DeathMsg Fix v1.0.3
1 Attachment(s)
Info (RUS):
* Plugin fixes an absence of DeathMsg (notification) on critical damage. This bug usually occures when player is killed by map entity. Very useful when playing maps with tank/gun/etc entities under CSDM because a dead player will not be respawned automatically in this case. Requirements: * CS/CZ mod * AMX/X 1.7x or higher * CStrike module Known issues: * Bomb Explosion Features plugin (by VEN) may start to work wrong after this plugin has been activated. History: 1.0.3 [2007-03-10] ! fixed an issue when other plugins, placed below the current plugin in plugins.ini, got an invalid arguments for Damage event (e.g. receiver=0, dmg_take=1 instead of valid receiver=1, dmg_take=125) 1.0.2 [2007-03-02] ! avoid dealing with zero player id wihtin onDamage() function (may occure under AXM/X 1.75a) 1.0.1 [2007-02-16] * removed cstrike mod checking cause cstrike module has already been included * added public version cvar 1.0.0 [2007-02-14] * initial release +101 downloads |
Re: DeathMsg Fix
a tank in counterstrike ?
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Re: DeathMsg Fix
I meant tank entity as class: centry gun, machine gun and any other map entity which kills a player.
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Re: DeathMsg Fix
Is there any real point to this check?
if(cstrike_running()) Also, will this if statement ever return false if someone connects and dies (or if DeathMsg is never called through register_event). if(!(is_user_alive(id) || g_bDeathMsg[id] || g_bCriticalDamage[id])) |
Re: DeathMsg Fix
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2. Yeah I misunderstood that 3. if(!(is_user_alive(id) || g_bDeathMsg[id] || g_bCriticalDamage[id])) is the same as if(!is_user_alive(id) && !g_bDeathMsg[id] && !g_bCriticalDamage[id]) which always appears to return true (assuming 'id' was killed) since every time ResetHUD you set both of them to false. EDIT: Shouldn't you also call client_disconnect to ensure the boolean variables are reset to false (If they disconnect before ResetHUD is called)? |
Re: DeathMsg Fix
eh isnt the "||" the Logical or operator & the "&&" The and operator :)
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Yesterday i discovered that this plugin fixes DeathMsg absence for C4 kill. So if you're using plugin which allows to plant C4 everywhere, may be it's for you too. By the way, this plugin may be incompatible with VEN's Bomb Explosion Features. |
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Re: DeathMsg Fix
OMG, there is no user friendly description because there is no error at all. Those check was done to prevent plugin from running on invalid mods. That's all.
Who else does need a notification when plugin detects wrong mod? May be in HUD? With SFX? LOL =) |
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Re: DeathMsg Fix
I can't see this as useful either (the cstrike_running check) since you included cstrike anyway.
If someone wants to for some reason run it on another mod, they won't be able to since it requires this module. Please remove this check, but for now I'm going to approve it. |
Re: DeathMsg Fix
Hi,
great ... it worx thanks, mogel |
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Thanx for approvement. |
Re: DeathMsg Fix v1.0.1
[CSTRIKE] Player out of range (0)
[AMXX] Run time error 10 (plugin "deathmsg_fix.amxx") - [AMXX] To enable debug mode, add "debug" after the plug I got this error log. Can you fix this ? I am useing this with amx 1.75a |
Re: DeathMsg Fix v1.0.2
Please, try new version.
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Re: DeathMsg Fix v1.0.2
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Re: DeathMsg Fix v1.0.3
Plugin updated. Strongly recommend to upgrade to current version.
Changelog: ! fixed an issue when other plugins, placed below the current plugin in plugins.ini, got an invalid arguments for Damage event (e.g. receiver=0, dmg_take=1 instead of valid receiver=1, dmg_take=125) |
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