Quote:
Originally Posted by KWo
I think the problem is happening because of that tool
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No.
Quote:
Originally Posted by KWo
3) Added Your code for extending collision boxes for items and for grenades.
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I have rewritten the code to this one:
Code:
new Float:Vec[3], Float:Vec2[3]
...
if (type <= 30) // Is it a Weapon?
{
set_pev(entid, pev_angles, Float:{0.0, 0.0, 0.0})
set_pev(entid, pev_velocity, Float:{0.0, 0.0, 0.0})
}
// extend item bounding box to DM-like size...
pev(entid, pev_mins, Vec)
pev(entid, pev_maxs, Vec2)
if(Vec[0] > -16.0) Vec[0] = -16.0
if(Vec[1] > -16.0) Vec[1] = -16.0
if(Vec2[0] < 16.0) Vec2[0] = 16.0
if(Vec2[1] < 16.0) Vec2[1] = 16.0
engfunc(EngFunc_SetSize, entid, Vec, Vec2)
Consider it, please.
Quote:
Originally Posted by kwo
5) I still have no idea what is the problem with these "ugly cons" as hud - CS drawns them by it-self, not CSDM...
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I thought register_message() should do the job. I did not work with HUD icons yet.
And some more ideas:
1) i already hate a chat manual for longjump. Can you make it appear only once pre connect or once per round or disable at all at least in config file?
2) disable a BUY hint at HUD in item mode; i suppose it can be done with
Code:
register_message(get_user_msgid("HudTextArgs"), "hookHudTextArgs")
Quote:
Originally Posted by faluco
but after seeing it was a skull i quickly removed it, dont know what a skull has to do with a healthpack but its something hardcoded in the engine.
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Yes, CSDM 1.70 does not show HUD icons at all. Pity.
Quote:
Originally Posted by faluco
About the weapons being dropped ignoring the drop time it is something i did on purpose...
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You have settings in cfg file and CSDM should obey them. Isn't it a basic concept? Also i don't see any fun in disappearing weapon on drop. Moreover this feature adds new tactics. You can shoot with two (try more =) ) weapons consecutively.