Raised This Month: $ Target: $400
 0% 

Changing fall velocity limit that gives damage on the player


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 04-01-2009 , 15:32   Re: Changing fall velocity limit that gives damage on the player
Reply With Quote #1

Guess all of those value are hardcoded.

For half-life :
Code:
#define PLAYER_FATAL_FALL_SPEED		1024// approx 60 feet
#define PLAYER_MAX_SAFE_FALL_SPEED	580// approx 20 feet
#define DAMAGE_FOR_FALL_SPEED		(float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
#define PLAYER_MIN_BOUNCE_SPEED		200
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
-> Player_PostThink :
Code:
	if ( (FBitSet(pev->flags, FL_ONGROUND)) && (pev->health > 0) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD )
	{
		// ALERT ( at_console, "%f\n", m_flFallVelocity );

		if (pev->watertype == CONTENT_WATER)
		{
			// Did he hit the world or a non-moving entity?
			// BUG - this happens all the time in water, especially when 
			// BUG - water has current force
			// if ( !pev->groundentity || VARS(pev->groundentity)->velocity.z == 0 )
				// EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM);
		}
		else if ( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED )
		{// after this point, we start doing damage
			
			float flFallDamage = g_pGameRules->FlPlayerFallDamage( this );

			if ( flFallDamage > pev->health )
			{//splat
				// note: play on item channel because we play footstep landing on body channel
				EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM);
			}

			if ( flFallDamage > 0 )
			{
				TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL ); 
				pev->punchangle.x = 0;
			}
		}
-edit-
Forgot that, but i guess you have HLSDK.
Code:
float CHalfLifeMultiplay :: FlPlayerFallDamage( CBasePlayer *pPlayer )
{
	int iFallDamage = (int)falldamage.value;

	switch ( iFallDamage )
	{
	case 1://progressive
		pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
		return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
		break;
	default:
	case 0:// fixed
		return 10;
		break;
	}
}
__________________
- tired and retired -

- my plugins -

Last edited by ConnorMcLeod; 04-01-2009 at 17:42.
ConnorMcLeod is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:17.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode