GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
sound(self, CHAN_AUTO, "misc/macro_footstep.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
\r
- entity head;\r
- for(head = findradius(self.origin, cvar("g_healthsize_quake_step_radius")); head; head = head.chain)\r
+ // earthquake effect for nearby players when a macro walks by\r
+ if(cvar("g_healthsize_quake_step"))\r
{\r
- if(head.classname != "player")\r
- continue;\r
-\r
- float shake;\r
- shake = vlen(head.origin - self.origin);\r
- if(shake)\r
- shake = 1 - (shake / cvar("g_healthsize_quake_step_radius"));\r
- shake *= cvar("g_healthsize_quake_step");\r
-\r
- head.punchvector_x += crandom() * shake;\r
- head.punchvector_y += crandom() * shake;\r
- head.punchvector_z += crandom() * shake;\r
-\r
- dprint(strcat(head.netname, " | ", ftos(shake), " --------\n"));\r
+ entity head;\r
+ for(head = findradius(self.origin, cvar("g_healthsize_quake_step_radius")); head; head = head.chain)\r
+ {\r
+ if not(head.classname == "player")\r
+ continue;\r
+ if(head == self)\r
+ continue; // not for self\r
+ if not(head.flags & FL_ONGROUND)\r
+ continue; // we only feel the ground shaking if we are sitting on it\r
+\r
+ float shake;\r
+ shake = vlen(head.origin - self.origin);\r
+ if(shake)\r
+ shake = 1 - bound(0, shake / cvar("g_healthsize_quake_step_radius"), 1);\r
+ shake *= cvar("g_healthsize_quake_step");\r
+\r
+ head.punchvector_x += crandom() * shake;\r
+ head.punchvector_y += crandom() * shake;\r
+ head.punchvector_z += crandom() * shake;\r
+ }\r
}\r
}\r
else\r
\r
- 0.7 BUG: Disabling g_healthsize gives a different field of view, even at 100 heatlh\r
\r
-- 0.7 | 0.8: Add an earthquake effect for the giantess footsteps?
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+- 0.7 | 0.8: The macro earthquake effect does not work for spectators who are spectating a player, because fl_onground needs to be bhack for the spectated player, not the spectator
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