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Fixed selfgauss debug and other trace problem#566

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Pinsplash wants to merge 5 commits into
YaLTeR:masterfrom
Pinsplash:selfgauss
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Fixed selfgauss debug and other trace problem#566
Pinsplash wants to merge 5 commits into
YaLTeR:masterfrom
Pinsplash:selfgauss

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resubmitted #561 so i'm not using the master branch. same as before.

bxt_hud_selfgauss

  • 2 and below show singleplayer behavior
  • 3 and above show multiplayer behavior
  • Even numbers show coordinates of line traces
  • All reasons for failing to selfgauss are now shown
  • Threshold translated to time value, more intuitive
  • Hit group display may have been broken before, definitely works now

to fix bxt_hud_selfgauss not working correctly, one condition was removed from ServerDLL::TraceLine. this needs to be removed or else the 2nd and 3rd line traces incorrectly say they hit an object at 0, 0, 0.

since the condition was added to avoid a crash when playing a demo in bxt_hud_entity_info, all places that used a trace involving the player will now exit harmlessly if the player entity doesn't exist

bxt_hud_selfgauss
* 2 and below show singleplayer behavior
* 3 and above show multiplayer behavior
* Even numbers show coordinates of line traces
* All reasons for failing to selfgauss are now shown
* Threshold translated to time value, more intuitive
* Hit group display may have been broken before, definitely works now

to fix bxt_hud_selfgauss not working correctly, one condition was removed from ServerDLL::TraceLine. this needs to be removed or else the 2nd and 3rd line traces incorrectly say they hit an object at 0, 0, 0.

since the condition was added to avoid a crash when playing a demo in bxt_hud_entity_info, all places that used a trace involving the player will now exit harmlessly if the player entity doesn't exist
This reverts commit afc8bba.

oops
This reverts commit eb8c1cd.

moving to non-master branch
bxt_hud_selfgauss
* 2 and below show singleplayer behavior
* 3 and above show multiplayer behavior
* Even numbers show coordinates of line traces
* All reasons for failing to selfgauss are now shown
* Threshold translated to time value, more intuitive
* Hit group display may have been broken before, definitely works now

to fix bxt_hud_selfgauss not working correctly, one condition was removed from ServerDLL::TraceLine. this needs to be removed or else the 2nd and 3rd line traces incorrectly say they hit an object at 0, 0, 0.

since the condition was added to avoid a crash when playing a demo in bxt_hud_entity_info, all places that used a trace involving the player will now exit harmlessly if the player entity doesn't exist
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