Fixing NPC blinking: Difference between revisions
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(Created page with "== Fixing the blinking bug == In source sdk2013 blinking has been broken for a while. Fixing this is as easy as removing a single line of code. Go to <source lang=cpp> void...") |
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In source sdk2013 blinking has been broken for a while. Fixing this is as easy as removing a single line of code. | In source sdk2013 blinking has been broken for a while. Fixing this is as easy as removing a single line of code. | ||
Go to | Go to "'''c_baseflex.cpp'''" to the following line | ||
<source lang=cpp> | <source lang=cpp> | ||
void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) | void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ) |
Revision as of 12:15, 17 November 2019
Fixing the blinking bug
In source sdk2013 blinking has been broken for a while. Fixing this is as easy as removing a single line of code.
Go to "c_baseflex.cpp" to the following line
void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
And remove the following line
m_iBlink = AddGlobalFlexController( "UH" );
Congratulations! You have successfully fixed npc blinking it was as easy as that