Garry's Mod

Garry's Mod

Clientside Hitreg
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Update: 14 May @ 12:20am

fix null ent error

Update: 5 Feb @ 4:45am

CTakeDamageInfo:Set/GetWeapon was added in dev branch version 2025.01.15

idk what the implications of this are yet but for now all clhr does with it is preserve its value for client-registered hits (like with the other properties of CTakeDamageInfo)

Update: 11 Oct, 2023 @ 7:25pm

fixed a lua error that happens when shot target is somehow behind the shooter

Update: 26 Sep, 2023 @ 10:00pm

- added new hooks CLHR_PreShouldApplyToBullet(ply, data) and CLHR_PostShouldApplyToBullet(ply, trace, dmginfo) for compatibility purposes
- fixed a potential exploit with clhr_subtick that lets cheaters set whatever shootpos they want

Update: 26 Sep, 2023 @ 9:00am

- added a new cvar clhr_subtick which simulates subtick hitreg https://youtu.be/rCLgx5wj4zk (please don't use this feature in public servers)
- tried to fix some weird bug with zero-damage arccw weapons

Update: 24 May, 2023 @ 3:40pm

fixed a lua error that happens when the first ever hit message that the server receives from the client arrived too early

Update: 23 May, 2023 @ 9:30pm

instead of suppressing the shot entirely, now only disables lag compensation for shots that have a tick count that's lower than the last shot's tick count

Update: 23 May, 2023 @ 9:00pm

- tolerance checks now take client interp settings into account
- tweaked some clhr_printshots debug messages

Update: 22 May, 2023 @ 9:00am

- added a new cvar clhr_nofirebulletsincallback which stops Entity:FireBullets from firing a new bullet when executing the callback function of a client-registered hit
- added an option to set a CLHR_Disabled field in a swep table to disable clientside hitreg for certain weapons
- shotgun hits are now merged into a single net message instead of one for each pellet
- fixed EntityFireBullets hooks with non-string identifiers not being run

Update: 21 May, 2023 @ 12:00am

- use physcollides instead of obb hitboxes for entities with the vphysics solid type
- send actual hitpos for vphysics entities instead of direction of hitpos from the origin because the collision mesh might not be convex
- use the bullet's actual distance for the retrace in case a bullet callback expects the correct Fraction field from the TraceResult table
- print operands of successful tolerance checks with the clhr_printshots cvar
- fixed the gamemode-defined EntityFireBullets hook not being run if it exists