code_gs

Results 32 issues of code_gs

The gamedata can be any ``void*`` including ``NULL``. There is nothing in the vphysics interface nor internal implementation that prevents this, nor does vphysics even know about entities/``CBaseEntity`` at all....

Bug
Self-induced crash
Complexity: Low

Tested on a dedicated server. Notice that command 726401 predicts again AFTER 726402 starts, and the punch value changes between these cases. Also, the values never match with the server...

Refactored for extendability and prediction. This is also using a new fists model that uses activities instead of raw sequences (no idea why Max did it this way) and supports...

Enhancement

Additionally - Add ``number length`` and ``string sound`` arguments to ``GM:AddHint`` that default to ``20`` and ``"ambient/water/drip" .. math.random( 1, 4 ) .. ".wav"`` respectively - Add ``GM:UnprocessHint( string name...

Enhancement

Fixes https://github.com/Facepunch/garrysmod-issues/issues/5495 - unlike SWEPs, SENTs do not set a ClassName variable. While SWEPs really shouldn't either to prevent the same multi-registration issue, addons and [even base code](https://github.com/Facepunch/garrysmod/blob/3d0d965168a9e58ad669f90667f02bee13048cb0/garrysmod/gamemodes/sandbox/gamemode/commands.lua#L860-L863) relies on...

Fix

Waiting on the Is* methods from https://github.com/Facepunch/garrysmod-requests/issues/998

It needs to kill the parent's velocity as well if the child is the one experiencing crazy physics.

It's still not really feasible to stick with just ILuaBase for modules since it's missing some core Lua functionality. Specifically: - lua_callk - lua_concat - lua_createtable arguments - lua_error (erroring...

It's already an argument R_DecalShoot_: https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/se2007/engine/r_decal.cpp#L974-L975 Possible flags: https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/se2007/engine/decal_private.h#L59-L74 FDECAL_PLAYERSPRAY, FDECAL_PERMANENT, FDECAL_CUSTOM, and FDECAL_DONTSAVE are particularly useful for controlling decal priority and permanence.

For Rouge, it's always broken. For Knuckles, it works only about 50% of the time.

bug