Remove player pushack: Difference between revisions
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This tutorial demonstrates how to remove the "push back" velocity applied to players when they get hit. | |||
[[File:Nopushback.gif|thumb]] | [[File:Nopushback.gif|thumb]] | ||
This tutorial was made using | This tutorial was made using {{src13mp|4}} (''NOT'' the {{tf2branch|4}}) | ||
# Open your game solution and navigate to {{path|player|cpp}}, then find {{code|preset=1|highlight=cpp|CBasePlayer::OnTakeDamage_Alive}} function (line 1708) | |||
# In the middle of this function around line 1736 lies this block of code: | |||
<source lang=cpp> | |||
if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) && | |||
<source lang= | |||
( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) ) | ( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) ) | ||
{ | { | ||
Line 15: | Line 14: | ||
force.z = 250.0f; | force.z = 250.0f; | ||
} | } | ||
//ApplyAbsVelocityImpulse( force ); drn0 disabled to remove pushback on hit | //ApplyAbsVelocityImpulse( force ); //drn0 disabled to remove pushback on hit | ||
}</source> | } | ||
</source> | |||
3. Remove the call to {{code|preset=1|highlight=cpp|ApplyAbsVelocityImpulse( force );}} from the end of the calculation. This will remove the velocity resolution from CBasePlayer::OnTakeDamage_Alive function leaving it to calculate and process still but not apply the pushback. | |||
Then | 4. Then scroll down to line 5670 to find {{code|preset=1|highlight=cpp|void CBasePlayer::VelocityPunch( const Vector &vecForce )}}. In this function is this block of code : | ||
<source lang=cpp> | |||
<source lang= | void CBasePlayer::VelocityPunch( const Vector &vecForce ) | ||
{ | { | ||
// Clear onground and add velocity. | // Clear onground and add velocity. | ||
SetGroundEntity( NULL ); | SetGroundEntity( NULL ); | ||
//ApplyAbsVelocityImpulse(vecForce ); drn0 removing pushback on hit | //ApplyAbsVelocityImpulse( vecForce ); //drn0 removing pushback on hit | ||
}</source> | } | ||
</source> | |||
This is the initial velocity function to set the force applied at the time, remove this as well ({{code|preset=1|highlight=cpp|ApplyAbsVelocityImpulse( vecForce );}}). Without this removed, the maximum power of an hit causes the knockback to still occur{{confirm}}, so the removal of this function removes the knockback indefinitely as well. | |||
5. Compile the solutions - (there shouldn't be any errors but if you get any let [[User:DrN0|me]] know.) | |||
Now when the player gets hit, he won't slide backwards 2 arm lengths away, he'll just stand there and eat it. | |||
This was implemented in [https://store.steampowered.com/app/3418380/A%20Nights%20Haunting%20Source/ A Nights Haunting: Source] |
Latest revision as of 03:59, 27 June 2025
This tutorial demonstrates how to remove the "push back" velocity applied to players when they get hit.
This tutorial was made using Source 2013 Multiplayer (NOT the
Team Fortress 2 branch)
- Open your game solution and navigate to
player.cpp
, then findCBasePlayer::OnTakeDamage_Alive
function (line 1708) - In the middle of this function around line 1736 lies this block of code:
if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&
( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) )
{
Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
if ( force.z > 250.0f )
{
force.z = 250.0f;
}
//ApplyAbsVelocityImpulse( force ); //drn0 disabled to remove pushback on hit
}
3. Remove the call to ApplyAbsVelocityImpulse( force );
from the end of the calculation. This will remove the velocity resolution from CBasePlayer::OnTakeDamage_Alive function leaving it to calculate and process still but not apply the pushback.
4. Then scroll down to line 5670 to find void CBasePlayer::VelocityPunch( const Vector &vecForce )
. In this function is this block of code :
void CBasePlayer::VelocityPunch( const Vector &vecForce )
{
// Clear onground and add velocity.
SetGroundEntity( NULL );
//ApplyAbsVelocityImpulse( vecForce ); //drn0 removing pushback on hit
}
This is the initial velocity function to set the force applied at the time, remove this as well (ApplyAbsVelocityImpulse( vecForce );
). Without this removed, the maximum power of an hit causes the knockback to still occur[confirm], so the removal of this function removes the knockback indefinitely as well.
5. Compile the solutions - (there shouldn't be any errors but if you get any let me know.) Now when the player gets hit, he won't slide backwards 2 arm lengths away, he'll just stand there and eat it. This was implemented in A Nights Haunting: Source