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Old 05-18-2005, 08:17 PM   #1
Tinny
 
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Vehicle dissapearing before they explode

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;
}
}


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Old 05-25-2005, 09:16 PM   #2
razorace
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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?


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Old 05-26-2005, 04:28 PM   #3
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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.


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Old 05-26-2005, 05:04 PM   #4
razorace
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Ok, np. I guess I'll have to check it out myself when I get back into things.


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