Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
This commit is contained in:
1 parent
a34f42d53e
commit
00a9c1c26c
48 files changed
+5799
-435
No files matched your search
@@ -67,6 +67,7 @@ struct ProjDef {
|
||||
float hit_knockback_force = 0.0f; // ProjectileComponent knockback_force (+5d0, default 0): a hit knocks back by knockback_force x speed x the projectile's VelocityComponent mass (00c091f0)
|
||||
float ragdoll_explosion_mult = 1.0f; // config_explosion physics_multiplier_ragdoll_force (ConfigExplosion +0x108, default 1): scales the impulse an explosion gives the entities
|
||||
int ragdoll_fx = 1; // ProjectileComponent ragdoll_fx_on_collision (+53c): RAGDOLL_FX NONE 0, NORMAL 1, BLOOD_EXPLOSION 2, BLOOD_SPRAY 3, FROZEN 4, CONVERT_TO_MATERIAL 5, CUSTOM_RAGDOLL_ENTITY 6, DISINTEGRATED 7, NO_RAGDOLL_FILE 8, PLAYER_RAGDOLL_CAMERA 9
|
||||
float blood_count_multiplier = 1.0f; // ProjectileComponent +0x5dc
|
||||
float ragdoll_force_multiplier = 0.025f; // ProjectileComponent (+5d4, default 0.025): scales the force vector of the hit
|
||||
float velocity_mass = 0.05f; // VelocityComponent mass (+50, default 0.05)
|
||||
float physics_min = 0, physics_max = 0.2f; // config_explosion.physics_explosion_power.min / .max: the force on rigid bodies (00657960)
|
||||
|
||||
Reference in new issue
Block a user