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bxt_hud_weapon_cooldown#324

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Eddio0141 wants to merge 9 commits intoYaLTeR:masterfrom
Eddio0141:bxt_hud_weapon_cooldown
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bxt_hud_weapon_cooldown#324
Eddio0141 wants to merge 9 commits intoYaLTeR:masterfrom
Eddio0141:bxt_hud_weapon_cooldown

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@Eddio0141
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@Eddio0141 Eddio0141 commented Jul 26, 2022

bxt_hud_weapon_cooldown to show weapon cooldown information.

I'm still trying to figure out 2 things

  • I don't know what the offset of this and this is about, or if there is a better way to getting player's active item.
  • Some weapons in half life echoes work but some doesn't such as the shotgun. Weapons spawned by impulse 101 works fine. Still haven't figured out a way to fix this.

I'd appreciate any help.

return;

auto* gauss = pEngfuncs->pfnFindEntityByString(nullptr, "classname", "weapon_gauss");
if (gauss && pEngfuncs->pfnEntOffsetOfPEntity(gauss) && !std::strcmp(HwDLL::GetInstance().ppGlobals->pStringBase + activeItem->v.classname, "weapon_gauss")) {
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Hm, what if there's a weapon_gauss on the floor but the player also has a weapon_gauss?

@Eddio0141
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Made it so its right below the timer since the cooldown hud can grow downwards

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