Skip to content

[TF2] Fix multiple disruptive Manmelter issues#1876

Open
dilbertron2 wants to merge 6 commits intoValveSoftware:masterfrom
dilbertron2:manmelter-fix
Open

[TF2] Fix multiple disruptive Manmelter issues#1876
dilbertron2 wants to merge 6 commits intoValveSoftware:masterfrom
dilbertron2:manmelter-fix

Conversation

@dilbertron2
Copy link
Copy Markdown

@dilbertron2 dilbertron2 commented Apr 7, 2026

Description

This PR seeks to fix multiple issues with the Manmelter and hopefully improve the weapon's usability.

Issue 1
If the Manmelter has more than 1 crit stored up and the player fires the weapon, the "absorbing fire" particle effect intended for use when extinguishing other players is spawned and obscures a large amount of the player's screen. This is clearly unintentional.

Issue 2
If the player holds down both +attack and +attack2 simultaneously then the currently stored crits get expended extremely fast without the weapon being fired. This oversight breaks one of the main benefits of the whole weapon. (This effect also occurs if the weapon is fired underwater)

Issue 3
This issue is not as big of a problem as the other two but still notable. In some scenarios the crit counter will appear to deplete rapidly before being "reset" to its true value once the server catches up. (This issue is more prevalent on high-latency connections)

Videos

Particle bug demonstration
https://streamable.com/akm2o6

Crit loss bug demonstration (take note of the crit counter in the bottom right)
https://streamable.com/8unzeh

Issues

Fixes Source-1-Games #6059
Partially fixes Source-1-Games #4022

Related PRs

If this is merged I would also recommend that #1724 is merged as it also relates to the Manmelter and other flare guns.

This reverts commit dcf5c65.
rework `CTFFlareGun_Revenge::PrimaryAttack` to stop crits from being eaten without being fired

make `DoAbsorbEffect` be called via a UserMessage instead of being called from  `CTFFlareGun_Revenge::OnDataChanged` as this causes problems with the effect playing unintentionally

add prediction checks to crit count lowering code to stop crit counter rapidly decreasing before resetting to correct value in some cases
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

[TF2] Manmelter faulty crit charge consumption [TF2] Manmelter alt-fire visual bugs

1 participant