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[L4D & L4D2]Physics Object Pushfix[Left 4 Fix]


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HarryPotter
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Old 09-25-2020 , 01:21   Re: [L4D & L4D2]Physics Object Pushfix[Left 4 Fix]
Reply With Quote #11

Quote:
Originally Posted by Lux View Post
Updated gamedata for laststand update
Just a question: do we still need to use l4d2_csweapons to unlock? because it seems that all css weapon now are spawned by director and can be used on all value map.
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Last edited by HarryPotter; 09-25-2020 at 01:22.
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Lux
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Old 09-25-2020 , 10:23   Re: [L4D & L4D2]Physics Object Pushfix[Left 4 Fix]
Reply With Quote #12

Quote:
Originally Posted by fbef0102 View Post
Just a question: do we still need to use l4d2_csweapons to unlock? because it seems that all css weapon now are spawned by director and can be used on all value map.
No tested it, it should still function as it did, it will however bypass the cvar value instead looking at the binary.
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Marttt
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Old 11-30-2020 , 09:40   Re: [L4D & L4D2]Physics Object Pushfix[Left 4 Fix]
Reply With Quote #13

There are some other classnames related to the prop_physics that you may not capture on OnEntityCreated, because they have another naming.
  • prop_physics => no classname changes.
  • physics_prop => classname becomes prop_physics on SpawnPost.
  • prop_physics_override => classname becomes prop_physics on SpawnPost.
  • prop_physics_multiplayer => no classname changes.

Reporting here in case someone found this specific behaviour.

Btw, this may only happen on custom maps/plugins or entities added by Stripper.

One simple solution would be checking if the classname starts with "prop_physics" on SpawnPost, that should cover all possibilities.

SP attached as example.
Attached Files
File Type: sp Get Plugin or Get Source (physics_object_pushfix.sp - 87 views - 4.0 KB)
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Last edited by Marttt; 12-28-2021 at 05:22.
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Lux
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Old 12-09-2020 , 16:59   Re: [L4D & L4D2]Physics Object Pushfix[Left 4 Fix]
Reply With Quote #14

Did you check if those entity types are teleported at all?

If so make a pull request ill look about adding them.
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