[TF2] Fixes for Exorcism spell not properly triggering
Within TF2, the Exorcism spell has some issues with properly checking the weapon for the Exorcism spell. This PR fixes the missing checks.
This fixes Exorcism detection on the Sentry. As well as applying custom damage to the sentry rocket for Wrangler damage when fired with the Wrangler, which fixes the missing Exorcism rockets.
This also fixes the Exorcism detection for shield bashing.
Fixes https://github.com/ValveSoftware/Source-1-Games/issues/5018 Fixes https://github.com/ValveSoftware/Source-1-Games/issues/4930
Reckon you could fix Exorcism on stickybomb launchers and shields?
Reckon you could fix Exorcism on stickybomb launchers and shields?
Shields I believe I fixed, I just didn’t push it cause I haven’t been able to track down a spelled shield owner to test it.
The stickybomb launchers I have no clue on what’s happening. It’s something happening with the particle being dispatched as even just having the particles being spawned on damage doesn’t work with the weapon. Although I still am digging into that issue.
Replying to https://github.com/ValveSoftware/source-sdk-2013/pull/1555#issuecomment-3419643865
if i am not wrong you can just apply the spell to your or a bot weapon via Vscript, it's an attribute.
Replying to https://github.com/ValveSoftware/source-sdk-2013/pull/1555#issuecomment-3420007864
I've actually never tinkered with VScript yet. Will look into it
Replying to https://github.com/ValveSoftware/source-sdk-2013/pull/1555#issuecomment-3420014706
An easier solution is to use a modified item schema within the TF2 SDK and add the Exorcism spell as an attribute to any shield.
Replying to https://github.com/ValveSoftware/source-sdk-2013/pull/1555#issuecomment-3420061347
I entirely forgot that the item schema was easily modifiable lmfao. I ended up adding the shield fixes.
Replying to https://github.com/ValveSoftware/source-sdk-2013/pull/1555#issuecomment-3420082474
Great, now I wonder if we could ping Eric Smith to get these changes added into the vanilla game.
Ok so, I have dug as deep as I can into the Stickybomb Launcher Exorcism issues, I do not believe I will be able to fix the issue with that weapon with this PR because from everything I have tested, it seems like it should work.
From the testing I have done (relocating the particle effect code to on damage and other functions) the issue appears to stem from somewhere in the DispatchParticleEffect function if anyone wants to dig deeper into that issue. I could be entirely wrong with that though.
This PR is just going to be for fixing the missing detections for Exorcism and is complete from what I know.
Ok so, I have dug as deep as I can into the Stickybomb Launcher Exorcism issues, I do not believe I will be able to fix the issue with that weapon with this PR because from everything I have tested, it seems like it should work.
From the testing I have done (relocating the particle effect code to on damage and other functions) the issue appears to stem from somewhere in the
DispatchParticleEffectfunction if anyone wants to dig deeper into that issue. I could be entirely wrong with that though.This PR is just going to be for fixing the missing detections for Exorcism and is complete from what I know.
Have you dug into issues regarding Exorcism on the Ullapool Caber? Seems this weapon is extremely inconsistent with showing Exorcism at times. I can also report that killing multiple entities with a single explosion only causes the spell to show up for 1 kill instead of multiple.
FrozenDragon0
Digging further into this, the spell in question does not show up at all if the caber kill is ullapool_caber_explosion which will gib enemies most of the time.
@ThatBapGuy I believe I've fixed the issue with the stickybomb launcher, aswell as with the Caber.