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Issues & ideas. #1

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n0bodysec opened this issue May 13, 2019 · 18 comments
Open
4 tasks

Issues & ideas. #1

n0bodysec opened this issue May 13, 2019 · 18 comments
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bug Something isn't working enhancement New feature or request help wanted Extra attention is needed

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@n0bodysec
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n0bodysec commented May 13, 2019

Issues

  • Entity Glow (does not "unglow").
  • Mouse bug (Menu will hide the mouse even though if the mouse was previously visible).

Ideas

  • Always Smooth.

TODO list

More: https://github.com/LWSS/Fuzion/issues

@n0bodysec n0bodysec added bug Something isn't working enhancement New feature or request labels May 13, 2019
@n0bodysec n0bodysec self-assigned this May 13, 2019
@n0bodysec n0bodysec added the help wanted Extra attention is needed label May 13, 2019
@n0bodysec n0bodysec pinned this issue May 15, 2019
@n0bodysec n0bodysec unpinned this issue May 15, 2019
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@n0bodysec
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@WilQ18 Thanks! I was working on this same issue right now. I'll edit your code a bit and will fork on Fuzion's main repo. Thanks!.

@ghost
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ghost commented May 20, 2019

How about adding Molotov/Incendinary timer on it?

https://www.unknowncheats.me/forum/counterstrike-global-offensive/334138-molotov-inferno-timer.html

@manigamer22
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Hi, can you add Slow walk?

@n0bodysec
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Maybe

@manigamer22
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Better AA settings like jitter and manual
Angle offset for AA
Fake walk
Fake duck. Thanks

@n0bodysec
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I was working on something better ghetto hvh shit but isn't finished yet. Maybe I can paste some from @acuifex.

I can't get fake duck to work rn

@acuifex
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acuifex commented Aug 24, 2019 via email

@n0bodysec
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Good thx

@manigamer22
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but when i tried it. It does not uncrouch you

@manigamer22
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void Slowwalk(CUserCmd* cmd, C_BaseEntity* local)
{

if(!vars.misc.slow_walk)
    return;

if(!pEngine->IsInGame())
    return;

C_BaseEntity* localplayer = (C_BaseEntity*) pEntList->GetClientEntity(pEngine->GetLocalPlayer());
if(!localplayer)
    return;

if(!pInputSystem->IsButtonDown(KEY_LSHIFT))
    return;

C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) pEntList->GetClientEntityFromHandle(localplayer->GetActiveWeapon());

if (!activeWeapon)
    return;

Vector velocity = local->GetVelocity();
Vector direction;

VectorAngles(velocity, direction);

float speed = velocity.Length2D();

direction.y = cmd->viewangles.y - direction.y;

Vector forward;

AngleVectors(direction, &forward);

Vector source = forward * -speed;

float amount = 0.0034f * vars.misc.slow_walk_amount;

if (speed > (activeWeapon->GetCSWpnData()->max_speed * amount))
{
    cmd->forwardmove = source.x;
    cmd->sidemove = source.y;
    
}

} i got this from uc idk it doesnt work

@n0bodysec
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Cool thx. I'll check it in a few minutes.

@manigamer22
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so you got it working man?

@n0bodysec
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I didn't check the code yet.

@manigamer22
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so you checked it now?

@n0bodysec
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Managed it to work.

@manigamer22
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oh, nice when you releasing it?

@n0bodysec
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In some days I think I need more testing

n0bodysec pushed a commit that referenced this issue Oct 3, 2019
update cswpn vtable again
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