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authorsalmonik <salmonik@tuta.io>2026-10-28 13:02:26 +0100
committersalmonik <salmonik@tuta.io>2026-10-28 13:02:26 +0100
commitb212e8e13835cfdc4849a61c1b57146bd0312a29 (patch)
tree128a64c8c20411749ee8ea4a78ef4a51a9604515 /src/hl2h.h
parentCombat: fix silent-aim spread seed and lead projectiles (diff)
downloadhl2h-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.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/hl2h.h b/src/hl2h.h
index 9b4fa8a..9c0440f 100644
--- a/src/hl2h.h
+++ b/src/hl2h.h
@@ -286,6 +286,7 @@ bool bone_is_skeleton_core(int idx, int bone);
286int bone_nearest_core_parent(int idx, int bone); 286int bone_nearest_core_parent(int idx, int bone);
287bool bones_is_humanoid(int idx); 287bool bones_is_humanoid(int idx);
288bool hitbox_center(int idx, const char *hitbox_name, Vector &out); 288bool hitbox_center(int idx, const char *hitbox_name, Vector &out);
289void bones_clear();
289bool head_position(int idx, Vector &out); 290bool head_position(int idx, Vector &out);
290int aim_points(int idx, unsigned group_mask, Vector *out, int max); 291int aim_points(int idx, unsigned group_mask, Vector *out, int max);
291 292