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Angry Lawyer said:Yes, being a coder does help in day-to-day ownings.
Jesus, man! This is still a speculation thread. Forget that Dog is all scripted, forget that a Gargantua can only take special-situation damage, and imagine their characters if they were real. I'd think you'd be capable of having an imagination if you're intelligent enough to know all this code from HL. The purpose of this thread isn't "who would win if you spawned them next to each other". Imagine all those comic books with impossible versus battles between two popular characters. The reader has to forget that the two characters were from different comic series, different universes, different times, and would have no good reason to fight each other. Same thing here. Ya dig??Angry Lawyer said:Dog can't figure out anything - he doesn't even have AI code beyond basic scripting! ARGH!
-Angry Lawyer
FireCrack said:Umm, dog, no contest.
Faster, stronger, smarter, more agile....
He could throw explosives at it with the grav gun. Garg would win though.Danimal said:Garg would win, they only way it can be damaged is with explosives. And Dog dosen't have explosives.
I shot at 1 for ages but the only thing that was damaged was the trop holder.Sam2k said:I'd just like to point out that the dropship is NOT invincible to player weapons.
It takes 4 RPG hits to kill it on easy, it's just tricky to kill and fairly pointless to try.
KNoX said:What the hell is with you guys how could dog win a garg would just fry him jeeze some of you gotta go play HL1 again. Dogs head is a scanner and....like jeeze its like a friggen hammered together in a garage robot. remeber in HL1 when the garg kicks the car and it goes flying at like mach 2 killin all these soldiers. and the garg is made out of like hard crap so it couldent have its spinal cord ripped out!
int CGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
ALERT( at_aiconsole, "CGargantua::TakeDamage\n");
if ( IsAlive() )
{
if ( !(bitsDamageType & GARG_DAMAGE) )
flDamage *= 0.01;
if ( bitsDamageType & DMG_BLAST )
SetConditions( bits_COND_LIGHT_DAMAGE );
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
if ( !(bitsDamageType & GARG_DAMAGE) )
flDamage *= 0.01;
That's what it looks like. I've never browsed the code before, but yeah. Definitely.JellyWorld said:I suppose bitsDamageType would be an integer and the activated bit in the int indicates which type the attack is, and GARG_DAMAGE is an int with bits activated indicating which attacks GARG isn't resistant against right??? or am i totally wrong?
MuToiD_MaN said:That's what it looks like. I've never browsed the code before, but yeah. Definitely.