Preserve damage on stand up but for real this time
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f5e9a8eb66
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3 changed files with 15 additions and 9 deletions
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@ -85,7 +85,7 @@ hook.Add("Think", "zcnpci", function()
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((ent.organism.lleg >= 1) and (ent.organism.rleg >= 1)) or
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ent.organism.llegamputated or
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ent.organism.rlegamputated or
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(ent.organism.consciousness <= 0.3) or
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(ent.organism.consciousness <= 0.5) or
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(ent.organism.pain > 90)
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) then
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local damage_info = DamageInfo()
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@ -69,7 +69,7 @@ local cv_anim_roll_impact_threshold = CreateConVar("zcnpci_falling_anim_roll_imp
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local cv_anim_roll_playback_rate = CreateConVar("zcnpci_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
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-- Down time
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local minimum_down_time = CreateConVar("zcnpci_down_time", "5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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local minimum_down_time = CreateConVar("zcnpci_down_time", "8", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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--[[-------------------------------------------------------------------------
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Tug function
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@ -254,7 +254,7 @@ function MODULE:PhysicsSimulate(phys, dt)
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-- If the NPC is dead, they probably aren't coming back; don't bother bringing them back to life
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self:Remove()
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return false -- Cut the bullshit
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elseif (target.organism.consciousness <= 0.3) or ((target.organism.lleg >= 1) and (target.organism.rleg >= 1)) then
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elseif (target.organism.consciousness <= 0.3) or ((target.organism.lleg >= 0.85) and (target.organism.rleg >= 0.85)) then
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self.StartDie = cur_time
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return false
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end
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@ -282,13 +282,22 @@ function MODULE:PhysicsSimulate(phys, dt)
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ent:Spawn()
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ent.organism = table.Copy(target.organism)
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ent.organism.owner = ent
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timer.Simple(0, function()
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hg.organism.Add(ent)
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table.Merge(ent.organism, target.organism)
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ent.organism.alive = true
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ent.organism.owner = ent
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ent:CallOnRemove("organism", hg.organism.Remove, ent)
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hg.send_bareinfo(ent.organism)
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target:Remove()
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end)
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self.StopProcessing = true
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self:Remove()
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target:Remove()
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return false
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end
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@ -35,9 +35,6 @@ local cv_anim_roll_duration = CreateConVar("zcnpci_falling_anim_roll_duration",
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local cv_anim_roll_impact_threshold = CreateConVar("zcnpci_falling_anim_roll_impact_threshold", "300", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Мин. скорость удара для запуска анимации")
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local cv_anim_roll_playback_rate = CreateConVar("zcnpci_falling_anim_roll_playback_rate", "3.0", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Скорость воспроизведения анимации")
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-- Down time
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local minimum_down_time = CreateConVar("zcnpci_down_time", "5", {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Down time!!!!!!!!!")
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-- Do it!
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function MODULE:DoTwitch()
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