Improve custom knockback API
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@ -25,6 +25,10 @@
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* ============================================================================
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*/
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#define ZR_KNOCKBACK_CUSTOM (1<<31)
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#define ZR_KNOCKBACK_SCALE (1<<1)
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#define ZR_KNOCKBACK_LIMITVEL (1<<2)
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/**
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* Set a maximum knockback velocity.
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*
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@ -81,7 +81,8 @@ void KnockbackOnClientDeath(int client)
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void KnockbackSetClientMaxVelocity(int client, float fVelocity)
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{
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g_fKnockbackVelLimit[client] = fVelocity;
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if(g_fKnockbackVelLimit[client] >= 0.0)
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g_fKnockbackVelLimit[client] = fVelocity;
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}
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void KnockbackSetClientScale(int client, float fScale)
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@ -172,8 +173,6 @@ public void KnockbackOnTakeDamageAlivePost(int victim, int attacker, int inflict
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ReplaceString(weaponname, sizeof(weaponname), "weapon_", "");
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ReplaceString(weaponname, sizeof(weaponname), "_projectile", "");
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bool knife = StrEqual(weaponname, "knife");
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// Check if a grenade was thrown.
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if (StrEqual(weaponname, "hegrenade"))
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{
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@ -209,11 +208,15 @@ public void KnockbackOnTakeDamageAlivePost(int victim, int attacker, int inflict
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}
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}
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bool custom = view_as<bool>(damagecustom & ZR_KNOCKBACK_CUSTOM);
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bool scale = custom && view_as<bool>(damagecustom & ZR_KNOCKBACK_SCALE);
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bool limitvel = custom && view_as<bool>(damagecustom & ZR_KNOCKBACK_LIMITVEL);
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int hitgroup = HITGROUP_GENERIC;
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if (!(damagetype & DMG_BLAST) && !damagecustom)
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if (!(damagetype & DMG_BLAST) && !custom)
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hitgroup = ToolsGetClientLastHitGroup(victim);
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if (damagecustom)
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if (custom)
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ToolsSetClientLastHitGroup(victim, HITGROUP_GENERIC);
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new bool:hitgroups = GetConVarBool(g_hCvarsList[CVAR_HITGROUPS]);
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@ -231,11 +234,12 @@ public void KnockbackOnTakeDamageAlivePost(int victim, int attacker, int inflict
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knockback *= damage;
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// Custom knockback scale.
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if (!knife)
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if (scale)
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knockback *= g_fKnockbackScale[victim];
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// Apply knockback.
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KnockbackSetVelocity(victim, attackerloc, clientloc, knockback, damagecustom && !knife);
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if (knockback)
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KnockbackSetVelocity(victim, attackerloc, clientloc, knockback, limitvel);
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}
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/**
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@ -246,7 +250,7 @@ public void KnockbackOnTakeDamageAlivePost(int victim, int attacker, int inflict
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* @param endpoint The ending coordinate to push towards.
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* @param magnitude Magnitude of the push.
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*/
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KnockbackSetVelocity(client, const Float:startpoint[3], const Float:endpoint[3], Float:magnitude, int custom)
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KnockbackSetVelocity(client, const Float:startpoint[3], const Float:endpoint[3], Float:magnitude, int limitvel)
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{
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// Create vector from the given starting and ending points.
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new Float:vector[3];
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@ -258,7 +262,7 @@ KnockbackSetVelocity(client, const Float:startpoint[3], const Float:endpoint[3],
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// Apply the magnitude by scaling the vector (multiplying each of its components).
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ScaleVector(vector, magnitude);
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if (custom && g_fKnockbackVelLimit[client])
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if (limitvel && g_fKnockbackVelLimit[client])
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{
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AddVectors(g_fKnockbackVectors[client], vector, g_fKnockbackVectors[client]);
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g_bKnockbackFrame[client] = true;
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