Questions: 1) Detect current skill level? 2) Do monster bullets have a skill setting? 3) Detect weapon slot is free or not? 4) Green HUD ammo bars always empty? TODO: killing yourself against a wall doesn't stop looping sounds (egon) egon beams are disappearing sometimes. WHY??? tripmine deplete not fast enough finish user beams Nice to have features: combine shoot ents for ultimate whatsits trigger shoot entities on their own think function for non-custom projectiles, so that they can use more of the options kingpin orb projectile projectile trigger on fire with projectile as activator muzzle particles dont fire on miss/damage for beams projectiles disppear too early sometimes options for takedamage instead of traceattack (hornet) friendly fire option water splash options? projectile acceleration + max speed + easing + max speed time multiple cooldown values for funky beats fire secondary/tertiary at the same time? Set keyvalue of target/trigger on impact shoot during windup (gets faster and faster) bullet accuracy affected by movement (BulletAccuracy()) EF_BRIGHTLIGHT for projectiles flashbang effect (blind whoever looks) penetration power regenerate ammo if another gun with same ammo type is not also regening parse material texture sounds for crowbar DOCS: explain damage types Fixable Bugs: Projectiles w/ Hull size > 0 do weird things when colliding with enemies (blood sprites 50 feet away from impact) Projectiles sometimes get stuck inside enemies when set to bounce Hammer sometimes won't save a float value if its set to "0". Do "0.0" isntead. (projectile defaults) Unfixable Bugs: Ammo dropping doesn't work Custom ammo can't be picked up if no gun uses it (results in console errors) INACCURACIES: Crowbar: - No footstep sounds on impact with world - No electric mode - Throw sound doesn't loop fast enough - Cooldown for hitting flesh is slightly faster (0.25 vs 0.3). I think it's better this way. Wrench: - Decal isn't delayed. No point in doing this since it isn't also delayed for hitting monsters - Windup power increases faster, then eases out at the end. This makes more sense I think - Repairable breakables play damage sound when repaired Medkit: - Revive hitbox isn't quite the same Barnacle: - Can't overpower super strong gravity - Can pull downwards Uzi: - No dual wield M16: - No secondary reload Guass: - Charge up speed isn't quite the same - Doesn't shoot through glass, or kill you randomly when trying to do that. Egon: - The impact sprite is less laggy Hornet: - Secondary only fires yellow hornets Tripmine: - The weapon doesn't get removed fast enough when you use the last one - World model doesn't work because there is none (SC uses v_model with body=3). Shock Rifle: - Secondary fire only has one beam and it doesn't chain between enemies - Doesn't explode when dropped or out of ammo Minigun: - Windup functions are more responsive