Change explosion damage type

This commit is contained in:
mittorn 2016-03-03 20:31:01 +00:00
parent 700a102f86
commit db3aeb6ebf
1 changed files with 14 additions and 12 deletions

View File

@ -397,7 +397,6 @@ void CProp::Die( void )
{
Vector vecSpot;// shard origin
Vector vecVelocity;// shard velocity
CBaseEntity *pEntity = NULL;
char cFlag = 0;
int pitch;
float fvol;
@ -557,10 +556,12 @@ void CProp::Die( void )
// Fire targets on break
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
if ( Explodable() )
if ( Explodable() && (m_attacker != NULL) )
{
ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), TRUE );
ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), FALSE );
RadiusDamage ( pev->origin, pev, VARS(m_attacker), ExplosionMagnitude(), ExplosionMagnitude() * 2.5 , CLASS_NONE, DMG_BLAST );
}
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );
}
void CProp::Killed(entvars_t *pevAttacker, int iGib)
@ -571,8 +572,8 @@ void CProp::Killed(entvars_t *pevAttacker, int iGib)
pev->effects |= EF_NODRAW;
pev->nextthink = gpGlobals->time + m_flRespawnTime;
SetThink( &CProp::RespawnThink );
ResetTouch( );
ResetUse( );
SetTouch( NULL );
SetUse( NULL );
}
void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
@ -899,20 +900,21 @@ void CProp::Spawn(void)
void CProp::PropRespawn()
{
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );
pev->effects &= ~EF_NODRAW;
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_SLIDEBOX;
pev->angles = spawnAngles;
pev->takedamage = DAMAGE_YES;
pev->health = m_flSpawnHealth;
pev->velocity = pev->avelocity = g_vecZero;
pev->angles = spawnAngles;
pev->deadflag = DEAD_NO;
SET_MODEL( ENT(pev), STRING(pev->model) );
UTIL_SetOrigin( pev, spawnOrigin );
m_oldshape = (PropShape)-1;
CheckRotate();
pev->health = m_flSpawnHealth;
SetTouch( &CProp::BounceTouch);
SetUse( &CProp::Use);
pev->effects &= ~EF_NODRAW;
SetTouch( &CProp::BounceTouch );
SetUse( &CProp::Use );
pev->framerate = 1.0f;
UTIL_SetOrigin( pev, spawnOrigin );
}