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Add 2 cvars to modfiy the hit position of the following missile
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Bara committed Mar 9, 2019
1 parent 9812536 commit b2335f7
Showing 1 changed file with 7 additions and 3 deletions.
10 changes: 7 additions & 3 deletions addons/sourcemod/scripting/ttt/ttt_missiles.sp
Expand Up @@ -51,6 +51,8 @@ ConVar g_cAmountT_F = null;
ConVar g_cAmountD_F = null;
ConVar g_cAmountI_F = null;
ConVar g_cName_F = null;
ConVar g_cStandOffset_F = null;
ConVar g_cDuckOffset_F = null;
int g_iPAmount_F[MAXPLAYERS + 1] = { 0, ... };
int g_iMissile_F[MAXPLAYERS + 1] = { 0, ... };

Expand Down Expand Up @@ -136,6 +138,8 @@ public void OnPluginStart()
g_cAmountD_F = AutoExecConfig_CreateConVar("missiles_following_amount_d", "0", "How much following missiles can a detective buy?");
g_cAmountI_F = AutoExecConfig_CreateConVar("missiles_following_amount_i", "0", "How much following missiles can a innocent buy?");
g_cName_F = AutoExecConfig_CreateConVar("missiles_following_name", "Following Missile", "The name of the following missile in the shop");
g_cStandOffset_F = AutoExecConfig_CreateConVar("missiles_following_stand_position_offset", "50", "Units from the ground where the missile hits the player while he's standing. (Default: 50)");
g_cDuckOffset_F = AutoExecConfig_CreateConVar("missiles_following_duck_position_offset", "35", "Units from the ground where the missile hits the player while he's ducked. (Default: 35)");

g_cPriceT_C = AutoExecConfig_CreateConVar("missiles_control_price_t", "10000", "Price for the control missile for Traitors", _, true, 0.0);
g_cPriceD_C = AutoExecConfig_CreateConVar("missiles_control_price_d", "0", "Price for the control missile for Detectives", _, true, 0.0);
Expand Down Expand Up @@ -479,13 +483,13 @@ public void MissileThink(const char[] output, int caller, int activator, float d

if (bDucked || bDucking)
{
fEnemyPos[2] += 36.0;
fEnemyPos[2] += g_cDuckOffset_F.FloatValue;
}
else
{
fEnemyPos[2] += 50.0;
fEnemyPos[2] += g_cStandOffset_F.FloatValue;
}

MakeVectorFromPoints(fNadePos, fEnemyPos, fTargetVec);
NormalizeVector(fTargetVec, fTargetVec);
}
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