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Realistic Saber (dismemberment)
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3 changed files with 10 additions and 4 deletions
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@ -664,9 +664,9 @@ void G_InitCvars( void ) {
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g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks
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g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_CHEAT );//Whether the saber will auto deflect missiles in first person
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g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person
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g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "0", CVAR_CHEAT );//must press +block button to do any blocking
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g_saberRealisticCombat = gi.cvar( "g_saberMoreRealistic", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage
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g_saberRealisticCombat = gi.cvar( "g_saberMoreRealistic", "3", CVAR_ARCHIVE );//makes collision more precise, increases damage
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debug_subdivision = gi.cvar( "debug_subdivision", "0", CVAR_ARCHIVE );//debug for dismemberment
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g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "1", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
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g_saberDamageCapping = gi.cvar( "g_saberDamageCapping", "1", CVAR_CHEAT );//caps damage of sabers vs players and NPC who use sabers
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@ -160,6 +160,9 @@ void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int override
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void WP_DeactivateSaber( gentity_t *self, qboolean clearLength = qfalse );
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qboolean FP_ForceDrainGrippableEnt( gentity_t *victim );
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extern cvar_t *g_TeamBeefDirectorsCut;
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extern cvar_t *g_saberAutoDeflect1stPerson;
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extern cvar_t *g_saberAutoBlocking;
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extern cvar_t *g_saberRealisticCombat;
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extern cvar_t *g_saberDamageCapping;
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@ -7994,9 +7997,12 @@ void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd )
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else if ( self->client->ps.saberBlocking == BLK_TIGHT
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|| self->client->ps.saberBlocking == BLK_WIDE )
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{//FIXME: keep bbox in front of player, even when wide?
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bool autoBlocking = (cg_thirdPerson.integer && g_saberAutoBlocking->integer) ||
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(!cg_thirdPerson.integer && g_saberAutoDeflect1stPerson->integer);
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vec3_t saberOrg;
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if ( !forceBlock
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&& ( (self->s.number&&!Jedi_SaberBusy(self)&&!g_saberRealisticCombat->integer) || (self->s.number == 0 && self->client->ps.saberBlocking == BLK_WIDE && (g_saberAutoBlocking->integer||self->client->ps.saberBlockingTime>level.time)) )
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&& ( (self->s.number&&!Jedi_SaberBusy(self)&&!g_saberRealisticCombat->integer) ||
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(self->s.number == 0 && self->client->ps.saberBlocking == BLK_WIDE && (autoBlocking||self->client->ps.saberBlockingTime>level.time)) )
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&& self->client->ps.weaponTime <= 0
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&& !G_InCinematicSaberAnim( self ) )
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{//full-size blocking for non-attacking player with g_saberAutoBlocking on
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@ -588,7 +588,7 @@ void G_InitCvars( void ) {
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g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks
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g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE|CVAR_CHEAT );//Whether the saber will auto deflect missiles in first person
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g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person
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g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "0", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
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g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );//makes collision more precise, increases damage
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g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber
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