Re: Development Roundup, We need you!
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#define CSW_NONE 0 also lets not consider the VESTHELM of being a weapon. CSW_ALL_WEAPONS should be more correct holding this value 0x7FFFFFFE = which is 0111 1111 1111 1111 1111 1111 1111 1110 in bits excluding the CSW_VEST, CSW_VESTHELM and excluding THE CSW_NONE which is 0 Code:
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Re: Development Roundup, We need you!
Last night (this morning) I was tired and turns out I was thinking about thing 1 shift off. Therefore, I was wrong about the CSW_P228 part.
Also, "1<<CSW_VESTHELM" is not really valid because it tries to set the 33rd bit but there are only 32 bits in a cell in AMX Mod X. Therefore, 1<<CSW_VESTHELM is 0 and doesn't do anything for this bitsum. So, your original correction was wrong but this latest version is correct. Quote:
Regardless, this discussion should be occurring in a GitHub issue, not here. Please create an issue on GitHub. |
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Re: Development Roundup, We need you!
Add a native or something to get client game resolution.
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Re: Development Roundup, We need you!
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Re: Development Roundup, We need you!
I can't log in to bug report so I just gonna report it here:
In version 1.9, get_cvar_num can't get cl_righthand cvar, it always return as 0 |
Re: Development Roundup, We need you!
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Re: Development Roundup, We need you!
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http://www.amxmodx.org/doc/index.htm...lient_cvar.htm |
Re: Development Roundup, We need you!
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Re: Development Roundup, We need you!
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