From 17d8accd69fde7613a89d8c23d60e3749eb2d02b Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 6 Nov 2021 00:02:05 -0500 Subject: [PATCH] Fixed a few small issues with NPCs, etc. --- sp/src/game/client/c_effects.cpp | 2 +- sp/src/game/server/hl2/npc_citizen17.cpp | 4 ++++ sp/src/game/server/hl2/npc_combine.cpp | 5 +++-- 3 files changed, 8 insertions(+), 3 deletions(-) diff --git a/sp/src/game/client/c_effects.cpp b/sp/src/game/client/c_effects.cpp index 135b5645..a273cb28 100644 --- a/sp/src/game/client/c_effects.cpp +++ b/sp/src/game/client/c_effects.cpp @@ -40,7 +40,7 @@ ConVar r_RainSplashPercentage( "r_RainSplashPercentage", "20", FCVAR_CHEAT ); // ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" ); #ifdef MAPBASE -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." ); +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." ); 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." ); 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." ); 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." ); diff --git a/sp/src/game/server/hl2/npc_citizen17.cpp b/sp/src/game/server/hl2/npc_citizen17.cpp index d14fc702..ec49e5a4 100644 --- a/sp/src/game/server/hl2/npc_citizen17.cpp +++ b/sp/src/game/server/hl2/npc_citizen17.cpp @@ -1542,7 +1542,11 @@ int CNPC_Citizen::SelectScheduleRetrieveItem() // Been kicked out of the player squad since the time I located the health. ClearCondition( COND_HEALTH_ITEM_AVAILABLE ); } +#ifdef MAPBASE + else if ( m_FollowBehavior.GetFollowTarget() ) +#else else +#endif { CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) ); CItem *pItem = dynamic_cast(pBase); diff --git a/sp/src/game/server/hl2/npc_combine.cpp b/sp/src/game/server/hl2/npc_combine.cpp index 3076347d..79b30912 100644 --- a/sp/src/game/server/hl2/npc_combine.cpp +++ b/sp/src/game/server/hl2/npc_combine.cpp @@ -748,7 +748,8 @@ Class_T CNPC_Combine::Classify ( void ) //----------------------------------------------------------------------------- bool CNPC_Combine::IsAltFireCapable( void ) { - return IsElite() || m_bAlternateCapable; + // The base class tells us if we're carrying an alt-fire-able weapon. + return (IsElite() || m_bAlternateCapable) && BaseClass::IsAltFireCapable(); } //----------------------------------------------------------------------------- @@ -2024,7 +2025,7 @@ int CNPC_Combine::SelectSchedule( void ) Vector vecTarget = m_hForcedGrenadeTarget->WorldSpaceCenter(); #ifdef MAPBASE - // I switched this to IsAltFireCapable() before, but m_bAlternateCapable makes it necessary to use IsElite() again. + // This was switched to IsAltFireCapable() before, but m_bAlternateCapable makes it necessary to use IsElite() again. #endif if ( IsElite() ) {