Fix CNPC_BaseZombie::HeadcrabFits() and blood impacts not working with serverside ragdolls

This commit is contained in:
ALLEN-PC\acj30 2024-01-05 14:39:26 -06:00
parent e34e0d3b10
commit 06b27acd74
2 changed files with 25 additions and 5 deletions

View File

@ -2450,9 +2450,15 @@ bool CNPC_BaseZombie::ShouldPlayFootstepMoan( void )
#define CRAB_HULL_EXPAND 1.1f #define CRAB_HULL_EXPAND 1.1f
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
bool CNPC_BaseZombie::HeadcrabFits( CBaseAnimating *pCrab ) bool CNPC_BaseZombie::HeadcrabFits( CBaseAnimating *pCrab, const Vector *vecOrigin )
{ {
Vector vecSpawnLoc = pCrab->GetAbsOrigin(); Vector vecSpawnLoc;
#ifdef MAPBASE
if (vecOrigin)
vecSpawnLoc = *vecOrigin;
else
#endif
vecSpawnLoc = pCrab->GetAbsOrigin();
CTraceFilterSimpleList traceFilter( COLLISION_GROUP_NONE ); CTraceFilterSimpleList traceFilter( COLLISION_GROUP_NONE );
traceFilter.AddEntityToIgnore( pCrab ); traceFilter.AddEntityToIgnore( pCrab );
@ -2535,7 +2541,12 @@ void CNPC_BaseZombie::ReleaseHeadcrab( const Vector &vecOrigin, const Vector &ve
SetHeadcrabSpawnLocation( iCrabAttachment, pAnimatingGib ); SetHeadcrabSpawnLocation( iCrabAttachment, pAnimatingGib );
} }
#ifdef MAPBASE
// Server ragdolls don't have a valid origin on spawn, so we have to use the origin originally passed
if( !HeadcrabFits( pAnimatingGib, m_bForceServerRagdoll ? &vecOrigin : NULL ) )
#else
if( !HeadcrabFits(pAnimatingGib) ) if( !HeadcrabFits(pAnimatingGib) )
#endif
{ {
UTIL_Remove(pGib); UTIL_Remove(pGib);
return; return;
@ -2552,11 +2563,20 @@ void CNPC_BaseZombie::ReleaseHeadcrab( const Vector &vecOrigin, const Vector &ve
if( UTIL_ShouldShowBlood(BLOOD_COLOR_YELLOW) ) if( UTIL_ShouldShowBlood(BLOOD_COLOR_YELLOW) )
{ {
UTIL_BloodImpact( pGib->WorldSpaceCenter(), Vector(0,0,1), BLOOD_COLOR_YELLOW, 1 ); Vector vecGibCenter;
#ifdef MAPBASE
// Server ragdolls don't have a valid origin on spawn, so we have to use the origin originally passed
if (m_bForceServerRagdoll)
vecGibCenter = vecOrigin;
else
#endif
vecGibCenter = pGib->WorldSpaceCenter();
UTIL_BloodImpact( vecGibCenter, Vector(0,0,1), BLOOD_COLOR_YELLOW, 1 );
for ( int i = 0 ; i < 3 ; i++ ) for ( int i = 0 ; i < 3 ; i++ )
{ {
Vector vecSpot = pGib->WorldSpaceCenter(); Vector vecSpot = vecGibCenter;
vecSpot.x += random->RandomFloat( -8, 8 ); vecSpot.x += random->RandomFloat( -8, 8 );
vecSpot.y += random->RandomFloat( -8, 8 ); vecSpot.y += random->RandomFloat( -8, 8 );

View File

@ -188,7 +188,7 @@ public:
virtual void SetZombieModel( void ) { }; virtual void SetZombieModel( void ) { };
virtual void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce ); virtual void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
virtual bool CanBecomeLiveTorso() { return false; } virtual bool CanBecomeLiveTorso() { return false; }
virtual bool HeadcrabFits( CBaseAnimating *pCrab ); virtual bool HeadcrabFits( CBaseAnimating *pCrab, const Vector *vecOrigin = NULL );
void ReleaseHeadcrab( const Vector &vecOrigin, const Vector &vecVelocity, bool fRemoveHead, bool fRagdollBody, bool fRagdollCrab = false ); void ReleaseHeadcrab( const Vector &vecOrigin, const Vector &vecVelocity, bool fRemoveHead, bool fRagdollBody, bool fRagdollCrab = false );
void SetHeadcrabSpawnLocation( int iCrabAttachment, CBaseAnimating *pCrab ); void SetHeadcrabSpawnLocation( int iCrabAttachment, CBaseAnimating *pCrab );