Remove player pushack

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Revision as of 14:10, 24 June 2025 by Le Glaconus (talk | contribs) (Formatting + removed pov)
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This tutorial demonstrates how to remove the "push back" velocity applied to players when they get hit.

Nopushback.gif

This tutorial was made using Source 2013 Multiplayer Source 2013 Multiplayer (NOT the Team Fortress 2 branch Team Fortress 2 branch)

1. Open your game solution and navigate to 🖿player.cpp, then find CBasePlayer::OnTakeDamage_Alive function (line 1708)

2. In the middle of this function 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 OnTakeDamage but still Alive function [Clarify].

4. Proceed towards line 5670 to find void CBasePlayer::VelocityPunch( const Vector &vecForce ) function. 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 [confirm], remove this 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