
map <mapname>
and no other parameters then it should be in singleplayer by default (deathmatch 0
).cstrike
) then you will have trouble.Hi, where do I actually make a submission?At the bottom of the competition brief, use the 'submit entry' form.
path/to/MSBuild.exe path/to/projects/vs2019/projects.sln /p:Configuration=Release /p:Platform=Win32
int CHudBattery::Draw(float flTime)
{
//if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1;
...
Another option is to completely delete the CHudBattery
class and fix up any references to it.C:\Program Files (x86)\Steam\steamapps\common\Half-Life\halflife_op4_updated\cl_dlls\
which doesn't exist on your PC and is causing the error.EV_FireDesertEagle
function in cl_dll/ev_hldm.cpp. The tutorial explains where changes need to be made, if you plan on adding any more weapons please read through it so you know which areas you need to update.deagle.cpp
file (or whatever the file name actually is) to the client-side VS project. For new weapons, you need to include the file in both projects. (See the section in the tutorial under the heading "Basic class implementation" for details)if ( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
After:
if ( !pEntity->IsAlive() ) {
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; //LRC: corrected half-life bug
return TRUE;
} else
flVol = 0.1;
r_glow
feature uses CG in SOHL, which you probably don't want or need.// Remove these lines and then delete glow.cpp!
// Also remove cg.lib and cgGL.lib from your linker settings, and remove cg.dll and cgGL.dll from your mod install.
// At the top of the file...
extern void InitScreenGlow(); // FragBait0 - Glow Effect
extern void RenderScreenGlow(); // FragBait0 - Glow Effect
// In HUD_VidInit...
if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
InitScreenGlow(); // glow effect --FragBait0
// In HUD_Redraw...
if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
RenderScreenGlow(); // glow effect --FragBait0