Closed UnderSet closed 12 months ago
ArcCW altfire is going to be an issue.
ARC9's existing firemode detection code won't work for it as it shows ArcCW altfire (when switched to) as UB(B
(it gets cut off). ArcCW code is needed for this one.
Keybind detection for TFA is also a "do it or drop" kind of roadblock for us here.
ArcCW altfire detection is done. Just needed tons of spaghetti code.
Also yeah TFA Base won't get any button hints. I'll still implement them for ARC9 and ArcCW though!
After all the stuff I made with ArcCW that caused it to essentially SNAP, I think it's rewriting time, I suppose.
Now that the rewrite has reached some stability, let's redo this thing again. Properly. (At least my code isn't as shit as it was before, right?)
Weapon:IsScripted()
TFA keybinds are defined by a console command! This means that, given a keycode table, I can translate it back to just keys! This is perfect!
I am going to have to manually build a keycode table, key by key. It's a painful process. I don't wanna do it. I tried searching the TFA Base code, but it isn't there somehow. Dang me...
Finally finished in commit abd58b3. This was really draining to work on.
crap i forgor act3 and tacrp exists
TacRP
)
ACT3
)
Obsolete due to me accidentally wiping my hard drive. Oops.
This is especially important for ARC9 as with its HUD disabled and Force Crosshair set to Off in its settings, some weapon packs (such as Gunsmith Arms: Source will leave you in the blind as to which firemode you are using, such as Semi-Auto or Full Auto or Burst Fire.
Also, what's worse is that Burst Fire and Full Auto seems to use the exact same crosshair (bruh) in ARC9, further complicating things.(no you're wrong 2 weeks ago UnderSet are you stupid they're clearly different)Likely needs even more ARC9 code for display and a bit of code from literally every weapon base on GMod for the hints. Shouldn't be too much trouble.
Progress: See this comment