User:Randomname90001/Sandbox
This page just contains some random fun facts and technical information. This is really only meant for people like me who like scrolling through the wiki and reading whatever random stuff comes their way.
Contents
Projectile Offsets
- Offsets are in the format of "vForward, vRight, vUp."
- Flipped Viewmodel offsets are present if they exist.
- Forward vectors extend directly from your screen, so a 16 hammer unit offset would put the projectile 16 hammer units in front of where you are looking.
- Right vectors are perpendicular to the forward vector, they will move the projectile to the right or left of where you are looking.
- Up vectors are, again, perpendicular to the forward vector, they move the projectile up or down to where you are looking.
- Pitch is basically just up and down in terms of rotation, subtracting rotates it up, adding rotates it down.
Jars and Cleaver
- Normal: 16, 8, -6
- Flipped: 16 -8, -6
Lunchboxes
- Normal: 0, 0, -8
- 10 degrees are removed from the pitch of the player's eye angles.
Grenade Launchers and Stickybomb Launchers
- Normal: 16, 8, -6
- Flipped: 16, -8, -6
Rocket Launchers and Flare Guns
- Normal: 23.5, 12, -3
- Crouching: 23.5, 12, 8
- The Original: 23.5, 0, -3
Arrow weapons
- Note: Viewmodel offsets are switched between flipped and normal because of weirdness in how the Huntsman, and by extension, other arrow weapons were coded.
- Normal: 23.5, -8, -3
- Flipped: 23.5, 8, -3
Syringes
- Normal: 16, 6, -8
- Flipped: 16, -6, -8
Pomson 6000
- Normal: 23.5, -8, -16
- Flipped: 23.5, 8, -16
- Crouching: 23.5, -8, -5
Bison and Cow Mangler 5000
- Normal: 23.5, -8, -3
- Flipped: 23.5, 8, -3
- Crouching: 23.5, -8, 8
Why the Flamethrower's Healing Debuff is Broken
You might seen sigsegv's video about Meet Your Match's Flamethrower debuff, and how it is wildly inconsistent, rarely ever being the actual stated 20% (previously 25%) decrease in healing. Well, now that we have the source code, we can see what went wrong.
- Continuous healing sources add their HP/s divided by 66 to the player's total healing fraction every tick. This healing for the tick is added to the player's total healing fraction, which will have the integer portion removed and added to the player's health when it is equal to or greater than 1. After all the healing for the tick has been accumulated and added to the total healing fraction, the 20% multiplier is applied to it.
- The problem comes from the fact that the multiplier applied to the TOTAL healing fraction instead of the healing added for that tick, meaning our total healing is being reduced every tick, even if we had healing before that wouldn't've been reduced. Some healing sources do not heal enough, and continuously get reduced below one due to the multiplier beating it out, preventing any healing from being accrued.
- If a server were to be under heavy stress, or had a low tick rate, the effective reduction from the debuff would be reduced, and become more accurate to the 20% decrease it's supposed to be.
The 2 Unusual Rates We (probably) Have
As you may know, we only have an estimate for the Unusual chances for normal crates, BUT we do have the Unusual chance for... 2 crates... those being the Mann Co. Director's Cut Reel, and the Mann Co. Stockpile Crate. If the code comments[1] and the item schema are anything to go by, there is a roughly 0.47% chance of an Unusual being unboxed from these crates.
- ↑ game/shared/econ/econ_item_schema.cpp:L2660