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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-27-2020 , 00:47   Re: [L4D & L4D2] Left 4 DHooks Direct (1.1) [27-Feb-2020]
Reply With Quote #21

PHP Code:
sequence g_iQueuedThrow[client] + 760
Code:
#define L4D2_ACT_HULK_THROW			761
#define L4D2_ACT_TANK_OVERHEAD_THROW		762
#define L4D2_ACT_HULK_ATTACK_LOW		763
#define L4D2_ACT_TERROR_ATTACK_MOVING		790

#define L4D1_ACT_HULK_THROW			1254
#define L4D1_ACT_TANK_OVERHEAD_THROW		1255
#define L4D1_ACT_HULK_ATTACK_LOW		1256
#define L4D1_ACT_TERROR_ATTACK_MOVING		1282
The demo plugin has an example that modifies tank throw to always use the under arm throw anim.

Remember these are not models "m_nSequence" but the "ACT_*" sequence numbers.



EDIT: Thanks to Accelerator74 for pointing out the extension used a posthook instead which corresponds to the actual models "m_nSequence" number while the prehook handles the "ACT_*" values. So I'll be adding changing the current animation hooks to append "Pre" to their forward names, and adding the post hooks to use the current forward names, this will maintain expected behaviour like the extension without plugins needing to modify anything.



This whole project has taken over 3 weeks, over 200 hours. I rushed through without looking closely at everything and wondered why the animation was using "ACT_*" instead of "m_nSequence", should have looked again more closely.
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Last edited by Silvers; 02-27-2020 at 02:08.
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