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https://github.com/mapbase-source/source-sdk-2013.git
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Merge branch 'develop' of https://github.com/mapbase-source/source-sdk-2013 into feature/newer-toolsets
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commit
18b49c3778
@ -192,7 +192,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
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}
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inline bool C_BaseViewModel::ShouldFlipViewModel()
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bool C_BaseViewModel::ShouldFlipViewModel()
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{
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#if defined(CSTRIKE_DLL) || defined (MAPBASE)
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// If cl_righthand is set, then we want them all right-handed.
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@ -104,7 +104,7 @@ C_BaseAnimating *FX_AffectRagdolls_GetHit( Vector vecOrigin, Vector vecStart, in
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{
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// don't do this when lots of ragdolls are simulating
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if ( s_RagdollLRU.CountRagdolls(true) > 1 )
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return false;
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return NULL;
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Ray_t shotRay;
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shotRay.Init( vecStart, vecOrigin );
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@ -758,7 +758,7 @@ CON_COMMAND_F( r_screenoverlay_indexed, "Draw specified material as an overlay i
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}
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else
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{
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Warning( "Format: r_screenoverlay_indexed <index> <material> %s\n" );
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Warning( "Format: r_screenoverlay_indexed <index> [<material>]\n" );
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}
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}
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#endif
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@ -1948,7 +1948,7 @@ ConVar ai_setupbones_debug( "ai_setupbones_debug", "0", 0, "Shows that bones tha
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inline bool CBaseAnimating::CanSkipAnimation( void )
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bool CBaseAnimating::CanSkipAnimation( void )
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{
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if ( !sv_pvsskipanimation.GetBool() )
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return false;
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@ -22,6 +22,7 @@
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#include "gameweaponmanager.h"
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#include "hl2_gamerules.h"
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#include "weapon_physcannon.h"
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#include "globalstate.h"
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#define COMBINE_AE_GREN_TOSS ( 7 )
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@ -118,7 +119,7 @@ public:
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}
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// Use secondary ammo as a way of checking if this is a weapon which can be alt-fired (e.g. AR2 or SMG)
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virtual bool IsAltFireCapable() { return (GetActiveWeapon() && GetActiveWeapon()->UsesSecondaryAmmo()); }
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virtual bool IsAltFireCapable() { return (this->GetActiveWeapon() && this->GetActiveWeapon()->UsesSecondaryAmmo()); }
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virtual bool IsGrenadeCapable() { return true; }
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inline bool HasGrenades() { return m_iNumGrenades > 0; }
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@ -646,9 +647,9 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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{
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CBaseEntity *pItem;
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if (this->GetActiveWeapon() && FClassnameIs( this->GetActiveWeapon(), "weapon_smg1" ))
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pItem = this->DropItem( "item_ammo_smg1_grenade", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pItem = this->DropItem( "item_ammo_smg1_grenade", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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else
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pItem = this->DropItem( "item_ammo_ar2_altfire", WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
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pItem = this->DropItem( "item_ammo_ar2_altfire", this->WorldSpaceCenter() + RandomVector( -4, 4 ), RandomAngle( 0, 360 ) );
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if ( pItem )
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{
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@ -688,14 +689,14 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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// Attempt to drop a grenade
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if ( pHL2GameRules->NPC_ShouldDropGrenade( pPlayer ) )
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{
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this->DropItem( "weapon_frag", WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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this->DropItem( "weapon_frag", this->WorldSpaceCenter()+RandomVector(-4,4), RandomAngle(0,360) );
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pHL2GameRules->NPC_DroppedGrenade();
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}
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}
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// if I was killed before I could finish throwing my grenade, drop
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// a grenade item that the player can retrieve.
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if (GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
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if (this->GetActivity() == ACT_RANGE_ATTACK2 && ShouldDropInterruptedGrenades())
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{
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if( m_iLastAnimEventHandled != COMBINE_AE_GREN_TOSS )
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{
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@ -703,7 +704,7 @@ void CAI_GrenadeUser<BASE_NPC>::DropGrenadeItemsOnDeath( const CTakeDamageInfo &
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Vector vecStart;
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this->GetAttachment( GetGrenadeAttachment(), vecStart );
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CBaseEntity *pItem = DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
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CBaseEntity *pItem = this->DropItem( "weapon_frag", vecStart, RandomAngle(0,360) );
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if ( pItem )
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{
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