StevenKal
StevenKal
> Pr turned out to be very big. You can't do everything in one. + you don't answer my questions about changes. Haha! Stop grabbing other's people answerS!
Your sentences are likes the ones the RGCS's approver(s) could say (& already said before), my reply was about that, as you seem to "mock" of them (or talk for)...
> Ты просто идиот. I think the same about you, with your trash & Russian talk when you lazy (or, more to voluntarily annoy others) to speak english... & your...
> > Event on exit and enter from box. For example there is touch events, but not exit. Exit and enter usually implemented in plugins using think event or tasks....
DispatchTouch & DispatchUse: No need. CREATE_NAMED_ENTITY: Maybe except for hashtable thing detection... & "only detect pure game calls", but not much needed, we can already hook the normal "pfnCreateNamedEntity" engine...
About Dispatch*, I slightly mistaken, they can be useful only to detect a call from "dllfunc(DLLFunc_, ...)" or the other standalone natives (fake_touch, entity_use, force_use), since the Metamod's hooks (usable...
CBasePlayer::ThrowWeapon: Kind of duplicate of "CBasePlayer::DropPlayerItem", & never used too, you can remove it from your list, the code itself could even be removed from the DLL.
Yes, CVar name is illogical. Feature in-game should be swapped if name is kept.
Is really there plugins relying on it (like for a custom damage radius code)? In such case renaming the CVar will also break such plugins. In overal, changing just its...
There is no longer the "pure" & "bugfixed" files series from a while (for both main Re* binaries), you should better update to the [latest version](https://github.com/s1lentq/ReGameDLL_CS/releases) because I guess you...