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[L4D2]M60_GrenadeLauncher_patches[28/02/2023]


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valedar
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Join Date: May 2022
Location: Russian
Old 06-07-2022 , 14:17   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #31

Lux, the patch doesn't work. The grenade launcher takes ammo.
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Toranks
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Join Date: Dec 2021
Location: Spain
Old 06-07-2022 , 23:44   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #32

I ask this here because maybe someone knows how. But I don't want the M60 to be able to recharge or any other fix. I just want the number of bullets from sm_cvar ammo_m60_max "500" to be displayed correctly on the HUD, instead of being split into parts of approx 250. Does anyone know how?
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Lux
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Old 06-09-2022 , 06:47   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #33

Quote:
Originally Posted by valedar View Post
Lux, the patch doesn't work. The grenade launcher takes ammo.
The patch is intended to make grenade launcher take ammo.
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Lux
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Join Date: Jan 2015
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Old 06-09-2022 , 06:48   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #34

Quote:
Originally Posted by Toranks View Post
I ask this here because maybe someone knows how. But I don't want the M60 to be able to recharge or any other fix. I just want the number of bullets from sm_cvar ammo_m60_max "500" to be displayed correctly on the HUD, instead of being split into parts of approx 250. Does anyone know how?
That is clientside hud limit, unless you can increase the tracking in hud element you will have to memory edit the client otherwise.
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z282846139
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Join Date: Aug 2018
Old 01-17-2023 , 11:51   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #35

Code:
Compiling M60_NoDrop_AmmoPile_patch.sp...
SourcePawn Compiler 1.11.0.6927
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2021 AlliedModders LLC

M60_NoDrop_AmmoPile_patch.sp(103) : warning 242: function "OnM60AllowPreserveClip" should return an explicit value
M60_NoDrop_AmmoPile_patch.sp(103) : warning 242: function "OnM60AllowPreserveClip" should return an explicit value
M60_NoDrop_AmmoPile_patch.sp(103) : warning 242: function "OnM60AllowPreserveClip" should return an explicit value
Code size:         6976 bytes
Data size:         19864 bytes
Stack/heap size:      16544 bytes
Total requirements:   43384 bytes

3 Warnings.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-17-2023 , 12:18   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #36

Those are just warnings with newer SM 1.11+ compilers, you don't need to report this stuff it makes no difference to the code, authors will likely update when they can.
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sonic155
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Join Date: Mar 2019
Old 02-08-2023 , 02:45   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #37

Spoiler
got this when i tryed using this plugin
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Lux
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Join Date: Jan 2015
Location: Cat
Old 02-28-2023 , 07:04   Re: [L4D2]M60_GrenadeLauncher_patches
Reply With Quote #38

Quote:
Originally Posted by sonic155 View Post
Spoiler
got this when i tryed using this plugin
it still functions fine, unless you are using older version of the game.
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Lux
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Old 02-28-2023 , 08:32   Re: [L4D2]M60_GrenadeLauncher_patches[28/02/2023]
Reply With Quote #39

Update: 1.0.9 m60 plugin
Added crude fix for m60 droping and not being accounted for.
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Rmaia
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Join Date: Jul 2023
Old 07-19-2023 , 07:49   Re: [L4D2]M60_GrenadeLauncher_patches[28/02/2023]
Reply With Quote #40

I'm sorry, but this plugin is crash my game during gameplay.

Last edited by Rmaia; 07-19-2023 at 07:49.
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