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In older versions of the SDK, monster and player bullet types were handled in FireBullets, but player bullet types were later moved to FireBulletsPlayer in newer versions of the SDK.
Human grunts equipped with a shotgun call Shotgun(), which calls FireBullets with bullet type BULLET_PLAYER_BUCKSHOT. FireBullets is missing BULLET_PLAYER_BUCKSHOT, so it defaults to BULLET_MONSTER_9MM.
sk_plr_buckshot is set to 5 on all skills and sk_9mm_bullet is set to 5 on easy and medium skills, but is set to 8 on hard skill.
The following would need to be added in FireBullets:
case BULLET_PLAYER_BUCKSHOT:
// make distance based!
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot(&tr, iBulletType);
break;
The text was updated successfully, but these errors were encountered:
In older versions of the SDK, monster and player bullet types were handled in
FireBullets
, but player bullet types were later moved toFireBulletsPlayer
in newer versions of the SDK.Human grunts equipped with a shotgun call
Shotgun()
, which callsFireBullets
with bullet typeBULLET_PLAYER_BUCKSHOT
.FireBullets
is missingBULLET_PLAYER_BUCKSHOT
, so it defaults toBULLET_MONSTER_9MM
.sk_plr_buckshot
is set to 5 on all skills andsk_9mm_bullet
is set to 5 on easy and medium skills, but is set to 8 on hard skill.The following would need to be added in
FireBullets
:The text was updated successfully, but these errors were encountered: