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Batfoxkid avatar Batfoxkid commented on August 27, 2024

The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown, DMG_PREVENT_PHYSICS_FORCE prevents knockback so removing it will give it knockback again.

				{
					int melee = GetIndexOfWeaponSlot(attacker, TFWeaponSlot_Melee);
					if(CritBoosted[client][2]>1 || (melee!=416 && melee!=307 && melee!=44))
					{
						damagetype |= DMG_CRIT;
						return Plugin_Changed;
					}
				}

from freakfortressbat.

eNNercY1337 avatar eNNercY1337 commented on August 27, 2024

The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown, DMG_PREVENT_PHYSICS_FORCE prevents knockback so removing it will give it knockback again.

				{
					int melee = GetIndexOfWeaponSlot(attacker, TFWeaponSlot_Melee);
					if(CritBoosted[client][2]>1 || (melee!=416 && melee!=307 && melee!=44))
					{
						damagetype |= DMG_CRIT;
						return Plugin_Changed;
					}
				}

but for what is that convar ff2_selfknockback for then? i assumed it would enable the knockback fully as the description of it also says.

i know that it can be fixed like that but every time an update gets released would've require to edit it again and recompile so i thought that its an unknown bug.

from freakfortressbat.

Batfoxkid avatar Batfoxkid commented on August 27, 2024

ff2_selfknockback is for bosses dealing knockback to themself commonly by rocket jumping.

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eNNercY1337 avatar eNNercY1337 commented on August 27, 2024

i see, it would still be great if there would be a convar to enable melee knockback if possible :)

from freakfortressbat.

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