZAP_DISTANCE 512
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#define VOLTIGORE_ZAP_DISTANCE 512
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#define VOLTIGORE_GLOW_SCALE 1.0f
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#define VOLTIGORE_GLOW_SCALE 1.0f
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#define VOLTIGORE_GIB_COUNT 9
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#define VOLTIGORE_GIB_COUNT 9
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@ -121,9 +121,6 @@ void CVoltigoreEnergyBall::Spawn(void)
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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m_iBeams = 0;
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m_iBeams = 0;
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// Create beams.
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CreateBeams();
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}
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}
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//=========================================================
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//=========================================================
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@ -192,7 +189,10 @@ void CVoltigoreEnergyBall::BeamThink(void)
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}
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}
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else
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else
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{
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{
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if (m_iBeams)
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UpdateBeams();
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UpdateBeams();
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else
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CreateBeams();
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}
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}
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}
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}
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@ -244,7 +244,7 @@ void CVoltigoreEnergyBall::CreateBeams()
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{
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{
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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for (int i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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{
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{
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CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS + RANDOM_LONG(1, 5) );
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CreateBeam(i, pev->origin, VOLTIGORE_ZAP_WIDTH, VOLTIGORE_ZAP_BRIGHTNESS );
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}
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}
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m_iBeams = VOLTIGORE_MAX_BEAMS;
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m_iBeams = VOLTIGORE_MAX_BEAMS;
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}
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}
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@ -270,7 +270,7 @@ void CVoltigoreEnergyBall::UpdateBeams()
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const Vector vecSrc = pev->origin;
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const Vector vecSrc = pev->origin;
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const Vector directionVector = pev->velocity.Normalize();
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const Vector directionVector = pev->velocity.Normalize();
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const int baseDistance = VOLTIGORE_ZAP_DISTANCE;
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const int baseDistance = VOLTIGORE_ZAP_DISTANCE;
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for (i = 0; i < VOLTIGORE_MAX_BEAMS; ++i)
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for (i = 0; i < m_iBeams; ++i)
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{
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{
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for (j = 0; j < 3; ++j)
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for (j = 0; j < 3; ++j)
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{
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{
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@ -645,7 +645,7 @@ void CVoltigore::HandleAnimEvent(MonsterEvent_t *pEvent)
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// do stuff for this event.
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// do stuff for this event.
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//AttackSound();
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//AttackSound();
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CVoltigoreEnergyBall::Shoot(pev, vecSpitOffset, vecSpitDir * 900);
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CVoltigoreEnergyBall::Shoot(pev, vecSpitOffset, vecSpitDir * 1000);
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// turn the beam glow off.
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// turn the beam glow off.
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DestroyBeams();
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DestroyBeams();
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