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JGR Gamemode #1197
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JGR Gamemode #1197
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Upgrading Steve's Armor Until He Survives
This is more of a map design thing. CTG maps aren't made to accomidate the big boy. In the JGR maps the spaces are smoothed out to avoid situations like this |
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well the doorway is more than large enough for the jug to fit so ideally the jug should fit |
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O I misunderstood sorry. Same thing though I've just been avoiding small bumps like that or making them have no collision |
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If you have a juggernaut specific solution we could include it here |
Where is the unique +use pick up functionality handled? I'd prefer if we can test against |
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@AdamTadeusz I decided to move the bit that handles the weapon +use switch in |
the commit before this fixes getting stuck holding use on the jgr
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This seems like a neater solution than what it was originally. make sure you remove the ifdefs NEO and ifndef NEOs that are now redundant. Only thing that worries me is that now we're bumping and trying to pickup a weapon that we potentially previously equipped, but that doesn't seem to be the problem with the only weapon that currently can be used, i.e the ghost. Also funny things happen if you comment some of the code out and also enable hl2mp_allow_pickup untitled.mp4 |



Description
Gamemode where players must hold control of a mech to win
neoAssets >>> NeotokyoRebuild/neoAssets#68 <<<
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