There's a minor problem with skeleton king's life loss that causes players to still get damage from goombas and backstabs. This happens as the condition TF_UberchargedHidden is applied rather than TF_Ubercharged. And in the code for both the Goomba plugin and FF2 v1.0.8 (the closest version I could find for here), there are no checks for if the client has that condition as far as I can tell.
To fix it I could suggest changing TF_UberchargedHidden to TF_Ubercharged at line 103 in skeleton king's plugin (skeleton_king.sp).
This would cause the uber effect to be applied to his model, it would be a better idea to add the checks for TFCond_UberchargedCanteen (for phlog pyros in mmph state, hales can weighdown on them to goomba repeatedly and create a large amount of particles) and TFCond_UberchargedHidden.
edits would be:
Code:
line 177 of goomba_tf: if((GetConVarBool(g_Cvar_UberImun) && TF2_IsPlayerInCondition(victim, TFCond_Ubercharged)))
IMO, that's a bit messy having to include different types of ubercharge (where there might also be other edge cases) for plugins that might change in the future. And sacrificing some minor aesthetics that actually fit okay with the animation is worth it.
This would cause the uber effect to be applied to his model
No it wouldn't, a model need's relevant Uber skins made for it for Uber to show on the model, see the many bosses there are that gain ubercharge on rage, but don't show it.
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frog wrote:
Fluffy wrote:
"Running Around On Whatever Map Happens To Be On And Doing What I Please: The Interactive Past-Time"®.
Ah so that's the name of game that's being played half of the time on HH4.
Yeah, that's true however this boss does have an uber model. But the thing is, it fits really well with his life loss animation. Hence, replacing the hidden uber with normal uber without the expense of extra code is good.
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