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Changelog April 7th 2026
Vuthakral edited this page Apr 7, 2026
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1 revision
- Weapon Base: Added a validity check within SetAnimRate function to hopefully mitigate a weird edge-case in multiplayer causing some users to experience annoying but harmless errors.
- Weapon Base: Caught some inconsistencies with hit/miss delays on melee attacks & fixed that. If you've ever encountered weird delays & couldn't figure out why, that was why.
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Weapon Base: Added a melee combo system. Only works when defined otherwise melee weapons use traditional/legacy behaviour. This works for primary, secondary, and gun melees. These are set up using
SWEP.PrimaryCombo,SWEP.SecondaryCombo, andSWEP.GunMeleeComborespectively. Here is an example setup from the Wolf Team werewolves:
SWEP.PrimaryCombo = {
[1] = {
x = {60, -60}, -- start, end
y = {-16, -4},
delay = {0.25, 0.25, 0.05}, -- hit, miss, tick
screenshake = {false, 0},
damage = {40, DMG_CLUB, 15}, -- damage, type, force
range = 15,
continuous = false,
sound = "wt.wolfswing1_generic",
hitsound = "wolfteammeleeimpact",
decals = {"ManhackCut", nil},
anim_tp_crouch = ACT_VM_HITRIGHT,
anim_tp = ACT_VM_HITRIGHT, -- plays on swing
anim_fp_miss = ACT_VM_PRIMARYATTACK, -- plays on swing
anim_fp = nil, -- plays on impact
},
[2] = {
x = {-60, 60}, -- start, end
y = {-16, -4},
delay = {0.25, 0.25, 0.05}, -- hit, miss, tick
screenshake = {false, 0},
damage = {40, DMG_CLUB, 15}, -- damage, type, force
range = 15,
continuous = false,
sound = "wt.wolfswing1_generic",
hitsound = "wolfteammeleeimpact",
decals = {"ManhackCut", nil},
anim_tp_crouch = ACT_VM_HITLEFT,
anim_tp = ACT_VM_HITLEFT, -- plays on swing
anim_fp_miss = ACT_VM_PRIMARYATTACK, -- plays on swing
anim_fp = nil, -- plays on impact
}
}-
Weapon Base: Added
SWEP.VoiceSet. Nil by default. When defined it will override the voiceset of the player only while the weapon is actively selected. -
Weapon Base: Added
SWEP.Footsteps. See above, it's for footstep sound sets instead though.