Set EF_BRIGHTFIELD flag for monsters which stuck in the wall only in developer mode.

This commit is contained in:
Andrey Akhmichin 2020-08-01 19:27:51 +05:00
parent 1d1c99af9f
commit e239f3e1a5
3 changed files with 10 additions and 1 deletions

View File

@ -55,6 +55,8 @@ cvar_t *g_psv_gravity = NULL;
cvar_t *g_psv_aim = NULL;
cvar_t *g_footsteps = NULL;
cvar_t *g_psv_developer;
//CVARS FOR SKILL LEVEL SETTINGS
// Agrunt
cvar_t sk_agrunt_health1 = {"sk_agrunt_health1","0"};
@ -462,6 +464,8 @@ void GameDLLInit( void )
g_psv_aim = CVAR_GET_POINTER( "sv_aim" );
g_footsteps = CVAR_GET_POINTER( "mp_footsteps" );
g_psv_developer = CVAR_GET_POINTER( "developer" );
CVAR_REGISTER( &displaysoundlist );
CVAR_REGISTER( &allow_spectators );

View File

@ -43,4 +43,6 @@ extern cvar_t allowmonsters;
extern cvar_t *g_psv_gravity;
extern cvar_t *g_psv_aim;
extern cvar_t *g_footsteps;
extern cvar_t *g_psv_developer;
#endif // GAME_H

View File

@ -33,6 +33,7 @@
#include "decals.h"
#include "soundent.h"
#include "gamerules.h"
#include "game.h"
#define MONSTER_CUT_CORNER_DIST 8 // 8 means the monster's bounding box is contained without the box of the node in WC
@ -2066,7 +2067,9 @@ void CBaseMonster::StartMonster( void )
if( !WALK_MOVE( ENT( pev ), 0, 0, WALKMOVE_NORMAL ) )
{
ALERT( at_error, "Monster %s stuck in wall--level design error\n", STRING( pev->classname ) );
pev->effects = EF_BRIGHTFIELD;
if( g_psv_developer && g_psv_developer->value )
pev->effects = EF_BRIGHTFIELD;
}
}
else