BUGFIX: Several weapon-related changes

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Rain
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BUGFIX: Several weapon-related changes

Post by Rain »

I've made a diff of just about all the weapon changes in etpro that actually change behavior. Some free bugfixes in there, but don't hope to apply the patch directly (it'd be more work than I feel like doing right now to make such a patch.) There are also rather complicated-ish fix for dynamite plants which isn't included in the diff; bani suggested I supply it separately, so the here's the entire Weapon_Engineer function (along with a small small diff against g_combat.c to go with it.) If you want the flamethrower fix, bani_ft_off() is called just after the if () {} that calls SpectatorThink() (i.e. not within the if), and the relevant functions are here.
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Post by =FF=im2good4u »

get a live :P
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Rain
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Post by Rain »

I have a (bit of) a life. If I didn't have one, I'd go through with my original plan to edit your posts for grammar and spelling for a week to see everyone's reaction.
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Post by =FF=im2good4u »

hehe you would need more then 1 week for that :D

besides you never keep up whit my posting speed
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Post by Rain »

=FF=im2weak4u wrote:hehe you would need more then 1 week for that :D

besides you never keep up whit my posting speed
I could probably keep up with your posting speed (for a while, I had the misfortune of editing text from people who type worse/have worse grammar than you on a regular basis), but I don't know how long I'd be able to go before my brain started oozing out of my ears.
:moo:
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Post by forty »

Sweet.

Is it acceptable to include these in other mods, with due credit?
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Post by zinx »

forty wrote:Sweet.

Is it acceptable to include these in other mods, with due credit?
That's what they're for :)
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Post by kingbolt »

Lolz....
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Post by Chruker »

/revive old_thread

Hi rain. After applying the changes to the BurnMeGood function it get this:

Code: Select all

	// rain - fill in our own origin if we have no flamechunk
	if &#40;chunk != NULL&#41;
		VectorCopy&#40;chunk->r.currentOrigin, origin&#41;;
	else
		VectorCopy&#40;self->r.currentOrigin, origin&#41;;
	
	// JPW NERVE -- yet another flamethrower damage model, trying to find a feels-good damage combo that isn't overpowered
	if &#40;body->lastBurnedFrameNumber != level.framenum&#41; &#123;
		G_Damage&#40; body, self, self, vec3_origin, self->r.currentOrigin, 5, 0, MOD_FLAMETHROWER &#41;; // was 2 dmg in release ver, hit avg. 2.5 times per frame
		body->lastBurnedFrameNumber = level.framenum;
	&#125;
however where is origin used?

Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
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Post by Chruker »

And also where should G_BurnMeGood be called with the chunk entity.
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Post by Rain »

Chruker wrote:/revive old_thread

Hi rain. After applying the changes to the BurnMeGood function it get this:

Code: Select all

...
however where is origin used?

Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
Whoops! :oops:

Good catch—yes, self->r.currentOrigin should be origin. That part doesn't really matter, though; the important part is the "use ourself as the attacker if we have no flamechunk" bit.
Chruker wrote:And also where should G_BurnMeGood be called with the chunk entity.
Looks like I missed this in the diff--that change should be at the end of G_BurnTarget (g_missile.c):

Code: Select all

        if &#40;body->flameQuota < 0&#41;
            body->flameQuota = 0;
    &#125;

    // rain - BurnMeGood takes the parent directly attacker now, flamechunk
    // separately
    G_BurnMeGood&#40; self->parent, body, self &#41;;
&#125;
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Post by Chruker »

Ok thank you for clarifying it :-)
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