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This repository has been archived by the owner on Aug 15, 2021. It is now read-only.
With the PlayerButtonDown/Up hooks now behaving properly during prediction clientside, there's no more use of the SetInButton/HandleButtonBind hack I had to do to set the button as active during a StartCommand message.
This means that entities will now listen to the button press in a less "hacky" way and will not clutter the cusercmd with keys you don't want to force pressed or whatever.
As with the change mentioned above, WasKeyPressed is getting removed, it was an utility function and it's functionality was questionable due to it being related to CMoveData, however it MIGHT return.
The text was updated successfully, but these errors were encountered:
If you still need to use WasKeyPressed and IsKeyDown for the CMoveData, I'd suggest calling them directly from the CMoveData of the Move hook(s) instead.
With the PlayerButtonDown/Up hooks now behaving properly during prediction clientside, there's no more use of the SetInButton/HandleButtonBind hack I had to do to set the button as active during a StartCommand message.
This means that entities will now listen to the button press in a less "hacky" way and will not clutter the cusercmd with keys you don't want to force pressed or whatever.
As with the change mentioned above, WasKeyPressed is getting removed, it was an utility function and it's functionality was questionable due to it being related to CMoveData, however it MIGHT return.
The text was updated successfully, but these errors were encountered: