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I think non-ref coercing all works fine for both 1.11 and 1.12, able to use `any` on `int`. It's just the case of whenever to allow ref coercing in 1.12,...

Compiled and tested it myself on TF2 windows, and using my Randomizer plugin to heavily make use of recursive detours, didn't experienced any issues or crashes from it! Can't say...

> 1. Is there a way to turn off the cosmetic randomizer? Randomizer has always been about randomizing the weapons and the class, I don't want my class having hats...

`HSCRIPT_RootTable` has all of the global variables provided that you can use. As for determining an entity, which function are you referring to? For a game's function its already provided...

`HSCRIPT_RootTable.GetValue("_array")` allows you to get the array object itself, however I don't think it's possible to get the individual values as `HSCRIPT` methodmap only support retrieving values from a table...

Since a class has been modified with its new function, `VScript_ResetScriptVM` need to be called afterward for the function to be used. For the crash, does running the `vscript_test` plugin...

Crash is probably related to #7 then. Resetting script VM can indeed mess things up a bit, where ideally it should only be run during map start or as soon...

Don't care much on which way this weapon goes, as long as the the wording on changelist don't go overboard compared to other weapons.

`szf_blackmesa_v3ea` crash log very much shows that it occurs from `SDKHook_StartTouch` when `player_hurt` gameevent ended and tries to free the memory from it. Can't really say otherwise why it would...

It is indeed spawn protection, and it may be best to keep it as it is. Can at most just print a message that your tongue is hitting the spawn...