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Tracking bug: csutils nades behave differently from real nades #71

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splewis opened this issue Mar 6, 2018 · 5 comments
Open

Tracking bug: csutils nades behave differently from real nades #71

splewis opened this issue Mar 6, 2018 · 5 comments

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@splewis
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splewis commented Mar 6, 2018

I'm using this track the differences between the nades create via CSU_ThrowGrenade and real grenades:

  1. Smoke grenade popping sound is different: right now it's being played via plugin, we may be able to find a way to get the sound to happen organically
  2. Similarly, the smoke grenade cloud effect for clients is based on a possibly incorrect timing
  3. The true range of angular velocity values (at least the first entry) isn't known: for now -1000 to 1000 is used
  4. Collision behavior with other csutils-thrown smokes is different (csutils Smokes can collide with other smokes. #69): breaks criss-cross mid smokes on cache, for example.
  5. No messages in chat about the grenade being thrown.
  6. Flash/smoke/decoys don't do damage on impact. That's because csutils purposefully reset the nade's thrower on impact to avoid crashing. Maybe there's another netprop that needs to be set?
  7. Red player names show up through csutils smokes as if the smoke wasn't there at all (with real smokes, they can kinda show up sometimes, but it's rare-ish)
  8. The fake smokes don't put out mollies (When .throw <smoke> is used and mollies are thrown into it, they burn. #127)

I'll cross out / add new issues as they're fixed/discovered.

@splewis splewis changed the title Tracking bug: csutils nades behave different from real nades Tracking bug: csutils nades behave differently from real nades Mar 10, 2018
@splewis splewis added the bug label Mar 11, 2018
@splewis
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splewis commented Mar 11, 2018

I think aaba31c fixes the 4th issue. Crossing it out for now.

@Ejz85
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Ejz85 commented Jun 5, 2018

Any news regarding nametags in smoke?

@splewis
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splewis commented Jun 5, 2018

No. I'm not actively working to fix any of these right now.

@splewis
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splewis commented Sep 22, 2019

The last update added the sv_rethrow_last_grenade command, which might be useful for reimplementing the grenade spawning mechanism - which would hopefully fix most these issues. Finding a way to set the "last grenade" values in memory would make things very easy.

@Safoide
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Safoide commented Aug 21, 2020

any news?

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