Dmitry Novikov

Results 18 comments of Dmitry Novikov

@krisztian2 an entity without a model will not be sent to the client (cuz it's pointless) thus, your entity never come in these callbacks https://github.com/dreamstalker/rehlds/blob/22a00eff892c9bee807773120818dc2337f632e8/rehlds/engine/sv_main.cpp#L4652-L4658

> Sorry, i got this wrong. There's an outer loop that ensures it iterates over each texture. > > I did find what i think is the problem: in `GL_LoadTexture2`...

just use `set_member(id, m_flTimeStepSound, 999);` or native rg_set_user_footsteps

@basuritashka Seems this issue is no longer relevant, `rg_set_weapon_info(WEAPON_USP, WI_COST, 200)` it works correct

This expected behavior, dropped weapon is actually a weaponbox and doesn't pack ammo by default that the player bought or got by CVar mp_refill_bpammo_weapons, but the game still can to...

it makes sense to use `game_entity_restart` instead it `game_round_start`, because `game_round_start` can be used to start once on game start round

I can still play on multiplayer servers with modified shaders, and the cvar `sv_allow_shaders` doesn't solve anything. The client knows nothing about `sv_allow_shaders` from the operator.

Yes, you can use it in your half-life mod. However, it's important to note that this code contains elements based on reverse-engineering of Valve's vanilla code for CS 1.6 gamedll....