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| author | salmonik <salmonik@tuta.io> | 2026-11-04 16:11:28 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 16:11:28 +0100 |
| commit | 4019880cf113a2a13460ec8ea5bb30a5c8ed50f3 (patch) | |
| tree | 5c13148671afd7d294273cff431c0ef373d862a3 /play.sh | |
| parent | Clip transition and radius lines at the near plane (diff) | |
| download | hl2h-4019880cf113a2a13460ec8ea5bb30a5c8ed50f3.tar.gz hl2h-4019880cf113a2a13460ec8ea5bb30a5c8ed50f3.zip | |
Items: hide full ammo pickups; robust close-target projection
- Resolve m_iAmmo and m_hMyWeapons arrays from the client recv tables.
- "Only if usable" now compares m_iAmmo[type] against sk_max_* (stock caps as
fallback: RPG rockets 3, AR2 60, ...). Full ammo hides the pickup, including
RPG rockets and fallen weapons converted to ammo.
- Inventory now comes from m_hMyWeapons directly, so fallen weapons are ammo
before the player equips the matching weapon.
- Projection: fall back to local math when ScreenPosition claims "behind" for
a point with positive view depth, and build NPC boxes from vertical samples
so feet behind the near plane no longer drop the whole target. Log the first
8 near-target projection failures for diagnosis.
Diffstat (limited to 'play.sh')
0 files changed, 0 insertions, 0 deletions
