[nexuiz-commits] r6922 - trunk/data/qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Mon Jun 8 13:22:47 EDT 2009
Author: div0
Date: 2009-06-08 13:22:47 -0400 (Mon, 08 Jun 2009)
New Revision: 6922
Modified:
trunk/data/qcsrc/server/cl_player.qc
Log:
tuba: more blood out of ears; work around pain animation bug with clones
Modified: trunk/data/qcsrc/server/cl_player.qc
===================================================================
--- trunk/data/qcsrc/server/cl_player.qc 2009-06-08 17:10:09 UTC (rev 6921)
+++ trunk/data/qcsrc/server/cl_player.qc 2009-06-08 17:22:47 UTC (rev 6922)
@@ -337,11 +337,12 @@
if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
// tuba causes blood to come out of the ears
+ print(ftos(self.health), "\n");
vector ear1, ear2;
vector d;
float f;
ear1 = self.origin;
- ear1_z += 0.25 * self.view_ofs_z + 0.75 * self.maxs_z; // middle of headshot bbox
+ ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
ear2 = ear1;
makevectors(self.angles);
ear1 += v_right * -10;
@@ -349,8 +350,8 @@
d = inflictor.origin - self.origin;
f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
force = v_right * vlen(force);
- Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 200) / 16 * (0.5 - 0.5 * f));
- Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 200) / 16 * (0.5 + 0.5 * f));
+ Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f));
+ Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f));
if(f > 0)
{
hitloc = ear1;
@@ -406,10 +407,13 @@
self.pain_finished = time + 0.5; //Supajoe
if(sv_gentle < 1) {
- if (random() > 0.5)
- setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
- else
- setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
+ {
+ if (random() > 0.5)
+ setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
+ else
+ setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
+ }
if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
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