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@DESTROYGIRL DESTROYGIRL commented Jan 17, 2026

Description

  • Makes jeff fire bullets using the same method as players, allowing for penetration
  • Adds an entity for displaying points of interest on the HUD like ghost caps. Functions similarly to neo_controlpoint from OG and is backwards compatible with maps that used it

Toolchain

  • Windows MSVC VS2022

Linked Issues

@DESTROYGIRL DESTROYGIRL requested a review from a team January 17, 2026 13:25
@DESTROYGIRL DESTROYGIRL added the Mapping Entities, inputs and outputs. Things that are set up in the world editor label Jan 17, 2026
@DESTROYGIRL DESTROYGIRL added the UI/HUD Relates to the HUD, NeoUI, menus, etc label Jan 23, 2026
@Rainyan Rainyan self-requested a review January 24, 2026 09:24
Comment on lines +149 to +165
const float halfArrowLength = HALF_BASE_TEX_LENGTH * scale;
vgui::surface()->DrawSetColor(targetColor);
vgui::surface()->DrawTexturedRect(
x - halfArrowLength,
y - halfArrowLength,
x + halfArrowLength,
y + halfArrowLength);
}
else
{
const float halfArrowLength = HALF_BASE_TEX_LENGTH * scale;
vgui::surface()->DrawSetColor( targetColor );
vgui::surface()->DrawTexturedRect(
x - halfArrowLength,
y - halfArrowLength,
x + halfArrowLength,
y + halfArrowLength);
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Nit: since we're repeating these lines for both the "if" and the "else", could simplify by removing the else branch entirely, and just executing these lines unconditionally at the end of the function:

-
-               const float halfArrowLength = HALF_BASE_TEX_LENGTH * scale;
-               vgui::surface()->DrawSetColor(targetColor);
-               vgui::surface()->DrawTexturedRect(
-                       x - halfArrowLength,
-                       y - halfArrowLength,
-                       x + halfArrowLength,
-                       y + halfArrowLength);
-       }
-       else
-       {
-               const float halfArrowLength = HALF_BASE_TEX_LENGTH * scale;
-               vgui::surface()->DrawSetColor( targetColor );
-               vgui::surface()->DrawTexturedRect(
-                       x - halfArrowLength,
-                       y - halfArrowLength,
-                       x + halfArrowLength,
-                       y + halfArrowLength);
        }
+       const float halfArrowLength = HALF_BASE_TEX_LENGTH * scale;
+       vgui::surface()->DrawSetColor(targetColor);
+       vgui::surface()->DrawTexturedRect(
+               x - halfArrowLength,
+               y - halfArrowLength,
+               x + halfArrowLength,
+               y + halfArrowLength);

Comment on lines +1755 to +1757
auto pNeoAttacker = dynamic_cast<CNEO_Player*>(this);
Assert(pNeoAttacker);
pNeoAttacker->m_bIneligibleForLoadoutPick = true;
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Nit: this could be assert_cast, since it will be faster for Release builds but still does the Assert for Debug. Line 1759 on the other hand definitely should remain a dynamic_cast, since we do test the nullptr case for it.

Comment on lines +119 to +120

Assert( ICON_TOTAL == ARRAYSIZE(ICON_PATHS) );
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Nit: this run-time Assert could be changed to compile-time static_assert (or alternatively COMPILE_TIME_ASSERT, which is a convenience wrapper around static_assert)

Comment on lines +43 to +44
#ifdef GAME_DLL
virtual void Spawn();
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Nit: would prefer if we specify override explicitly

float m_fMarkerScalesCurrent[4] = { 0.78f, 0.6f, 0.38f, 0.0f };
wchar_t m_wszMarkerTextUnicode[64 + 1] = {};
Vector m_vecMyPos = vec3_origin;
vgui::HFont m_hFont = 0UL;
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Nit: maybe initialize m_hFont as vgui::INVALID_FONT, instead of using the magic value 0UL

Comment on lines +170 to +171
{
Assert( !m_pHUD_WorldPosMarker );
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Nit: probably redundant Assert, since the if-condition above already checks for this

@Rainyan Rainyan requested a review from a team January 24, 2026 09:40
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Mapping Entities, inputs and outputs. Things that are set up in the world editor UI/HUD Relates to the HUD, NeoUI, menus, etc

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The team logo above Jeff the tank should not be influenced by HDR

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