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https://github.com/Pinsplash/halflife2chaos.git
synced 2024-10-29 23:32:38 +01:00
fixed gravity gun pushing the jalopy really hard in ep2
This commit is contained in:
parent
9d352beeb6
commit
657301b9c4
3
.gitignore
vendored
3
.gitignore
vendored
@ -83,4 +83,5 @@ config.cfg
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ep1_gamestats.dat
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ep1_gamestats.dat
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**/DownloadLists/*
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**/DownloadLists/*
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chaos_random_cc.raw
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chaos_random_cc.raw
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*.cache
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*.cache
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sp/src/games.sln
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@ -42,6 +42,7 @@
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#include "gamestats.h"
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#include "gamestats.h"
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// NVNT haptic utils
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// NVNT haptic utils
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#include "haptics/haptic_utils.h"
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#include "haptics/haptic_utils.h"
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#include "episodic/vehicle_jeep_episodic.h"
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// memdbgon must be the last include file in a .cpp file!!!
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "tier0/memdbgon.h"
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@ -1963,24 +1964,23 @@ void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vec
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CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
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CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
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if ( pRagdoll == NULL )
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if ( pRagdoll == NULL )
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{
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{
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#ifdef HL2_EPISODIC
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// The jeep being punted needs special force overrides
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// The jeep being punted needs special force overrides
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if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() )
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if (pEntity->GetServerVehicle())
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{
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{
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// We want the point to emanate low on the vehicle to move it along the ground, not to twist it
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CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(pEntity);
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Vector vecFinalPos = vecHitPos;
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//HACK: this should be inside CPropJeepEpisodic::PhysGunLaunchVelocity
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vecFinalPos.z = pEntity->GetAbsOrigin().z;
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if (reason == PHYSGUN_FORCE_PUNTED && pVehicle->m_bJalopy)
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pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos );
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{
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// We want the point to emanate low on the vehicle to move it along the ground, not to twist it
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Vector vecFinalPos = vecHitPos;
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vecFinalPos.z = pEntity->GetAbsOrigin().z;
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pPhysicsObject->ApplyForceOffset(vVel, vecFinalPos);
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return;
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}
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pPhysicsObject->AddVelocity(&vVel, &aVel);
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}
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}
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else
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{
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pPhysicsObject->AddVelocity( &vVel, &aVel );
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}
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#else
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pPhysicsObject->AddVelocity( &vVel, &aVel );
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pPhysicsObject->AddVelocity( &vVel, &aVel );
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#endif // HL2_EPISODIC
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}
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}
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else
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else
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{
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{
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@ -1,11 +1,8 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2013
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# Visual Studio Express 2013 for Windows Desktop
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#
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VisualStudioVersion = 12.0.40629.0
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# Automatically generated solution:
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MinimumVisualStudioVersion = 10.0.40219.1
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# devtools\bin\vpc /hl2 /episodic +game /mksln games.sln
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#
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#
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2)", "game\client\client_hl2.vcxproj", "{09E5D61D-4897-7B98-288B-C87442D14BFF}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2)", "game\client\client_hl2.vcxproj", "{09E5D61D-4897-7B98-288B-C87442D14BFF}"
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
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@ -40,3 +37,46 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tier1", "tier1\tier1.vcxpro
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EndProject
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}"
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EndProject
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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Release|Win32 = Release|Win32
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{09E5D61D-4897-7B98-288B-C87442D14BFF}.Debug|Win32.ActiveCfg = Debug|Win32
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{09E5D61D-4897-7B98-288B-C87442D14BFF}.Debug|Win32.Build.0 = Debug|Win32
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{09E5D61D-4897-7B98-288B-C87442D14BFF}.Release|Win32.ActiveCfg = Release|Win32
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{09E5D61D-4897-7B98-288B-C87442D14BFF}.Release|Win32.Build.0 = Release|Win32
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{353A799F-E73F-7A69-07AD-B2AD57F3B775}.Debug|Win32.ActiveCfg = Debug|Win32
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{353A799F-E73F-7A69-07AD-B2AD57F3B775}.Debug|Win32.Build.0 = Debug|Win32
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{353A799F-E73F-7A69-07AD-B2AD57F3B775}.Release|Win32.ActiveCfg = Release|Win32
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{353A799F-E73F-7A69-07AD-B2AD57F3B775}.Release|Win32.Build.0 = Release|Win32
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|Win32.ActiveCfg = Debug|Win32
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|Win32.Build.0 = Debug|Win32
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|Win32.ActiveCfg = Release|Win32
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{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|Win32.Build.0 = Release|Win32
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{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|Win32.ActiveCfg = Debug|Win32
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{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|Win32.Build.0 = Debug|Win32
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{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|Win32.ActiveCfg = Release|Win32
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{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|Win32.Build.0 = Release|Win32
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{C3EE918E-6836-5578-1FA2-5703048552B9}.Debug|Win32.ActiveCfg = Debug|Win32
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{C3EE918E-6836-5578-1FA2-5703048552B9}.Debug|Win32.Build.0 = Debug|Win32
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{C3EE918E-6836-5578-1FA2-5703048552B9}.Release|Win32.ActiveCfg = Release|Win32
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{C3EE918E-6836-5578-1FA2-5703048552B9}.Release|Win32.Build.0 = Release|Win32
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{7855B476-B6D4-535D-F7A9-D623245F8B07}.Debug|Win32.ActiveCfg = Debug|Win32
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{7855B476-B6D4-535D-F7A9-D623245F8B07}.Debug|Win32.Build.0 = Debug|Win32
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{7855B476-B6D4-535D-F7A9-D623245F8B07}.Release|Win32.ActiveCfg = Release|Win32
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{7855B476-B6D4-535D-F7A9-D623245F8B07}.Release|Win32.Build.0 = Release|Win32
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|Win32.ActiveCfg = Debug|Win32
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|Win32.Build.0 = Debug|Win32
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|Win32.ActiveCfg = Release|Win32
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|Win32.Build.0 = Release|Win32
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{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|Win32.ActiveCfg = Debug|Win32
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{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|Win32.Build.0 = Debug|Win32
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{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|Win32.ActiveCfg = Release|Win32
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{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|Win32.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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