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o kHiveSightRange 1500 -> 3000
o Maximum of 20 friendly blips and 25 enemy blips o HG do NS_DMG_BLAST git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@355 67975925-1194-0748-b3d5-c16f83f1a3a1
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3 changed files with 8 additions and 5 deletions
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@ -135,7 +135,7 @@
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#define kGrenadeLauncherCost 15
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#define kGrenadeRadius 350
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#define kGrenadesResearchCost 10
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#define kGrenadesResearchTime 90
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#define kGrenadesResearchTime 45
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#define kHandGrenDetonateTime 0.75
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#define kHGDamage 20
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#define kHGMaxAmmo 30
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@ -161,7 +161,7 @@
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#define kHiveHealRadius 500
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#define kHiveHealth 7000
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#define kHiveRegenerationAmount 2
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#define kHiveSightRange 1500
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#define kHiveSightRange 3000
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#define kInfantryPortalBuildTime 10
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#define kInfantryPortalCost 20
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#define kInfantryPortalHealth 2500
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@ -1162,9 +1162,12 @@ union float_converter
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#else
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void NetMsg_BlipList( entvars_t* const pev, const bool friendly_blips, const AvHVisibleBlipList& list )
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{
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int maxBlips = friendly_blips ? 20 : 25;
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maxBlips = min ( list.mNumBlips, maxBlips );
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MESSAGE_BEGIN( MSG_ONE_UNRELIABLE, g_msgBlipList, NULL, pev );
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//pack header - 7 bits for blip count (doesn't go over 40 in practice), 1 bit for Friend or Foe
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unsigned char list_info = list.mNumBlips | (friendly_blips ? 0x80 : 0);
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unsigned char list_info = maxBlips | (friendly_blips ? 0x80 : 0);
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WRITE_BYTE( list_info );
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//pack each blip - this could be optimized as follows once bit packer is implemented:
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// convert X, Y to integer values ranging from 0 to 2047 (11 bits each) based on map extents
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@ -1176,7 +1179,7 @@ union float_converter
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// blip precision would be equal to double large minimap precision, with worst case of 4 unit X,Y separation for MT.
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// because maps are much smaller vertically than horizontally as a rule, the worst case of 16 unit Z separation
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// will very rarely occur.
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for( int counter = 0; counter < list.mNumBlips; counter++ )
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for( int counter = 0; counter < maxBlips; counter++ )
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{
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WRITE_COORD( list.mBlipPositions[counter][0] );
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WRITE_COORD( list.mBlipPositions[counter][1] );
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@ -1076,7 +1076,7 @@ CBaseEntity* AvHSUGetEntityFromIndex(int inEntityIndex)
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CGrenade* AvHSUShootServerGrenade(entvars_t* inOwner, Vector inOrigin, Vector inVelocity, float inTime, bool inHandGrenade)
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{
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CGrenade* theGrenade = CGrenade::ShootExplosiveTimed(inOwner, inOrigin, inVelocity, inTime, inHandGrenade ? NS_DMG_NORMAL : NS_DMG_BLAST );
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CGrenade* theGrenade = CGrenade::ShootExplosiveTimed(inOwner, inOrigin, inVelocity, inTime, NS_DMG_BLAST); // inHandGrenade ? NS_DMG_NORMAL : NS_DMG_BLAST );
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ASSERT(theGrenade);
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theGrenade->pev->team = inOwner->team;
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