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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-27 07:30:09 -05:00

Grief: remove melee prone enemy player sets to crouch

This commit is contained in:
Jbleezy
2021-12-13 16:51:54 -08:00
parent 512e6d4a6d
commit 7e504f38e5
2 changed files with 1 additions and 8 deletions

View File

@ -19,9 +19,8 @@
* Can dive again right away after just diving * Can dive again right away after just diving
* Can move after diving quicker * Can move after diving quicker
* Decreased dive startup time * Decreased dive startup time
* Increased melee range * Increased melee range by 16% (same as Black Ops 1)
* Disabled melee lunging * Disabled melee lunging
* Removed ability to melee faster than intended by switching weapons while meleeing with an empty clip
* Decreased normal health regeneration delay from 2.4 seconds to 2 seconds * Decreased normal health regeneration delay from 2.4 seconds to 2 seconds
* Decreased low health regeneration delay from 5 seconds to 4 seconds * Decreased low health regeneration delay from 5 seconds to 4 seconds
* Normal health regeneration rate is no longer instant * Normal health regeneration rate is no longer instant
@ -248,7 +247,6 @@
* 2 lethal grenades and mines awarded each round * 2 lethal grenades and mines awarded each round
* Unlimited barrier rebuild points * Unlimited barrier rebuild points
* Meleeing enemy players that are already stunned will stun them again * Meleeing enemy players that are already stunned will stun them again
* Meleeing enemy players that are prone will make them crouch
* Stunning enemy players steals 10 points from them * Stunning enemy players steals 10 points from them
* Downing enemy players awards 5% of their current points * Downing enemy players awards 5% of their current points
* Bleeding out enemy players awards 10% of your current points to all teammates * Bleeding out enemy players awards 10% of your current points to all teammates

View File

@ -1031,11 +1031,6 @@ game_module_player_damage_callback( einflictor, eattacker, idamage, idflags, sme
{ {
is_melee = true; is_melee = true;
self applyknockback( idamage, vdir ); self applyknockback( idamage, vdir );
if(self getstance() == "prone")
{
self setStance("crouch");
}
} }
if ( is_true( self._being_shellshocked ) && !is_melee ) if ( is_true( self._being_shellshocked ) && !is_melee )