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[TF2] TFDodgeball


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asherkin
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Join Date: Aug 2009
Location: OnGameFrame()
Old 07-03-2012 , 16:32   Re: [TF2] TFDodgeball
Reply With Quote #711

TFDodgeball 1.4.0 has been released.

Changelog:
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Last edited by asherkin; 07-03-2012 at 16:32.
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oreia
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Join Date: Jul 2011
Old 07-03-2012 , 17:02   Re: [TF2] TFDodgeball
Reply With Quote #712

Quote:
Originally Posted by asherkin View Post
TFDodgeball 1.4.0 has been released.

Changelog:
Love u Asher! Ty for update and add these awesome features (old requests)!
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 07-03-2012 , 17:04   Re: [TF2] TFDodgeball
Reply With Quote #713

Quote:
Originally Posted by asherkin View Post
  • Stopped tyrannical map authors from changing dodgeball settings.
I lolled when I saw that.
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oreia
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Join Date: Jul 2011
Old 07-03-2012 , 18:32   Re: [TF2] TFDodgeball
Reply With Quote #714

asher, i found two possible bugs:

1 - Strange weapons still not counting kills
2 - Sometimes you get dmg just airblasting missile, not players. I set my server dmg to 25.0
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asherkin
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Join Date: Aug 2009
Location: OnGameFrame()
Old 07-03-2012 , 18:37   Re: [TF2] TFDodgeball
Reply With Quote #715

Quote:
Originally Posted by oreia View Post
1 - Strange weapons still not counting kills
All the attributes for it seem to be accounted for, I didn't actually have a Strange weapon until a few moments ago, but I'll do some testing.

Quote:
Originally Posted by oreia View Post
2 - Sometimes you get dmg just airblasting missile, not players. I set my server dmg to 25.0
You must have had a player in the airblast radius, the damage is applied when a player is airblasted, it's not possible for this to be wrong.
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oreia
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Join Date: Jul 2011
Old 07-03-2012 , 19:26   Re: [TF2] TFDodgeball
Reply With Quote #716

Quote:
Originally Posted by asherkin View Post
You must have had a player in the airblast radius, the damage is applied when a player is airblasted, it's not possible for this to be wrong.
I tested alot. I stay away from others players, and get dmg sometimes. Idk what´s wrong then.

edit: one thing I noticed; sometimes when you take damage, you're thrown back as well, as if you had received an airblast (knockback) even with no one around
There is any chance that can be RocketBounce doing that?

edit two: some people said if you stay at player cam (spec or died) this may occur, i don't check this.

Last edited by oreia; 07-05-2012 at 11:13.
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Seta00
The Seta00 user has crashed.
Join Date: Jan 2010
Location: Brazil
Old 07-05-2012 , 20:06   Re: [TF2] TFDodgeball
Reply With Quote #717

Yep, like I said on IRC, this happened at least twice to me. It happens whenever you airblast the area where a player (recently?) died. It's a game bug, checking if the target is alive fixes the problem.

Code:
diff -r 12efa0b6ed3e extension/CTFDBFlameThrower.cpp
--- a/extension/CTFDBFlameThrower.cpp	Tue Jul 03 20:19:21 2012 +0100
+++ b/extension/CTFDBFlameThrower.cpp	Thu Jul 05 18:05:55 2012 -0500
@@ -10,11 +10,11 @@
 
 bool CTFDBFlameThrower::DeflectPlayer(CBaseEntity *pTarget, CBaseEntity *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize)
 {
-	if (!DodgeballEnabled.GetBool() || (pTarget && pOwner && (CEntity::Instance(pTarget)->GetTeamNumber() == CEntity::Instance(pOwner)->GetTeamNumber())))
+	if (!DodgeballEnabled.GetBool() || (pTarget && pOwner && CEntity::Instance(pTarget)->InSameTeam(CEntity::Instance(pOwner))))
 	{
 		return BaseClass::DeflectPlayer(pTarget, pOwner, vecForward, vecCenter, vecSize);
 	} else {
-		if (DeflectPlayersDamage.GetFloat() > 0.0)
+		if (static_cast<CPlayer*>(CEntity::Instance(pTarget))->IsAlive() && DeflectPlayersDamage.GetFloat() > 0.0)
 		{
 			CEntityTakeDamageInfo damageInfo;
 			damageInfo.m_hAttacker = pTarget;
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-05-2012 , 20:08   Re: [TF2] TFDodgeball
Reply With Quote #718

Quote:
Originally Posted by Seta00 View Post
It's a game bug, checking if the target is alive fixes the problem.
Nice catch, thanks.
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oreia
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Join Date: Jul 2011
Old 07-06-2012 , 17:21   Re: [TF2] TFDodgeball
Reply With Quote #719

Quote:
Originally Posted by asherkin View Post
Nice catch, thanks.

@Seta: Thanks alot man for help!

@asher: Did you already fix this? Can you say when you can, if didn't already?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 07-06-2012 , 19:07  
Reply With Quote #720

Quote:
Originally Posted by oreia View Post
@Seta: Thanks alot man for help!

@asher: Did you already fix this? Can you say when you can, if didn't already?
It's in snapshot builds from 200 and later.

EDIT: Hopefully, the snapshots are untested after all.
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Last edited by asherkin; 07-06-2012 at 19:08.
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