GENERAL: Allow napalm scaling, depending on damage.
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@ -165,6 +165,7 @@ enum CvarsList
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Handle:CVAR_RESPAWN_TEAM_ZOMBIE_WORLD,
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Handle:CVAR_NAPALM_IGNITE,
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Handle:CVAR_NAPALM_TIME_RESET,
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Handle:CVAR_NAPALM_TIME_SCALE,
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Handle:CVAR_NAPALM_DOUSE,
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Handle:CVAR_JUMPBOOST_BHOP_PROTECT,
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Handle:CVAR_JUMPBOOST_BHOP_MAX,
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@ -472,6 +473,7 @@ CvarsCreate()
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// ===========================
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g_hCvarsList[CVAR_NAPALM_IGNITE] = CreateConVar("zr_napalm_ignite", "1", "Ignite grenade in mid-air after player throws it. [Dependency: Human Attribute 'has_napalm']");
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g_hCvarsList[CVAR_NAPALM_TIME_RESET] = CreateConVar("zr_napalm_time_reset", "1", "The burn-time is reset when being naded multiple times. [0: Original burn-time is used.]");
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g_hCvarsList[CVAR_NAPALM_TIME_SCALE] = CreateConVar("zr_napalm_time_scale", "75", "The amount of damage that's needed to apply full burn duration.");
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g_hCvarsList[CVAR_NAPALM_DOUSE] = CreateConVar("zr_napalm_douse", "0", "Minimum water-saturation before flame is extinguished. ['0' = Disabled | '1' = Feet | '2' = Waist | '3' = Full submersion]");
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@ -229,7 +229,7 @@ public Action:EventPlayerHurt(Handle:event, const String:name[], bool:dontBroadc
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AccountOnClientHurt(index, attacker, dmg_health);
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SEffectsOnClientHurt(index);
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KnockbackOnClientHurt(index, attacker, weapon, hitgroup, dmg_health);
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NapalmOnClientHurt(index, attacker, weapon);
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NapalmOnClientHurt(index, attacker, weapon, dmg_health);
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ZHPOnClientHurt(index);
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}
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@ -102,7 +102,7 @@ NapalmOnTakeDamage(client, damagetype)
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* @param attacker The attacker index.
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* @param weapon The weapon name.
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*/
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NapalmOnClientHurt(client, attacker, const String:weapon[])
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NapalmOnClientHurt(client, attacker, const String:weapon[], dmg_health)
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{
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// If there's no attacker, then stop.
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if (!attacker)
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@ -137,6 +137,24 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
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if (reset || !(flags & FL_ONFIRE))
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{
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new Float:timescale = GetConVarFloat(g_hCvarsList[CVAR_NAPALM_TIME_SCALE])
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if (timescale > 0.0)
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{
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// Figure out our scale value.
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timescale = dmg_health / timescale;
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// Make sure we dont go over 100%.
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if (timescale > 1.0)
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timescale = 1.0;
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// Make sure we dont go below 0%.
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if (timescale < 0.0)
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timescale = 0.0;
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// Scale our class time, accordingly.
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napalm_time = napalm_time * timescale;
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}
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// Ignite the client or extend the current flames life.
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NapalmIgniteEntity(client, napalm_time);
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}
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