mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 13:14:51 +00:00
Merge branch 'master' into opfor
This commit is contained in:
commit
be0a35053a
@ -29,6 +29,7 @@
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#include "animation.h"
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#include "weapons.h"
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#include "func_break.h"
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#include "game.h"
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extern DLL_GLOBAL Vector g_vecAttackDir;
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extern DLL_GLOBAL int g_iSkillLevel;
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@ -513,10 +514,16 @@ void CBaseMonster::BecomeDead( void )
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// make the corpse fly away from the attack vector
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pev->movetype = MOVETYPE_TOSS;
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//pev->flags &= ~FL_ONGROUND;
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//pev->origin.z += 2.0f;
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//pev->velocity = g_vecAttackDir * -1.0f;
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//pev->velocity = pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f );
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if (corpsephysics.value &&
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// affect only dying monsters, not initially dead ones
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m_IdealMonsterState == MONSTERSTATE_DEAD)
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{
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pev->flags &= ~FL_ONGROUND;
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pev->origin.z += 2.0f;
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pev->velocity = g_vecAttackDir * -1.0f;
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pev->velocity = pev->velocity * RANDOM_FLOAT( 300.0f, 400.0f );
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}
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}
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BOOL CBaseMonster::ShouldGibMonster( int iGib )
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@ -37,6 +37,7 @@ cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER };
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cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER };
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cvar_t explosionfix = { "explosionfix", "0", FCVAR_SERVER };
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cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "1", FCVAR_SERVER };
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cvar_t corpsephysics = { "corpsephysics", "0", FCVAR_SERVER };
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cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER };
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cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER };
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cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };
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@ -753,6 +754,7 @@ void GameDLLInit( void )
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CVAR_REGISTER( &satchelfix );
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CVAR_REGISTER( &explosionfix );
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CVAR_REGISTER( &monsteryawspeedfix );
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CVAR_REGISTER( &corpsephysics );
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CVAR_REGISTER( &forcerespawn );
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CVAR_REGISTER( &flashlight );
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CVAR_REGISTER( &aimcrosshair );
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@ -32,6 +32,7 @@ extern cvar_t chargerfix;
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extern cvar_t satchelfix;
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extern cvar_t explosionfix;
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extern cvar_t monsteryawspeedfix;
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extern cvar_t corpsephysics;
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extern cvar_t forcerespawn;
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extern cvar_t flashlight;
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extern cvar_t aimcrosshair;
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@ -391,7 +391,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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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 );
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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 );
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z,
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@ -689,7 +689,7 @@ void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
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return;
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else
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m_flRightHealth -= flDamage;
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m_iDoLeftSmokePuff = 3 + ( flDamage / 5.0f );
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m_iDoRightSmokePuff = 3 + ( flDamage / 5.0f );
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}
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if( ptr->iHitgroup == 2 )
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@ -698,7 +698,7 @@ void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
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return;
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else
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m_flLeftHealth -= flDamage;
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m_iDoRightSmokePuff = 3 + ( flDamage / 5.0f );
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m_iDoLeftSmokePuff = 3 + ( flDamage / 5.0f );
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}
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// hit hard, hits cockpit, hits engines
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