Изменения:
Обновлен game.cfg
- build.gradle: remove extralib stdc++
- pm_shared.cpp: minor refactoring
- Implemented cvar mp_unduck_method for prevent unduck if ducking isn't finished yet (also affects double duck)
Код:// Don't unduck if ducking isn't finished yet. // NOTE: This also prevents double duck. // 0 - disabled (default behaviour) // 1 - enabled // // Default value: "0" mp_unduck_method 0
Изменения:
- Implement RG_CBasePlayer_UseEmpty hook
- Add force visibility effect
- Disconnected players func_tank fix
- for more info visit this thread : https://forums.alliedmods.net/showthread.php?t=317763
- AddToFullPack: Added more extra effect flags EF_OWNER_VISIBILITY/EF_OWNER_NO_VISIBILITY
- ReGameDLL API: Implement BGetICSEntity/BGetIGameRules for check safe version interface.
- Update const.h and sdk
- gradle.properties: bump minor
Изменения:
- QuaternionSlerp: Fix GCC issue & minor refactoring (Reversing thing mistake)
- Unittest-win: Fixed demo failed
- SV_StudioSetupBones: make local vars as static to avoid larger stack size.
- Implemented command param -beta to enables latest things from official.
- Implemented cvar mp_infinite_grenades.
- Reworked cvar mp_infinite_ammo, not include grenades
- Update README.md
- Unittest-win: Fixed demo failed #2
- Missing initialize for member m_iWeaponInfiniteIds
Изменения:
Внимание!
- Fix c4 defuse glitch (#383)
* [WIP] Fix c4 defuse glitch
While you are defusing you can unpress E and a friend can continue to defuse for you- CBasePlayer::SelectItem:: Add check for item can to holster.
- Implemented cheat command impulse 255. Closed #301
- Update vector.h
- Fix potential leak memory for CRenderFxManager, CPointBaseCommand CUtlVector::RemoveAll() doesn't free allocated memory
- RadiusFlash: Fixed eyes position
- Update eiface.h
- Fixes #399
- Added cvar respawn_immunity_effects for turn off spawn protection effects also removes spawn protection at player move. Closes #318
- Added new cvar mp_infinite_ammo also implemented API things for this.
Moved behavior cvar mp_refill_bpammo_weapons 3 into mp_infinite_ammo 2 as it was implemented in the official.
CM3/CXM1014 implemented override func PlayEmptySound.
- Обновили game.cfg
Подробное описание доступно на github и в разделе "Установка и настройка"Код:// Refill amount of backpack ammo up to the max // 0 - disabled (default behaviour) // 1 - refill backpack ammo on player spawn // 2 - refill backpack ammo on player spawn and on the purchase of the item // // Default value: "0" mp_refill_bpammo_weapons 0 // Sets the mode infinite ammo for weapons // 0 - disabled (default behaviour) // 1 - weapon clip infinite // 2 - weapon bpammo infinite (This means for reloading) // // Default value: "0" mp_infinite_ammo 0 // Enable effects on player spawn protection // 0 - disabled // 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime) // // Default value: "1" mp_respawn_immunity_effects 1
Изменения:
- Allow immediately change name for proxy
- Make restartable for func_healthcharger and func_recharge entities
- Fix bug related to field "dmdelay" doesn't work properly
Изменения:
Изменения:
Внимание!
- Обновили game.cfg
Подробное описание доступно на github и в разделе "Установка и настройка"Код:// Delay between player Radio messages. (in seconds). // 0 - disable delay // // Default value: "1.5" mp_radio_timeout "1.5" // Maximum Radio messages count for player per round. // 0 - disable radio messages // // Default value: "60" mp_radio_maxinround "60" // When set, players can buy anywhere, not only in buyzones. // 0 - disabled // 1 - both teams // 2 - only Terrorists team // 3 - only CT team // // Default value: "0" mp_buy_anywhere "0"