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authorsalmonik <salmonik@tuta.io>2026-11-04 16:11:28 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 16:11:28 +0100
commit4019880cf113a2a13460ec8ea5bb30a5c8ed50f3 (patch)
tree5c13148671afd7d294273cff431c0ef373d862a3 /src/core.h
parentClip transition and radius lines at the near plane (diff)
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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.
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