BUGFIX: Several weapon-related changes
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BUGFIX: Several weapon-related changes
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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- =FF=im2good4u
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get a live
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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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hehe you would need more then 1 week for that
besides you never keep up whit my posting speed
besides you never keep up whit my posting speed
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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.=FF=im2weak4u wrote:hehe you would need more then 1 week for that
besides you never keep up whit my posting speed
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That's what they're for :)forty wrote:Sweet.
Is it acceptable to include these in other mods, with due credit?
Zinx Verituse http://zinx.xmms.org/
/revive old_thread
Hi rain. After applying the changes to the BurnMeGood function it get this:
however where is origin used?
Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
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 (chunk != NULL)
VectorCopy(chunk->r.currentOrigin, origin);
else
VectorCopy(self->r.currentOrigin, origin);
// JPW NERVE -- yet another flamethrower damage model, trying to find a feels-good damage combo that isn't overpowered
if (body->lastBurnedFrameNumber != level.framenum) {
G_Damage( body, self, self, vec3_origin, self->r.currentOrigin, 5, 0, MOD_FLAMETHROWER ); // was 2 dmg in release ver, hit avg. 2.5 times per frame
body->lastBurnedFrameNumber = level.framenum;
}
Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
Whoops!Chruker wrote:/revive old_thread
Hi rain. After applying the changes to the BurnMeGood function it get this:however where is origin used?Code: Select all
...
Should self->r.currentOrigin in the G_Damage line had been replaced with origin?
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.
Looks like I missed this in the diff--that change should be at the end of G_BurnTarget (g_missile.c):Chruker wrote:And also where should G_BurnMeGood be called with the chunk entity.
Code: Select all
if (body->flameQuota < 0)
body->flameQuota = 0;
}
// rain - BurnMeGood takes the parent directly attacker now, flamechunk
// separately
G_BurnMeGood( self->parent, body, self );
}
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