There's actually a fix that boils back down to entity scripting, kind of ironic right?
Spoiler
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Combine that with sourcepawn and you'll get something like this which checks if the entity created is a spritetrail then does its scripting magic on it:
Result:
Source
Code: Select all
public void OnEntityCreated(int entity, char[] classname)
{
if (StrEqual(classname, "env_spritetrail", false))
{
FixSpriteTrail(entity);
}
}
stock void FixSpriteTrail(int entity)
{
SetVariantString("OnUser1 !self:SetScale:1:0.5:-1");
AcceptEntityInput(entity, "AddOutput");
AcceptEntityInput(entity, "FireUser1");
}
Source
1. Now any maps added after this fix can actually give spritetrails to the player who finds the secret in the map instead of just parenting a prop BECAUSE THAT'S BORING!!
2. Spritetrails could act as another reward option for the upcoming store & future coin pickups