During heavy's rage, players that get hit get slowed for 0.25 seconds by 100%. They can't move. This patches over that part so it doesn't happen.
I wrote a standalone plugin to do this for my server, but decided to port it to generate_rage_on_dmg_patch.sp since it makes more sense.
Gamedata
The windows gamedata is correct. The Linux one should be too, but it's untested.
Details
This is part of the code in CTFWeaponBase::ApplyOnHitAttributes() that causes it.
int iRageStun = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pAttacker, iRageStun, generate_rage_on_dmg );
if ( iRageStun && pAttacker->m_Shared.IsRageDraining() )
{
// MvM: Heavies can purchase a rage-based knockback+stun effect
if ( pAttacker->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
{
int iStunFlags = TF_STUN_MOVEMENT | TF_STUN_NO_EFFECTS;
pVictim->m_Shared.StunPlayer( 0.25f, 1.f, iStunFlags, pAttacker );
}
}
Remove the slow from heavy's rage
During heavy's rage, players that get hit get slowed for 0.25 seconds by 100%. They can't move. This patches over that part so it doesn't happen. I wrote a standalone plugin to do this for my server, but decided to port it to generate_rage_on_dmg_patch.sp since it makes more sense.
Gamedata
The windows gamedata is correct. The Linux one should be too, but it's untested.
Details
This is part of the code in CTFWeaponBase::ApplyOnHitAttributes() that causes it.