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[L4D2] InputKill Block [1.1 - 2/Nov/24]


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Author
blueblur
Member
Join Date: Nov 2022
Location: 23℃
Plugin ID:
8815
Plugin Version:
1.1
Plugin Category:
All
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
    1 
    Plugin Description:
    Blocks entity input "Kill" and "KillHierarchy" from being in effect on human players.
    Old 11-02-2024 , 00:15   [L4D2] InputKill Block [1.1 - 2/Nov/24]
    Reply With Quote #1

    Description
    - Hooks game's internal function to block entity input "Kill" and "KillHierarchy" from being in effect on human players. Theoretically, all plugin inputs or vscript inputs should be blocked.

    Requirements
    - DHooks.

    Related Plugin
    - InputKill Kick Prevention by Shadowysn

    Notice
    - Inputkill problem is heard to occur on few circumstances.
    1. In c2m5, when stage setup completed, players that is outside the stadium will be 'killed'.
    2. In c6m3, playing on a modded server where it hold up to 8+ players will possibly be 'killed'.
    3. Intentionally being 'killed' by some plugins or vscript when they accept input 'kill' on a player.
    - Haven't tested myself since this problem is rarely and randomly seen, any report is welcome.
    Attached Files
    File Type: zip l4d2_inputkill_block.zip (7.7 KB, 289 views)

    Last edited by blueblur; 11-02-2024 at 00:16.
    blueblur is offline
    Shadowysn
    Senior Member
    Join Date: Sep 2015
    Location: Location:
    Old 02-14-2025 , 12:48   Re: [L4D2] InputKill Block [1.1 - 2/Nov/24]
    Reply With Quote #2

    On my Windows server, getting a crash from this plugin every time I try to start a server at the point the map is loaded and firing inputs to entities.
    Though I have a large amount of plugins, so it might just be me.
    __________________
    ragdoll spam, that is all

    Steam profile, where I game, obviously.
    Youtube channel, where I do Stick Death Maze animations and some other stuff.
    no plugin requests, sorry


    My Plugins:
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    Shadowysn is offline
    blueblur
    Member
    Join Date: Nov 2022
    Location: 23℃
    Old 02-16-2025 , 08:13   Re: [L4D2] InputKill Block [1.1 - 2/Nov/24]
    Reply With Quote #3

    Quote:
    Originally Posted by Shadowysn View Post
    On my Windows server, getting a crash from this plugin every time I try to start a server at the point the map is loaded and firing inputs to entities.
    Though I have a large amount of plugins, so it might just be me.
    Any error log or stack trace from accelerator?
    blueblur is offline
    Shadowysn
    Senior Member
    Join Date: Sep 2015
    Location: Location:
    Old 02-16-2025 , 11:10   Re: [L4D2] InputKill Block [1.1 - 2/Nov/24]
    Reply With Quote #4

    Quote:
    Originally Posted by blueblur View Post
    Any error log or stack trace from accelerator?
    Here.
    https://crash.limetech.org/hiaoitmghxno
    Attached Files
    File Type: zip crash_hiaoitmghxno.zip (85.4 KB, 101 views)
    __________________
    ragdoll spam, that is all

    Steam profile, where I game, obviously.
    Youtube channel, where I do Stick Death Maze animations and some other stuff.
    no plugin requests, sorry


    My Plugins:
    -search list-
    Modified Plugins:
    1 | 2 | 3 | 4

    Last edited by Shadowysn; 02-16-2025 at 11:15.
    Shadowysn is offline
    blueblur
    Member
    Join Date: Nov 2022
    Location: 23℃
    Old 02-28-2025 , 01:32   Re: [L4D2] InputKill Block [1.1 - 2/Nov/24]
    Reply With Quote #5

    Quote:
    Originally Posted by Shadowysn View Post
    It is possibly not caused by this plugin.
    I have checked the dump, The stack trace has not even called CBaseEntity::InputKill:
    Spoiler

    And it tells me that this input was called from plugin amb.smx by the following codes:
    PHP Code:
    public void OnEntityCreated(int ent, const char[] clsName) {
        Echo(
    2"OnEntityCreated: %d %s"entclsName);

        if (
    clsName[0] == 'f') {
            
    bool gClip = !StrEqual(clsName"func_playerghostinfected_clip"false);
            
    bool iClip = !StrEqual(clsName"func_playerinfected_clip"false);

            if (!(
    gClip && iClip)) {
                
    CreateTimer(2.0KillEntTimerEntIndexToEntRef(ent));
            }
        }

        else if (
    clsName[0] == 's' && StrEqual(clsName"survivor_bot")) {
            
    SDKHook(entSDKHook_SpawnPostAutoModel);
        }
    }

    public 
    Action KillEntTimer(Handle timerany ref) {
        Echo(
    2"KillEntTimer: %d"ref);

        
    int ent EntRefToEntIndex(ref);
        if (
    ent != INVALID_ENT_REFERENCE || IsEntityValid(ent)) {
            
    AcceptEntityInput(ent"kill");
        }

        return 
    Plugin_Stop;

    Honestly I am not entirely sure about killing an entity when they have created, because at this time the entity has not spawn. Even it has a timer to delay to kill it.
    I also installed these two plugins on my server and everything is fine (Linux). This crash could be possibly caused by amb itself or any other plugin, or just windows itself. The reason is not clear.

    My suggestion is: the problem of this plugin to solve is very rare and should not be able to happen in common gameplays. If remove this plugin will stop the crash, then just remove it.

    Last edited by blueblur; 02-28-2025 at 01:34.
    blueblur is offline
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