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Fix crossbow bolts firing at the wrong angle while underwater #208

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Toodles2You
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When entities travel into liquid contents, they have the direction of their velocity changed. Bolts have "SetOrigin" called in their spawn function before their "pev->origin" field is actually set. It seems that they don't get linked into the correct contents for one frame and then are treated as though they've crossed a liquid plane.

@SamVanheer
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I wouldn't call this a bug. While they may have forgotten to set the origin correctly this makes the crossbow a bit harder to use underwater. There's only a couple of weapons that can be used underwater and this has always been the challenge when using the crossbow. It would make fighting Ichthyosaurs a lot easier if you could just shoot them directly.

@Toodles2You
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You may be right! Hard to say if it was an intentional choice, or if Valve couldn't be bothered to figure out what caused the problem. The change does make fighting the Itchy easier but, with how the crossbow is presented in Apprehension, I believe that was the intent.

@SamVanheer
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Given that the first encounter with this weapon is set up to almost force the player to use it to kill the Ichthyosaur while also being underwater it is clear that this behavior is intended, even if it is implemented in a buggy manner.

Making this change would constitute a gameplay change which is out of scope for these projects.

I've updated the readme to explicitly exclude gameplay changes. This was previously implied in the project name and description:

Each repository provides project files compatible with Visual Studio 2019 and 2022, as well as bug fixes. The Opposing Force and Blue Shift projects are reference implementations of their respective games. This means they provide the original features, implemented as they are in the original games, including the many cases of code duplication.

The goal of the Updated repositories is to allow modders to make mods based on these games, while providing bug fixes that could be applied to the official games as well. A mod installation is also provided for each repository to allow players to play these games with all bug fixes applied.

But since this has been a point of contention a few times i've now clarified it.

The goal of these projects is only to provide an updated SDK to get started with. If you were to make a mod with the original SDK and one with this one the look and feel and gameplay should be the same.

Changes like these belong in a mod that rebalances the gameplay. You can create such a mod if you want to make that available to people.

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2 participants