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@nullsystem nullsystem commented Apr 30, 2024

This is just the general "part 1 "easier to integrate"" changes by tonysergi, usually fixes, and a commit on formatting. tonysergi's repo: https://github.com/tonysergi/source-sdk-2013

Some comments about it: ValveSoftware/source-sdk-2013#449

this fix makes damage filters pass correctly when certain damage events
contain more than one damage flag. This is a long standing bug that I
had fixed in the 2007 SDK.
This is a fix that myself and Mike Durand had applied to the 2007 SDK,
that overcomes the UTIL_GetLocalPlayer (single player only) calls for
physgun carried objects in multiplayer.
This allows Gravity Gun thrown objects to have their physics mass
calculated correctly in multiplayer.
fixes the precache of the redglow1 sprite
gives the SLAM a proper delay between firing
fixes the SLAM so it attaches to physics objects correctly, and if they
move, it detonates
shooting a deployed SLAM now causes it to detonate again
(thanks vs power tools!)
for shared weapon code to avoid #ifdef hell
fix some of the third person weapon effects (local player switching
between first and third person)
change inheritence of CHL2_Player to CBaseMultplayerPlayer instead of
CBasePlayer in multiplayer.
@nullsystem nullsystem closed this by deleting the head repository Jul 1, 2024
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2 participants