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[L4D & L4D2] Decoration For Witch Killer, Witch Guard


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Dragokas
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Old 05-11-2019 , 06:59   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #41

Alexmy, here are two pairs of tEntDev snapshots.
I don't see any porp useful for 3rd person identification in L4D1.

For reference:
https://forums.alliedmods.net/showthread.php?t=307099
https://forums.alliedmods.net/showthread.php?p=2614658
https://forums.alliedmods.net/showthread.php?p=1712767
https://forums.alliedmods.net/showthread.php?t=298649
Attached Files
File Type: txt kvtest_3rd_1.txt (67.4 KB, 73 views)
File Type: txt kvtest_3rd_2.txt (67.4 KB, 109 views)
File Type: txt kvtest_no_1.txt (67.4 KB, 49 views)
File Type: txt kvtest_no_2.txt (67.4 KB, 136 views)
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Last edited by Dragokas; 05-11-2019 at 07:07.
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Lux
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Old 05-12-2019 , 05:44   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #42

Quote:
Originally Posted by Dragokas View Post
https://github.com/LuxLuma/Luxs-Mode...t.sp#L140-L202
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Dragokas
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Old 05-12-2019 , 06:08   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #43

Lux, I mean netprops responsible for "thirdpersonshoulder" command.

Here was your answer:
Quote:
Originally Posted by Lux View Post
if your looking for thirdpersonshoulder in netprops then no there is not, that is clientsided.

It is a combo of netprops e.g. stagger ect.
In above code you still uses dependency on "c_thirdpersonshoulder" ConVar from https://github.com/LuxLuma/-L4D-L4D2...houlder_Detect
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Lux
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Old 05-12-2019 , 06:34   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #44

Sorry it's because you said
I don't see any porp useful for 3rd person identification in L4D1.

no reference to "thirdpersonshoulder".

Yea that post i made stands true. it is handled clientside, why replicating versus cvar on clients forces them out of thirdpersonshoulder.
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Dragokas
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Old 05-22-2019 , 13:57   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #45

Marttt, I can't put down witch in your fork.

Quote:
L 05/22/2019 - 20:55:54: [SM] Exception reported: Property "m_useActionTarget" not found (entity 5/player)
L 05/22/2019 - 20:55:54: [SM] Blaming: witch/witch_guard_l4d.smx
L 05/22/2019 - 20:55:54: [SM] Call stack trace:
L 05/22/2019 - 20:55:54: [SM] [0] GetEntPropEnt
L 05/22/2019 - 20:55:54: [SM] [1] Line 855, H:\_To_games\Left4Dead_2\My_mods\Witch\WitchG uard\1.4.3\witch_guard_l4d.sp:reThinkClient
L 05/22/2019 - 20:55:54: [SM] Exception reported: Property "m_useActionTarget" not found (entity 5/player)
L 05/22/2019 - 20:55:54: [SM] Blaming: witch/witch_guard_l4d.smx
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Marttt
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Old 05-22-2019 , 21:14   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #46

Looks like this prop doesn't exist for L4D1...maybe it has some other name,

I used "m_useActionTarget" to check if the player is doing some action (on L4D2 works) so I could prevent spawning the witch while a client is using some function like starting a generator,
if you know an alternate prop to do it I would be glad, I updated the code to add this check only for L4D2, so it may work for now.

Thanks for the report Dragokas.

EDIT: Updated the plugin on the previous page.

L4D1 props
L4D2 props
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Last edited by Marttt; 06-08-2019 at 11:02.
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Dragokas
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Old 05-26-2019 , 10:11   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #47

Hi, Marttt. Thank you for fix.
I don't know what you mean under "some actions".
I tested starting generator, the only prop I noticed for changing is:
Quote:
baseclass->m_iProgressBarDuration changed from 0 to 5
Best regards.
Attached Files
File Type: txt kvtest_1.txt (67.4 KB, 101 views)
File Type: txt kvtest_2.txt (67.4 KB, 101 views)
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Marttt
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Old 05-26-2019 , 10:22   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #48

By "some actions" I mean everything that you need to hold "E" ("use" action) for a while to achieve, like:
reviving a teammate / starting a generator / filling a generator.

In L4D2 when you are doing some of these actions the "m_useActionTarget" prop has a value, but since it doesn't exist on L4D1 I don't know how to detect it.

It's not a big issue, I did this check, since the Witch Guard is put down through this key, only to prevent the witch from being dropped when it's not intended to.
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Dragokas
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Old 05-26-2019 , 10:29   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #49

L4D1 has no filling generator actions.
As about other, this may help you:

JUMP (E - used, e.g., on parachute plugin when you jumping).

m_bDucked changed from 0 to 1 when jump.

HELP INCAP.

m_reviveTarget 0 => XXXX => when help someone incapped.
m_iProgressBarDuration 0 => 2 when help someone incapped, so you can cover both actions by this prop).

The same values is applied when you help someone who grabbed the ledge.

// TODO: Add blocking Ctrl + E
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Last edited by Dragokas; 05-26-2019 at 15:20. Reason: added TODO
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Lux
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Old 05-26-2019 , 10:57   Re: [L4D & L4D2] Decoration For Witch Killer, Witch Guard
Reply With Quote #50

Quote:
Originally Posted by Dragokas View Post
L4D1 has no filling generator actions.
As about other, this may help you:

JUMP (E - used, e.g., on parachute plugin when you jumping).

m_bDucked changed from 0 to 1 when jump.

HELP INCAP.

m_reviveTarget 0 => XXXX => when help someone incapped.
m_iProgressBarDuration 0 => 2 when help someone incapped, so you can cover both actions by this prop).

The same values is applied when you help someone who grabbed the ledge.
https://forums.alliedmods.net/showpo...6&postcount=42
I already cover it in the post above for lmc, why you going with all this other stuff just use the bool.
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