Source Shorts #2 - Fixing a Shotgun Reload Glitch (Source 2013 MP)
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- Опубліковано 25 сер 2024
- Hopefully this qualifies as a 'short' video this time around! Anyway, here is another Source related video where I outline how to resolve an issue regarding the shotgun in Source 2013 Multiplayer, where a weird reload bug can occur when using the phys_swap command (where a player can switch to the Gravity Gun and back). This glitch does not happen in Source 2013 Singleplayer (as far as I can tell) and doesn't happen when switching weapons normally. If you have any ideas about how this can be implemented in Half-Life 2: Deathmatch, that doesn't involve contacting Valve, then leave a comment! Please let me know what you think about this and I'll see you for the next video! Thanks for watching.
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Another Nice Video!, Also i have a idea for you, i recommended activate The line number so ppl who watch can see which line it is!
Thanks for the suggestion, I'll be sure to add that for the next video.
@@TheMaster974 alr
Good stuff, simple to follow with nice montage.
I suggest to look at the cut city scanner gas attack functionality, I don't remember if there are remnants in the original code but might be in 2004 version, and it works in the stolen version. I think it would be interesting to look at
Thanks for the comment, from my investigation into this feature, it seems to only exist in the leaked Half-Life 2 code, which I have my reservations about doing tutorials about.
@@TheMaster974 good to hear, I'm sure it will be good
You don't need the if statement, "m_bInReload = false" is logically the same
That is true, thank you for pointing this out and saving a line of code!
hi how do i fix the sv_autojump command for it to work
Imposible!1!1!!1! Even it doesn't work in beta hl2
@@BangUcokGTA too bad i fixed it already
It looks like you've figured this out already, but I'll leave a comment anyway. My resolution would be to remove the autojump code from hl2_player.cpp (because it doesn't work) but copy the sv_autojump ConVar over to gamemovement.cpp, then inside of the CheckJumpButton function (at around line 2409 that has a comment that says don't pogo stick), add && !sv_autojump.GetBool() to the if statement there, so it should read something like:
if ( mv->m_nOldButtons & IN_JUMP && !sv_autojump.GetBool() )
return false;
This should allow the player to jump automatically when the jump button is being held when the sv_autojump value is 1. However, the sideways movement when autojumping is limited. I'll probably cover this in a Short video eventually.
any tip on changin the weapon that phys_swap pulls out, lookin through the code for any referance of phys_swap and didnt really find much
The phys_swap command is defined in client.cpp (which funnily enough, is a file in the Server project), with the actual function that handles the phys_swap command being inside CC_Player_PhysSwap. Here, you can substitute the Gravity Gun for whatever you want. I find it interesting that there's a similar function which involves the Bugbait, but it's a command that can only be accessed when cheats are enabled, which I find quite weird!
@@TheMaster974 thanks
Hi! Can you make a tutorial on how to make glow outline effect? It seems that such a function was in tf2.
Thanks for the suggestion, I can look into it and see if it's something I can get working.
Hello, can you make a video about (gamepadUI) code
I'm not sure about UI related stuff, so it's probably something I won't look into.
Another fix ill just implement to my mod, thanks