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implement last-minute changes
1 parent a83cff1 commit c860a63

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6 files changed

+7
-8
lines changed

6 files changed

+7
-8
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game/quiver/cfg/valve.rc

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -15,6 +15,6 @@ stuffcmds
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// display the startup level
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startupmenu
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//map_background background01
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map_background background01
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2020
sv_unlockedchapters 99

game/quiver/info_changelog.txt

Lines changed: 3 additions & 4 deletions
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@@ -22,7 +22,6 @@ Details:
2222
- Fixed a bug where you couldn't get Equalizer achievements with the Vitality Glitch.
2323
- Added a small damage bonus to the Hitman's Executioner to make headshots from behind more consistent.
2424
- The Artillery Cannon: Removed the bullets per shot penalty, re-enabled the revving penalties. nerfed the damage potential from 150% to 100%, and buffed the weapon's accuracy slightly from 80% to 85%.
25-
- Reverted the "infinite sandviches" fix as that fix reverted a feature of the Sandvich that's in Live TF2.
2625
- Decreased Mini-Sentry range from 1100 hammer units to 825 hammer units.
2726
- Team Deathmatch: Each un-wrangled Sentry kill will now count as half of a kill. Every 2 sentry kills will count as 1 player kill. Wrangled and mini-sentry kills are the only exception.
2827
- Improved model panel lighting.
@@ -46,7 +45,6 @@ Details:
4645
- Added support for main menu music in map backgrounds.
4746
- Changed qf_allow_tdm to qf_tdm_enable to be more in line with the other TDM commands.
4847
- All Australium weapons will now turn players gold.
49-
- Set tf_mm_next_map_vote_time from 30s to 15s (From the Summer 2025 update).
5048
- Updated the item schema to support Summer 2025 items.
5149
- Added Goldsource-styled viewmodel bobbing.
5250
- Added the ConVar tf_bot_models_override that makes TFBots look like MVM bots (when set to 1) or zombies (when set to 2).
@@ -85,11 +83,12 @@ Details:
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- Reduced the reload penalty on the Shortstop from 50% to 25%.
8684
- Added a 25 max health increase to the Shortstop to mirror its original set.
8785
- Reverted the shield removal on the Wrangler, as it made the weapon less fun to use.
88-
- The Sandman's ball now breaks armor.
86+
- The Sandman's ball now breaks armor. It also does 100% guaranteed critical hits against unarmored players.
8987
- Set the Sniper's ammo count back from 16 to 25.
9088
- The Family Business is now a multi-class shotgun.
91-
- Added a Vaccinator shield to visualize armor, but it doesn't flash on hit.
89+
- Added a Vaccinator shield to visualize armor. (temporary)
9290
- Re-enabled random critical hits.
91+
- Disabled random crits on custom weapons that can situationally crit.
9392
- Added the following Source SDK Pull Requests:
9493
- #1437: MvM: Fix Explosive Headshot working on invulnerable target
9594
- #1440: Treat being in background map as not in-game

game/quiver/info_highlights.txt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -87,7 +87,7 @@ Unlockable weapon balance changes:
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- Fixed Gunslinger being able to pause melee hit combos when holstering the weapon.
8888
- Reduced the reload penalty on the Shortstop from 50% to 25%.
8989
- Added a 25 max health increase to the Shortstop to mirror its original set.
90-
- The Sandman's ball now breaks armor.
90+
- The Sandman's ball now breaks armor. It also does 100% guaranteed critical hits against unarmored players.
9191
- The Family Business is now a multi-class shotgun.
9292

9393
MvM Changes:
122 Bytes
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game/quiver/scripts/items/items_game.txt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -228432,7 +228432,7 @@
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"4032"
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{
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"name" "crit vs unarmored players"
228435-
"attribute_class" "or_crit_vs_playercond"
228435+
"attribute_class" "or_crit_vs_not_playercond"
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"description_string" "#Attrib_Armor_CritAgainstArmor"
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"description_format" "value_is_or"
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"hidden" "0"

src/game/shared/tf/tf_weapon_bat.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -760,7 +760,7 @@ void CTFStunBall::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther )
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info.SetDamageForce(GetDamageForce());
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info.SetDamagePosition(GetAbsOrigin());
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int iDamageType = GetDamageType();
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if (IsCritical())
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if (pPlayer->ArmorValue() <= 0 || IsCritical())
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iDamageType |= DMG_CRITICAL;
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info.SetDamageType(iDamageType);
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#endif

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