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added Griefing Grigori to CFGs, added Malignant Mossman
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@ -257,6 +257,9 @@ chaos_prob_use_spam 100
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//Grenade Guns
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chaos_prob_nade_guns 100
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//Griefing Grigori
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chaos_prob_evil_grigori 100
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//Invert Gravity
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chaos_prob_invertg 100
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@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
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//Low Gravity
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chaos_prob_lowg 100
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//Malignant Mossman
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chaos_prob_evil_mossman 100
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//NPCs Explode on Death
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chaos_prob_explode_on_death 100
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@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
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chaos_group 26 72 //No Looking Up/Down, Bastard Barney
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chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
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chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
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chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
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chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
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chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
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chaos_group 26 76 //No Looking Up/Down, Malignant Mossman
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@ -257,6 +257,9 @@ chaos_prob_use_spam 100
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//Grenade Guns
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chaos_prob_nade_guns 100
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//Griefing Grigori
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chaos_prob_evil_grigori 100
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//Invert Gravity
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chaos_prob_invertg 100
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@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
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//Low Gravity
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chaos_prob_lowg 100
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//Malignant Mossman
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chaos_prob_evil_mossman 100
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//NPCs Explode on Death
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chaos_prob_explode_on_death 100
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@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
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chaos_group 26 72 //No Looking Up/Down, Bastard Barney
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chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
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chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
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chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
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chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
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chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
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chaos_group 26 76 //No Looking Up/Down, Malignant Mossman
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@ -257,6 +257,9 @@ chaos_prob_use_spam 100
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//Grenade Guns
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chaos_prob_nade_guns 100
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//Griefing Grigori
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chaos_prob_evil_grigori 100
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//Invert Gravity
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chaos_prob_invertg 100
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@ -275,6 +278,9 @@ chaos_prob_lock_vehicle 600
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//Low Gravity
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chaos_prob_lowg 100
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//Malignant Mossman
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chaos_prob_evil_mossman 100
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//NPCs Explode on Death
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chaos_prob_explode_on_death 100
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@ -15,3 +15,7 @@ chaos_group 25 72 //No Looking Left/Right, Bastard Barney
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chaos_group 26 72 //No Looking Up/Down, Bastard Barney
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chaos_group 25 74 //No Looking Left/Right, Krazy Kleiner
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chaos_group 26 74 //No Looking Up/Down, Krazy Kleiner
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chaos_group 25 75 //No Looking Left/Right, Griefing Grigori
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chaos_group 26 75 //No Looking Up/Down, Griefing Grigori
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chaos_group 25 76 //No Looking Left/Right, Malignant Mossman
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chaos_group 26 76 //No Looking Up/Down, Malignant Mossman
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@ -90,6 +90,7 @@ enum Effect_T
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EFFECT_GOOD_GMAN,
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EFFECT_EVIL_KLEINER,
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EFFECT_EVIL_GRIGORI,
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EFFECT_EVIL_MOSSMAN,
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//EFFECT_EVIL_ELI,
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//EFFECT_EVIL_BREEN,
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@ -5166,6 +5166,7 @@ ConVar chaos_prob_evil_barney("chaos_prob_evil_barney", "100");
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ConVar chaos_prob_good_gman("chaos_prob_good_gman", "100");
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ConVar chaos_prob_evil_kleiner("chaos_prob_evil_kleiner", "100");
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ConVar chaos_prob_evil_grigori("chaos_prob_evil_grigori", "100");
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ConVar chaos_prob_evil_mossman("chaos_prob_evil_mossman", "100");
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//ConVar chaos_prob_evil_eli("chaos_prob_evil_eli", "100");
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//ConVar chaos_prob_evil_breen("chaos_prob_evil_breen", "100");
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#define ERROR_WEIGHT 1
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@ -5247,6 +5248,7 @@ void CHL2_Player::PopulateEffects()
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CreateEffect<>(EFFECT_GOOD_GMAN, MAKE_STRING("Good Man"), EC_NONE, -1, chaos_prob_good_gman.GetInt());
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CreateEffect<CEEvilNPC>(EFFECT_EVIL_KLEINER, MAKE_STRING("Krazy Kleiner"), EC_HAS_WEAPON, -1, chaos_prob_evil_kleiner.GetInt());
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CreateEffect<CEEvilNPC>(EFFECT_EVIL_GRIGORI, MAKE_STRING("Griefing Grigori"), EC_HAS_WEAPON, -1, chaos_prob_evil_grigori.GetInt());
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CreateEffect<CEEvilNPC>(EFFECT_EVIL_MOSSMAN, MAKE_STRING("Malignant Mossman"), EC_HAS_WEAPON, -1, chaos_prob_evil_mossman.GetInt());
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//CreateEffect<CEEvilNPC>(EFFECT_EVIL_ELI, MAKE_STRING("Evil Eli"), EC_HAS_WEAPON, -1, chaos_prob_evil_eli.GetInt());
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//CreateEffect<CEEvilNPC>(EFFECT_EVIL_BREEN, MAKE_STRING("Hands-on Dr. Breen"), EC_HAS_WEAPON, -1, chaos_prob_evil_breen.GetInt());
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}
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@ -7407,6 +7409,9 @@ void CEEvilNPC::StartEffect()
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case EFFECT_EVIL_GRIGORI:
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m_iSavedChaosID = ChaosSpawnNPC("npc_monk", MAKE_STRING("Griefing Grigori"), SPAWNTYPE_EYELEVEL_REGULAR, "_", "monk", "weapon_annabelle", CSF_EVIL)->m_iChaosID;
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break;
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case EFFECT_EVIL_MOSSMAN:
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m_iSavedChaosID = ChaosSpawnNPC("npc_mossman", MAKE_STRING("Malignant Mossman"), SPAWNTYPE_EYELEVEL_REGULAR, "_", "mossman", "weapon_crowbar", CSF_EVIL)->m_iChaosID;
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break;
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/*
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case EFFECT_EVIL_ELI:
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m_iSavedChaosID = ChaosSpawnNPC("npc_eli", MAKE_STRING("Evil Eli"), SPAWNTYPE_EYELEVEL_REGULAR, "models/eli.mdl", "eli", "weapon_crossbow", true)->m_iChaosID;
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