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[L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)


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Lux
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Old 04-20-2021 , 18:19   Re: [L4D/L4D2]WeaponHandling_API(20/04/2021 - 1.0.5)
Reply With Quote #61

update 1.0.5

Fixed desert rifle burst refire not being scaled
Cleaned up code abit

Thanks Proaxel
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Kid_Bandes
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Old 04-21-2021 , 09:02   Re: [L4D/L4D2]WeaponHandling_API(20/04/2021 - 1.0.5)
Reply With Quote #62

The scar is a bit glitchy while not incapped and keep firing.

Last edited by Kid_Bandes; 04-21-2021 at 09:09.
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Lux
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Old 04-21-2021 , 10:05   Re: [L4D/L4D2]WeaponHandling_API(20/04/2021 - 1.0.5)
Reply With Quote #63

Shooting is fully predicted to the shooter everyone else will see it fine, nothing i can do about it other than valve networking the other 2 shot times, but would not solve high latency players.
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Kid_Bandes
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Old 04-21-2021 , 22:52   Re: [L4D/L4D2]WeaponHandling_API(20/04/2021 - 1.0.5)
Reply With Quote #64

Can you create an option to exclude the scar, Lux?
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Lux
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Old 04-22-2021 , 11:08   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #65

Quote:
Originally Posted by Kid_Bandes View Post
Can you create an option to exclude the scar, Lux?
I fixed the problem.

Update 1.0.6

For the desert rifle.
fixed prediction error caused by weaponhandling,
the maths formula was same between valve and WH however valve used double precision and while WH used single.
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Old 04-23-2021 , 11:00   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #66

Tested, works perfectly
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R4to0.exe
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Old 07-05-2021 , 23:11   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #67

I've seen a few people here having crashes while shutting down the server, I can say I have the same issue on Windows version when using WeaponHandling. I do always take the route of compiling everything myself except for the sourcemod base and metamod binaries, not sure if there's something else making WH to fail like that but I do launch the server with procdump and it does generate a crashdump file in case this looks useful for debugging.
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Lux
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Old 07-06-2021 , 01:49   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #68

Quote:
Originally Posted by R4to0.exe View Post
I've seen a few people here having crashes while shutting down the server, I can say I have the same issue on Windows version when using WeaponHandling. I do always take the route of compiling everything myself except for the sourcemod base and metamod binaries, not sure if there's something else making WH to fail like that but I do launch the server with procdump and it does generate a crashdump file in case this looks useful for debugging.
This was fixed in 2.2.0-detours16 for dhooks
Code:
2.2.0-detours16 - 28.01.2021

    Fix crash on server shutdown
    Switch to std::vector and std::string for SourceMod 1.11 / AMTL update compatibility
    Enable frame pointer on linux for better crash stack traces
    Include:
        Fix INVALID_HOOK_ID using incorrect value
        Avoid reference to GameData methodmap for backwards compatibility
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Kerouha
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Old 08-03-2021 , 09:27   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #69

The plugin is amazing; now pistols aren't completely useless when incapacitated.

However, some animation drawbacks show up when alpplying wh_deploy_animation_speed

This is especially noticeable with Magnum and melee (katana, tonfa...) standard deploy animations - it looks like the weapon is completely drawn but you still can't fire/swing it for some time. And if you counter by decreasing the delay in weapon script, it starts looking funny.

It would be great to be able to fire weapons before draw animation "officially" ends. Maybe it's possible to change the speed of _layer animation separately?

Also, if you edit the reload time for (any) pistols, "reload_emplty" will take the same time as "reload".
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Lux
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Old 08-05-2021 , 22:34   Re: [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
Reply With Quote #70

Quote:
Originally Posted by Kerouha View Post
The plugin is amazing; now pistols aren't completely useless when incapacitated.

However, some animation drawbacks show up when alpplying wh_deploy_animation_speed

This is especially noticeable with Magnum and melee (katana, tonfa...) standard deploy animations - it looks like the weapon is completely drawn but you still can't fire/swing it for some time. And if you counter by decreasing the delay in weapon script, it starts looking funny.

It would be great to be able to fire weapons before draw animation "officially" ends. Maybe it's possible to change the speed of _layer animation separately?

Also, if you edit the reload time for (any) pistols, "reload_emplty" will take the same time as "reload".
PHP Code:
// 1 = (match deploy animation speed to the "DeployDuration" keyvalue in weapon_*.txt) 0 = (ignore "DeployDuration" keyvalue in weapon_*.txt and matches deploy speed to animation speed) before being modified -1(do nothing)
// -
// Default: "1"
// Minimum: "-1.000000"
// Maximum: "1.000000"
wh_deploy_animation_speed "1" 
you can just use -1 it preserves valve's way of firing mid way though drawing and lets you edit the "DeployDuration" key anyway which wont effect the anim speedup.

as for reloading the game calculates the reload from the animation duration.
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