HL 25th anniversary update satchel changes. (#429)

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Andrey Akhmichin 2024-01-28 09:15:15 +00:00 committed by GitHub
parent ccbb5b763e
commit d020f6d474
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3 changed files with 75 additions and 14 deletions

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@ -34,7 +34,7 @@ cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER };
cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
cvar_t selfgauss = { "selfgauss", "1", FCVAR_SERVER };
cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER };
cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER };
cvar_t satchelfix = { "satchelfix", "1", FCVAR_SERVER };
cvar_t explosionfix = { "explosionfix", "0", FCVAR_SERVER };
cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "1", FCVAR_SERVER };
cvar_t corpsephysics = { "corpsephysics", "0", FCVAR_SERVER };

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@ -22,6 +22,7 @@
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#include "game.h"
enum satchel_state
{
@ -191,23 +192,39 @@ LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel )
//=========================================================
int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
{
#if !CLIENT_DLL
CSatchel *pSatchel;
int nNumSatchels, nSatchelsInPocket;
CBaseEntity *ent;
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
{
if( satchelfix.value )
{
if( !pOriginal->m_pPlayer )
return TRUE;
nNumSatchels = 0;
nSatchelsInPocket = pOriginal->m_pPlayer->m_rgAmmo[pOriginal->PrimaryAmmoIndex()];
ent = NULL;
while( ( ent = UTIL_FindEntityInSphere( ent, pOriginal->m_pPlayer->pev->origin, 4096 )) != NULL )
{
if( FClassnameIs( ent->pev, "monster_satchel" ))
nNumSatchels += ent->pev->owner == pOriginal->m_pPlayer->edict();
}
}
pSatchel = (CSatchel *)pOriginal;
if( pSatchel->m_chargeReady != SATCHEL_IDLE )
if( pSatchel->m_chargeReady != SATCHEL_IDLE
&& ( satchelfix.value && nSatchelsInPocket + nNumSatchels > SATCHEL_MAX_CARRY - 1 ))
{
// player has some satchels deployed. Refuse to add more.
return FALSE;
}
}
#endif
return CBasePlayerWeapon::AddDuplicate( pOriginal );
}
@ -330,8 +347,9 @@ void CSatchel::Holster( int skiplocal /* = 0 */ )
}
}
void CSatchel::PrimaryAttack()
void CSatchel::PrimaryAttack( void )
{
#if SATCHEL_OLD_BEHAVIOUR
switch( m_chargeReady )
{
case SATCHEL_IDLE:
@ -347,9 +365,9 @@ void CSatchel::PrimaryAttack()
CBaseEntity *pSatchel = NULL;
while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 ) ) != NULL )
while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL )
{
if( FClassnameIs( pSatchel->pev, "monster_satchel" ) )
if( FClassnameIs( pSatchel->pev, "monster_satchel" ))
{
if( pSatchel->pev->owner == pPlayer )
{
@ -368,14 +386,56 @@ void CSatchel::PrimaryAttack()
// we're reloading, don't allow fire
break;
}
}
void CSatchel::SecondaryAttack( void )
{
#else
if( m_chargeReady != SATCHEL_RELOAD )
{
Throw();
}
#endif
}
void CSatchel::SecondaryAttack( void )
{
#if SATCHEL_OLD_BEHAVIOUR
if( m_chargeReady != SATCHEL_RELOAD )
{
Throw();
}
#else
switch( m_chargeReady )
{
case SATCHEL_IDLE:
break;
case SATCHEL_READY:
{
SendWeaponAnim( SATCHEL_RADIO_FIRE );
edict_t *pPlayer = m_pPlayer->edict();
CBaseEntity *pSatchel = NULL;
while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL )
{
if( FClassnameIs( pSatchel->pev, "monster_satchel" ))
{
if( pSatchel->pev->owner == pPlayer )
{
pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 );
}
}
}
m_chargeReady = SATCHEL_RELOAD;
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
break;
}
case SATCHEL_RELOAD:
// we're reloading, don't allow fire
break;
}
#endif
}
void CSatchel::Throw( void )

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@ -7,6 +7,7 @@ GAUSS_OVERCHARGE_FIX=OFF # Gauss overcharge fix
TRIPMINE_BEAM_DUPLICATION_FIX=OFF # Fix of tripmine beam duplication on level transition
HANDGRENADE_DEPLOY_FIX=OFF # Handgrenade deploy animation fix after finishing a throw
WEAPONS_ANIMATION_TIMES_FIX=OFF # Animation times fix for some weapons
SATCHEL_OLD_BEHAVIOUR=OFF # Old pre-HL 25th satchel's behaviour
OEM_BUILD=OFF # OEM Build
HLDEMO_BUILD=OFF # Demo Build