Commit Graph
9 Commits
Author SHA1 Message Date
Mikusch a5ff53f00f TF2: Add TFCond_ImmuneToPushback condition (#2023)
(cherry picked from commit 531b053096)
2023-08-30 22:08:46 +02:00
Mikusch 38fc001a1d TF2: Update StunPlayer signature (#2024) (fixes #2022)
(cherry picked from commit 0dafe04899)
2023-08-30 22:08:46 +02:00
Mikusch 4e0c47a1d5 Fix TF2_OnIsHolidayActive forward not getting called after map change (#1752)
* Fix TF2_IsHolidayActive forward not getting called after map change

* Rename function to Unhook
2023-08-30 22:08:45 +02:00
Mikusch 65b6602a19 SDKTools: Clear gamerules pointer on level shutdown (#1755)
* Clear gamerules pointer on level shutdown

* Move LevelShutdown up
2023-08-30 22:08:45 +02:00
Mikusch 1ad8bb4560 Remove misleading note on DynamicHook.RemoveHook docs (#1725) 2023-08-30 22:08:45 +02:00
Mikusch 542b7673d6 Add LookupEntityAttachment & GetEntityAttachment natives (#1653)
Using the virtual `CBaseAnimating::GetAttachment(int, matrix3x4_t &)` was a deliberate choice because virtual offsets are generally easier to maintain than signatures. The `matrix3x4_t` is converted to world position and world angles internally.
Some of the other overloads are also inlined on a few games, making this the best choice.

Since this call can only be used on classes inheriting `CBaseAnimating`, we check if the `DT_BaseAnimating` SendTable exists on the entity, throwing a native error if it doesn't.
This safeguard could be greatly improved with a call to `CBaseEntity::GetBaseAnimating`, but would require more gamedata (maybe something to consider for the future?)
2023-08-30 22:08:45 +02:00
Mikusch e67fdf2331 Update Team Fortress 2 gamedata
Shift virtual offsets up by 3
2023-08-30 22:08:45 +02:00
Mikusch 1eae765dc3 Update Team Fortress 2 gamedata (#1509) 2021-06-22 19:19:06 +01:00
Mikusch eef96da641 tf2: Add TFCond_PowerupModeDominant (#1361)
* Add TFCond_PowerupMode_Dominant

* comma

* Consistency
2020-10-02 17:33:57 -07:00