General SDK Snippets & Fixes: Difference between revisions
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There you go, working muzzle flashes for CS:S weapons in HL2 | There you go, working muzzle flashes for CS:S weapons in HL2 | ||
[[User:Trleighton|Trleighton]] 15:00, 25 May 2007 (PDT) | |||
[[Category:Snippets]] | [[Category:Snippets]] |
Revision as of 15:00, 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
Trleighton 15:00, 25 May 2007 (PDT)