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Boost monster_diablo.

eftd
Night Owl 7 years ago
parent
commit
673842fba4
  1. 10
      dlls/eftd/diablo.cpp

10
dlls/eftd/diablo.cpp

@ -121,7 +121,7 @@ void CDiablo::SetYawSpeed(void)
{ {
int ys; int ys;
ys = 140; // 120 ys = 240; // 120
#if 0 #if 0
switch (m_Activity) switch (m_Activity)
@ -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 * 2, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), DMG_SLASH );
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 * 2, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgOneSlash * 3 + RANDOM_LONG( 0, 9 ), DMG_SLASH );
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 * 2, DMG_SLASH | DMG_NEVERGIB); CBaseEntity *pHurt = CheckTraceHullAttack(70, gSkillData.diabloDmgBothSlash * 2.2 + RANDOM_LONG( 0, 9 ), DMG_SLASH );
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 * 2.8; pev->health = gSkillData.diabloHealth * 4.0f;
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;

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