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Due to the use of HLSS_APC_PITCH_FIX (-1.5) in pitch calculation, fabs(newTargetPitch-targetPitch) > 1e-4 check inside otherwise-copy-pasted CPropDrivableAPC::AimGunAt() always passes and sets m_bUnableToFire to true.
This causes vscript HUDs to incorrectly visualise that the gun is clamped at all times.
Since m_bUnableToFire is unused in EZ code, the simplest fix would be to simply remove the block that sets it to true. Or else the math should be fixed.
// If the angles have been clamped, we're looking outside of our valid range
if ( fabs(newTargetYaw-targetYaw) > 1e-4 || fabs(newTargetPitch-targetPitch) > 1e-4 )
{
m_bUnableToFire = true;
}
To visually see this in game, you may download the csgo panorama hud after compiling EZ2 with Mapbase PRs 260 and 261, set cl_crosshairstyle 3 (or 4) and get in the APC. The workshop version of this hud will be updated with the new materials when these patches are pushed live, obviously.
The text was updated successfully, but these errors were encountered:
Describe the bug
Due to the use of
HLSS_APC_PITCH_FIX
(-1.5) in pitch calculation,fabs(newTargetPitch-targetPitch) > 1e-4
check inside otherwise-copy-pastedCPropDrivableAPC::AimGunAt()
always passes and setsm_bUnableToFire
totrue
.This causes vscript HUDs to incorrectly visualise that the gun is clamped at all times.
Since
m_bUnableToFire
is unused in EZ code, the simplest fix would be to simply remove the block that sets it to true. Or else the math should be fixed.source-sdk-2013/sp/src/game/server/Human_Error/vehicle_drivable_apc.cpp
Lines 838 to 849 in 0c05054
To visually see this in game, you may download the csgo panorama hud after compiling EZ2 with Mapbase PRs 260 and 261, set
cl_crosshairstyle 3
(or 4) and get in the APC. The workshop version of this hud will be updated with the new materials when these patches are pushed live, obviously.The text was updated successfully, but these errors were encountered: