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| author | salmonik <salmonik@tuta.io> | 2026-10-28 13:02:26 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-28 13:02:26 +0100 |
| commit | b212e8e13835cfdc4849a61c1b57146bd0312a29 (patch) | |
| tree | 128a64c8c20411749ee8ea4a78ef4a51a9604515 /src/hl2h.h | |
| parent | Combat: fix silent-aim spread seed and lead projectiles (diff) | |
| download | hl2h-b212e8e13835cfdc4849a61c1b57146bd0312a29.tar.gz hl2h-b212e8e13835cfdc4849a61c1b57146bd0312a29.zip | |
Melee: surface weapon state across maps; reset stale caches
- Map transitions often leave a non-crowbar weapon active, so the killbot
silently does nothing. Log every active-weapon change as a normal
`melee: active ... crowbar=0/1` line and toast once suggesting the crowbar.
- Recover the crowbar model from the server entity when the client weapon
model index is missing/0 after a map change.
- Clear the bone cache and aim/silent locks when the local player entity
changes (map load/respawn) so stale entity/model data cannot poison melee
target selection.
Diffstat (limited to '')
| -rw-r--r-- | src/hl2h.h | 1 |
1 files changed, 1 insertions, 0 deletions
| @@ -286,6 +286,7 @@ bool bone_is_skeleton_core(int idx, int bone); | |||
| 286 | int bone_nearest_core_parent(int idx, int bone); | 286 | int bone_nearest_core_parent(int idx, int bone); |
| 287 | bool bones_is_humanoid(int idx); | 287 | bool bones_is_humanoid(int idx); |
| 288 | bool hitbox_center(int idx, const char *hitbox_name, Vector &out); | 288 | bool hitbox_center(int idx, const char *hitbox_name, Vector &out); |
| 289 | void bones_clear(); | ||
| 289 | bool head_position(int idx, Vector &out); | 290 | bool head_position(int idx, Vector &out); |
| 290 | int aim_points(int idx, unsigned group_mask, Vector *out, int max); | 291 | int aim_points(int idx, unsigned group_mask, Vector *out, int max); |
| 291 | 292 | ||
