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SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011


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Greyscale
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Old 03-20-2011 , 18:11   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #121

Well shit. Very nice.
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Peace-Maker
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Old 03-23-2011 , 15:15   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #122

stock Client_SetScreenOverlayForAll(const String:path[]);
Code:
for (new client=0; client <= MaxClients; client++)
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miniman
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Old 03-30-2011 , 02:42   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #123

PHP Code:
stock Collision_Group_t:Entity_GetCollisionGroup(entity)
{
    return 
GetEntProp(entityProp_Data,"m_CollisionGroup");

change to :

PHP Code:
stock Collision_Group_t:Entity_GetCollisionGroup(entity)
{
    return 
Collision_Group_t:GetEntProp(entityProp_Data,"m_CollisionGroup");

otherwise it causes tag mismatch warning
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Old 04-11-2011 , 11:16   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #124

Team_SetName(); doesnt work with TF2
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berni
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Old 04-11-2011 , 11:34   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #125

Quote:
Originally Posted by 0x00 View Post
Team_SetName(); doesnt work with TF2
This should already be fixed on svn.
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Old 04-11-2011 , 12:29   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #126

I've just tried to dissolve ragdolls and entities (weapons) and doesnt seems to be working either, are those fixed in the latest svn?
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berni
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Old 04-11-2011 , 13:14   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #127

Oh I forgot to mention, the team names in TF2's scoreboard are probably client side like in CS:S, it only works for games where the scoreboard names are networked like in HL2M. CS:S's scoreboard is clientside so I assume TF2's is too.

Dissolving player ragdolls only works in the player_death event (with Effect_DissolvePlayerRagDoll()). For Entities you should use Effect_DissolveEntity(), but I haven't tested it with entities afaik, it maybe doesn't work at all.
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When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter than "Yes"
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Old 04-11-2011 , 13:19   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #128

Ok. Now about the dissolver, I'm calling Effect_DissolvePlayerRagDoll(); on player_death event and Effect_DissolveEntity(); on WeaponDrop of SDKHooks, ragdoll never dissolves however weapons dissolve randomly ( most of the time not, but sometimes yes - I've tested and they got dissolved 3 times out of 38 ).

Last edited by 0x00; 04-11-2011 at 13:30.
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berni
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Old 04-11-2011 , 13:34   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #129

ok, I'm going to test this out and will come back to you ^^
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Why reinvent the wheel ? Download smlib with over 350 useful functions.

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Old 04-12-2011 , 07:47   Re: SMLIB 0.10.1 BETA (over 300 Function Stocks) | updated 07.03.2011
Reply With Quote #130

By delaying the dissolver for player ragdolls to 0.1s solved the problem, however doing the same (even with higher values) doesnt seems to work with weapons & the entity dissolver. Waiting your feedback.
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