Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Opposing Force] Hornet Gun is broken #2471

Open
BlackShadow opened this issue May 26, 2019 · 3 comments
Open

[Opposing Force] Hornet Gun is broken #2471

BlackShadow opened this issue May 26, 2019 · 3 comments

Comments

@BlackShadow
Copy link

BlackShadow commented May 26, 2019

Opposing Force have some issues with Hornet Gun

Draw and Fire animations are not working properly.
When you run out of ammo, firing sound plays twice.
Sometimes firing sound is completely incorrect.

https://streamable.com/vse2a

As in the video setting cl_lw to "0" fixes firing behaviour but not the draw animation.

@JoelTroch
Copy link
Contributor

Potential duplicate of #1621

@agrastiOs
Copy link

agrastiOs commented May 28, 2019

Related to #617, also @JoelTroch your issue only mentions HL1 and not OP4

@SamVanheer
Copy link

The attack issue is already covered by #556

The deploy animation is getting cut off because the Opposing Force version of the Hornet Gun wasn't updated to use weapon prediction correctly.

This line:

if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())

Still looks like this in Opposing Force:

if (m_flTimeWeaponIdle > gpGlobals->time)

Changing it to use UTIL_WeaponTimeBase() should fix it.

Based on the SDK changes this wasn't fixed until SDK 2.3, so when it was fixed it must've not been fixed in Op4 at the same time. Blue Shift's version has the fix so it's just Op4.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants