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https://github.com/YGGverse/hlsdk-portable.git
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Implement mp_satchelfix cvar.
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@ -22,6 +22,7 @@
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#include "util.h"
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#include "util.h"
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#include "cbase.h"
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#include "cbase.h"
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#include "doors.h"
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#include "doors.h"
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#include "game.h"
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#include "weapons.h"
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#include "weapons.h"
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extern void SetMovedir( entvars_t *ev );
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extern void SetMovedir( entvars_t *ev );
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@ -737,9 +738,12 @@ void CBaseDoor::Blocked( CBaseEntity *pOther )
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if( pev->dmg )
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if( pev->dmg )
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
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if( satchelfix.value )
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{
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// Detonate satchels
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// Detonate satchels
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if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) )
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if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) )
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( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 );
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( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 );
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}
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// if a door has a negative wait, it would never come back if blocked,
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// if a door has a negative wait, it would never come back if blocked,
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// so let it just squash the object to death real fast
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// so let it just squash the object to death real fast
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@ -31,6 +31,7 @@ cvar_t friendlyfire = { "mp_friendlyfire","0", FCVAR_SERVER };
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cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER };
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cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER };
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cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
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cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
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cvar_t selfgauss = { "mp_selfgauss", "1", FCVAR_SERVER };
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cvar_t selfgauss = { "mp_selfgauss", "1", FCVAR_SERVER };
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cvar_t satchelfix = { "mp_satchelfix", "0", FCVAR_SERVER };
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cvar_t forcerespawn = { "mp_forcerespawn","1", 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 flashlight = { "mp_flashlight","0", FCVAR_SERVER };
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cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };
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cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };
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@ -469,6 +470,7 @@ void GameDLLInit( void )
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CVAR_REGISTER( &falldamage );
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CVAR_REGISTER( &falldamage );
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CVAR_REGISTER( &weaponstay );
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CVAR_REGISTER( &weaponstay );
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CVAR_REGISTER( &selfgauss );
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CVAR_REGISTER( &selfgauss );
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CVAR_REGISTER( &satchelfix );
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CVAR_REGISTER( &forcerespawn );
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CVAR_REGISTER( &forcerespawn );
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CVAR_REGISTER( &flashlight );
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CVAR_REGISTER( &flashlight );
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CVAR_REGISTER( &aimcrosshair );
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CVAR_REGISTER( &aimcrosshair );
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@ -28,6 +28,7 @@ extern cvar_t friendlyfire;
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extern cvar_t falldamage;
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extern cvar_t falldamage;
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extern cvar_t weaponstay;
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extern cvar_t weaponstay;
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extern cvar_t selfgauss;
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extern cvar_t selfgauss;
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extern cvar_t satchelfix;
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extern cvar_t forcerespawn;
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extern cvar_t forcerespawn;
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extern cvar_t flashlight;
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extern cvar_t flashlight;
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extern cvar_t aimcrosshair;
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extern cvar_t aimcrosshair;
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@ -823,7 +823,9 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit )
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for( i = 0; i < MAX_AMMO_SLOTS; i++ )
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for( i = 0; i < MAX_AMMO_SLOTS; i++ )
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m_rgAmmo[i] = 0;
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m_rgAmmo[i] = 0;
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if( satchelfix.value )
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DeactivateSatchels( this );
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DeactivateSatchels( this );
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UpdateClientData();
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UpdateClientData();
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// send Selected Weapon Message to our client
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// send Selected Weapon Message to our client
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