SmileyAG

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I am closing this request because it was still something like a testing ground and as a result it is becoming difficult to review, so I will simply divide changes...

I will squash all the commits from this request to one and rebase it to the master after https://github.com/YaLTeR/BunnymodXT/pull/530 is merged, for now, let it be untouched for a little...

> That means mappers must be aware of BXT to add value into "message" field or somebody else has to edit the map with bspguy or something. I suppose `DispatchKeyValue`...

> Apparently this does not work on Windows atm. Not sure why. The reason why it does not work on Windows is because the hook was not declared in the...

> Oh wow, after that comment it instantly came to me that it won't work in servers because clients need to decode the messages too. Woop woop. In fact, these...

Do you want to know what the main issue with the that implementation? The fact is that your speed needs to be redirected depending on your direction The angles must...

@UnrealKaraulov Разве я не доходчиво объяснил? При выборе класса нужно сделать так чтобы показывало только флаги которые действительно могут к нему относится Пример: ``` @SolidClass base(Door) = func_door_rotating : "Rotating...

`common/validator.cpp` has been used to build the client module since at least from the `steam_legacy` version of Half-Life, so this file was clearly forgotten to be included in the HLSDK....

Let me clarify a little: the mapper itself can set the value for visibility using the `MaxRange` parameter in the **worldspawn** entity (that value got written into `pev->speed`): https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/world.cpp#L694-L698 And...

> If not, then it would definitely not be a _'reasonable solution'_ when an official map (presumably) does not have a higher value set for `MaxRange` (max viewable distance) in...