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[L4D & L4D2] Use Priority Patch (2.1) [04-May-2021]


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Author
Silvers
AlliedModders Donor
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
7300
Plugin Version:
2.1
Plugin Category:
General Purpose
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    4 
    Plugin Description:
    Patches CBaseEntity::GetUsePriority preventing attached entities blocking +USE.
    Old 09-23-2020 , 23:25   [L4D & L4D2] Use Priority Patch (2.1) [04-May-2021]
    Reply With Quote #1

    About:
    • This plugin stops entities attached to players blocking their +USE ability in all instances (not entirely sure).
    • This plugin was mostly written to fix Attachment_API viewmodel blocking +USE (used by Glare and Weapon Charms plugins).
    • Also fixes issues with Hats plugin and others attaching stuff to players.


    Thanks:
    • ProdigySim, hmmmmm and maximsmol - For helping me try to read the memory address from another function in L4D1 instead of the current bad practice method (reading past short function end).


    Changes:
    Code:
    2.1 (04-May-2021)
        - Fixed not being able to interact with objects attached to things other than clients. Thanks to "Proaxel" for reporting.
    
    2.0 (12-Apr-2021)
        - Change from patch method to detour method. Should work completely now.
        - Now requires "DHooks (Experimental dynamic detour support)" extension.
    
    1.0a (25-Feb-2020)
        - Fixed Linux gamedata.
    
    1.0 (24-Feb-2020)
        - Initial release.


    Requirements:

    Installation:
    DO NOT click 'Get Plugin' or it will fail to compile because this plugin requires DHooks!
    1. Download the .smx file and put into your servers \addons\sourcemod\plugins folder.
    2. Download the .txt gamedata file and put into your servers \addons\sourcemod\gamedata\ folder.
    Attached Files
    File Type: txt l4d_use_priority.txt (1.7 KB, 78 views)
    File Type: smx l4d_use_priority.smx (4.0 KB, 16 views)
    File Type: sp Get Plugin or Get Source (l4d_use_priority.sp - 17 views - 5.3 KB)
    __________________

    Last edited by Silvers; 05-04-2021 at 07:37.
    Silvers is offline
    Yuno Gasai
    New Member
    Join Date: Sep 2020
    Old 09-25-2020 , 09:30   Re: [L4D & L4D2] Use Priority Patch (1.0) [24-Sep-2020]
    Reply With Quote #2

    Hello there can you like bring out a plugin that allows you to use the new 2 meele weapons in every map? and that one plugin that allows you to spawn them with the sourcemod menu.
    That would be really great
    Yuno Gasai is offline
    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 09-25-2020 , 13:13   Re: [L4D & L4D2] Use Priority Patch (1.0) [24-Sep-2020]
    Reply With Quote #3

    Quote:
    Originally Posted by Yuno Gasai View Post
    Hello there can you like bring out a plugin that allows you to use the new 2 meele weapons in every map? and that one plugin that allows you to spawn them with the sourcemod menu.
    That would be really great
    Totally offtopic and wrong place to request. I've already released a bunch of melee spawning plugins and they've been updated to support the new melee weapons. See my sig for plugins link.
    __________________
    Silvers is offline
    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 04-12-2021 , 11:49   Re: [L4D & L4D2] Use Priority Patch (2.0) [12-Apr-2021]
    Reply With Quote #4

    Finally updated. Should be good now, please let me know. Untested detour version in L4D1.

    Code:
    2.0 (12-Apr-2021)
        - Change from patch method to detour method. Should work completely now.
        - Now requires "DHooks (Experimental dynamic detour support)" extension.
    __________________
    Silvers is offline
    Proaxel
    Member
    Join Date: Oct 2014
    Old 05-03-2021 , 18:05   Re: [L4D & L4D2] Use Priority Patch (2.0) [12-Apr-2021]
    Reply With Quote #5

    This plugin seems to prevent use of certain interactables in some custom campaigns. A couple of examples include the explosives in the first map of Downtown Dine, and the second Red Gem in Resident Evil Side A. Pressing USE on the items has your character do the use animation but nothing else happens, and then you're unable to progress. When I unloaded the plugin I was immediately able to interact with the items like normal.

    Is there a way to automatically unload certain plugins when a specific map is loaded without going into the source code?

    (and yes I know the author of the RE2 campaign said it should not be played on dedicated servers but I tried it anyway and I was able to complete it with no problems aside from this one)
    Proaxel is offline
    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 05-04-2021 , 06:35   Re: [L4D & L4D2] Use Priority Patch (2.0) [12-Apr-2021]
    Reply With Quote #6

    Quote:
    Originally Posted by Proaxel View Post
    This plugin seems to prevent use of certain interactables in some custom campaigns. A couple of examples include the explosives in the first map of Downtown Dine, and the second Red Gem in Resident Evil Side A. Pressing USE on the items has your character do the use animation but nothing else happens, and then you're unable to progress. When I unloaded the plugin I was immediately able to interact with the items like normal.

    Is there a way to automatically unload certain plugins when a specific map is loaded without going into the source code?

    (and yes I know the author of the RE2 campaign said it should not be played on dedicated servers but I tried it anyway and I was able to complete it with no problems aside from this one)
    Thanks, should be fixed. Please let me know.

    Code:
    2.1 (04-May-2021)
        - Fixed not being able to interact with objects attached to things other than clients. Thanks to "Proaxel" for reporting.
    __________________
    Silvers is offline
    Kid_Bandes
    Member
    Join Date: May 2010
    Old 05-04-2021 , 09:43   Re: [L4D & L4D2] Use Priority Patch (2.1) [04-May-2021]
    Reply With Quote #7

    Ah, now I know why it was hard to open the saferoom door while using glare plugin, I will try this out.
    Kid_Bandes is offline
    Reply


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