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[L4D & L4D2] Left 4 DHooks Direct (1.144) [05-Mar-2024]


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Red Flame
Junior Member
Join Date: Jan 2012
Old 04-15-2022 , 02:03   Re: [L4D & L4D2] Left 4 DHooks Direct (1.96) [11-Apr-2022]
Reply With Quote #681

Quote:
Originally Posted by Silvers View Post
No, target filters are part of SM and does not support this.



Thanks, fixed for next version.



Thanks, due to changing the pre-post hook tracking it's messed everything up and I've spent hours trying to figure out a solution. Really stressful but finally think I got it working.

@Red Flame
@Beatles
Can I PM you the next version to test?
Yeah, sure, I'm glad to help in testing.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-15-2022 , 14:03   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #682

Code:
1.97 (15-Apr-2022)
    - Fixed removing animation detours in the same frame as the detour callback, crashing the server. Thanks to "Red Flame" and "fdxx" for reporting and helping.
    - Fixed not erasing all animation hooks on client disconnect. Thanks to "sorallll" for reporting and fixing.
    - Fixed not hooking pre hooks when only post forwards were used. Thanks to "Beatles" for reporting.
Okay all should be working again. Spent 6 hours trying to figure out the indexing issue with not hooking all forwards, finally seems to be okay and tested it a whole bunch under various conditions.
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 04-15-2022 , 19:36   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #683

[QUOTE=Silvers;2776903]
Code:
1.97 (15-Apr-2022)
    - Fixed removing animation detours in the same frame as the detour callback, crashing the server. Thanks to "Red Flame" and "fdxx" for reporting and helping.
    - Fixed not erasing all animation hooks on client disconnect. Thanks to "sorallll" for reporting and fixing.
    - Fixed not hooking pre hooks when only post forwards were used. Thanks to "Beatles" for reporting.
thx for your hard work
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BRU7US
Member
Join Date: Jul 2020
Location: Tatarstan, Kazan
Old 04-17-2022 , 10:06   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #684

Hello, why does L4D_OnTryOfferingTankBot is triggering only 1 time after first Tank spawn (when he is under AI control and waiting to pass control to real infected player). If real Tank owner will lost first control this forward won't be triggered. Thanks!
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 04-20-2022 , 03:52   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #685

Quote:
Originally Posted by Silvers View Post
Code:
1.97 (15-Apr-2022)
    - Fixed removing animation detours in the same frame as the detour callback, crashing the server. Thanks to "Red Flame" and "fdxx" for reporting and helping.
    - Fixed not erasing all animation hooks on client disconnect. Thanks to "sorallll" for reporting and fixing.
    - Fixed not hooking pre hooks when only post forwards were used. Thanks to "Beatles" for reporting.
Okay all should be working again. Spent 6 hours trying to figure out the indexing issue with not hooking all forwards, finally seems to be okay and tested it a whole bunch under various conditions.
Thanks Silvers and everyone involved for this update!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-20-2022 , 17:50   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #686

Quote:
Originally Posted by BRU7US View Post
Hello, why does L4D_OnTryOfferingTankBot is triggering only 1 time after first Tank spawn (when he is under AI control and waiting to pass control to real infected player). If real Tank owner will lost first control this forward won't be triggered. Thanks!
That's how the game works I suppose. As far as I'm aware the function is only called when AI loses control.
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BRU7US
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Join Date: Jul 2020
Location: Tatarstan, Kazan
Old 04-20-2022 , 17:58   Re: [L4D & L4D2] Left 4 DHooks Direct (1.97) [15-Apr-2022]
Reply With Quote #687

Quote:
Originally Posted by Silvers View Post
That's how the game works I suppose. As far as I'm aware the function is only called when AI loses control.
Alright, thanks!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-27-2022 , 06:19   Re: [L4D & L4D2] Left 4 DHooks Direct (1.98) [27-Apr-2022]
Reply With Quote #688

Code:
1.98 (27-Apr-2022)
    - Added new forward "L4D_OnSwingStart" to trigger when a Survivor shoves.
    - Added post hook forward "L4D_OnShovedBySurvivor_Post". Requested by "Eyal282".
    - Added post hook forwards: "L4D_TankRock_OnRelease_Post, "L4D_OnCThrowActivate_Post", "L4D_OnLedgeGrabbed_Post", "L4D2_OnEntityShoved_Post",
        - "L4D_OnPouncedOnSurvivor_Post", "L4D_OnStartMeleeSwing_Post" and "L4D2_OnChangeFinaleStage_Post"

    - Fixed native "L4D2Direct_SetNextShoveTime" not working when setting the shove time earlier than the current value. Thanks to "Eyal282" for reporting and helping fix.

    - Updated: Plugin and test plugin.
    - Updated: "left4dhooks.inc" Include file.
    - Updated: "left4dhooks.l4d1.txt" and "left4dhooks.l4d2.txt" GameData files.
Code:
1.99 (27-Apr-2022)
    - Fixed forward "L4D2_OnStagger_Post" not triggering. Thanks to "Eyal282" for reporting.
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Last edited by Silvers; 04-27-2022 at 15:02.
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Hawkins
Senior Member
Join Date: Jul 2021
Old 04-27-2022 , 09:50   Re: [L4D & L4D2] Left 4 DHooks Direct (1.98) [27-Apr-2022]
Reply With Quote #689

Quote:
Originally Posted by Silvers View Post
Code:
1.98 (27-Apr-2022)
    - Added new forward "L4D_OnSwingStart" to trigger when a Survivor shoves.
This is exactly what i needed to fix the issue of attack rate modifying functions causing unintended reloading speed boost when shoving while reloading.

Thanks!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-27-2022 , 09:55   Re: [L4D & L4D2] Left 4 DHooks Direct (1.98) [27-Apr-2022]
Reply With Quote #690

Quote:
Originally Posted by Hawkins View Post
This is exactly what i needed to fix the issue of attack rate modifying functions causing unintended reloading speed boost when shoving while reloading.

Thanks!
I saw your thread about this and thought it would be good to add since the only other way to determine when shoving was using a soundhook which isn't very optimized! You're welcome!
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