- Add an additional sanity check in case the TF2EconDynAttribute handle is not valid.
- Fix an array not using MAXPLAYERS ( important for unrestricted maxplayers count )
- Added support for unrestricted maxplayers count.
- Fix a typo in the worldmodel path.
- Check if the weapon exists during
TF2_OnConditionAdded
andTF2_OnConditionRemoved
- Check if the client or weapon are invalid during Frame_OnDrawWeapon.
Added better support when reloading or unloading the plugin ( it now removes the models ).
Big change, thus big versioning change. We've moved away from Nosoop's custom attribute frameowrk and we've switched over to Nosoop's SMExt-TFEconDynamic, which utilizes a injection method to act just like actual TF2 attributes ( hence you can use TF2Attribute's functions to parse them ).
Name | Class | Description |
---|---|---|
set weapon model |
set_weapon_model |
It changes both the viewmodel and worldmodel of the weapon to the specified model. |
set weapon viewmodel |
set_weapon_viewmodel |
It changes the viewmodel of the weapon to the specified model. It overrides set weapon model . |
set weapon worldmodel |
set_weapon_worldmodel |
It changes both the worldmodel of the weapon to the specified model. It overrides set weapon model . |
set viewmodel arms |
set_viewmodel_arms |
It changes the arms model ( including arms ) to the specified model. |
set viewmodel bonemerged arms |
set_viewmodel_animations |
It changes the visible arms to the specified model. Useful if you want to set animations with set viewmodel arms but want to use a different model. |