I think, this is almost the last upgrade made by me, because i achieved my goal (except bugfixes).
What's new in 2.1f [2006-12-26]
csdm_itemmode.sma
* persisten items algorithm implemented (like it's done in original HLDM); items are not destoryed, but hidden; you can turn back by commenting _PERSISTENT_ITEMS macro definition and recompiling plugin
* due to above implementation there is no falling items effect
* due to above implementation fixed an issue when spawned items may hang in the air because of extended bounding boxes
* speed up inital falling speed of items as an attempt to hide visual effect of falling items (u can notify it if persisten items algorithm is turned off)
* item config files now support angle attribute: you can rotate items (it's backward compatible)
* use of native get/set user armor function instead of stock one (faster)
* weapon bounding boxes are a bit larger than bounding boxes of grenades & items
* fixed nosound issue on picking some items up (emit_sound was applied to picked up entity instead of player)
* health incremetation now obeys max_health entitiy value instead of constant value 100
* super death packs (when 'drop_packs' = 2 within csdm.cfg) now give armor & health according to 'battery & 'medkit' config values instead of hardcoded ones
* partial code cleanups
TODO:
* menu issue remained unchanged (actually i have no motivation yet to fix this)
* give player a helmet when it's using H.E.V. charger (?)
Known bugs:
* on each round restart you can still notify falling items during thier spawn; this is because engine restores somehow entities 'effects' attribute and makes them visible against programmer's will)
PS. Looks like nobody needs itemmode except me & KWo ;)
PPS. When
http://forums.alliedmods.net/showthr...591#post419591 start to work i'll replace stock getWeaponByModel() by native cs_get_weapon_id().
PPPS. I tried to increase wepons model size by setting scale entvar to 125 (original ones are too tiny and look like kinder toys), but looks like it does not work. Try to search though valve's dev site.