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[L4D & L4D2] Use Priority Patch (2.6) [05-May-2024]


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Author
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
7300
Plugin Version:
2.6
Plugin Category:
General Purpose
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    312 
    Plugin Description:
    Patches CBaseEntity::GetUsePriority preventing attached entities blocking +USE.
    Old 01-27-2022 , 09:10   Re: [L4D & L4D2] Use Priority Patch (2.3) [12-Sep-2021]
    Reply With Quote #1

    Quote:
    Originally Posted by swiftswing1 View Post
    hi Silvers. congrats on becoming a plugin approver! ahaha

    anyways, i wasn't sure where to post this, but i think here makes sense. i think (not 100% sure) your hats plugin conflicts with this plugin version by HarryPotter.
    basically, when wearing certain hats, the ping function in HarryPotter's plugin is less likely to work unless you jump or move in a specific way. my guess is the issue is similar to the one that this priority patch plugin fixes? just that HarryPotter's plugin uses the vocalize menu's look function instead.
    Marttt has a similar plugin
    which uses [SHIFT] + [E] instead of 'Look', which i've had no problems with using together with the hats plugin. HarryPotter's version has more features though, so i'm inclined to using it.

    just wondering if there's anything you can do to fix this? it's not a big deal though. can just remove some hats/adjust their positions lol.
    I think the fix would have to come from the ping plugin, ignoring entities that are attached to players when its firing its trace ray, which I assume it does without looking at the code.
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    swiftswing1
    Member
    Join Date: Oct 2020
    Old 01-27-2022 , 19:53   Re: [L4D & L4D2] Use Priority Patch (2.3) [12-Sep-2021]
    Reply With Quote #2

    Quote:
    Originally Posted by Silvers View Post
    I think the fix would have to come from the ping plugin, ignoring entities that are attached to players when its firing its trace ray, which I assume it does without looking at the code.
    ahh i guess i was wrong in my assumption then. ok cool, i'll try posting in the other thread. thanks!
    swiftswing1 is offline
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