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[L4D2]Charger_Collision_patch[Left 4 Fix][05/03/2024]


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Author
Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Plugin ID:
6511
Plugin Version:
2.0
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    326 
    Plugin Description:
    Fixes crappy charger.
    Old 04-10-2019 , 15:49   [L4D2]Charger_Collision_patch[Left 4 Fix][05/03/2024]
    Reply With Quote #1

    Charger Collision patch apart of Left 4 Fix.
    https://github.com/LuxLuma/Left-4-fix

    Huge thanks to silvers in helping me learn alot of stuff about disassembly, IDA, memory patching and finding windows signatures.

    Charger_Collision_patch
    Fixes charging only allowing to hit 1 of each survivor character index and allows charger smashing into the same survivor more than once, survivors no longer become a brick wall after being charger smashed once, damage should only be delt once per survivor per charge.

    Spoiler


    Requirements:

    Source Scramble (memory patching and allocation natives)

    Installation:

    1.Download the .zip file.
    2.Merge with \addons\sourcemod\ folder.
    3.Restart the server.
    Attached Files
    File Type: zip Charger_Collision_patch.zip (18.3 KB, 101 views)
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    Last edited by Lux; 03-05-2024 at 04:11. Reason: update 2.0.1
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    TrueSurvivor
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    Join Date: Jun 2010
    Old 04-30-2019 , 23:33   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #2

    Neat plugin idea, everything looked in order so I decided to run it on the Servers for a day and I came across this issue (Twitch Clip)

    When glancing over the source code it should prevent the damage just fine, could it be possible that m_carryVictim is changed briefly upon charger_impact?
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    Lux
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    Old 05-01-2019 , 00:06   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #3

    Hmm i tested this problem alot and thought i fixed it, ill try and replicate it and see what happens, also a note do you use this plugin?

    https://forums.alliedmods.net/showth...27934?t=127934
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    TrueSurvivor
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    Old 05-01-2019 , 00:17   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #4

    Quote:
    Originally Posted by Lux View Post
    Hmm i tested this problem alot and thought i fixed it, ill try and replicate it and see what happens, also a note do you use this plugin?

    https://forums.alliedmods.net/showth...27934?t=127934
    Yes, I am.
    I didn't even stop to think that OnTakeDamage calls can interfere with one another, it's a likely cause, especially as I've had to deal with this in the past.
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    Lux
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    Old 05-01-2019 , 00:19   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #5

    Ok noproblem that makes testing for me easier, if that plugin is the reason why it is happening, i'm unsure if ill be able to work around and would have to leave a note on the plugin thread.
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    Lux
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    Old 05-01-2019 , 00:38   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #6

    Alright that godframes plugin does not conflict with this plugin regardless of load order,
    did you by any chance load the plugin mid game?
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    TrueSurvivor
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    Old 05-01-2019 , 01:22   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #7

    Quote:
    Originally Posted by Lux View Post
    Alright that godframes plugin does not conflict with this plugin regardless of load order,
    did you by any chance load the plugin mid game?
    No, the plugin was loaded and the map got restarted.
    It's also the first plugin that uses OnTakeDamage (order-wise) that gets loaded.
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    Lux
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    Old 05-01-2019 , 01:47   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #8

    I have no idea what could cause this, most likely a conflict somewhere causing my checks to fail.

    Try doing this
    PHP Code:
    public Action BlockRecursiveDamage(int iVictimint &iChargerint &iInflictorfloat &fDamageint &iDamagetype)
    {
        if(
    GetClientTeam(iVictim) != 2)
            return 
    Plugin_Continue;
        
        if(
    iCharger || iCharger MaxClients || 
            
    GetClientTeam(iCharger) != || !IsPlayerAlive(iCharger) || 
            
    GetEntProp(iChargerProp_Send"m_zombieClass"1) != )
            return 
    Plugin_Continue;
        
        
    int iAbility GetEntPropEnt(iChargerProp_Send"m_customAbility");
        if(
    iAbility <= MaxClients || !HasEntProp(iAbilityProp_Send"m_isCharging"))
            return 
    Plugin_Continue;
        
        if(
    GetEntProp(iAbilityProp_Send"m_isCharging"1))
        {
            if(
    GetEntPropEnt(iVictimProp_Send"m_carryAttacker") == iCharger &&
                
    GetEntPropEnt(iChargerProp_Send"m_carryVictim") == iVictim)
                return 
    Plugin_Continue;
                
            if(
    g_fPreventDamage[iCharger][iVictim] > GetEngineTime())
                return 
    Plugin_Handled;
            
            
    g_fPreventDamage[iCharger][iVictim] = GetEngineTime() + 0.5;
        }
        return 
    Plugin_Continue;

    Creating an block in the damage hook for next collision if this don't work i'v no idea how to help you.

    Besure to restart server.

    Quote:
    Originally Posted by TrueSurvivor View Post
    could it be possible that m_carryVictim is changed briefly upon charger_impact?
    Not that i know of.
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    Last edited by Lux; 05-01-2019 at 01:51.
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    eyal282
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    Old 05-01-2019 , 11:40   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #9

    THANK YOU!!!
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    Discord: Eyal282#1334
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    Spirit_12
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    Old 05-02-2019 , 02:52   Re: [L4D2]Better_Charger_Collision+patch[Left 4 Fix]
    Reply With Quote #10

    From your explanation it seems like a straight up port of the extension as opposed to a new fix. Does it do anything different than the bugfix extension?
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