fixed gravity gun pushing the jalopy really hard in ep2

This commit is contained in:
Pinsplash 2024-04-16 17:45:19 -05:00
parent 9d352beeb6
commit 657301b9c4
3 changed files with 62 additions and 21 deletions

3
.gitignore vendored
View File

@ -83,4 +83,5 @@ config.cfg
ep1_gamestats.dat ep1_gamestats.dat
**/DownloadLists/* **/DownloadLists/*
chaos_random_cc.raw chaos_random_cc.raw
*.cache *.cache
sp/src/games.sln

View File

@ -42,6 +42,7 @@
#include "gamestats.h" #include "gamestats.h"
// NVNT haptic utils // NVNT haptic utils
#include "haptics/haptic_utils.h" #include "haptics/haptic_utils.h"
#include "episodic/vehicle_jeep_episodic.h"
// memdbgon must be the last include file in a .cpp file!!! // memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
@ -1963,24 +1964,23 @@ void CWeaponPhysCannon::ApplyVelocityBasedForce( CBaseEntity *pEntity, const Vec
CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity ); CRagdollProp *pRagdoll = dynamic_cast<CRagdollProp*>( pEntity );
if ( pRagdoll == NULL ) if ( pRagdoll == NULL )
{ {
#ifdef HL2_EPISODIC
// The jeep being punted needs special force overrides // The jeep being punted needs special force overrides
if ( reason == PHYSGUN_FORCE_PUNTED && pEntity->GetServerVehicle() ) if (pEntity->GetServerVehicle())
{ {
// We want the point to emanate low on the vehicle to move it along the ground, not to twist it CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(pEntity);
Vector vecFinalPos = vecHitPos; //HACK: this should be inside CPropJeepEpisodic::PhysGunLaunchVelocity
vecFinalPos.z = pEntity->GetAbsOrigin().z; if (reason == PHYSGUN_FORCE_PUNTED && pVehicle->m_bJalopy)
pPhysicsObject->ApplyForceOffset( vVel, vecFinalPos ); {
// We want the point to emanate low on the vehicle to move it along the ground, not to twist it
Vector vecFinalPos = vecHitPos;
vecFinalPos.z = pEntity->GetAbsOrigin().z;
pPhysicsObject->ApplyForceOffset(vVel, vecFinalPos);
return;
}
pPhysicsObject->AddVelocity(&vVel, &aVel);
} }
else
{
pPhysicsObject->AddVelocity( &vVel, &aVel );
}
#else
pPhysicsObject->AddVelocity( &vVel, &aVel ); pPhysicsObject->AddVelocity( &vVel, &aVel );
#endif // HL2_EPISODIC
} }
else else
{ {

View File

@ -1,11 +1,8 @@
 
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013 # Visual Studio Express 2013 for Windows Desktop
# VisualStudioVersion = 12.0.40629.0
# Automatically generated solution: MinimumVisualStudioVersion = 10.0.40219.1
# devtools\bin\vpc /hl2 /episodic +game /mksln games.sln
#
#
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2)", "game\client\client_hl2.vcxproj", "{09E5D61D-4897-7B98-288B-C87442D14BFF}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2)", "game\client\client_hl2.vcxproj", "{09E5D61D-4897-7B98-288B-C87442D14BFF}"
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F} {BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
@ -40,3 +37,46 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tier1", "tier1\tier1.vcxpro
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}"
EndProject EndProject
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Release|Win32 = Release|Win32
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