Added a cvar which allows antlions to be properly ignited instead of dying immediately

This commit is contained in:
Blixibon 2021-07-12 14:36:39 -05:00
parent 1b534af69d
commit 24c03f45c2

View File

@ -65,6 +65,9 @@ ConVar sk_antlion_worker_burst_radius( "sk_antlion_worker_burst_radius", "160",
ConVar g_test_new_antlion_jump( "g_test_new_antlion_jump", "1", FCVAR_ARCHIVE );
ConVar antlion_easycrush( "antlion_easycrush", "1" );
#ifdef MAPBASE
ConVar antlion_no_ignite_die( "antlion_no_ignite_die", "0" );
#endif
ConVar g_antlion_cascade_push( "g_antlion_cascade_push", "1", FCVAR_ARCHIVE );
ConVar g_debug_antlion_worker( "g_debug_antlion_worker", "0" );
@ -2623,6 +2626,15 @@ int CNPC_Antlion::SelectSchedule( void )
void CNPC_Antlion::Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
{
#ifdef HL2_EPISODIC
#ifdef MAPBASE
if (antlion_no_ignite_die.GetBool())
{
BaseClass::Ignite(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);
return;
}
#endif
float flDamage = m_iHealth + 1;
CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC );