Added pomson to prog pred
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07c6c936f7
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009b0e5763
@ -482,7 +482,8 @@ weaponmode GetWeaponMode() {
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weapon->m_iClassID == CL_CLASS(CTFFlareGun_Revenge) ||
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weapon->m_iClassID == CL_CLASS(CTFFlareGun_Revenge) ||
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weapon->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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weapon->m_iClassID == CL_CLASS(CTFSyringeGun) ||
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weapon->m_iClassID == CL_CLASS(CTFCrossbow) ||
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weapon->m_iClassID == CL_CLASS(CTFCrossbow) ||
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weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue) ||
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weapon->m_iClassID == CL_CLASS(CTFDRGPomson)) {
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return weaponmode::weapon_projectile;
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return weaponmode::weapon_projectile;
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} else if (weapon->m_iClassID == CL_CLASS(CTFJar) ||
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} else if (weapon->m_iClassID == CL_CLASS(CTFJar) ||
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weapon->m_iClassID == CL_CLASS(CTFJarMilk)) {
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weapon->m_iClassID == CL_CLASS(CTFJarMilk)) {
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@ -503,6 +504,7 @@ bool LineIntersectsBox(Vector& bmin, Vector& bmax, Vector& lmin, Vector& lmax) {
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return true;
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return true;
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}
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}
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// TODO add bison and grapple hook
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// TODO FIX this function
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// TODO FIX this function
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bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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float rspeed, rgrav;
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float rspeed, rgrav;
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@ -545,6 +547,8 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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} else if (weapon->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue)) {
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rgrav = 0.2f;
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rgrav = 0.2f;
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rspeed = 2400.0f;
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rspeed = 2400.0f;
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} else if (weapon->m_iClassID == CL_CLASS(CTFDRGPomson)) {
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rspeed = 1200.0f;
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}
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}
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speed = rspeed;
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speed = rspeed;
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gravity = rgrav;
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gravity = rgrav;
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@ -752,8 +756,10 @@ bool IsEntityVisiblePenetration(CachedEntity* entity, int hb) {
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return false;
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return false;
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}
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}
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// Used for getting class names
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CatCommand print_classnames("debug_print_classnames", "Lists classnames currently available in console", []() {
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CatCommand print_classnames("debug_print_classnames", "Lists classnames currently available in console", []() {
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// Create a tmp ent for the loop
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CachedEntity* ent;
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CachedEntity* ent;
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// Go through all the entities
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// Go through all the entities
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