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[L4D/2] Custom Viewmodel


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foxhound27
AlliedModders Donor
Join Date: Sep 2019
Location: Argentina
Old 10-28-2022 , 21:42   [L4D/2] Custom Viewmodel
Reply With Quote #1

Hello guys, i wanna share how to custom viewmodels on l4d/l4d2 i just added default models of the infected for survivors in order to test known issues on l4d1 the flashlight goes crazy when turned on.. however on l4d2 all is fine hope any can make use of it

NOTE: I only tested as survivor

Image:



Video: https://youtu.be/ED_OctwOYaM

PHP Code:
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>

int g_iViewModels[MAXPLAYERS 1][2];

Handle g_hCreateViewModel;

int g_iOffset_ViewModel;
int g_iOffset_ActiveWeapon;

int g_iOffset_Weapon;
int g_iOffset_Sequence;
int g_iOffset_PlaybackRate;

int g_AnimOffset = -1;//this only for testing porpuses

char g_szCustomVM_ClassName[3][] = {
    
"pistol",
    
"shotgun",
    
"smg"
};

char g_szCustomVM_Model[3][] = {
    
"models/v_models/weapons/v_claw_hunter.mdl",
    
"models/v_models/weapons/v_claw_smoker.mdl",
    
"models/v_models/weapons/v_claw_boomer.mdl"
};


int g_iCustomVM_ModelIndex[3];

public 
void OnPluginStart() {
    
Handle gameConf LoadGameConfigFile("L4DViewmodels");

    if (!
gameConf) {
        
SetFailState("Fatal Error: Unable to open game config file: \"L4DViewmodels\"!");
    }

    
StartPrepSDKCall(SDKCall_Player);
    
PrepSDKCall_SetFromConf(gameConfSDKConf_Virtual"CreateViewModel");
    
PrepSDKCall_AddParameter(SDKType_PlainOldDataSDKPass_ByValue);

    if ((
g_hCreateViewModel EndPrepSDKCall()) == INVALID_HANDLE) {
        
SetFailState("Fatal Error: Unable to create SDK call \"CreateViewModel\"!");
    }

    
CloseHandle(gameConf);

    
g_iOffset_ViewModel GetSendPropOffset("CBasePlayer""m_hViewModel");
    
g_iOffset_ActiveWeapon GetSendPropOffset("CBasePlayer""m_hActiveWeapon");
    
g_iOffset_Weapon GetSendPropOffset("CBaseViewModel""m_hWeapon");
    
g_iOffset_Sequence GetSendPropOffset("CBaseViewModel""m_nSequence");
    
g_iOffset_PlaybackRate GetSendPropOffset("CBaseViewModel""m_flPlaybackRate");

    
HookEvent("player_spawn"Event_PlayerSpawn);
}

int GetSendPropOffset(const char[] serverClass, const char[] propName) {
    
int offset FindSendPropInfo(serverClasspropName);

    if (!
offset) {
        
SetFailState("Fatal Error: Unable to find offset: \"%s::%s\"!"serverClasspropName);
    }

    return 
offset;
}

public 
void OnMapStart() {
    for (
int i 03i++) {
        
g_iCustomVM_ModelIndex[i] = PrecacheModel(g_szCustomVM_Model[i], true);
    }
}

public 
void OnClientPostAdminCheck(int client) {
    
g_iViewModels[client][0] = -1;
    
g_iViewModels[client][1] = -1;

    
SDKHook(clientSDKHook_PostThinkOnClientThinkPost);
}

public 
void OnClientThinkPost(int client) {
    static 
int currentWeapon[MAXPLAYERS 1];

    
int viewModel1 g_iViewModels[client][0];
    
int viewModel2 g_iViewModels[client][1];

    if (!
IsPlayerAlive(client)) {
        if (
viewModel2 != -1) {
            
// If the player is dead, hide the secondary viewmodel.

            
g_iViewModels[client][0] = -1;
            
g_iViewModels[client][1] = -1;

            
currentWeapon[client] = 0;
        }

        return;
    }

    
int activeWeapon GetEntDataEnt2(clientg_iOffset_ActiveWeapon);

    
// Check if the player has switched weapon.
    
if (activeWeapon != currentWeapon[client]) {

        
currentWeapon[client] = 0;

        
char className[32];
        
GetEdictClassname(activeWeaponclassNamesizeof(className));


        for (
int i 03i++) {
            if (
StrContains(classNameg_szCustomVM_ClassName[i], false) > -1) {

                
SetEntProp(viewModel2Prop_Send"m_nModelIndex"g_iCustomVM_ModelIndex[i]);
                
SetEntData(viewModel2g_iOffset_WeaponGetEntData(viewModel1g_iOffset_Weapon), _true);

                
currentWeapon[client] = activeWeapon;

                break;
            }
        }
    }

    if (
currentWeapon[client]) {
        
        
SetEntProp(viewModel1Prop_Send"m_nModelIndex"0); //hide original
        
SetEntData(viewModel2g_iOffset_SequenceGetEntData(viewModel1g_iOffset_Sequence)-g_AnimOffset_true);
        
SetEntData(viewModel2g_iOffset_PlaybackRateGetEntData(viewModel1g_iOffset_PlaybackRate), _true);

    }else{

        
SetEntProp(viewModel2Prop_Send"m_nModelIndex"0); //hide fake
    
}
}

public 
Action Event_PlayerSpawn(Handle event, const char[] namebool dontBrodcast) {
    
int client GetClientOfUserId(GetEventInt(event"userid"));

    if (
GetClientTeam(client) > 1) {
        
// Create the second view model.
        
SDKCall(g_hCreateViewModelclient1);

        
g_iViewModels[client][0] = GetViewModel(client0);
        
g_iViewModels[client][1] = GetViewModel(client1);
    }
}

int GetViewModel(int clientint index) {
    return 
GetEntDataEnt2(clientg_iOffset_ViewModel + (index 4));

Attached Files
File Type: sp Get Plugin or Get Source (L4DViewmodels.sp - 65 views - 4.3 KB)
File Type: txt L4DViewmodels.txt (234 Bytes, 46 views)

Last edited by foxhound27; 10-28-2022 at 21:48.
foxhound27 is offline
Dragokas
Veteran Member
Join Date: Nov 2017
Location: Colony of USA
Old 11-06-2022 , 11:07   Re: [L4D/2] Custom Viewmodel
Reply With Quote #2

Applause !!!!!
One of the most difficult tasks is solved now.
__________________
Expert of CMD/VBS/VB6. Malware analyst. L4D fun (Bloody Witch)
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Last edited by Dragokas; 11-06-2022 at 11:13.
Dragokas is offline
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