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Small tweaks to the melee
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parent
dfa54a439a
commit
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7 changed files with 13 additions and 11 deletions
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@ -956,6 +956,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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//process force motion controls here
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if (vr_force_motion_controlled->integer &&
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cl.frame.ps.weapon != WP_MELEE &&
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!vr.weapon_stabilised &&
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// If dual sabers we can't really use motion control force as the off hand could be swinging for an attack
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!vr.dualsabers)
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@ -1405,7 +1405,8 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire )
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}
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else
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{
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WP_Melee( ent );
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//Pass true so we know this is actually melee from a tusken rifle
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WP_Melee( ent, qtrue );
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}
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break;
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@ -1465,7 +1466,7 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire )
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alert = 0; // if you want it to alert enemies, remove this
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if ( !alt_fire || !g_debugMelee->integer )
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{
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WP_Melee( ent );
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WP_Melee( ent, qfalse );
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}
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break;
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@ -67,7 +67,7 @@ void WP_EmplacedFire( gentity_t *ent );
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void prox_mine_think( gentity_t *ent );
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void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace );
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void WP_FireFlechette( gentity_t *ent, qboolean alt_fire );
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void WP_Melee( gentity_t *ent );
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void WP_Melee( gentity_t *ent, qboolean alt_fire );
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void WP_FireNoghriStick( gentity_t *ent );
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void WP_FireRepeater( gentity_t *ent, qboolean alt_fire );
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void rocketThink( gentity_t *ent );
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@ -26,13 +26,13 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "wp_saber.h"
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#include "w_local.h"
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void WP_Melee( gentity_t *ent )
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void WP_Melee( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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gentity_t *tr_ent;
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trace_t tr;
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vec3_t mins, maxs, end;
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int damage = ent->s.number ? (g_spskill->integer*2)+1 : 25;
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int damage = ent->s.number ? (g_spskill->integer*2)+1 : (alt_fire ? 3 : 20);
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float range = ent->s.number ? 64 : 32;
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VectorMA( muzzle, range, forwardVec, end );
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@ -67,7 +67,7 @@ void WP_Melee( gentity_t *ent )
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if ( tr_ent && tr_ent->takedamage )
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{
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int dflags = DAMAGE_NO_KNOCKBACK;
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int dflags = (ent->s.number || alt_fire) ? DAMAGE_NO_KNOCKBACK : DAMAGE_DEATH_KNOCKBACK;
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G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forwardVec );
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//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
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if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )
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@ -636,7 +636,7 @@ void FireWeapon( gentity_t *ent, qboolean alt_fire )
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case WP_MELEE:
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alert = 0; // if you want it to alert enemies, remove this
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WP_Melee( ent );
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WP_Melee( ent, qfalse );
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break;
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case WP_ATST_MAIN:
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@ -61,7 +61,7 @@ void WP_EmplacedFire( gentity_t *ent );
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void WP_FireFlechette( gentity_t *ent, qboolean alt_fire );
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void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace );
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void prox_mine_think( gentity_t *ent );
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void WP_Melee( gentity_t *ent );
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void WP_Melee( gentity_t *ent, qboolean alt_fire );
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void WP_FireRepeater( gentity_t *ent, qboolean alt_fire );
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void rocketThink( gentity_t *ent );
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void WP_FireRocket( gentity_t *ent, qboolean alt_fire );
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@ -30,13 +30,13 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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// Temp melee attack damage routine
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//---------------------------------------------------------
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void WP_Melee( gentity_t *ent )
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void WP_Melee( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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gentity_t *tr_ent;
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trace_t tr;
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vec3_t mins, maxs, end;
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int damage = ent->s.number ? (g_spskill->integer*2)+1 : 25;
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int damage = ent->s.number ? (g_spskill->integer*2)+1 : 20;
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float range = ent->s.number ? 64 : 32;
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VectorMA( wpMuzzle, range, wpFwd, end );
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@ -68,6 +68,6 @@ void WP_Melee( gentity_t *ent )
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if ( tr_ent && tr_ent->takedamage )
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{
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G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
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G_Damage( tr_ent, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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G_Damage( tr_ent, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_MELEE );
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}
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}
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