Remove player pushack: Difference between revisions
| No edit summary | No edit summary | ||
| Line 7: | Line 7: | ||
| in the middle of the function youll find this block of code below | in the middle of the function youll find this block of code below | ||
| 	if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&   | 	[code]if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&   | ||
| 		( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) ) | 		( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) ) | ||
| 	{ | 	{ | ||
| Line 16: | Line 16: | ||
| 		} | 		} | ||
| 		//ApplyAbsVelocityImpulse( force ); drn0 disabled to remove pushback on hit | 		//ApplyAbsVelocityImpulse( force ); drn0 disabled to remove pushback on hit | ||
| 	} | 	}[/code] | ||
| like so remove the call ApplyAbsVelocityImpulse( force ); from the end of the calculation | like so remove the call ApplyAbsVelocityImpulse( force ); from the end of the calculation | ||
Revision as of 13:44, 24 June 2025
In this tutorial i will show you how to remove the push back velocity when a player takes a hit.
This tutorial was made using Source SDKbase 2013 Multiplayer - the legacy version >_> not the team fortress 2 update.
To start open your game solution - find and open the player.cpp file and find the CBasePlayer::OnTakeDamage_Alive function around line 1708
in the middle of the function youll find this block of code below [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 }[/code]
like so remove the call ApplyAbsVelocityImpulse( force ); from the end of the calculation
this removes the velocities resolution from the OnTakeDamage - but still Alive fuction
Then proceed towards line 5670 to find the void CBasePlayer::VelocityPunch( const Vector &vecForce ) function within this youll find the 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 i believe so we remove that tihs too.
go ahead and compile the solution - there shouldnt be any errors but if you get any let me know. now when you get hit you dont get magically slide backwards 2 arm lengths away - you just stand there and eat it. this was implemented in A Nights Haunting: Source
