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[L4D2]Glow Menu v7.0


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King_OXO
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Old 09-29-2022 , 18:33   Re: [L4D2]Glow Menu v6.0
Reply With Quote #21

Quote:
Originally Posted by KadabraZz View Post
One other thing I forgot to say, I don't know if it's possible to fix this
When I'm not in third person, I see the "ghost" of LMC and HAT.
this is because when an entity is created and parented to another entity, it becomes a "ghost" in some places on the map. I don't know how to adjust
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Last edited by King_OXO; 09-29-2022 at 18:34.
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L4D2Noob
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Old 09-30-2022 , 01:21   Re: [L4D2]Glow Menu v6.0
Reply With Quote #22

Quote:
Originally Posted by King_OXO View Post

adjusted
thanks for the quick response. But it seems the problem is not solved. I have attached a screenshot of the exact file that I downloaded.



Code:
L 09/30/2022 - 08:17:40: [SM] Exception reported: Client 1 is not in game
L 09/30/2022 - 08:17:40: [SM] Blaming: l4d2_glow_menu.smx
L 09/30/2022 - 08:17:40: [SM] Call stack trace:
L 09/30/2022 - 08:17:40: [SM]   [0] GetClientTeam
L 09/30/2022 - 08:17:40: [SM]   [1] Line 131, /home/forums/content/files/3/0/6/7/6/1/197185.attach::Timer_CheckGlow
Attached Thumbnails
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Name:	Снимок экрана 2022-09-30.jpg
Views:	116
Size:	21.3 KB
ID:	197190  
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King_OXO
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Old 11-02-2022 , 14:55   Re: [L4D2]Glow Menu v6.2
Reply With Quote #23

new update
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Last edited by King_OXO; 11-22-2022 at 10:57.
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King_OXO
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Old 11-02-2022 , 14:56   Re: [L4D2]Glow Menu v6.0
Reply With Quote #24

Quote:
Originally Posted by L4D2Noob View Post
thanks for the quick response. But it seems the problem is not solved. I have attached a screenshot of the exact file that I downloaded.



Code:
L 09/30/2022 - 08:17:40: [SM] Exception reported: Client 1 is not in game
L 09/30/2022 - 08:17:40: [SM] Blaming: l4d2_glow_menu.smx
L 09/30/2022 - 08:17:40: [SM] Call stack trace:
L 09/30/2022 - 08:17:40: [SM]   [0] GetClientTeam
L 09/30/2022 - 08:17:40: [SM]   [1] Line 131, /home/forums/content/files/3/0/6/7/6/1/197185.attach::Timer_CheckGlow
try the new version now bro. I forgot to put this function in CreateTimer

PHP Code:
public Action Timer_CheckGlow(Handle timerint client)
{
    if(!
IsClientInGame(client)) //<- if player is not in game CreateTimer stops working
        
return Plugin_Stop
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Last edited by King_OXO; 11-02-2022 at 14:59.
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Silvers
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Old 11-02-2022 , 14:59   Re: [L4D2]Glow Menu v6.2
Reply With Quote #25

You should be putting the clients userid into the timer, and getting the client index from the userid to validate it's the same client. See the TUT thread in my sig for details.
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King_OXO
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Old 11-02-2022 , 18:46   Re: [L4D2]Glow Menu v6.2
Reply With Quote #26

Quote:
Originally Posted by Silvers View Post
You should be putting the clients userid into the timer, and getting the client index from the userid to validate it's the same client. See the TUT thread in my sig for details.
thanks bro, i'll try
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King_OXO
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Old 11-12-2022 , 09:37   Re: [L4D2]Glow Menu v6.3
Reply With Quote #27

new update
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Silvers
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Old 11-12-2022 , 11:16   Re: [L4D2]Glow Menu v6.3
Reply With Quote #28

- You shouldn't provide the .smx for "l4d2_glow_menu.sp" since it compiles on the forum.
- Your "GetAura" stock is still providing client index to the timer, not userID, and since the timer callback now expects userID you're going to get some unexpected results and errors.
- Timers have a minimum accuracy of 0.1 seconds, 0.001 does nothing. If you want something on the next frame (before 0.1 seconds) use RequestFrame(), although not in this case since they are repeating timers.
- Your timers should "return Plugin_Stop;" if the client is not valid, otherwise you're ending up having loads of timers running for clients that have quit.
- "public" before callbacks that you name yourself are not required. Only from SM or 3rd party plugin forwards.
- "stock" before functions is used to prevent warnings that a function is not being used, only use if the functions are optional and not being used, mostly for include files. No need for them here.
- Instead of "#pragma tabsize 0 //fix warning's tabs" just replace " " 4 spaces with tabs. This will also reduce the filesize, although negligible.
- It's now standard to do "RemoveEntity(FlashLight[client]);" instead of: AcceptEntityInput(FlashLight[client], "Kill");
- Just like timers with client index/userid, when you save entity indexes you should save the reference: "FlashLight[client] = iLight;" should be "FlashLight[client] = EntIndexToEntRef(iLight);" and when you retrieve "FlashLight[client]" you should do "EntRefToEntIndex(FlashLight[client])" and validate the returned value "!= INVALID_ENT_REFERENCE".
- See the TUT thread in my signature for more details about these things.
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Last edited by Silvers; 11-12-2022 at 11:30.
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King_OXO
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Old 11-22-2022 , 10:57   Re: [L4D2]Glow Menu v7.0
Reply With Quote #29

new update
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Last edited by King_OXO; 11-22-2022 at 10:58.
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sourcemoduser02
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Old 07-24-2023 , 01:51   Re: [L4D2]Glow Menu v7.0
Reply With Quote #30

i might be stoopid but where can i change cvar_wall to 0? like u said in the notes because i want my hats to glow too
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