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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
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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