pTarget->TakeDamage((vec2(0.f, -1.0f) + Temp) * Strength, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
m_pPlayer->GetCID(), m_Core.m_ActiveWeapon);
how to determine which direction the player pressed for this function?git checkout <mod branch>
and finally git merge master
77ba857
Remove middle man in call chain - Robyt3
07e336e
Improve theme icon loading, fix flashing black screen - Robyt3
fdaa343
Fix check for invalid texture after LoadTextureRaw
- Robyt3
82ba8e0
Add CTextureHandle::IsNullTexture
, rename InvalidTexture
- Robyt3
e12f59b
Remove unused argument pUser
of LoadAsset
function - Robyt3
367c7ba
Fix some textures being loaded without mipmaps - Robyt3
b60b14b
Merge pull request #7412 from Robyt3/Graphics-Invalid-TexLoad-Flags - def-std::vector
s, so much larger maps can be written. This was only a limitation when writing map files. Old clients can correctly read the map files having more items/data but will crash when the map is saved in the editor.
WaitForIdle
is removed because this can cause deadlocks when dbg_assert
is called from a code segment that owns the same lock that `WaitForI...