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  • ViewPunch is part of [[CBasePlayer]], which allows you to punch the player's views by a specified angle. It can be used in map logic with [ // Purpose: Punch the player's view by the specified QAngle
    2 KB (280 words) - 10:03, 23 January 2023
  • *Bots can use custom load-outs such as The Huntsman and Bonk! Atomic Punch. *Scouts can intelligently use the Bonk! Atomic Punch, retreating, using the drink, and pushing forward.
    5 KB (884 words) - 15:20, 15 June 2023
  • {{fl|16|Efficient - Don't acquire enemies or avoid obstacles}} {{I|BlindfireOn|Gunship will fire at an unseen target, attempting to punch through to them}}
    3 KB (460 words) - 17:44, 1 June 2025
  • AddViewKick( ); //Don't forget to add our viewkick QAngle punch;
    9 KB (1,352 words) - 05:10, 12 September 2022
  • // Each time the player fires the pistol, reset the view punch. This prevents //Add it to the view punch
    20 KB (2,364 words) - 22:58, 21 January 2024
  • void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip ) QAngle final = in + punch;
    19 KB (2,081 words) - 00:40, 18 November 2022
  • void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip ) QAngle final = in + punch;
    20 KB (2,010 words) - 04:06, 22 August 2024
  • ...at while it spawns with more ammo than the Magnum, the default HL2:DM maps don't have any pistol ammo lying around, so be prepared to switch to other weap ...led; at high levels, most enemies fall in only two shots, and thats if you don't get a headshot!
    8 KB (1,293 words) - 00:52, 25 June 2024
  • ...es damaging you) make you jerk a little, make your screen flash red if you don't have a HEV suit, or provide red HUD directions to display where the damag * {{l4ds|4}} Same damage as a Tanks punch and his boulders.
    11 KB (1,844 words) - 07:12, 20 May 2025
  • | - || glados || ''Oh no, don't. Anyway, back to you two imbeciles killing me:'' || -1_01 | - || glados || ''Wait here. Don't go anywhere. I'll be back.'' || -1_02
    27 KB (4,474 words) - 10:08, 21 January 2024
  • It has not yet been tested which ones work and which ones don't.}} | You don't need to take pain pills
    28 KB (3,123 words) - 08:02, 12 July 2024
  • m_bNeedPump = true; // We don't need that anymore // or just change it to ACT_SHOTGUN_PUMP if you don't want different animation.
    33 KB (3,677 words) - 22:52, 21 January 2024
  • ...hake, followed by a slight fall-off of feedback but maintains most of the "punch" of the first shot. : Don't draw ammo pickup sprites/sounds when ammo is received.
    25 KB (2,631 words) - 12:23, 12 July 2024
  • mp_damage_headshot_only 1 // Bullets that aren't headshots don't deal damage mp_heavyassaultsuit_aimpunch 1 // How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
    25 KB (3,621 words) - 04:16, 25 January 2024
  • mp_damage_headshot_only 1 // Bullets that aren't headshots don't deal damage mp_heavyassaultsuit_aimpunch 1 // How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
    27 KB (3,597 words) - 07:50, 11 July 2024
  • ...hake, followed by a slight fall-off of feedback but maintains most of the "punch" of the first shot. : Don't draw ammo pickup sprites/sounds when ammo is received.
    21 KB (3,167 words) - 11:54, 16 March 2025
  • // If you don't need stance and health dependent accuracy, you can just remove this // Each time the player fires the gun, reset the view punch
    40 KB (4,640 words) - 04:02, 12 July 2024
  • // don't punch through walls due to interpolation return 0; //worldmodels don't have the same attachments, so just get out (crossbow)
    44 KB (5,364 words) - 17:19, 18 July 2025
  • // don't punch through walls due to interpolation return 0; //worldmodels don't have the same attachments, so just get out (crossbow)
    44 KB (5,393 words) - 17:19, 18 July 2025
  • 4 : "Don't link" : 0 //* Don't attack the player until s/he can see us.
    100 KB (11,612 words) - 01:49, 11 September 2024
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