nosoop

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Ah, I see what code handles this. I don't remember if the person that requested this plugin specified if `AlwaysCrit` was supposed to only be active on a given item...

Yeah, upon review I'm fairly sure `mvm attributes` is supposed to act as a passive property (the resulting flags is the combined result of the flags on all weapons). The...

> it still affects all weapons That is intentional; the attribute affects the player whether or not the item with the attribute is active or not. `addcond while active` is...

This is also related to the following load failure: ``` L 06/22/2020 - 01:16:02: [SM] Exception reported: Invalid Handle 0 L 06/22/2020 - 01:16:02: [SM] Blaming: custom-attr-starter-pack\lunchbox_override_pickup_type.smx L 06/22/2020 -...

Or we could just patch before the switch jump and force it the next case and patch that. Simple enough.

Moving this to nosoop/SM-TFCustomAttributeStarterPack as it isn't an issue with TF2 Attributes. You'll also want to check that the entity is non-zero (possibly also resolving the reference with `EntReferenceToEntIndex`).

Closed with #91. Thanks! Couple of other issues left that will be tracked under #90.

A number of gamedata updates were merged in on #91, though there's still about a dozen things left that are failing.

> I assume if they are loading then they should be working right? Very much untested; I try to at least spot check that the signatures appear to be for...

That specific issue should be resolved by nosoop/SM-TFUtils#15.