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https://github.com/JezuzLizard/BO2-Reimagined.git
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Grief: remove melee prone enemy player sets to crouch
This commit is contained in:
@ -19,9 +19,8 @@
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* Can dive again right away after just diving
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* Can dive again right away after just diving
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* Can move after diving quicker
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* Can move after diving quicker
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* Decreased dive startup time
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* Decreased dive startup time
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* Increased melee range
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* Increased melee range by 16% (same as Black Ops 1)
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* Disabled melee lunging
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* Disabled melee lunging
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* Removed ability to melee faster than intended by switching weapons while meleeing with an empty clip
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* Decreased normal health regeneration delay from 2.4 seconds to 2 seconds
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* Decreased normal health regeneration delay from 2.4 seconds to 2 seconds
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* Decreased low health regeneration delay from 5 seconds to 4 seconds
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* Decreased low health regeneration delay from 5 seconds to 4 seconds
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* Normal health regeneration rate is no longer instant
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* Normal health regeneration rate is no longer instant
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@ -248,7 +247,6 @@
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* 2 lethal grenades and mines awarded each round
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* 2 lethal grenades and mines awarded each round
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* Unlimited barrier rebuild points
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* Unlimited barrier rebuild points
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* Meleeing enemy players that are already stunned will stun them again
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* Meleeing enemy players that are already stunned will stun them again
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* Meleeing enemy players that are prone will make them crouch
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* Stunning enemy players steals 10 points from them
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* Stunning enemy players steals 10 points from them
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* Downing enemy players awards 5% of their current points
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* Downing enemy players awards 5% of their current points
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* Bleeding out enemy players awards 10% of your current points to all teammates
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* Bleeding out enemy players awards 10% of your current points to all teammates
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@ -1031,11 +1031,6 @@ game_module_player_damage_callback( einflictor, eattacker, idamage, idflags, sme
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{
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{
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is_melee = true;
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is_melee = true;
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self applyknockback( idamage, vdir );
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self applyknockback( idamage, vdir );
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if(self getstance() == "prone")
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{
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self setStance("crouch");
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}
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}
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}
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if ( is_true( self._being_shellshocked ) && !is_melee )
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if ( is_true( self._being_shellshocked ) && !is_melee )
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