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add quake hit sound, add armor attributes for on hit
1 parent d259512 commit c066224

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9 files changed

+50
-3
lines changed

9 files changed

+50
-3
lines changed

game/quiver/cfg/user_default.scr

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@@ -115,6 +115,7 @@ DESCRIPTION INFO_OPTIONS
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"#tf_dingalingaling_Beepo" "6"
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"#tf_dingalingaling_Vortex" "7"
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"#tf_dingalingaling_Squasher" "8"
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"#Quiver_dingalingaling_Quake" "9"
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}
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{ "-1" }
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}
@@ -164,6 +165,7 @@ DESCRIPTION INFO_OPTIONS
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"#tf_dingalingaling_Beepo" "6"
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"#tf_dingalingaling_Vortex" "7"
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"#tf_dingalingaling_Squasher" "8"
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"#Quiver_dingalingaling_Quake" "9"
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}
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{ "0" }
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}

game/quiver/info_changelog.txt

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@@ -30,6 +30,8 @@ Quiver Private Alpha 1.1.0 (WIP):
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- Fixed the Vitality Gliitch's 50% lower armor durability penalty.
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- The Backburner now has a small move speed penalty when active. This was done as the Pyro's speed buff allowed the user to get up to player's backs extremely quickly, making the weapon incredibly effective.
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- Added a 10% move penalty when carrying buildings, regardless if they are being built or moved.
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- The Ludmila no longer pierces through armor, in favor of it having a 35% damage bonus against armor.
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- Added an option for Quake 3 hit sounds.
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- Added the following Source SDK Pull Requests:
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- #1437: MvM: Fix Explosive Headshot working on invulnerable target
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game/quiver/scripts/game_sounds_quiver.txt

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@@ -73,3 +73,13 @@
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"soundlevel" "SNDLVL_80dB"
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"wave" "misc\armor_break_all.wav"
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}
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"Player.HitSoundQuake"
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{
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"channel" "CHAN_STATIC"
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"volume" "1"
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"soundlevel" "SNDLVL_NONE"
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"pitch" "PITCH_NORM"
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"wave" ")ui/hitsound_q3.wav"
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}

game/quiver/scripts/items/items_custom.txt

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@@ -562,10 +562,10 @@
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"attribute_class" "add_maxarmor"
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"value" "15"
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}
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"dmg pierces armor"
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"armor damage increased on target"
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{
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"attribute_class" "mod_pierce_armor"
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"value" "1"
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"attribute_class" "mult_armor_onhit"
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"value" "1.35"
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}
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"aiming knockback resistance heavy ver"
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{

game/quiver/scripts/items/items_game.txt

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@@ -224454,6 +224454,28 @@
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"armory_desc" "on_wearer"
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"stored_as_integer" "0"
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}
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"939"
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{
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"name" "armor damage reduced on target"
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"attribute_class" "mult_armor_onhit"
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"description_string" "#Attrib_Armor_ReducedDamage_OnHit"
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"description_format" "value_is_inverted_percentage"
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"hidden" "0"
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"effect_type" "negative"
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"armory_desc" "on_wearer"
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"stored_as_integer" "0"
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}
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"940"
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{
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"name" "armor damage increased on target"
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"attribute_class" "mult_armor_onhit"
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"description_string" "#Attrib_Armor_IncreasedDamage_OnHit"
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"description_format" "value_is_percentage"
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"hidden" "0"
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"effect_type" "positive"
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"armory_desc" "on_wearer"
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"stored_as_integer" "0"
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}
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"1000"
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{
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src/game/client/tf/tf_hud_account.cpp

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@@ -160,6 +160,9 @@ static const hitsound_params_t g_HitSounds[] =
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hitsound_params_t( "Player.HitSoundBeepo", 1, 255 ),
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hitsound_params_t( "Player.HitSoundVortex", 1, 255 ),
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hitsound_params_t( "Player.HitSoundSquasher", 1, 255 ),
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#if defined(QUIVER_DLL) || defined(QUIVER_CLIENT_DLL)
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hitsound_params_t("Player.HitSoundQuake", 1, 255),
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#endif
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};
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static const hitsound_params_t g_LastHitSounds[] =
@@ -173,6 +176,10 @@ static const hitsound_params_t g_LastHitSounds[] =
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hitsound_params_t( "Player.KillSoundBeepo", 1, 255 ),
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hitsound_params_t( "Player.KillSoundVortex", 1, 255 ),
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hitsound_params_t( "Player.KillSoundSquasher", 1, 255 ),
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#if defined(QUIVER_DLL) || defined(QUIVER_CLIENT_DLL)
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//quake has no defined kill sound.
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hitsound_params_t( "Player.HitSoundQuake", 1, 255),
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#endif
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};
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ConVar tf_dingalingaling_effect( "tf_dingalingaling_effect", "0", FCVAR_ARCHIVE, "Which Dingalingaling sound is used", true, 0, true, ARRAYSIZE( g_HitSounds )-1 );

src/game/server/tf/tf_player.cpp

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@@ -9337,6 +9337,10 @@ float CTFPlayer::DamageArmor(const CTakeDamageInfo& info, CTFPlayer* pTFAttacker
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{
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float flNew = (damage * flRatio);
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float flArmor = (flNew * flAdditionalCost);
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if (pTFAttacker)
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{
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER(pTFAttacker, flArmor, mult_armor_onhit);
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}
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CALL_ATTRIB_HOOK_FLOAT(flArmor, mult_armor);
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IncrementArmorValue(-flArmor, 0);

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