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Merge branch 'master' into induction

induction_1.2
Andrey Akhmichin 3 years ago
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commit
99b7006168
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GPG Key ID: 1F180D249B0643C0
  1. 15
      dlls/combat.cpp
  2. 4
      dlls/game.cpp
  3. 2
      dlls/game.h
  4. 2
      dlls/gauss.cpp
  5. 4
      dlls/ggrenade.cpp
  6. 4
      dlls/osprey.cpp

15
dlls/combat.cpp

@ -29,6 +29,7 @@
#include "animation.h" #include "animation.h"
#include "weapons.h" #include "weapons.h"
#include "func_break.h" #include "func_break.h"
#include "game.h"
extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL int g_iSkillLevel; extern DLL_GLOBAL int g_iSkillLevel;
@ -514,10 +515,16 @@ void CBaseMonster::BecomeDead( void )
// make the corpse fly away from the attack vector // make the corpse fly away from the attack vector
pev->movetype = MOVETYPE_TOSS; pev->movetype = MOVETYPE_TOSS;
//pev->flags &= ~FL_ONGROUND; if (corpsephysics.value &&
//pev->origin.z += 2.0f; // affect only dying monsters, not initially dead ones
//pev->velocity = g_vecAttackDir * -1.0f; m_IdealMonsterState == MONSTERSTATE_DEAD)
//pev->velocity = pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f ); {
pev->flags &= ~FL_ONGROUND;
pev->origin.z += 2.0f;
pev->velocity = g_vecAttackDir * -1.0f;
pev->velocity = pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f );
}
} }
BOOL CBaseMonster::ShouldGibMonster( int iGib ) BOOL CBaseMonster::ShouldGibMonster( int iGib )

4
dlls/game.cpp

@ -35,7 +35,9 @@ cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
cvar_t selfgauss = { "selfgauss", "1", FCVAR_SERVER }; cvar_t selfgauss = { "selfgauss", "1", FCVAR_SERVER };
cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER }; cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER };
cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER }; cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER };
cvar_t explosionfix = { "explosionfix", "0", FCVAR_SERVER };
cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "1", FCVAR_SERVER }; cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "1", FCVAR_SERVER };
cvar_t corpsephysics = { "corpsephysics", "0", FCVAR_SERVER };
cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER }; cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER };
cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER }; cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER };
cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER }; cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };
@ -486,7 +488,9 @@ void GameDLLInit( void )
CVAR_REGISTER( &selfgauss ); CVAR_REGISTER( &selfgauss );
CVAR_REGISTER( &chargerfix ); CVAR_REGISTER( &chargerfix );
CVAR_REGISTER( &satchelfix ); CVAR_REGISTER( &satchelfix );
CVAR_REGISTER( &explosionfix );
CVAR_REGISTER( &monsteryawspeedfix ); CVAR_REGISTER( &monsteryawspeedfix );
CVAR_REGISTER( &corpsephysics );
CVAR_REGISTER( &forcerespawn ); CVAR_REGISTER( &forcerespawn );
CVAR_REGISTER( &flashlight ); CVAR_REGISTER( &flashlight );
CVAR_REGISTER( &aimcrosshair ); CVAR_REGISTER( &aimcrosshair );

2
dlls/game.h

@ -30,7 +30,9 @@ extern cvar_t weaponstay;
extern cvar_t selfgauss; extern cvar_t selfgauss;
extern cvar_t chargerfix; extern cvar_t chargerfix;
extern cvar_t satchelfix; extern cvar_t satchelfix;
extern cvar_t explosionfix;
extern cvar_t monsteryawspeedfix; extern cvar_t monsteryawspeedfix;
extern cvar_t corpsephysics;
extern cvar_t forcerespawn; extern cvar_t forcerespawn;
extern cvar_t flashlight; extern cvar_t flashlight;
extern cvar_t aimcrosshair; extern cvar_t aimcrosshair;

2
dlls/gauss.cpp

@ -391,7 +391,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
// It's sent reliably anyway, which could lead to other delays // It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
/*ALERT( at_console, "%f %f %f\n%f %f %f\n", /*ALERT( at_console, "%f %f %f\n%f %f %f\n",
vecSrc.x, vecSrc.y, vecSrc.z, vecSrc.x, vecSrc.y, vecSrc.z,

4
dlls/ggrenade.cpp

@ -26,6 +26,7 @@
#include "nodes.h" #include "nodes.h"
#include "soundent.h" #include "soundent.h"
#include "decals.h" #include "decals.h"
#include "game.h"
//===================grenade //===================grenade
@ -59,6 +60,9 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
// Pull out of the wall a bit // Pull out of the wall a bit
if( pTrace->flFraction != 1.0f ) if( pTrace->flFraction != 1.0f )
{ {
if (explosionfix.value)
pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * 0.6f );
else
pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6f ); pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6f );
} }

4
dlls/osprey.cpp

@ -756,7 +756,7 @@ void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
return; return;
else else
m_flRightHealth -= flDamage; m_flRightHealth -= flDamage;
m_iDoLeftSmokePuff = 3 + ( flDamage / 5.0f ); m_iDoRightSmokePuff = 3 + ( flDamage / 5.0f );
} }
if( ptr->iHitgroup == 2 ) if( ptr->iHitgroup == 2 )
@ -765,7 +765,7 @@ void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
return; return;
else else
m_flLeftHealth -= flDamage; m_flLeftHealth -= flDamage;
m_iDoRightSmokePuff = 3 + ( flDamage / 5.0f ); m_iDoLeftSmokePuff = 3 + ( flDamage / 5.0f );
} }
// hit hard, hits cockpit, hits engines // hit hard, hits cockpit, hits engines

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