recall something else, vgui in class selection or skill selection, think it's skill select...the accept and cancel buttons serve no function and are unattached. (ie: they dont work or highlight.)
I don't think they ever have been used at all. You just click on the skill you want and the window closes automaticly. And if you didn't want a skill you would just click on the X an the top-right corner. Maybe removing the Accept/Cancel buttons is a good idea?
Did anyone test for zombie tanks... I will soo use that shit against you if its in there. YOU CAN'T KILL ME!!!
Regarding 9mine-fx Bug: I don't remember the wording exactly, but I believe Jephir said something about it being unfixable? Just wanted to ask what you have found to be the problem so far. Have the Mine-Explosions been touched like for instance the Mortar-Explosions?
After doing some testing on a server it looks like mine explosions are only hidden to the player that dropped the mines. Maybe there is code somewhere that is hiding the explosion but I haven't been able to find it.
It's pretty odd since, as you said, only the explosions due to placing the ninth mine caused by X are not visible to X, whereas those from X caused by normal triggering and the Nine-Mines of Y are perfectly visible to X. As I'm not awear of how the overplaced mines are "exploded" codewise, I don't really know what to conclude of this. I assume mines are handled client-wise, since other peoples 9mines are shown properly to X, whereas Y doesn't see his own 9mine but the one of X. One possible problem therfore could arise from some linkage/relationship error, a broken or misleading line of code which in consequence doesn't fetch the specified fx. Don't really know if those preposterous lines above help you in any way, since I don't even know nearly anything about coding Anyways...