v3.2.7 Update Released
We're releasing a very small patch today, focused mostly on code cleanup, few UI fixes, supershorty reload animation changes and other bugfixes as usual. Full details below:
[h2]Angelscript[/h2]
[h2]Entities[/h2]
[h2]Events[/h2]
[h2]General[/h2]
[h2]User Interface[/h2]
[h2]Weapons[/h2]
Changelog
[h2]Angelscript[/h2]
- Added "CBaseEntity@ CZP_Player.GetInfectedBy()" method which returns the entity that infected this player.
- Fixed weapons never calling the "OnEntityUsed" forward.
[h2]Entities[/h2]
- Fixed "func_clip_vphysics" broken "start disabled" key/value pair.
- Fixed weapons never calling the "OnPlayerUse" output.
[h2]Events[/h2]
- Added the ability to force disable an event by setting it's CVAR override to a negative value.
- Optimized the system in general.
[h2]General[/h2]
- Code optimizations in several places.
[h2]User Interface[/h2]
- Fixed radio menus always disappearing after 5 seconds (note: the fix is applied only for radio menus created by Angelscript. SourceMod will use it's internal "workaround" to keep the menus displayed more than 5 seconds).
- Fixed the annoying "Loading..." dialog taking the entire screen (rare on Windows, frequently on Linux).
- Fixed uncloseable radio menus created by Angelscript.
[h2]Weapons[/h2]
- [Super Shorty] Changed the starting reload sequence to insert a buckshot straight away.