Rj nerf and fixes

This commit is contained in:
ShookEagle
2025-08-05 13:16:54 -05:00
parent b2f2411b1b
commit e7e799abb3

View File

@@ -59,12 +59,12 @@ public class RocketJumpDay(BasePlugin plugin, IServiceProvider provider)
+ "True allows for easier rocket jumps at the cost of 'funky' shot paths when trying to shoot a player");
public static readonly FakeConVar<float> CV_PROJ_DAMAGE = new(
"css_jb_rj_proj_damage", "The damage caused by projectile explosion", 80f,
"css_jb_rj_proj_damage", "The damage caused by projectile explosion", 57f,
ConVarFlags.FCVAR_NONE, new RangeValidator<float>(1f, 200f));
public static readonly FakeConVar<float> CV_PROJ_DAMAGE_RADIUS = new(
"css_jb_rj_proj_damage_radius",
"The radius of the explosion caused by projectile", 250f,
"The radius of the explosion caused by projectile", 225f,
ConVarFlags.FCVAR_NONE, new RangeValidator<float>(1f, 1000f));
public static readonly FakeConVar<float> CV_PROJ_GRAVITY = new(
@@ -105,8 +105,12 @@ public class RocketJumpDay(BasePlugin plugin, IServiceProvider provider)
}
public override void Execute() {
foreach (var player in PlayerUtil.GetAlive())
foreach (var player in PlayerUtil.GetAlive()) {
player.RemoveWeapons();
player.SetArmor(0);
player.GiveNamedItem("weapon_knife");
player.GiveNamedItem("weapon_nova");
}
base.Execute();
}