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Makron cannot be gibbed #889
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Another thing to think about with (1) is that it's spawned at a fixed origin relative to the legs, so there is no bound checking. Maybe increase the size of the hitbox (but not bigger than the Makron itself) and trace from the legs opposite the facing direction? As for (2) I'd just remove that check entirely. I did that over 10 years ago in my mod and never looked back. You can then add a -99 lower cap to the HUD health display code so that -100 and above don't get cut off. |
Would 60x60x30 be large enough for the hitbox? Also, my understanding of the issue is a bit fuzzy, but doesn't If that check is indeed only there to ensure that negative health values fit on the HUD, removing it and changing the HUD health display code as you suggest would make more sense than adding an extra check. |
I use -24x-24x0 to 24x24x16, I find that works really well. The origin offset is axis aligned, it's not calculated from the makron's forward vector. And also, there is no bounds checking, so the torso will happily spawn inside a wall if the destination happens to be that. My code looks like this, feel free to use it if you want. If you do, make sure torso mins and maxs are set before calling.
(I also made the torso MOVETYPE_TOSS and made torso_think call M_WorldEffects, but that's just extra stuff for custom maps/situations.) |
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The two halves of Makron's corpse cannot be gibbed because:
gib_health
is set to -2000, butKilled()
contains a check that prevents health values below -999.Because
gib_health
is set for the Makron, I assume that this is a bug, not a feature.The solution for (1) (borrowed from kmquake2) is to make the torso able to take damage and add a function
makron_torso_die
for gibbing the torso. (2) can be solved by adding an exception based ontarg->classname
inKilled()
. Both worked for me.If you want I can do a PR for this.
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