Tinny Posted May 19, 2005 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; } }
razorace Posted May 26, 2005 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?
Tinny Posted May 26, 2005 Author 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.
razorace Posted May 26, 2005 Posted May 26, 2005 Ok, np. I guess I'll have to check it out myself when I get back into things.
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