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@StevenKal StevenKal commented Oct 27, 2021

Personnal changes (various) for my servers or for friends's servers, feel free to use the compiled version in the "Releases", or in the artifacts here (click on the latest checked in green).

[List of changes # 1 (2021-10-27)]
o Added CVar "game_version_personnal" (only to detect I am or you are using my modified version).
o Changed location of the functions "CBasePlayer::PlayerUse" & "CBasePlayer::ImpulseCommands", this will allow the use/unuse of the "func_tank*" & other entities on situations where this was not possible, and also allow the immediate use of impulse commands on similar cases.
o Entities "CFuncTank*":

  • Allow to "unuse" a tank by pressing the +use key again (like under some games such as Sven Co-op, etc.).
    Note: This possiblity is due to the change of the location of the function "CBasePlayer::PlayerUse".
  • Allow to turn "properly" around a tank while using it without undesirable unmouting (this will prevent automatic unmounting that made the use of those funny entities annoying).
  • When using them & while holding a shield, an enemy will now be able to cause you damage and will not hit the shield being previously "invisible" (and also includes body movement impacts effects).
  • Fix "no more active weapon problem & HUD" when you unuse a tank and when you throwed your last grenade right before using it very quickly.

o The knife view & weapon models are now hidden (shield too if you hold one) when the "Holster" function is called on the knife & grenades (so when using a "func_tank" entity for example, you will not longer see the knife/grenade view model & animation [when prediction ON] while shooting).
o Chat ("say" & "say_team" commands called in the function "Host_Say"): Slightly extended the "text" buffer from 128 to 140 in order to have printed the full text of the chat we see from the "messagemode[2]" areas on the top of the screen.

[List of changes # 2 (2021-11-04)]
o Set CVar "game_version_personnal" to v1.1.0.
o Entities "CFuncTank*":

  • Modified the method used for the fix "no more active weapon problem & HUD".

o Grenades/C4: Fixed item & HUD not removed when you throw the latest grenade & when you do not have any other weapon to select.
o C4: Fixed C4 planting capabilities removed after planting a C4 & when the client has still some C4 in BP ammo (this allows multiple C4 plant).
o C4: Fixed C4 disappearing when you walk on a "C4 weaponbox" and when you already have it in inventory.
o API:

[List of changes # 3 (2022-02-19)]
o Set CVar "game_version_personnal" to v1.2.0.
o Added changes of the PR #7.
o Made the function "CBasePlayer::UpdateStatusBar" performs an internal trace up to the CVar "sv_zmax" (instead of hardcoded 2048/8192 units), in order to fix status informations not showed from high distance (when aim a player/hostage...).

[List of changes # 4 (2022-04-13)]
o Set CVar "game_version_personnal" to v1.3.0.
o Allow a VIP to receive weapon FN Five-SeveN.
o Items (classes "item_" (CItem)):

  • Restart them on new round, and, move them to their initial (old/spawn) origin (now saved) when needed, so on a new round they will be usable again just like for armouries.
  • Added possibility to use a custom model (like for the security card), just set your custom model (string integer in the EntVars's "model" member) before the call of "pfnSpawn" on the entity you create (or, ideally, in a PRE hook of the function related to the item's class name ("*::Precache")).
  • Added pickup sound ("items/gunpickup2.wav") to the Long Jump Module.

o Health/Armor chargers (classes "func_<healthcharger|recharge>" (CWallHealth/CRecharge)):

  • Fixed recharging sound which kept looping non-stop after new round and when someone was using them during the process (new/restart round).
  • When the chargers are "operational again", only emit a sound when they were empty before (so you will no longer hear such sound on the new round when they were not empty).
  • Now emits the "operational again" sound (items/suitchargeok1.wav) for the armor chargers too (to alert people around that such charger is usable again), because only the health chargers had that feature and it makes senses to make them "equal" regarding this.

@StevenKal StevenKal changed the title Personnal changes #1 (2021-10-27) Personnal changes #1 (2021-10-27). Oct 27, 2021
@StevenKal StevenKal changed the title Personnal changes #3 (2022-02-19). Personnal changes #4 (2022-04-13). Apr 13, 2022
CVar "sv_alltalk": Add option "6" (alive hear alive teammates, dead hear dead).
CVar "sv_alltalk": Add option "6" (alive hear alive teammates, dead hear dead).
CVar "sv_alltalk": Add option "6" (alive hear alive teammates, dead hear dead).
* Fix incorrect player 3rd cam animations on death while frozen.
* Add new trace flags
* Missing friendlyfire after previous commit
* Fix bug when picking weaponbox grenades with ammo > 1
* Weaponbox ammopack hardcode
* CCSPlayer::RemovePlayerItemEx: Reduce ammo supply for grenades and C4.
* Disable BotPrecache whether game is CS v1.6.
* Make Knife back stab multiplier customizable.
* CZero: Fix broken Career Tasks.
* New CVars: mp_weapondrop and mp_ammodrop and fixes.
* Fix Glock and Famas undesired ammo decreasing on burst mode.
* Little code cleaning: g_vecAttackDir.
* Fix: CVar bot_profile_db use.
* Add FTRACE_KNIFE flag.
* Update wpn_knife.cpp.
* New CVar: mp_dying_time.
* Shield constants code cleaning.
* Adjust gib's velocity limit according to sv_maxvelocity.
* API: Implement PM_LadderMove hook.
* TutorMessageEvent::GetNextParameter: Fixed corrupted stack.
* Enable location feature if bots allowed or listen server is running.
* mp_fadetoblack 2 fade timings now depends from mp_dying_time CVar and code fixes.
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