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[L4D1? & L4D2] Transition Forward


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Author
BHaType
Great Tester of Whatever
Join Date: Jun 2018
Plugin ID:
7762
Plugin Version:
0.1
Plugin Category:
All
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Provides forward to determine transitioned weapons between maps
    Old 08-22-2021 , 23:05   [L4D1? & L4D2] Transition Forward
    Reply With Quote #1

    Note
    1. Provides forward to determine transitioned entities between maps
    2. All entities are post spawned so you dont have to use SDKHook_SpawnPost/RequestFrame

    PHP Code:
    forward void OnEntityTransitioned (int oldindexint newindex); 
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d2_transition_forward.sp - 323 views - 1.8 KB)
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    Last edited by BHaType; 10-24-2021 at 21:49.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 10-10-2021 , 12:23   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #2

    Clever way.

    Although,
    Quote:
    Provides forward to determine transitioned entities between maps
    more accurately
    Quote:
    Provides forward to determine transitioned weapons between maps
    Also,
    Code:
    g_bTransition = true;
    never reset causing more CPU loading.
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    Last edited by Dragokas; 10-10-2021 at 12:24.
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    BHaType
    Great Tester of Whatever
    Join Date: Jun 2018
    Old 10-24-2021 , 21:49   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #3

    Quote:
    Originally Posted by Dragokas View Post
    Although,
    more accurately
    Updated. Thanks

    Quote:
    Originally Posted by Dragokas View Post
    Also, never reset causing more CPU loading.
    I think to remove g_bTransition because plugin should still detect recreated/transitioned weapon even if round was just restarted/lost and also detect other cases when weapon should be "marked". Anyway thanks for mentioning
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    HarryPotter
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    Join Date: Sep 2017
    Location: Taiwan, Asia
    Old 10-24-2021 , 22:16   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #4

    a little confused, what does this plugin actually do ?
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 10-25-2021 , 07:05   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #5

    Detect which weapon is transitioned.

    You drop weapon in saferoom. Round is finished. This weapon is preserved for the next map and located at the same relative coordinates in the saferoom on new map. Such weapon is considered as "transitioned".

    PS. Similar term is also applied to "transitional" client.
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    HarryPotter
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    Join Date: Sep 2017
    Location: Taiwan, Asia
    Old 10-25-2021 , 23:11   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #6

    Quote:
    Originally Posted by Dragokas View Post
    Detect which weapon is transitioned.

    You drop weapon in saferoom. Round is finished. This weapon is preserved for the next map and located at the same relative coordinates in the saferoom on new map. Such weapon is considered as "transitioned".

    PS. Similar term is also applied to "transitional" client.
    thanks for explanation
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    mikaelangelis
    Senior Member
    Join Date: Oct 2017
    Old 11-08-2021 , 09:11   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #7

    I have movable mounted minigun plugin. If I carried mounted minigun, would it stay on my character in the next transition map?
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    BHaType
    Great Tester of Whatever
    Join Date: Jun 2018
    Old 11-08-2021 , 19:59   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #8

    Quote:
    Originally Posted by mikaelangelis View Post
    I have movable mounted minigun plugin. If I carried mounted minigun, would it stay on my character in the next transition map?
    No. This plugin does not fix or save anything but provide a forward for devs to easily determine transitioned entities
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    Last edited by BHaType; 11-08-2021 at 20:00.
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    NoroHime
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    Join Date: Aug 2016
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    Old 12-08-2022 , 10:21   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #9

    i checked the m_nSkin netprops, it just 10 bits, does here safe to store index with move 16 bits?
    Quote:
    -Member: m_nSkin (offset 1096) (type integer) (bits 10)
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    Last edited by NoroHime; 12-08-2022 at 10:22.
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    BHaType
    Great Tester of Whatever
    Join Date: Jun 2018
    Old 12-08-2022 , 19:14   Re: [L4D1? & L4D2] Transition Forward
    Reply With Quote #10

    Quote:
    Originally Posted by NoroHime View Post
    i checked the m_nSkin netprops, it just 10 bits, does here safe to store index with move 16 bits?
    it is still aligned to 4 bytes so it doesn't matter
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