Re: [CS:S & DOD:S] Grenade Smoke Color
Hello,
Thank you for this plugin! That should be removed or added to only the players with the flag "o" can be colored smoke? Thank you! |
Re: [CS:S & DOD:S] Grenade Smoke Color
Thank you m8
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Re: [CS:S & DOD:S] Grenade Smoke Color
Hi there,
I'm unapproving your plugin, as past errors (like TnTSCS ones, as well as DoD:S still being announced as compatible) weren't corrected. Red |
Re: [CS:S & DOD:S] Grenade Smoke Color
Quote:
Please Aprove again. |
Re: [CS:S] Grenade Smoke Color
When creating an entity, you should ensure that it is well created (!= -1) before using functions on it. L112
Also, please, please, please don't do that : Code:
public bool:IsClientOK(client) Code:
public bool:IsValidClient(client) That might not be; all pass more conciously latter. |
Re: [CS:S] Grenade Smoke Color
Hi again,
There is still something that should be adressed before approving : If near round end, a player throw and detonate a smoke, than a round restart and another player get to have the same index for his smoke grenade, his smoke will be killed earlier. To prevent that, use EntIndexToEntRef when calling the timer and retrieve the entity index with EntRefToEntIndex and make sure it is != -1. Also, the rest below doesn't prevent approval, but it should be considered :
Red |
Re: [CS:S] Grenade Smoke Color
Quote:
I had players reporting that their weapons just randomly disappeared and got this fixed with the help of TheTwistedPanda. |
Re: [CS:S] Grenade Smoke Color
Could-you confirm the bug with weapons when sometimes the primary weapon disappears was fixed?
And what about the logs flooded in sm_grenadesmokecolor_mode "2" ? I want to use this funny plugin! :) |
Re: [CS:S] Grenade Smoke Color
*this should prevent players weapons from disappear.
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Re: [CS:S] Grenade Smoke Color
Bacardi - That won't correctly resolve the issue, if at all. The issue is CreateTimer is being passed an entity index, which is always subject to change (much like a client index). The correct way to resolve that bug is as RedSword suggested above. Although it looks like they overlooked a memory leak with Checktime only being killed once regardless of how many smoke grenades are passed.
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