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SERVER: Fix Melee registration when targeting Zombie Limb
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parent
7c344306c3
commit
090e483292
1 changed files with 4 additions and 4 deletions
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@ -1184,6 +1184,10 @@ void() WeaponCore_Melee =
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vector trace_source = self.origin + self.view_ofs;
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vector trace_source = self.origin + self.view_ofs;
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traceline(trace_source, trace_source + v_forward * melee_range, 0, self);
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traceline(trace_source, trace_source + v_forward * melee_range, 0, self);
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// Check if this is a Zombie limb, set to the body if so
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if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
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trace_ent = trace_ent.owner;
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// Target does not take damage -- no need to go any further
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// Target does not take damage -- no need to go any further
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if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
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if (!trace_ent.takedamage && !(trace_ent.flags & FL_CLIENT)) {
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// Hit a solid surface, so play hard melee sound.
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// Hit a solid surface, so play hard melee sound.
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@ -1195,10 +1199,6 @@ void() WeaponCore_Melee =
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} else {
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} else {
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// AI has a more involved routine than other entities
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// AI has a more involved routine than other entities
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if (trace_ent.aistatus == "1") {
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if (trace_ent.aistatus == "1") {
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// Check if this is a Zombie limb, set to the body if so
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if (trace_ent.owner.head == trace_ent || trace_ent.owner.larm == trace_ent || trace_ent.owner.rarm == trace_ent)
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trace_ent = trace_ent.owner;
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// Play a flesh-y impact sound, spawn blood.
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// Play a flesh-y impact sound, spawn blood.
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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SpawnBlood(trace_source + (v_forward * 20), trace_source + (v_forward * 20), 50);
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