Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

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@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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Successfully merging this pull request may close these issues.

[GAME] Support for Counter Strike: Source viewmodels

2 participants

@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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Successfully merging this pull request may close these issues.

[GAME] Support for Counter Strike: Source viewmodels

2 participants

@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Enable Counter-Strike Source view model chirality in Mapbase - #84

Merged
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

Conversation

@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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@1upD@Blixibon
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Enable Counter-Strike Source view model chirality in Mapbase - #84

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Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality
Jan 23, 2021
Merged

Enable Counter-Strike Source view model chirality in Mapbase#84
Blixibon merged 1 commit into
mapbase-source:developfrom
1upD:mapbase/css-viewmodel-chirality

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@1upD

@1upD1upD commented Dec 29, 2020

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This pull request simply activates two preprocessors that previously had deactivated the code Counter-Strike uses to switch left handed viewmodels to right handed mode. This will allow weapons to be switched to left handed mode if desired.

Please note that in order to use left handed viewmodels, the following values will need to be added to each weapon script:

	"BuiltRightHanded" "1"
"AllowFlipping" "1"

If these values are set, then a player or mapper may change the chirality of the player's hands with this ConVar:

cl_righthand 0 // left handed
cl_righthand 1 // right handed

Does this PR close any issues?

PR Checklist

  • My PR follows all guidelines in the CONTRIBUTING.md file
  • My PR targets a develop branch OR targets another branch with a specific goal in mind

@BlixibonBlixibon linked an issue Jan 23, 2021 that may be closed by this pull request
@Blixibon

Blixibon commented Jan 23, 2021

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This PR seems to function as intended, although I want to point out that both AllowFlipping and BuiltRightHanded are enabled by default, so they don't need to be added to weapon scripts unless they should be set to 0.

Most viewmodels in HL2 seem to flip pretty well, although a few of them look pretty weird and inconsistent with their un-flipped counterparts. The AR2 is probably the worst offender. Grenades and other projectiles also still act as though they were thrown from the player's right hand.

I could use AllowFlipping "0" on some of HL2's weapon scripts to remedy the weirdness, although cl_righthand is a pretty niche feature for a HL2 context and I don't expect anyone who uses it with HL2 viewmodels to be bothered by it enough to warrant adding new weapon scripts for mods using Mapbase to account for.

With that in mind, I think this PR is ready

@Blixibon
Blixibon merged commit eb2e8d5 into mapbase-source:developJan 23, 2021
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
…chirality
Enable Counter-Strike Source view model chirality in Mapbase
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[GAME] Support for Counter Strike: Source viewmodels

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@1upD@Blixibon