Francisco Muñoz
Francisco Muñoz
*title* Shouldn't exists a condition in this function if the game is loading Bots instead? A few sounds can be discarded from precaching. https://github.com/s1lentq/ReGameDLL_CS/blob/f57d28fe721ea4d57d10c010d15d45f05f2f5bad/regamedll/dlls/world.cpp#L330
https://github.com/dreamstalker/rehlds/blob/6a916d766b2f766ed9a45f9f008b3f7b737e3c89/rehlds/engine/sv_phys.cpp#L1050 Consider the next scenario: 1. Create an entity (**ent1**), movetype=MOVETYPE_TOSS, solid=SOLID_BBOX, takedamage=DAMAGE_YES, health > 0, mins and maxs to some random box size (15x15x15) 2. Call **PF_droptofloor_I** (AMXX's drop_to_floor)...
Since I started to use rehlds (and an specific commit which I don't know exactly) I noticed that players that have "#" character on it are changed with another char...
This seems redundant but avoids an API call from ApplyMultiDamage at the first AddMultiDamage call since there's no pEntity, forcing a call to this function without success. This expects to...
*title* A few suggestions for OCD people: 1) GetWeaponName function should be moved into combat.cpp as it belongs to a weapon itself and a killer (not necessarily a player) who...
This also includes fixes from #919 Logic when player gets shield hit is now grouped with a couple fixes and angle clamping. It also fixes the angle zeroing when shield...
https://github.com/rehlds/ReGameDLL_CS/blob/f9969aceab95783a537902282d127d4c88daf5ae/regamedll/pm_shared/pm_shared.cpp#L2729-L2735 Should the boundary check the Z axis instead of the X axis?
Just a parameter renamed, code is exactly the same.
## Purpose The `AddMultiDamage` function can be skipped entirely when no damage will be applied. While some existing cases already avoid calling it with zero damage (e.g. `FireBullets3`, shield hit...
https://github.com/rehlds/ReGameDLL_CS/blob/24744cd75ab019dad41ab6f154ad5ec3c115f672/regamedll/dlls/vehicle.cpp#L166 Should **inflictor** be the _vehicle_ (`pev`) instead of _driver_ (`playerDriver->pev`) ? @UnrealKaraulov