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synced 2025-01-12 23:07:55 +03:00
Fixed a few small issues with NPCs, etc.
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@ -40,7 +40,7 @@ ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); //
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ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" );
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#ifdef MAPBASE
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ConVar r_RainParticleClampOffset_Rain( "r_RainParticleClampOffset_Rain", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems using the 'Particle Rain' type." );
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ConVar r_RainParticleClampOffset_Rain( "r_RainParticleClampOffset_Rain", "120", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems using the 'Particle Rain' type." );
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ConVar r_RainParticleClampOffset_Ash( "r_RainParticleClampOffset_Ash", "300", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems using the 'Particle Ash' type." );
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ConVar r_RainParticleClampOffset_RainStorm( "r_RainParticleClampOffset_RainStorm", "112", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems using the 'Particle Rain Storm' type." );
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ConVar r_RainParticleClampOffset_Snow( "r_RainParticleClampOffset_Snow", "300", FCVAR_NONE, "How far inward or outward to extrude clamped precipitation particle systems using the 'Particle Snow' type." );
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@ -1542,7 +1542,11 @@ int CNPC_Citizen::SelectScheduleRetrieveItem()
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// Been kicked out of the player squad since the time I located the health.
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ClearCondition( COND_HEALTH_ITEM_AVAILABLE );
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}
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#ifdef MAPBASE
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else if ( m_FollowBehavior.GetFollowTarget() )
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#else
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else
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#endif
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{
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CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) );
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CItem *pItem = dynamic_cast<CItem *>(pBase);
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@ -748,7 +748,8 @@ Class_T CNPC_Combine::Classify ( void )
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//-----------------------------------------------------------------------------
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bool CNPC_Combine::IsAltFireCapable( void )
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{
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return IsElite() || m_bAlternateCapable;
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// The base class tells us if we're carrying an alt-fire-able weapon.
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return (IsElite() || m_bAlternateCapable) && BaseClass::IsAltFireCapable();
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}
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//-----------------------------------------------------------------------------
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@ -2024,7 +2025,7 @@ int CNPC_Combine::SelectSchedule( void )
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Vector vecTarget = m_hForcedGrenadeTarget->WorldSpaceCenter();
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#ifdef MAPBASE
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// I switched this to IsAltFireCapable() before, but m_bAlternateCapable makes it necessary to use IsElite() again.
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// This was switched to IsAltFireCapable() before, but m_bAlternateCapable makes it necessary to use IsElite() again.
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#endif
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if ( IsElite() )
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{
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