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Headshot damage multiplier cvar for npc_combine_s (#420)
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@ -38,6 +38,11 @@ ConVar sk_combine_guard_kick( "sk_combine_guard_kick", "0");
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ConVar combine_guard_spawn_health( "combine_guard_spawn_health", "1" );
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ConVar combine_guard_spawn_health( "combine_guard_spawn_health", "1" );
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extern ConVar sk_plr_dmg_buckshot;
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extern ConVar sk_plr_dmg_buckshot;
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#ifdef MAPBASE
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ConVar sk_combine_head_dmg_multiplier( "sk_combine_head_dmg_multiplier", "2" );
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#endif
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extern ConVar sk_plr_num_shotgun_pellets;
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extern ConVar sk_plr_num_shotgun_pellets;
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//Whether or not the combine should spawn health on death
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//Whether or not the combine should spawn health on death
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@ -222,8 +227,14 @@ float CNPC_CombineS::GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDama
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{
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{
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case HITGROUP_HEAD:
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case HITGROUP_HEAD:
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{
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{
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#ifdef MAPBASE
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// Now you can change the multiplier of headshot damage in console!
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return sk_combine_head_dmg_multiplier.GetFloat();
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#else
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// Soldiers take double headshot damage
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// Soldiers take double headshot damage
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return 2.0f;
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return 2.0f;
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#endif
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}
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}
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}
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}
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