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[L4D2]Character_manager (1.4.1 - 22/09/2019 )


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Lux
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Old 09-05-2018 , 13:02   Re: [L4D2]Character_manager (1.3.1 - 24/08/2018 )
Reply With Quote #61

Quote:
Originally Posted by bazrael View Post
Is it possible to use this plugin if L4Downtown2 is necessary in Windows server? Some of my plugins need L4Downtown2 to work.
In short no.

You could delay downtown from loading, meaning character manager will hook the function first(dunno how to do that, they usually load first if auto.load is there)

You could also strip away the dhooks code from the plugin and inplace use this forward from downtown instead
PHP Code:
/**
 * @brief Called whenever CTerrorGameRules::GetSurvivorSet(void) is invoked
 *
 * @param retVal  what to override the return value with
 * 
 * @return         Pl_Handled to override return value, Pl_Continue otherwise.
 */
forward Action:L4D_OnGetSurvivorSet(&retVal); 
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Last edited by Lux; 09-05-2018 at 13:03.
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bazrael
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Old 09-05-2018 , 13:39   Re: [L4D2]Character_manager (1.3.1 - 24/08/2018 )
Reply With Quote #62

Quote:
Originally Posted by Lux View Post
You could also strip away the dhooks code from the plugin and inplace use this forward from downtown instead
If stripping away the dhooks codes, replacing with the forward codes from L4Downtown2 and compiling, can I directly using this plugin without installing DHooks?
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Lux
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Old 09-05-2018 , 13:44   Re: [L4D2]Character_manager (1.3.2 - 26/08/2018 )
Reply With Quote #63

https://github.com/LuxLuma/l4d2_char...ter_manager.sp

I added an option to use downtown instead of dhooks in the compiler
Needs some testing because i dunno if it works

edit:
forgot to mention

change

#define COMPILE_TO_DOWNTOWN false
to

#define COMPILE_TO_DOWNTOWN true
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Last edited by Lux; 09-05-2018 at 13:45.
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Spirit_12
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Old 09-05-2018 , 14:16   Re: [L4D2]Character_manager (1.3.2 - 26/08/2018 )
Reply With Quote #64

Why compile 2 different versions. Just wildcard the signature in DHooks and it will work in both scenarios.
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Lux
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Old 09-05-2018 , 14:47   Re: [L4D2]Character_manager (1.3.2 - 26/08/2018 )
Reply With Quote #65

https://forums.alliedmods.net/showpo...0&postcount=49
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Spirit_12
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Old 09-05-2018 , 21:24   Re: [L4D2]Character_manager (1.3.2 - 26/08/2018 )
Reply With Quote #66

Silver's 6 byte wildcard worked for me. Have you tried it ?
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Lux
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Old 09-05-2018 , 21:34   Re: [L4D2]Character_manager (1.3.2 - 26/08/2018 )
Reply With Quote #67

Quote:
Originally Posted by Spirit_12 View Post
Silver's 6 byte wildcard worked for me. Have you tried it ?
Ye im a dumbass i forgot to include the last 2 extra bytes

Ill still leave the downtown compile option anyway why not?
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Last edited by Lux; 09-05-2018 at 23:41.
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Lux
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Old 09-05-2018 , 23:48   Re: [L4D2]Character_manager (1.3.5 - 06/09/2018 )
Reply With Quote #68

Update 1.3.5
Fixed identityfix sometimes failing.
Should now work with downtown for windows now.
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bazrael
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Old 09-06-2018 , 03:27   Re: [L4D2]Character_manager (1.3.5 - 06/09/2018 )
Reply With Quote #69

Quote:
Originally Posted by Lux View Post
Update 1.3.5
Fixed identityfix sometimes failing.
Should now work with downtown for windows now.
Thanks for you guys' helps.

Last edited by bazrael; 09-06-2018 at 03:28.
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Lux
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Old 09-06-2018 , 06:35   Re: [L4D2]Character_manager (1.3.6 - 06/09/2018 )
Reply With Quote #70

Update 1.3.6

Added l4d2_identity_fix

PHP Code:
// Should enable identity fix for players(NOT BOTS) 0 = (disable) 1 = (enabled)
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d2_identity_fix "1" 
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