Quote:
Originally Posted by FlaminSarge
... I think I have a solution for the fix coding that may work with both.
Beware, putting the fix coding in both will make massive error, so I'm making a system to change that around a bit.
I originally meant Randomizer to be run in the background of giveweapon for the fixes originally, so that's why its all in Randomizer rather than GiveWeapon (also the old randomizer had all the fixes too).
Now that both are becoming more independent, I'll try to separate the fixes.
Show of hands (vote), convert Randomizer over to REQUIRE GiveWeapons? So that I can just use the TF2Items_GiveWeapon native in GiveWeapon rather than redefining everything in Randomizer, as well as moving over all fixes to giveweapon?
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I'd vote for you just taking all the fixes out of the Randomizer plugin, and coding them into their own independent plugin. You could call it like.... [TF2Items] GiveWeps/VisWeps/Randomizer Fixes or something.
It's essentially what I'm trying to do. I'm trying to remove anything randomizer-related from the coding, leaving just the fixes because the last time I installed and ran the randomizer on my little test server, it was Errorsville for me.
The way I'm doing it, I'm looking for any bits of code that depend on any of the fix cvars, and leaving them alone while removing everything else. It's tedious and I guarantee I'll fuck something up.
So yeah, I vote for a new plugin consisting of just the fixes, but it requires you to have Give Weapons or Randomizer (users choice, I wouldn't force anyone to have to install both).
Side note while I'm here. When I did install randomizer and enabled the fix, it obviously fixed the glitches, but I noticed that somehow, some players were still able to rapid-fire with the Big Kill and such. When I asked them how they did it, I basically received answers like I'm a fast clicker, or I'm using +attack. I knew they were bullshitting but I don't know how to find out how they were doing it.