Search results

Jump to: navigation, search
  • ...he compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
    1 KB (207 words) - 16:25, 17 May 2009
  • {{eventnote|Issues|subject is broken for this event, it always appears to be the player doing the healing}}
    60 KB (9,106 words) - 10:52, 1 January 2023
  • *Fixed <tt>TF2_RemoveCondition</tt> not always removing conditions ({{bz|4981}}).
    9 KB (1,267 words) - 00:17, 29 October 2011
  • *Fixed StoreToAddress always writing 32 bits and throwing an error ({{bz|5248}}) (ProdigySim).
    864 bytes (114 words) - 19:34, 13 April 2012
  • To prevent memory leaks in SourcePawn, one must always close [[Handles_(SourceMod_Scripting)|Handles]]. Note that there are some t
    653 bytes (109 words) - 12:12, 21 June 2012
  • * @note This will return false always for CSWeapon_NONE
    18 KB (2,550 words) - 04:24, 24 March 2015
  • *Fixed MetamodVersionInfo::GetGameDir always returning NULL or garbage.
    2 KB (284 words) - 17:29, 25 August 2013
  • ...a build. Clean rebuilds are unnecessary and a waste of your time. AMBuild always computes minimal rebuilds accurately - any failure to do so is considered a
    10 KB (1,732 words) - 12:13, 22 September 2021
  • ConVars should always be created in OnPluginStart.
    7 KB (1,089 words) - 07:25, 5 November 2016
  • This isn't always necessary for games that use different events, but it's still a good idea.
    7 KB (1,028 words) - 20:29, 29 March 2020
  • *Fixed FakeClientCommandEx always leaking memory ({{bz|5678}}).
    3 KB (327 words) - 14:39, 22 March 2014
  • Here, we are specifying that the length of <tt>name</tt> is not always known - it could be anything.
    18 KB (2,676 words) - 16:20, 26 May 2022
  • ...sion API's (GetClientAuthString, etc.) has been changed in this version to always given the old "STEAM_X:Y:Z" format as a compatibility shim. This means that
    2 KB (273 words) - 12:50, 20 September 2014
  • ...> keyword is not (and never will be) available. New-style declarations are always zeroed. For huge arrays in a critical path (such as a player loop in <tt>On
    8 KB (1,317 words) - 18:52, 4 February 2015
  • ...e force method and should only be used as a last resort.''' You should '''always''' use [[#Checking inside an existing command: CheckCommandAccess|CheckComm
    8 KB (1,203 words) - 18:19, 29 March 2020
  • ...${platform}64/server"</tt>. This is normal behavior; the game server will always attempt to load both 32-bit and 64-bit binaries and fail on the one that do
    10 KB (1,539 words) - 17:35, 27 April 2024
  • ...sion}.autoload</tt> file (empty or not) in the extensions directory if you always want it to load.
    12 KB (1,851 words) - 22:45, 21 September 2023
  • Save this file as <code>01_hello.sp</code>. SourcePawn scripts always contain the <code>.sp</code> extension.
    18 KB (2,776 words) - 05:30, 16 April 2023
  • ...weird physics shenanigans and cheating clients can exceed these values so always ensure your angles are well formed before using them.
    2 KB (337 words) - 14:41, 19 May 2024
  • ...<tt>thisOffs</tt> fields are used for multiple inheritance and are almost always 0 in modern compiler single inheritance.
    26 KB (3,997 words) - 17:48, 12 June 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)