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[L4D2] Jockey Pounce Damage


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worminater
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Join Date: Jun 2011
Old 02-06-2012 , 17:57   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #41

Doesnt seem to do any damage, ever.
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eric0279
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Join Date: May 2007
Old 02-11-2013 , 16:07   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #42

Hello,

how to add statistics reset all players?
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 05-25-2018 , 16:16   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #43

I updated this plugin for a private server. Just gonna leave it here.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_jockey_pounce.sp - 492 views - 9.4 KB)
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Visual77
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Join Date: Jan 2009
Old 05-26-2018 , 03:55   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #44

Quote:
Originally Posted by Spirit_12 View Post
I updated this plugin for a private server. Just gonna leave it here.
Atleast validate the client index and check if client is in game after you convert the userid to clientindex when you perform actions such as blind, getclientmode, getclientabsorigin etc, printtochat etc.

If you don't, the server may crash or spit out errors like (client is not connected, client is not ingame, client index is invalid). I've seen this habit in later plugins of thinking doing int client = GetClientOfUserId(event.GetInt("userid"));
is all that one needs before setting netprops or doing other things that will require a state of client connected or client in game.

Last edited by Visual77; 05-26-2018 at 04:02.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 05-26-2018 , 20:48   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #45

Quote:
Originally Posted by Visual77 View Post
Atleast validate the client index and check if client is in game after you convert the userid to clientindex when you perform actions such as blind, getclientmode, getclientabsorigin etc, printtochat etc.

If you don't, the server may crash or spit out errors like (client is not connected, client is not ingame, client index is invalid). I've seen this habit in later plugins of thinking doing int client = GetClientOfUserId(event.GetInt("userid"));
is all that one needs before setting netprops or doing other things that will require a state of client connected or client in game.
I'm not entirely sure, if GetClientOfUserId checks it or not, but I'm against adding unnecessary checks unless errors happen.

This is not a new habit, as I've just updated the natives and changed the syntax. Whatever checks you see in there are the ones that the original author added in.
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BioHazardN7
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Join Date: Oct 2020
Location: Укр
Old 07-26-2023 , 14:08   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #46

Quote:
Originally Posted by Spirit_12 View Post
I updated this plugin for a private server. Just gonna leave it here.
Code:
SourcePawn Compiler 1.11.0.6934
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2021 AlliedModders LLC

l4d2_jockey_pounce.sp(80) : warning 242: function "Command_JPD" should return an explicit value
l4d2_jockey_pounce.sp(113) : warning 242: function "Event_PlayerScore" should return an explicit value
l4d2_jockey_pounce.sp(270) : warning 242: function "timer_stock_applyDamage" should return an explicit value
l4d2_jockey_pounce.sp(270) : warning 242: function "timer_stock_applyDamage" should return an explicit value
Code size:         12820 bytes
Data size:         6616 bytes
Stack/heap size:      16808 bytes
Total requirements:   36244 bytes

4 Warnings.
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Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 07-26-2023 , 17:56   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #47

Quote:
Originally Posted by BioHazardN7 View Post
Code:
SourcePawn Compiler 1.11.0.6934
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2021 AlliedModders LLC

l4d2_jockey_pounce.sp(80) : warning 242: function "Command_JPD" should return an explicit value
l4d2_jockey_pounce.sp(113) : warning 242: function "Event_PlayerScore" should return an explicit value
l4d2_jockey_pounce.sp(270) : warning 242: function "timer_stock_applyDamage" should return an explicit value
l4d2_jockey_pounce.sp(270) : warning 242: function "timer_stock_applyDamage" should return an explicit value
Code size:         12820 bytes
Data size:         6616 bytes
Stack/heap size:      16808 bytes
Total requirements:   36244 bytes

4 Warnings.
Those are just warnings and can be safely ignored. I'll fix those when I can.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 07-26-2023 , 18:37   Re: [L4D2] Jockey Pounce Damage
Reply With Quote #48

Try this one. It shouldn't give any errors.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_jockey_pounce.sp - 74 views - 9.5 KB)
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