Bitl

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This seems like a similar fix to https://github.com/ValveSoftware/source-sdk-2013/pull/552 does this do anything different in comparison to that

I re-implemented this PR in my fork as I felt the need to allocate an input bit to this functionality was unnecessary, as it isn't a key. https://github.com/BitlDevelopmentStudios/source-sdk-2013-bds-base/commit/c25f464ea26c532393a9a7038ffb83ff855ecb94 changes done:...

> This is a huge improvement; I had assumed static props weren't taking indirect lighting into account at all, as I was getting some parts of props as pitch black...

Seems like I needed to verify the files of the SDK, strange that I got this issue but its fixed on my end now.

I reopened it because I found the possible cause: for whatever reason if you launch the mod from Visual Studio, this issue occurs, but it DOESN'T occur if you launch...

> I found out this was already discussed in [#730](https://github.com/ValveSoftware/source-sdk-2013/issues/730). Also, a fix can be found [here](https://github.com/Adrianilloo/SourceSDK2013/commit/a662a24d42fea38b16ad5c880e073e3a52f4f692). I can confirm this fix works

This crash seems to be caused when there are no damage modifiers in the array (which is the default behavior on HL2DM). I found this crash when playtesting my own...

Fixed another crash where the `info.ScaleDamage( GetReceivedDamageScale( info.GetAttacker() ) );` line was outside of the `if ( info.GetAttacker() )` block. Without this change, calling this line would crash the game...

closing this as i believe this is more of an issue with the mod i was working on rather than it being an issue with the base. this does not...

I like these but i feel like the tf_ prefix should be removed in favor of making these sound more generic, much like the "kill" or "explode" commands just do...