Okay this tutorial is simple, open up
g_missile.c. Find this part:
// impact damage if
(other->takedamage) { // FIXME: wrong damage direction? if
( ent->damage ) { vec3_t velocity; if( LogAccuracyHit(
other, &g_entities[ent->r.ownerNum] ) ) {
g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
hitClient = qtrue; } BG_EvaluateTrajectoryDelta(
&ent->s.pos, level.time, velocity ); if ( VectorLength(
velocity ) == 0 ) { velocity[2] = 1; // stepped on a
grenade } G_Damage (other, ent,
&g_entities[ent->r.ownerNum], velocity, ent->s.origin,
ent->damage, 0, ent->methodOfDeath); } }
And replace it with
this:
// impact damage if
(other->takedamage) { // FIXME: wrong damage direction? if
( ent->damage ) { vec3_t velocity; if( LogAccuracyHit(
other, &g_entities[ent->r.ownerNum] ) ) {
g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
hitClient = qtrue; } BG_EvaluateTrajectoryDelta(
&ent->s.pos, level.time, velocity ); if ( VectorLength(
velocity ) == 0 ) { velocity[2] = 1; // stepped on a
grenade } if (!Q_stricmp(ent->classname, "plasma")) {
G_Damage (other, ent, &g_entities[ent->r.ownerNum],
velocity, ent->s.origin, ent->damage, 0,
ent->methodOfDeath); if(other->health > 0) {
SelectSpawnPoint( other->client->ps.origin, origin, angles
); TeleportPlayer( other, origin, angles ); } } else {
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
ent->s.origin, ent->damage, 0,
ent->methodOfDeath); } } }
Created by Inolen Email:
Contact
Me Contact
Me
Give credit where
needed!
|