General SDK Snippets & Fixes: Difference between revisions
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__FORCETOC__ | |||
=Remove Head Crab= | =Remove Head Crab= | ||
How to Remove HeadCrab from zombie | How to Remove HeadCrab from zombie | ||
| Line 53: | Line 55: | ||
} | } | ||
</pre> | </pre> | ||
=Working CS:S Muzzle Flashes without Model Editing= | |||
In c_baseanimating.cpp, at line 3024 (after the big ass switch statement), comment out the code so it looks like this | |||
<pre> | |||
//if ( iAttachment != -1 && m_Attachments.Count() > iAttachment ) | |||
{ | |||
//GetAttachment( iAttachment+1, attachOrigin, attachAngles ); | |||
//int entId = render->GetViewEntity(); | |||
//tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), entId, bFirstPerson ); | |||
</pre> | |||
and place the following below it. (be sure not to comment out the ending brakets and final breaks) | |||
<pre> | |||
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment ) | |||
{ | |||
if ( input->CAM_IsThirdPerson() ) | |||
{ | |||
C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); | |||
pWeapon->GetAttachment( iAttachment+1, attachOrigin, attachAngles ); | |||
} | |||
else | |||
{ | |||
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); | |||
CBaseViewModel *vm = pPlayer->GetViewModel(); | |||
vm->GetAttachment( iAttachment+1, attachOrigin, attachAngles ); | |||
engine->GetViewAngles( attachAngles ); | |||
} | |||
g_pEffects->MuzzleFlash( attachOrigin, attachAngles, 1.0, MUZZLEFLASH_TYPE_DEFAULT ); | |||
} | |||
</pre> | |||
Go to fx.cpp, line 227 (under the statement "pParticle->m_vecVelocity.Init();"), place the following code. | |||
<pre> | |||
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); | |||
Vector velocity = pPlayer->GetLocalVelocity(); | |||
pParticle->m_vecVelocity += velocity; | |||
</pre> | |||
There you go, working muzzle flashes for CS:S weapons in HL2 | |||
[[Category:Snippets]] | [[Category:Snippets]] | ||
Revision as of 14:59, 25 May 2007
Remove Head Crab
How to Remove HeadCrab from zombie
in hl2_dll\npc_zombie.cpp look for void CZombie::Spawn( void ) then find this line.
m_fIsHeadless = false;
ans simply change it to read this
m_fIsHeadless = true;
Now open hl2_dll\npc_BaseZombie.cpp and change this section to look like this.
//-----------------------------------------------------------------------------
// Purpose: A zombie has taken damage. Determine whether he release his headcrab.
// Output : YES, IMMEDIATE, or SCHEDULED (see HeadcrabRelease_t)
//-----------------------------------------------------------------------------
HeadcrabRelease_t CNPC_BaseZombie::ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold )
{
if ( m_iHealth <= 0 )
{
// If I was killed by a bullet...
if ( info.GetDamageType() & DMG_BULLET )
{
if( m_bHeadShot )
{
if( flDamageThreshold > 0.25 )
{
// Enough force to kill the crab.
//return RELEASE_RAGDOLL;
}
}
else
{
// Killed by a shot to body or something. Crab is ok!
//return RELEASE_IMMEDIATE;
}
}
// If I was killed by an explosion, release the crab.
if ( info.GetDamageType() & DMG_BLAST )
{
//return RELEASE_RAGDOLL;
}
if ( m_fIsTorso && IsChopped( info ) )
{
return RELEASE_RAGDOLL_SLICED_OFF;
}
}
return RELEASE_NO;
}
Working CS:S Muzzle Flashes without Model Editing
In c_baseanimating.cpp, at line 3024 (after the big ass switch statement), comment out the code so it looks like this
//if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
{
//GetAttachment( iAttachment+1, attachOrigin, attachAngles );
//int entId = render->GetViewEntity();
//tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), entId, bFirstPerson );
and place the following below it. (be sure not to comment out the ending brakets and final breaks)
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
{
if ( input->CAM_IsThirdPerson() )
{
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
pWeapon->GetAttachment( iAttachment+1, attachOrigin, attachAngles );
}
else
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
CBaseViewModel *vm = pPlayer->GetViewModel();
vm->GetAttachment( iAttachment+1, attachOrigin, attachAngles );
engine->GetViewAngles( attachAngles );
}
g_pEffects->MuzzleFlash( attachOrigin, attachAngles, 1.0, MUZZLEFLASH_TYPE_DEFAULT );
}
Go to fx.cpp, line 227 (under the statement "pParticle->m_vecVelocity.Init();"), place the following code.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); Vector velocity = pPlayer->GetLocalVelocity(); pParticle->m_vecVelocity += velocity;
There you go, working muzzle flashes for CS:S weapons in HL2