Fixed a few small issues with NPCs, etc.

This commit is contained in:
Blixibon 2021-11-06 00:02:05 -05:00
parent 03da4d6b58
commit 17d8accd69
3 changed files with 8 additions and 3 deletions

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@ -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" ); ConVar r_RainParticleDensity( "r_RainParticleDensity", "1", FCVAR_NONE, "Density of Particle Rain 0-1" );
#ifdef MAPBASE #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_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_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." ); 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()
// Been kicked out of the player squad since the time I located the health. // Been kicked out of the player squad since the time I located the health.
ClearCondition( COND_HEALTH_ITEM_AVAILABLE ); ClearCondition( COND_HEALTH_ITEM_AVAILABLE );
} }
#ifdef MAPBASE
else if ( m_FollowBehavior.GetFollowTarget() )
#else
else else
#endif
{ {
CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) ); CBaseEntity *pBase = FindHealthItem(m_FollowBehavior.GetFollowTarget()->GetAbsOrigin(), Vector( 120, 120, 120 ) );
CItem *pItem = dynamic_cast<CItem *>(pBase); CItem *pItem = dynamic_cast<CItem *>(pBase);

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@ -748,7 +748,8 @@ Class_T CNPC_Combine::Classify ( void )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
bool CNPC_Combine::IsAltFireCapable( 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(); Vector vecTarget = m_hForcedGrenadeTarget->WorldSpaceCenter();
#ifdef MAPBASE #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 #endif
if ( IsElite() ) if ( IsElite() )
{ {