
Spoiler: Changelog
cybie69 wrote:Does this work with mouse aiming? Can it be used in conjunction with weapons mod where the recoil causes the gun to jerk upwards slightly making it annoying to recenter in the heat of a hoard of monsters effectively?
Nash wrote:Can you tell me more about what your algorithms are doing? I'd like to see if there's anything I can do from my side to make the gibs not slow down this mod.
retronutcase wrote:I love what this mod does, but it does seem to cause sync issues if it's used in a multiplayer co-op session. Any idea if this could somehow be addressed?
Spoiler: Changelog
RicardoLuis0 wrote:Sorry, i'm not very knowledgeable in what causes and how to prevent de-syncs, i'll try researching, but can't promise anything.
override void WorldTick(){
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].mo)
{
doAim(players[i].mo);
}
}
}
kipo wrote:sorry, I didn't see that comment was very old, you probably already fixed it in the last release.
AddOptionMenu "OptionsMenu"{
Submenu "Aim Assist Options", "AimAssistOptions"
StaticText ""
}
AddOptionMenu "OptionsMenu"{
Submenu "Aim Assist Options", "AimAssistOptions"
StaticText ""
}
AddOptionMenu "OptionsMenuSimple"{
Submenu "Aim Assist Options", "AimAssistOptions"
StaticText ""
}
class WhateverClass
{
// transient variables are not saved to the save game and will be null when the save is loaded
// so you must take care to populate them
// additionally, CVar variables on classes must be transient otherwise the save will fail
// that's just how GZDoom works
transient CVar someCVar;
void SomeFunction(void)
{
// cache the CVar
if (!someCVar)
{
someCVar = CVar.GetCVar("cl_some_cvar", player);
}
// if the cache still failed, probably best to just VM abort because the mod won't function properly anyway
if (!someCVar) ThrowAbortException("Can't cache CVar 'cl_some_cvar'!");
// now it's safe to get the value out of the CVar
if (someCVar.GetBool())
{
// do whatever
}
}
}
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