[TF2] Re-add stun effects for The Sandman (BONK! icon, conc stars, voicelines)#1919
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haaksirikko wants to merge 1 commit into
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[TF2] Re-add stun effects for The Sandman (BONK! icon, conc stars, voicelines)#1919haaksirikko wants to merge 1 commit into
haaksirikko wants to merge 1 commit into
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Good for adding visual and audio recognition, sometimes I can't really tell if someone got hit by the ball or not. |
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FlaminSarge
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Jun 1, 2026
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FlaminSarge
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Something seems clunky with the way stun flags are being used in general (not from this PR, but in existing logic). Might be worth trying to clean up/streamline?
Also, it might be worth piggybacking off of one of the other flags instead of adding a new flag e.g. TF_STUN_SOUND. That will cause it to appear after a Scout's drink wears off, but you could argue that's thematic.
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| int iStunFlags = ( bMax ) ? TF_STUN_SPECIAL_SOUND | TF_STUN_MOVEMENT : TF_STUN_SOUND | TF_STUN_MOVEMENT; | ||
| int iStunFlags = TF_STUN_MOVEMENT | TF_STUN_SOUND | TF_STUN_STUNBALL; | ||
| float flStunAmount = 0.5f; | ||
| float flStunDuration = Max( 2.f, tf_scout_stunball_base_duration.GetFloat() * flLifeTimeRatio ); | ||
| if ( bMax ) | ||
| { | ||
| flStunDuration += 1.0; | ||
| iStunFlags |= TF_STUN_SPECIAL_SOUND; |
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Worth noting for future readers that SPECIAL_SOUND fully overrides the regular sound in StunSound, so having both flags here won't be an issue.
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Description
Restores the effects (BONK! icon, conc stars, voicelines) of the Sandman that made it iconic without changing the weapon's functionality otherwise.
Adds a new stun flag
TF_STUN_STUNBALLfor this functionality. (unsure if it is the best name for it)Supersedes #984, fixes ValveSoftware/Source-1-Games#4467
Vanilla:
sandman-vanilla.mp4
This PR (attacker):
sandman-fix1.mp4
Victim:
8mb.video-oCL-eRaiWzry.mp4