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game: fix satchel/tripmine damage and damage radius cvars (hrgve/hl2dm-bugfix@d2aa89fc0f)
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@ -19,9 +19,9 @@
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#define SLAM_SPRITE "sprites/redglow1.vmt"
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ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0");
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ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0");
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ConVar sk_satchel_radius ( "sk_satchel_radius","0");
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ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","150"); // commented lines in hl2/skill.cfg
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ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","75");
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ConVar sk_satchel_radius ( "sk_satchel_radius","150");
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BEGIN_DATADESC( CSatchelCharge )
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@ -73,15 +73,14 @@ void CSatchelCharge::Spawn( void )
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SetThink( &CSatchelCharge::SatchelThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_plr_dmg_satchel.GetFloat();
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m_DmgRadius = sk_satchel_radius.GetFloat();
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m_takedamage = DAMAGE_YES;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
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SetFriction( 1.0 );
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SetSequence( 1 );
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SetDamage( 150 );
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SetDamage( sk_plr_dmg_satchel.GetFloat() );
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SetDamageRadius( sk_satchel_radius.GetFloat() );
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m_bIsAttached = false;
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m_bInAir = true;
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@ -118,7 +117,7 @@ void CSatchelCharge::CreateEffects( void )
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//-----------------------------------------------------------------------------
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void CSatchelCharge::InputExplode( inputdata_t &inputdata )
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{
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ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), 200,
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ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), GetDamageRadius(),
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SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
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UTIL_Remove( this );
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@ -18,9 +18,9 @@
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extern const char* g_pModelNameLaser;
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ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","0");
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ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","0");
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ConVar sk_tripmine_radius ( "sk_tripmine_radius","0");
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ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine","150"); // commented values in hl2/skill.cfg
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ConVar sk_npc_dmg_tripmine ( "sk_npc_dmg_tripmine","125");
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ConVar sk_tripmine_radius ( "sk_tripmine_radius","200");
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LINK_ENTITY_TO_CLASS( npc_tripmine, CTripmineGrenade );
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@ -59,22 +59,19 @@ void CTripmineGrenade::Spawn( void )
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SetSolid( SOLID_BBOX );
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SetModel( "models/Weapons/w_slam.mdl" );
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IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true );
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IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true );
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pObject->EnableMotion( false );
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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SetCycle( 0.0f );
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m_nBody = 3;
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m_flDamage = sk_plr_dmg_tripmine.GetFloat();
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m_DmgRadius = sk_tripmine_radius.GetFloat();
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ResetSequenceInfo( );
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m_flPlaybackRate = 0;
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UTIL_SetSize(this, Vector( -4, -4, -2), Vector(4, 4, 2));
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m_flPowerUp = gpGlobals->curtime + 2.0;
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SetThink( &CTripmineGrenade::PowerupThink );
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SetNextThink( gpGlobals->curtime + 0.2 );
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@ -83,7 +80,8 @@ void CTripmineGrenade::Spawn( void )
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m_iHealth = 1;
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EmitSound( "TripmineGrenade.Place" );
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SetDamage ( 200 );
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SetDamage( sk_plr_dmg_tripmine.GetFloat() );
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SetDamageRadius( sk_tripmine_radius.GetFloat() );
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// Tripmine sits at 90 on wall so rotate back to get m_vecDir
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QAngle angles = GetAbsAngles();
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@ -268,7 +266,7 @@ void CTripmineGrenade::DelayDeathThink( void )
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UTIL_TraceLine ( GetAbsOrigin() + m_vecDir * 8, GetAbsOrigin() - m_vecDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, & tr);
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UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
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ExplosionCreate( GetAbsOrigin() + m_vecDir * 8, GetAbsAngles(), m_hOwner, GetDamage(), 200,
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ExplosionCreate( GetAbsOrigin() + m_vecDir * 8, GetAbsAngles(), m_hOwner, GetDamage(), GetDamageRadius(),
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SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
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UTIL_Remove( this );
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