Tinny Posted May 19, 2005 Share Posted May 19, 2005 For those using the ojp code where g_corpseremovaltime causes exploding vehicles to dissapear before they explode, here's a code you can use in NPC_RemoveBody which is in NPC.c: if ( self->client->NPC_class == CLASS_VEHICLE ) { Vehicle_t *pVeh = self->m_pVehicle; if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 ) { return; } } Link to comment Share on other sites More sharing options...
razorace Posted May 26, 2005 Share Posted May 26, 2005 Oh, is this due to the way I made the g_corpseremovaltime work? Sounds like a good addition to the code base. Mind committing the fix to the repository for me? Link to comment Share on other sites More sharing options...
Tinny Posted May 26, 2005 Author Share Posted May 26, 2005 I think this have to do with g_corpseremovaltime because in that same funtion it made use of that integer to free dead entities. I can't commit though because i've made a ton of changes to the code that deal with my mod specifically so it'll mess up and I don't know how to commit. Link to comment Share on other sites More sharing options...
razorace Posted May 26, 2005 Share Posted May 26, 2005 Ok, np. I guess I'll have to check it out myself when I get back into things. Link to comment Share on other sites More sharing options...
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