A1m`

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How it should look, the same will happen if you record a demo on the client and then play it back. ![image](https://user-images.githubusercontent.com/33463136/235355695-e469f73c-0754-42b7-bc4e-f877adadb6ab.png) ![image](https://user-images.githubusercontent.com/33463136/235355806-4cd86b58-a9d4-4814-9935-3e683fe90973.png)

If you move the SourceTV to the approximate location where the entity 'env_fog_controller' is located, then it is activated and it will work all over the map, which is not...

Part of function [NavMeshSpawn](https://github.com/brxce/Gauntlet/blob/834b09b238e67d8f8d4ba52efb822a1baf31bdbc/addons/sourcemod/scripting/modules/SS2_NavMesh.sp#L92-L150) runs in 0.9-2 seconds which is very long so this function slows down the server and also can crash the server due to reason 'Alarm Clock'.

Does this happen with every demo or just one?

Do you have a working demo of l4d1, in versus mode?

I just passed this const char[] to the sourcemod function, I can’t fix the built-in functions in the sourcemod, that’s why this question arose. ``` static const char sSurvivorsNames[][] =...

Oops, I was wrong about this function, but I think we can find another function without the const keyword.

I still have a question, why it is impossible to declare a constant in the global scope without keywords public, stock, static. Example: ``` // public const char sSurvivorsNames[][] =...

Yes, there are messages from inclusions. #976