Bug fixes and remove all the printing

This commit is contained in:
toasterpanic 2026-06-02 16:52:55 -04:00
parent 6906b0ba6f
commit f6dbe81dbe
5 changed files with 7 additions and 8 deletions

View file

@ -34,13 +34,16 @@ It is, however, not compatbile with:
MUST BE DONE BEFORE RELEASE:
- Spinal injuries
- NPCs should not unfake when moved around
- Actual specific reactions to being on fire / falling / lots of pain
- Fire / falling / pain reaction (more rapid flailing)
- NPCs should not unfake if being grabbed
Stuff to do:
- Facial expressions
- Generally improve stumbling (foot stepping)
- Stop NPCs from dropping their guns (that's not a good thing to do)
Post release ideas:

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@ -16,6 +16,8 @@ local function PopulateCustomNPCSBXToolMenu(pnl)
pnl:Help("ZCNPCi has support for both modded NPCs, as well as base-game humanoid NPCs that Z-City never added. There is no guarantee that modded NPCs will work, but ones with similar skeletal structure to other base-game humanoid NPCs will generally work better.")
pnl:Help("As long as the NPC has a compatible skeleton, support will be provided for modded NPCs on a best-effort basis.")
pnl:CheckBox("Allow base-game extended NPCs", "zcnpci_allow_extended_base_npcs")
pnl:ControlHelp("Enable or disables applying custom health system to most other base-game humanoid NPCs, such as Kleiner.")

View file

@ -76,7 +76,7 @@ function ENT:Think()
if !ragdoll.organism then return true end
local should_stop_targeting = !zcnpci_no_unconscious_targeting:GetBool() or (
local should_stop_targeting = !stop_targeting_when_unconscious:GetBool() or (
(ragdoll.organism.consciousness <= 0.4) or
(ragdoll.organism.critical)
)

View file

@ -133,9 +133,6 @@ hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
local velocity = ragdoll:GetPhysicsObject():GetVelocity()
print(velocity)
print(max_clamp)
-- For some reason, citizen types such as rebels, medics, refugees, etc. use a keyvalue.
-- That keyvalue does not transfer over to the ragdoll, despite it looking like the NPC,
-- and you have to manually save it to the ragdoll to be able to make it work.
@ -163,7 +160,6 @@ hook.Add("HomigradDamage", "zcnpci", function(ent, dmginfo)
if dmginfo:IsDamageType(DMG_BULLET + DMG_BUCKSHOT + DMG_BLAST + DMG_CLUB + DMG_SLASH + DMG_GENERIC) then
-- Reset ragdoll get up timer -- don't want someone getting up mid-curbstomp
ent.StartDie = CurTime()
print("I'M HIT FOR "..dmginfo:GetDamage())
end
return

View file

@ -236,7 +236,6 @@ function MODULE:Think()
local phys = target:GetPhysicsObject()
if target.FakeUp then
print("fucking it")
local parent = self.FakeParent
if !IsValid(parent) then return end
@ -329,7 +328,6 @@ function MODULE:PhysicsSimulate(phys, dt)
local animation_progress = (CurTime() - self.FakeUpStart) / (self.FakeUpEnd - self.FakeUpStart)
for i, name in pairs(fakeup_bone_names) do
print(name)
local object = target:GetPhysicsObjectNum(target:TranslateBoneToPhysBone(target:LookupBone(name)))
local parent_bone = parent:LookupBone(name)