Thanks for all your help so far. I've added private EHANDLEs wherever I
want to record the weapon used (the RPG's missile was a little more
convoluted). It works for all weapons except the combine ball's
OnHitEntity. NPCs don't appear to take damage in the usual way from the
combine ball; it looks
grenades/rpg do it via RadiusDamage. and the combine ball does it from it's
function "OnHitEntity".
combine ball for all three of them, just add an EHANDLE to the objects and
add a setter function.
eg:
//inside DelayedAttack && FireNPCSecondaryAttack
CPropCombineBall *pBall = // Fire the combine ba
Fantastic, thank you. Adding SetWeapon in FireBullets and in other places
such as weapon_crossbow.cpp and basebludgeonweapon.cpp works. However,
there are three weapons which still aren't caught properly: the SMG's
grenade, the AR2's energy ball and the RPG's missile. While the
prop_combine_ball se
Oh, and adding to it;
you can do it the same way the gamerules determines what weapon is used to
cause damage for the deathnotice.
the pointer doesn't need to be set for that, because it checks the player
who fired it.
of course.. this is assuming you're doing multiplayer and not wanting to
know wh
the only time it's ever populated is if the weapon doing the damage
actually sets it while constructing the damage info.
default code, ie: single player, does not afaik.
(look at FireBullets)
On Sun, Dec 14, 2014 at 12:48 AM, David Buckley wrote:
>
> Hi,
>
> I've been trying to record the weapon
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