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Log health to demo on change #293
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SmileyAG
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May 19, 2022
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…model when watching a POV demo with dem_forcehltv 1
Merge? @YaLTeR Reason why I added And, even it would be done later in which I hope, I can make suspicions that it would be works correctly only for |
Why does this remove bxt_show_player_in_hltv? |
I don't think it's needs? Or at least I could return it back, but set value to 1 as default. |
Like, regardless, it's completely unrelated and should be a separate PR. |
Can be merged now. |
@YaLTeR Now? |
@@ -128,6 +128,7 @@ namespace CVars | |||
CVarWrapper bxt_hud_health("bxt_hud_health", "0"); | |||
CVarWrapper bxt_hud_health_offset("bxt_hud_health_offset", ""); | |||
CVarWrapper bxt_hud_health_anchor("bxt_hud_health_anchor", "0.5 1"); | |||
CVarWrapper bxt_hud_health_override_in_demo("bxt_hud_health_override_in_demo", "0"); |
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The recording to demo part is good to merge, however this cvar I don't really like (passing the value through a cvar shouldn't be required here). Since it's not hooked up anyway (nothing sets it), maybe you could remove it from the PR?
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BunnymodXT/BunnymodXT/hud_custom.cpp
Lines 1016 to 1019 in eff47ff
if (ClientDLL::GetInstance().pEngfuncs->pDemoAPI->IsPlayingback() && CVars::bxt_hud_health_override_in_demo.GetInt() >= 1) | |
DrawNumber(CVars::bxt_hud_health_override_in_demo.GetInt(), x, y); | |
else | |
DrawNumber(static_cast<int>(player.health), x, y); |
That should be a temporary solution for renders, before someone would implement the proper parsing of health from BXT demo data to bxt_hud_health
(#294), so I don't want to remove that cvar at the moment.
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Is it really useful for renders? Like, it doesn't change the in-game HP, only the BXT HUD...
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Because at the moment I could dump health from BXT Demo Data with special tool and then set that value to bxt_hud_health_override_in_demo
command, so yeah, that useful.
That cvar might be removed when there is would be a implementation of parsing health to in-game from BXT Data while demo playback.
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Alright I suppose