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[L4D & L4D2] Left 4 DHooks Direct (1.145) [03-Apr-2024]


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yzybb
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Join Date: Jul 2020
Old 01-02-2022 , 09:58   Re: [L4D & L4D2] Left 4 DHooks Direct (1.83) [25-Dec-2021]
Reply With Quote #571

Quote:
Originally Posted by Silvers View Post
I think you should add a check in the plugin to validate the player so the rest of the code works as expected and doesn't use an invalid index. I don't think this is something that should be done in left4dhooks. I'll add a note to the include that "L4D_GetHighestFlowSurvivor" can return -1 if no valid client is found.

Also, why are you using such an old version of left4dhooks?
Because most of the new versions are not available to me, blind updates may cause unexpected vulnerabilities. This is for the stability of the L4D2 server. Thank you for your help. I have finished the work with L4D2_GetVersusCompletionPlayer().
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Silvers
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Old 01-02-2022 , 11:00   Re: [L4D & L4D2] Left 4 DHooks Direct (1.83) [25-Dec-2021]
Reply With Quote #572

The current latest is stable with bunch of issues over the past fixed, including this update which optimized the plugin a bunch:

Code:
1.71 (07-Nov-2021)
    - Plugin now loads about 1 second faster and no longer creates about 1 second delay on map changes.
All issues with recent updates seem to have been fixed with no more being reported.
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yzybb
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Old 01-02-2022 , 22:59   Re: [L4D & L4D2] Left 4 DHooks Direct (1.83) [25-Dec-2021]
Reply With Quote #573

Quote:
Originally Posted by Silvers View Post
The current latest is stable with bunch of issues over the past fixed, including this update which optimized the plugin a bunch:

Code:
1.71 (07-Nov-2021)
    - Plugin now loads about 1 second faster and no longer creates about 1 second delay on map changes.
All issues with recent updates seem to have been fixed with no more being reported.
I have updated to the latest version, it is perfect, thank you Silvers for your selfless dedication.
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Mrs cheng
Member
Join Date: Mar 2017
Old 01-06-2022 , 04:08   Re: [L4D & L4D2] Left 4 DHooks Direct (1.83) [25-Dec-2021]
Reply With Quote #574

I have found a Bug.For Local_GetRandomClient(int team, int alive = -1, int bots = -1) ,there is an error in one line ”bots == -1 || IsFakeClient(i) == view_as<bool>(alive)“ . This should be bots, not alive.In addition,Would you consider adding a random seed?

Last edited by Mrs cheng; 01-06-2022 at 04:09.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-06-2022 , 04:24   Re: [L4D & L4D2] Left 4 DHooks Direct (1.83) [25-Dec-2021]
Reply With Quote #575

Quote:
Originally Posted by Mrs cheng View Post
I have found a Bug.For Local_GetRandomClient(int team, int alive = -1, int bots = -1) ,there is an error in one line ”bots == -1 || IsFakeClient(i) == view_as<bool>(alive)“ . This should be bots, not alive.In addition,Would you consider adding a random seed?
Thanks.

Seed as arg or set internally or how?
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Last edited by Silvers; 01-06-2022 at 04:24.
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Sam B
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Join Date: Oct 2020
Old 01-07-2022 , 12:56   Re: [L4D & L4D2] Left 4 DHooks Direct (1.29) [10-Oct-2020]
Reply With Quote #576

Quote:
Originally Posted by Spirit_12 View Post
The only thing that was changed was signatures and offsets. The plugin should work with older version, however the question is why would you want to run the older version? You do realize non-steam is not supported right?
A hell of a late reply, but since I'm still running Left for Dead 2.1.5.5 in 2022, I'll answer the question. I run the old version first and foremost because TLS broke a number of key mods I use in singleplayer that I consider base game by this point. Secondly, I hated every exploit "fix" in the update - it ruined the fun for me and the boys on both local multiplayer and versus servers that we were having for a damn decade.

And, yeah, always back up whole directories before updating stuff, kids - saves you a lot of tears.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-08-2022 , 07:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.84) [08-Jan-2022]
Reply With Quote #577

Code:
1.84 (08-Jan-2022)
    - Fixed forward "L4D_OnTryOfferingTankBot" detour returning the wrong value when using "Plugin_Changed". Thanks to "Nuki" for reporting.
    - Fixed "Local_GetRandomClient" not processing alive or bots values correctly. Thanks to "Mrs cheng" for reporting.
    - Now using a random seed when using functions that randomly select players. Requested by  "Mrs cheng".
    - More error messages report the OS, game and plugin version.

    - Updated: Plugin.
    - Updated: "left4dhooks_silver.inc" Include file.
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DarklSide
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Join Date: Dec 2012
Old 01-10-2022 , 04:16   Re: [L4D & L4D2] Left 4 DHooks Direct (1.84) [08-Jan-2022]
Reply With Quote #578

Quote:
Originally Posted by Silvers View Post
Changes:
Code:
1.82 (14-Dec-2021)
    - Added new weapon attributes. Thanks to "iaNanaNana" for requesting and giving offsets.
        - L4D2IntWeaponAttributes: "L4D2IWA_Bucket" (both games) and "L4D2IWA_Tier" (L4D2 only).
        - L4D2FloatWeaponAttributes: "L4D2FWA_VerticalPunch" and "L4D2FWA_HorizontalPunch".

    - Updated: Plugin.
    - Updated: "left4dhooks.inc" Include file.
    - Updated: "left4dhooks.l4d1.txt" and "left4dhooks.l4d2.txt" GameData files.
PHP Code:
// l4d2weapons.inc
int L4D2IntWeapon_Offsets[5]; // <- edit
int L4D2FloatWeapon_Offsets[19]; // <- edit

// l4d2weapons.inc offsets
L4D2IntWeapon_Offsets[0] = hGameData.GetOffset("L4D2IntWeapon_Damage");
L4D2IntWeapon_Offsets[1] = hGameData.GetOffset("L4D2IntWeapon_Bullets");
L4D2IntWeapon_Offsets[2] = hGameData.GetOffset("L4D2IntWeapon_ClipSize");
L4D2IntWeapon_Offsets[3] = hGameData.GetOffset("L4D2IntWeapon_Bucket"); // <- add
L4D2IntWeapon_Offsets[4] = hGameData.GetOffset("L4D2IntWeapon_Tier"); // <- add

L4D2FloatWeapon_Offsets[15] = hGameData.GetOffset("L4D2FloatWeapon_ScatterPitch");
L4D2FloatWeapon_Offsets[16] = hGameData.GetOffset("L4D2FloatWeapon_ScatterYaw");
L4D2FloatWeapon_Offsets[17] = hGameData.GetOffset("L4D2FloatWeapon_VerticalPunch"); // <- add
L4D2FloatWeapon_Offsets[18] = hGameData.GetOffset("L4D2FloatWeapon_HorizontalPunch"); // <- add 
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-10-2022 , 04:22   Re: [L4D & L4D2] Left 4 DHooks Direct (1.84) [08-Jan-2022]
Reply With Quote #579

Oh nice catch thank you. I thought I had done this, maybe lost the changes. Will update soon.
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BRU7US
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Join Date: Jul 2020
Location: Tatarstan, Kazan
Old 01-10-2022 , 05:49   Re: [L4D & L4D2] Left 4 DHooks Direct (1.84) [08-Jan-2022]
Reply With Quote #580

When I spawn any type of SI by "z_spawn" command, the "L4D2_OnSpawnSpecial" doesn't triggering. But if i spawned too many SI it sometimes triggers. Can you check this, pls? Thanks!
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