General SDK Snippets & Fixes: Difference between revisions
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=Working CS:S Muzzle Flashes without Model Editing= | =Working CS:S Muzzle Flashes without Model Editing= | ||
In c_baseanimating.cpp, at line 3024 (after the big | In c_baseanimating.cpp, at line 3024 (after the big 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(); | |||
ClientEntityHandle_t hEntity = ClientEntityList().EntIndexToHandle( entId ); | |||
tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson ); | |||
*/ | |||
} | |||
and insert the following code after the comment. | |||
and | |||
<pre> | <pre> | ||
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); | 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> | </pre> | ||
Go to fx.cpp, under the statement pParticle->m_vecVelocity.Init();</code> in FX_MuzzleFlash, place the following code. | |||
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); | |||
Vector velocity = pPlayer->GetLocalVelocity(); | |||
pParticle->m_vecVelocity += velocity; | |||
[[Category:Snippets]] | [[Category:Snippets]] | ||
Revision as of 16:02, 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 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();
ClientEntityHandle_t hEntity = ClientEntityList().EntIndexToHandle( entId );
tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson );
*/
}
and insert the following code after the comment.
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, under the statement pParticle->m_vecVelocity.Init(); in FX_MuzzleFlash, place the following code.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); Vector velocity = pPlayer->GetLocalVelocity(); pParticle->m_vecVelocity += velocity;