int
to CMP5's header; int m_iMaxBurst
and m_iBurst
and initialise both of these to 3 in CMP5's Spawn() method.void CMP5::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
m_iBurst--;
// ... rest of code
At the bottom:
// ... rest of code
m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
if (m_iBurst < 1)
{
m_flNextPrimaryAttack += 0.5;
m_iBurst = m_iMaxBurst;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
You'd then need to make a check if the fire button had been released in the middle of a burst to reset m_iBurst back to m_iMaxBurst.I think Half-Life 3 wouldn't be successful or even considered good without Marc Laidlaw.it's true that Mark Laidlaw made the Half-Life storyline something that no one else would have done. This will never happen again, and therefore Gabe, at one of his private conferences, admited that they never once got involved in the development of the third episode, but everything ended in dysmaralia, depression, and eventually they moved away from all this.
I'm honestly exited for Valve to fail and lose its reputation. This has gone on for too long.unfortunatly, this is how it will be. It is very difficult to make a sequel so that it is as good as the first game, but with drastic changes, and at the same time not ruin everything.
Personally, i strongly believe they are developing somethingI'm sure they're always developing something. I'm guessing that, right now, the gamedev work is mainly distributed across Deadlock (production and testing) and Counter-Strike 2 (maintenance and hopefully content updates), with maybe, maybe just a little bit of wiggle room? For an unannounced game in an early prototyping stage?
trigger_camera
should be a player, but entities like trigger_auto
and trigger_relay
act as activators of their targets due to code.trigger_camera
tries to transfer its view to the non-player entity (trigger_auto
).trigger_auto
and trigger_relay
, entities like func_button
, func_rot_button
, func_door
, func_door_rotating
, trigger_once
, trigger_multiple
, all game_
entities and multi_manager
can pass their activators to their targets as is.trigger_once
brush around info_player_start
and set the target to the entity that trigger_auto
is targeting, which should fix the problem.//this gets a pointer to the viewmodel
cl_entity_t* viewmodel = gEngfuncs.GetViewModel();
if (viewmodel)
{
//I just set it to the sine of the time because that's what I need but yeah
viewmodel->curstate.controller[0] = (sin(gpGlobals->time);
}
hud_armor_near_health
cvar to control whether the suit armor must be rendered right after the health (like in HL 25 anniversary).player_capabilities
now can toggle player step sounds.Desired skin color
parameter for human grunts.env_energy_ball_trap
entity - an environment hazard from Field Intensity.env_spark
.env_spark
(thanks to paperboy and eisbaer for proposing the change).env_spark_transit
to control whether env_spark
entities transit on changelevel. Made it false by default (in original Half-Life env_sparks do transit on changelevel).wall_puff1
, wall_puff2
etc. were moved from featureful_server.cfg to featureful_client.cfg. Wall puff sprites are no longer precached on the server side and are purely used on client side.weapon_p_models
to control whether the weapon p_
models must be precached. This can be disabled to lower the number of precached models on server if in your mod the player is never shown with weapons (e.g. on camera).multisource
and some other entities that use arrays of EHANDLEs.func_breakable
taking damage from some attacks even if it has a Only Trigger
spawnflag (original Half-Life bug).func_ladder
acting like water when turned off (thanks to paperboy and eisbaer for finding the bug and proposing the patch).dump_ammo_types
and dump_ammo_types_client
to report the registered ammo types.dump_precached_models
and dump_precached_sounds
to track the number of precached models and sounds.dump_sound_replacements
to report the used sound replacements on the map.