FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/basecombatcharacter.cpp

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#include "hl2_gamerules.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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#include "hl2_gamerules.h" #endif #include "ff_player.h" #include "ff_scriptman.h" #include "ff_luacontext.h" #undef MINMAX_H #include "minmax.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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CBaseCombatWeapon *pDroppedWeapon = m_hActiveWeapon.Get(); // Drop any weapon that I own if ( VPhysicsGetObject() ) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
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CBaseCombatWeapon *pDroppedWeapon = m_hActiveWeapon.Get(); // Modified by L0ki: we dont need to drop weapons in FF // Drop any weapon that I own /*if ( VPhysicsGetObject() ) { Vector weaponForce = forceVector * VPhysicsGetObject()->GetInvMass(); Weapon_Drop( m_hActiveWeapon, NULL, &weaponForce );
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else { Weapon_Drop( m_hActiveWeapon ); } // if flagged to drop a health kit if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
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else { Weapon_Drop( m_hActiveWeapon ); }*/ // if flagged to drop a health kit if (HasSpawnFlags(SF_NPC_DROP_HEALTHKIT))
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Event_Killed( info ); // Only classes that specifically request it are gibbed if ( ShouldGib( info ) ) {
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Event_Killed( info ); if( ToFFPlayer( this ) ) { // ------------------------------------------------------------------- // Keep the lua player_killed stuff after we've actually died // so that for cases like the map hunted we aren't forcibly respawned // and then killed by BaseClass::Event_Killed // ------------------------------------------------------------------- // TODO: Change killer to an object CFFLuaSC hPlayerKilled; hPlayerKilled.Push(ToFFPlayer(this)); hPlayerKilled.Push(&info); _scriptman.RunPredicates_LUA( NULL, &hPlayerKilled, "player_killed" ); } // Only classes that specifically request it are gibbed if ( ShouldGib( info ) ) {
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bGibbed = Event_Gibbed( info ); retVal = bGibbed; } if ( bGibbed == false ) { Event_Dying();
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bGibbed = Event_Gibbed( info ); retVal = bGibbed; } if ( bGibbed == false ) { Event_Dying();
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PhysCallbackDamage( this, dmgInfo, *pEvent, index ); } //----------------------------------------------------------------------------- // Purpose: this entity is exploding, or otherwise needs to inflict damage upon // entities within a certain range. only damage ents that can clearly
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PhysCallbackDamage( this, dmgInfo, *pEvent, index ); } //----------------------------------------------------------------------------- // Purpose: this entity is exploding, or otherwise needs to inflict damage upon // entities within a certain range. only damage ents that can clearly