07-28-2003, 03:53 AM
The use thing sounds simple enough superficially. You said tons of math was being processed when the PlayerUse() player class function was called, it seems to me the smartest way to take a load of yourself (roleplaying as the responsible valve programmer), is to make the player stop dead in their tracks, and that is what gets exploited (duh). Finding the stopping code and keeping the PlayerUse() from flipping out when the player doesnt stop is the logical step, but can you make the function break out of itself if/when the player +using it gets hit (prior to the getting thrown), and subsequently disable the key while the fall-still-counts-as-a-kill timer is on? That would make the key useable as a stopping technique, but still let you get killed.