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CS Update on September 24: Fixes Some Bugs and Optimizes the Crosshair System

BUFFAssistant

CS Update on September 24

[ Rush ]

In Rush, the maximum countdown in the end room and after elimination has been increased from 7 seconds to 14 seconds.

The post-elimination countdown will not activate when an entire team dies due to suicide, team kills, and/or disconnects.

Warmup time, freeze time, and technical timeout duration have all been shortened once all players are connected.

Fixes multiple gaps and adjusts collision.

[ Crosshair ]

Some additional information about the new crosshair system:

The new crosshair thickness and length units are pixels.

Previously, these values were defined using arbitrary ratios and then converted into pixels based on the display resolution, so the same value would result in a different number of pixels at different resolutions.

When using the new settings, if you want a crosshair with a thickness of 1 pixel, a horizontal bar length of 8 pixels, and a gap of 4 pixels, you would set: thickness = 1, length = 8, gap = 4.

Please note that the new crosshair system automatically rescales pixel values when the display resolution changes. For example, if a crosshair is configured at a display resolution of 1280x720 with a thickness of 2 pixels, and the display resolution is then changed to 2560x1440, its thickness will now automatically rescale to 4 pixels to maintain the same proportions as when it was configured.

Adds a new Half-outline drawing option. This only draws the outline on the upper-left portion of the crosshair.

Fixes a bug that prevented Gap Width 0 from taking effect.

Added the Static Square crosshair style Reduced the minimum dynamic spread distance to 64 pixels. The new dynamic crosshair style shows your weapon’s actual spread and inaccuracy, while the “Dynamic Spread Threshold” setting caps the crosshair’s expansion distance at maximum inaccuracy and spread. A 64-pixel base spread distance covers the weapons with the greatest spread, helping players better understand the actual accuracy of the weapons they are using.

[ Miscellaneous ]

Fixes an issue where the left-hand viewmodel animation displayed incorrectly during silent reloads.

Fixes an issue where third-person player models played the silent reload animation too quickly.

Fixed an issue where the first-person Dual Berettas reload animation displayed incorrectly.

Team tags now appear in the kill feed.