Browse Source

game(hl1): fix gibbing

pull/121/head
nillerusr 2 years ago
parent
commit
216bbf1baa
  1. 2
      game/server/hl1/hl1_ai_basenpc.cpp
  2. 2
      game/server/hl1/hl1_ents.cpp
  3. 4
      game/server/hl1/hl1_npc_hgrunt.cpp
  4. 4
      game/server/hl1/hl1_npc_houndeye.cpp
  5. 2
      game/server/hl1/hl1_npc_talker.cpp

2
game/server/hl1/hl1_ai_basenpc.cpp

@ -180,7 +180,7 @@ bool CHL1BaseNPC::CorpseGib( const CTakeDamageInfo &info )
CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this ); CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
/// BaseClass::CorpseGib( info ); BaseClass::CorpseGib( info );
return true; return true;
} }

2
game/server/hl1/hl1_ents.cpp

@ -1587,7 +1587,7 @@ void CHL1Gib::Spawn( const char *szGibModel )
SetNextThink( gpGlobals->curtime + 4 ); SetNextThink( gpGlobals->curtime + 4 );
m_lifeTime = 25; m_lifeTime = 250;
SetThink ( &CHL1Gib::WaitTillLand ); SetThink ( &CHL1Gib::WaitTillLand );
SetTouch ( &CHL1Gib::BounceGibTouch ); SetTouch ( &CHL1Gib::BounceGibTouch );

4
game/server/hl1/hl1_npc_hgrunt.cpp

@ -487,10 +487,10 @@ int CNPC_HGrunt::SquadRecruit( int searchRadius, int maxMembers )
} }
else else
{ {
static char szSquadName[64]; char szSquadName[64];
Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", g_iSquadIndex ); Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", g_iSquadIndex );
m_SquadName = MAKE_STRING( szSquadName ); m_SquadName = AllocPooledString( szSquadName );
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL ) while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL )
{ {

4
game/server/hl1/hl1_npc_houndeye.cpp

@ -994,10 +994,10 @@ int CNPC_Houndeye::SquadRecruit( int searchRadius, int maxMembers )
} }
else else
{ {
static char szSquadName[64]; char szSquadName[64];
Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", s_iSquadIndex ); Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", s_iSquadIndex );
m_SquadName = MAKE_STRING( szSquadName ); m_SquadName = AllocPooledString( szSquadName );
while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL && squadCount < maxMembers ) while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL && squadCount < maxMembers )
{ {

2
game/server/hl1/hl1_npc_talker.cpp

@ -587,6 +587,8 @@ bool CHL1NPCTalker::CorpseGib( const CTakeDamageInfo &info )
DispatchEffect( "HL1Gib", data ); DispatchEffect( "HL1Gib", data );
BaseClass::CorpseGib( info );
CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this ); CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
return true; return true;

Loading…
Cancel
Save