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SamVanheer committed Aug 31, 2023
2 parents 855f392 + e3ee10f commit 0a65fbb
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5 changes: 4 additions & 1 deletion CHANGELOG.md
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Expand Up @@ -91,10 +91,13 @@ All changes from Half-Life Updated up until Beta 5 are included.
* Fixed hand grenade animations not playing correctly [#209](https://github.com/SamVanheer/halflife-updated/pull/209) (Thanks Toodles2You)
* Fixed out of bounds access in studiomodel renderer bone setup code (halflife issue [#3360](https://github.com/ValveSoftware/halflife/issues/3360))
* Fixed mouse cursor being invisible in VGUI1 menus when raw input is enabled [#211](https://github.com/SamVanheer/halflife-updated/issues/211) (Thanks RykahKnight)
* Removed now unnecessary workaround to stop mouse movement on the pause menu from changing in-game angles when unpausing
* Mouse movement in the main menu no longer affects in-game view angles when not using raw input
* Fixed RPG being flagged as unusable while a rocket is loaded [#213](https://github.com/SamVanheer/halflife-updated/pull/213) (Thanks Toodles2You)
* Have clients select weapons by ID, rather than by name [#217](https://github.com/SamVanheer/halflife-updated/pull/217) (Thanks Toodles2You)
* Copy delta.lst when building client or server to ensure mods have correct delta.lst file (Thanks P38TaKjYzY)
* Reset current history icon slot when resetting item history HUD [#223](https://github.com/SamVanheer/halflife-updated/issues/223) (Thanks malortie)
* Fixed Gauss gun dealing full damage when saving and loading right after starting a charged shot (Thanks Oxofemple.)
* Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time (Thanks Oxofemple.)

### Features

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1 change: 1 addition & 0 deletions cl_dll/ammohistory.h
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Expand Up @@ -126,6 +126,7 @@ class HistoryResource
void Reset()
{
memset(rgAmmoHistory, 0, sizeof rgAmmoHistory);
iCurrentHistorySlot = 0;
}

int iHistoryGap;
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5 changes: 5 additions & 0 deletions cl_dll/inputw32.cpp
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Expand Up @@ -31,6 +31,8 @@
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_gamecontroller.h>

void IN_ResetMouse();

#define MOUSE_BUTTON_COUNT 5

// Set this to 1 to show mouse cursor. Experimental
Expand Down Expand Up @@ -276,6 +278,9 @@ void DLLEXPORT IN_ActivateMouse()
{
IN_SetMouseRelative(true);
}

// Clear out accumulated mouse input from main menu movement.
IN_ResetMouse();
}


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6 changes: 6 additions & 0 deletions dlls/func_break.cpp
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Expand Up @@ -593,6 +593,12 @@ bool CBreakable::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, flo

void CBreakable::Die()
{
// Don't allow explosives to damage this again to prevent spawning multiple copies of items and gibs.
if (pev->solid == SOLID_NOT)
{
return;
}

Vector vecSpot; // shard origin
Vector vecVelocity; // shard velocity
CBaseEntity* pEntity = NULL;
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2 changes: 2 additions & 0 deletions dlls/player.cpp
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Expand Up @@ -116,6 +116,8 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
//DEFINE_FIELD(CBasePlayer, m_SndLast, FIELD_EHANDLE),
//DEFINE_FIELD(CBasePlayer, m_flSndRange, FIELD_FLOAT),

DEFINE_FIELD(CBasePlayer, m_flStartCharge, FIELD_TIME),

//DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games
//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
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