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Description

For mapping & debugging
Test with ent_fire player refillammo

Toolchain

  • Windows MSVC VS2022

@DESTROYGIRL DESTROYGIRL added this to the QoL milestone Jul 27, 2025
@DESTROYGIRL DESTROYGIRL requested a review from a team July 27, 2025 15:00
@DESTROYGIRL DESTROYGIRL added Mapping Entities, inputs and outputs. Things that are set up in the world editor Tutorial This needs to work for the tutorial labels Jul 27, 2025
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@sunzenshen sunzenshen left a comment

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Okay, makes sense that it's being used in that context.

@Rainyan Rainyan requested a review from a team July 27, 2025 19:53
@AdamTadeusz
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I guess for completion could add InputRefillAllAmmo

@AdamTadeusz
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Now that I said that I realise InputRefillAmmo doesn't specify which weapon it refills, Maybe this input you have here now should be called InputRefillActiveAmmo

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Rainyan commented Jul 28, 2025

Now that I said that I realise InputRefillAmmo doesn't specify which weapon it refills, Maybe this input you have here now should be called InputRefillActiveAmmo

Or it could accept a string argument such a "active", "all", or specific weapon entname, maybe?

@DESTROYGIRL
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I'd prefer to make a specialist entity that targets the !activator for managing a player's weapons & ammo rather than trying to cram it all in player inputs because it would be easier for mappers but for now this works

@DESTROYGIRL DESTROYGIRL merged commit 95114d8 into NeotokyoRebuild:master Jul 28, 2025
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@DESTROYGIRL DESTROYGIRL deleted the inputrefillammo branch July 28, 2025 11:37
@DESTROYGIRL
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Initially I was going to make the input call CC_GiveCurrentAmmo but not only does that command not work but I think its designed to give the current ammo type, not just for refilling ammo of your gun. Since all our guns use the same ammo type doing ent_fire player refillammo should do the same thing as if the command behaved like it should in HL2... and mappers can utilise it

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4 participants