Hopefully fixed stacking napalm (gotta test)

This commit is contained in:
Andrew 2011-06-20 02:39:44 -07:00
parent 8348ce9b29
commit afb4b48e91
1 changed files with 24 additions and 21 deletions

View File

@ -84,8 +84,20 @@ NapalmOnTakeDamage(client, damagetype)
{
// Put the fire out.
//ExtinguishEntity(client); <-- Don't use this. Takes off the FL_ONFIRE flag, but flame doesn't get extinguished.
//ExtinguishEntity(client);
ExtinguishEntity2(client);
return _:ACTION_CONTINUE;
}
}
}
// Let the damage module continue as usual.
return -1;
}
ExtinguishEntity2(client)
{
// This works.
new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
if (IsValidEntity(fire))
@ -103,14 +115,6 @@ NapalmOnTakeDamage(client, damagetype)
LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Napalm, "Napalm Douse", "Found unexpected entity in prop \"m_flLifetime\": \"%s\"", classname);
}
}
return _:ACTION_CONTINUE;
}
}
}
// Let the damage module continue as usual.
return -1;
}
/**
@ -155,8 +159,7 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
if (reset || !(flags & FL_ONFIRE))
{
// This stops the fire before re-ignition.
ExtinguishEntity(client);
ExtinguishEntity2(client);
// Ignite client.
IgniteEntity(client, napalm_time);