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[EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)


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V10
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Join Date: Jan 2010
Location: Russia
Old 08-04-2013 , 13:11   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.3)
Reply With Quote #11

Quote:
Originally Posted by Electr000999 View Post
sm_cvar sm_melee_weapon_list
[SM] Unable to find cvar: sm_melee_weapon_list

i put version (1.0.0.3), older delete
ok
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V10
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Old 08-04-2013 , 13:26   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #12

Updated to 1.0.0.4:
- Added cvars registration.
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Electr000999
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Old 08-04-2013 , 13:39   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #13

V10, thx worked
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V1SoR
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Join Date: Jan 2011
Old 08-05-2013 , 08:24   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #14

Not so obvious about this extension is the fact that if you're using it, then you don't need the Knife Unlock plugin anymore.

Aside from that, I would recommend to the author to switch to the plugin's method: just patch the first "knife" occurance and be done with it. The sig is common for both platforms because it's just the keyword(knife). It's also probably a tad faster to patch it once instead of detouring and overriding the return value on every call.
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V10
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Old 08-05-2013 , 08:44   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #15

Quote:
Originally Posted by V1SoR View Post
The sig is common for both platforms because it's just the keyword(knife). It's also probably a tad faster to patch it once instead of detouring and overriding the return value on every call.
This is wrong. Bad programming style. And I not see any reason for string patching, instead of detour correct functions. It very fast and stable in c.
Also in future this "keyword" can be used in other code and can break works and \ or game logic.
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Last edited by V10; 08-05-2013 at 08:46.
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V1SoR
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Old 08-05-2013 , 09:12   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #16

"Bad programming style" when talking about reverse engineering? Whatever you say, pal.
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V10
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Old 08-05-2013 , 09:21   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #17

Quote:
Originally Posted by V1SoR View Post
"Bad programming style" when talking about reverse engineering? Whatever you say, pal.
About patching common string there. Do you mean anything else?
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alBert2000
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Join Date: Feb 2013
Old 08-07-2013 , 02:55   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #18

Thanks for the extension.
Works fine on my linux servers.
The old melee_unlock.vpk was not working anymore but this extension brought the melee back.
I even could remove the l4d2_knife_unlock.smx plugin because this extension already enables the knife.

Just one thing:
The mentioned cvar "sm_melee_weapon_list" did not work for me.
I had to look in the extension source code to find the proper name of the cvar "l4d_melee_weapons".
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V10
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Old 08-07-2013 , 11:35   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #19

Quote:
Originally Posted by alBert2000 View Post
The mentioned cvar "sm_melee_weapon_list" did not work for me.
I had to look in the extension source code to find the proper name of the cvar "l4d_melee_weapons".
Yea, I have a bad attention lately =(
I do fix it in next version.
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Sev
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Join Date: May 2010
Old 08-07-2013 , 22:10   Re: [EXTENSION] [L4D2] Melee Spawn Control (1.0.0.4)
Reply With Quote #20

I'd be interested, or rather curious if something like this extension could be used to use the mission info in the game to do the following.

1. Load the female boomer on campaigns where its normally prohibited and allow it to spawn at a 50 percent chance
2. Load a custom population.txt file that could be found in the server

I mean as is, the extension is great, but these sort of things would make it even better. Especially considering the Valve update before the recent one broke server side vpks in a nutshell, unless its a custom campaign.

Last edited by Sev; 08-07-2013 at 22:12.
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