That's the proper way of disabling the impact effects for the knife... *cough*

This commit is contained in:
Marco Cawthorne 2018-12-09 06:06:32 +01:00
parent 807bfb00e0
commit c43906bff4
4 changed files with 4 additions and 4 deletions

View file

@ -52,9 +52,9 @@ int BaseMelee_Attack( void ) {
sound( self, CHAN_WEAPON, sprintf( "weapons/knife_hit%d.wav", floor( ( random() * 4 ) + 1 ) ), 1, ATTN_NORM );
}
Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
}/* else {
} else {
Effect_Impact( IMPACT_MELEE, trace_endpos, trace_plane_normal );
}*/
}
return TRUE;
}

View file

@ -253,8 +253,8 @@ void Effect_Impact( int iType, vector vPos, vector vNormal ) {
#else
switch ( iType ) {
case IMPACT_MELEE:
pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
/*pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );*/
pointsound( vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC );
break;
case IMPACT_EXPLOSION:

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