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Don't trigger haptics when blade hits solid if saber is in flight
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parent
19be309f9a
commit
b4596caab9
2 changed files with 24 additions and 12 deletions
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@ -6504,10 +6504,13 @@ Ghoul2 Insert End
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{
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if ( !noMarks )
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{
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int position = (vr->right_handed ?
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((saberNum == 0) ? 2 : 1) :
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((saberNum == 0) ? 1 : 2));
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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if (saberNum == 1 || !cent->gent->client->ps.saberInFlight)
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{
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int position = (vr->right_handed ?
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((saberNum == 0) ? 2 : 1) :
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((saberNum == 0) ? 1 : 2));
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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}
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/*
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if ( !(cent->gent->client->ps.saberEventFlags&SEF_INWATER) )
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@ -6534,10 +6537,13 @@ Ghoul2 Insert End
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{
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if ( !noMarks )
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{
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int position = (vr->right_handed ?
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((saberNum == 0) ? 2 : 1) :
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((saberNum == 0) ? 1 : 2));
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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if (saberNum == 1 || !cent->gent->client->ps.saberInFlight)
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{
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int position = (vr->right_handed ?
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((saberNum == 0) ? 2 : 1) :
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((saberNum == 0) ? 1 : 2));
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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}
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if ( ( !WP_SaberBladeUseSecondBladeStyle( &client->ps.saber[saberNum], bladeNum ) && !(client->ps.saber[saberNum].saberFlags2&SFL2_NO_WALL_MARKS) )
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|| ( WP_SaberBladeUseSecondBladeStyle( &client->ps.saber[saberNum], bladeNum ) && !(client->ps.saber[saberNum].saberFlags2&SFL2_NO_WALL_MARKS2) ) )
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@ -4588,8 +4588,11 @@ Ghoul2 Insert End
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{
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if ( (trace.contents&CONTENTS_WATER) || (trace.contents&CONTENTS_SLIME) )
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{
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int position = (vr->right_handed ? 2 : 1);
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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if (!cent->gent->client->ps.saberInFlight)
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{
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int position = (vr->right_handed ? 2 : 1);
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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}
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/*
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if ( !(cent->gent->client->ps.saberEventFlags&SEF_INWATER) )
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@ -4610,8 +4613,11 @@ Ghoul2 Insert End
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}
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else
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{
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int position = (vr->right_handed ? 2 : 1);
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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if (!cent->gent->client->ps.saberInFlight)
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{
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int position = (vr->right_handed ? 2 : 1);
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cgi_HapticEvent("chainsaw_fire", position, 0, 25, 0, 0);
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}
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theFxScheduler.PlayEffect( "spark", trace.endpos, trace.plane.normal );
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// All I need is a bool to mark whether I have a previous point to work with.
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