





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
































4

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::vectors, 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...