Client mod: robot backstab animations

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This mod disables an MvM-specific special case in CTFPlayerShared::GetSequenceForDeath that ordinarily bypasses the special death animations on MvM robots. Sadly, this is only possible by modding the client DLL, so it's not a VAC-safe mod.
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3 Robots - Clumsy Death
6 Robots - *P E T R I F I E D*

Thekidster
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I noticed Sniper's head turns around, fitting for one of the most spy-paranoid classes

fcnth
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i love how the sniper's robot clone doesnt do the backstab animation like the original one

rer
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0:19 THE SPIES ARE HERE!!! And now he is gone...

C____F____M
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*kills spy*
"The spies are here!"


You had one job, announcer.

TheVerseG
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"The Spies are here!"

Spy: "But of course."

VikingrJesus
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I personally like the Sniperbot and Scoutbot backstab animations.

wendigosaurus
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i like how the medic robot just seizes up before launching forward

largeslappy
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0:16
*portal opens
*scorpion's spear comes flying and grabs the robot medic*
Scorpion: GET OVER HERE!

dr.oktoberfest
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the proplem with this is it can vacban
because valve

engie
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Medic : does his thingd
Spy: *I like your cut g*

Szpieg
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*When your knife gets stuck in the robot and it turns around*

hughneutron
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I like how Demobot has a smooth backstab animation than any other robot

generalderpscout
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this would be cool if this was actually on the game

THEwedwet
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0:11 Me when someone touches the middle of my back

ParanoidParamour
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Imagine the spy saying ‘I like ya cut G’ instead of the default line

SoldierGaming_
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Went a little aggressive on engineer, huh?

keebler
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Engie has some really cool animations. By the way I love your videos about the pyro's flamethrower

odiesianarmory
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If anyone is curious, here is the code that this guy disabled:

Inside file tf_player_shared.cpp:

int CBaseAnimating* pRagdoll, bool bBurning, int nCustomDeath ) {
if ( !pRagdoll )
return -1;

if (TFGameRules() && {
if ( m_pOuter && (m_pOuter->GetTeamNumber() == TF_TEAM_PVE_INVADERS ))
return -1;
}

int iDeathSeq = -1;
// if ( bBurning ) {
// iDeathSeq = pRagdoll->LookupSequence( "primary_death_burning" );
// }

switch ( nCustomDeath ) {
case
case
case TF_DMG_CUSTOM_DECAPITATION:
case TF_DMG_CUSTOM_HEADSHOT:
iDeathSeq = pRagdoll->LookupSequence( "primary_death_headshot" );
break;
case TF_DMG_CUSTOM_BACKSTAB:
iDeathSeq = pRagdoll->LookupSequence( "primary_death_backstab" );
break;
}

return iDeathSeq;
}

In the code you'll very clearly see a line called "IsMannVsMachineMode". If you delete that and the curly brackets behind it, the robot death animations will be enabled

Fun fact: If you look closely you'll also see there is code for burning death animations, which Valve deliberately left disabled

theshermantanker
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spy: *shank* robo-demo: “wtf..-“ *dies*

ark