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Knife attack doesn't have force #674

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AdamTadeusz opened this issue Oct 3, 2024 · 0 comments · May be fixed by #675
Open

Knife attack doesn't have force #674

AdamTadeusz opened this issue Oct 3, 2024 · 0 comments · May be fixed by #675
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Gunplay Gunplay elements in Neotokyo. Grenades, TTK, etc.
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@AdamTadeusz
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from CBaseEntity::VPhysicsTakeDamage

// If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage
// force & position without specifying one or both of them. Decide whether your damage that's causing
// this is something you believe should impart physics force on the receiver. If it is, you need to
// setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in
// takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the
// damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display.
#if !defined( TF_DLL )
Assert( force != vec3_origin && offset != vec3_origin ); <-- Failed assert when attacking a prop (like the lanterns on nt_dawn_ctg) with knife

@AdamTadeusz AdamTadeusz changed the title Knife attack doesn't have force and offset Knife attack doesn't have force Oct 3, 2024
@AdamTadeusz AdamTadeusz self-assigned this Oct 3, 2024
@AdamTadeusz AdamTadeusz linked a pull request Oct 3, 2024 that will close this issue
@blaberry blaberry added this to the Parity milestone Oct 9, 2024
@blaberry blaberry added the Gunplay Gunplay elements in Neotokyo. Grenades, TTK, etc. label Oct 9, 2024
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