Bug fixes and remove all the printing
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5 changed files with 7 additions and 8 deletions
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@ -34,13 +34,16 @@ It is, however, not compatbile with:
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MUST BE DONE BEFORE RELEASE:
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- Spinal injuries
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- NPCs should not unfake when moved around
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- Actual specific reactions to being on fire / falling / lots of pain
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- Fire / falling / pain reaction (more rapid flailing)
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- NPCs should not unfake if being grabbed
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Stuff to do:
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- Facial expressions
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- Generally improve stumbling (foot stepping)
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- Stop NPCs from dropping their guns (that's not a good thing to do)
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Post release ideas:
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@ -16,6 +16,8 @@ local function PopulateCustomNPCSBXToolMenu(pnl)
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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.")
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pnl:Help("As long as the NPC has a compatible skeleton, support will be provided for modded NPCs on a best-effort basis.")
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pnl:CheckBox("Allow base-game extended NPCs", "zcnpci_allow_extended_base_npcs")
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pnl:ControlHelp("Enable or disables applying custom health system to most other base-game humanoid NPCs, such as Kleiner.")
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@ -76,7 +76,7 @@ function ENT:Think()
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if !ragdoll.organism then return true end
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local should_stop_targeting = !zcnpci_no_unconscious_targeting:GetBool() or (
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local should_stop_targeting = !stop_targeting_when_unconscious:GetBool() or (
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(ragdoll.organism.consciousness <= 0.4) or
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(ragdoll.organism.critical)
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)
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@ -133,9 +133,6 @@ hook.Add("CreateEntityRagdoll", "zcnpci", function(ent, ragdoll)
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local velocity = ragdoll:GetPhysicsObject():GetVelocity()
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print(velocity)
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print(max_clamp)
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-- For some reason, citizen types such as rebels, medics, refugees, etc. use a keyvalue.
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-- That keyvalue does not transfer over to the ragdoll, despite it looking like the NPC,
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-- and you have to manually save it to the ragdoll to be able to make it work.
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@ -163,7 +160,6 @@ hook.Add("HomigradDamage", "zcnpci", function(ent, dmginfo)
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if dmginfo:IsDamageType(DMG_BULLET + DMG_BUCKSHOT + DMG_BLAST + DMG_CLUB + DMG_SLASH + DMG_GENERIC) then
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-- Reset ragdoll get up timer -- don't want someone getting up mid-curbstomp
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ent.StartDie = CurTime()
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print("I'M HIT FOR "..dmginfo:GetDamage())
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end
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return
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@ -236,7 +236,6 @@ function MODULE:Think()
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local phys = target:GetPhysicsObject()
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if target.FakeUp then
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print("fucking it")
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local parent = self.FakeParent
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if !IsValid(parent) then return end
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@ -329,7 +328,6 @@ function MODULE:PhysicsSimulate(phys, dt)
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local animation_progress = (CurTime() - self.FakeUpStart) / (self.FakeUpEnd - self.FakeUpStart)
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for i, name in pairs(fakeup_bone_names) do
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print(name)
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local object = target:GetPhysicsObjectNum(target:TranslateBoneToPhysBone(target:LookupBone(name)))
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local parent_bone = parent:LookupBone(name)
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