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[L4D & L4D2]cs_ladders (Counter-Strike Ladders)[26/03/2024]


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BloodyBlade
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Join Date: Feb 2018
Old 01-31-2024 , 02:14   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #31

I have this with latest plugin version:
L 01/31/2024 - 06:442: SourceMod error session started
L 01/31/2024 - 06:442: Info (map "c1m1_hotel") (file "/home/game/steamcmd/l4d2/left4dead2/addons/SourceModBloodCoopVI/logs/errors_20240131.log")
L 01/31/2024 - 06:442: [SM] Exception reported: [cs_ladders] Failed to validate patch "CTerrorWeapon::CanDeployFor__movetype_pa tch"
L 01/31/2024 - 06:442: [SM] Blaming: l4d2_cs_ladders.smx
L 01/31/2024 - 06:442: [SM] Call stack trace:
L 01/31/2024 - 06:442: [SM] [0] SetFailState
L 01/31/2024 - 06:442: [SM] [1] Line 67, l4d2_cs_ladders.sp::OnPluginStart
L 01/31/2024 - 06:442: [SM] Unable to load plugin "l4d2_cs_ladders.smx": Error detected in plugin startup (see error logs)
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 01-31-2024 , 11:52   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #32

Solution, update this file

https://github.com/nosoop/SMExt-SourceScramble/releases
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Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:

Last edited by ZBzibing; 01-31-2024 at 12:07.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 03-26-2024 , 19:27   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #33

After today l4d2 update

PHP Code:
L 03/27/2024 07:24:46: [l4d2_cs_ladders.smx] [cs_laddersFailed to validate patch "CTerrorPlayer::OnLadderMount__WeaponHolster_patch" 
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 03-26-2024 , 20:33   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #34

Quote:
Originally Posted by Lux View Post
Thanks for trying to fix it guys.
The function "CTerrorPlayer::OnLadderMount" got inlined.

I did the patch to just jump to the OnDismount every time, I would hope it would be more resistant to breaking.

Code:
if ( *((_BYTE *)v5 + 370) == 9 ) Always just jump
  {
    if ( !v21 )
    {
      sub_1030A3C0("Player.Fall");              // CTerrorPlayer::OnLadderMount function inline
      sub_10177560(v5);
      sub_103120E0(0);
      v22 = sub_100535D0(v5);
      if ( (unsigned __int8)sub_1034FF60(v22) )
      {
        if ( sub_100464D0(v5) )
        {
          v23 = sub_100464D0(v5);
          (*(void (__thiscall **)(int, _DWORD))(*(_DWORD *)v23 + 1060))(v23, 0);
        }
      }
    }
  }
  else if ( v21 )to this function
  {
    CTerrorPlayer::OnLadderDismount(v5);
  }
Reverted back to old patch
https://github.com/LuxLuma/L4D-small...9d4db228cca070
as checking the binary it appears to be all fine with that.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 03-27-2024 , 00:28   Re: [L4D & L4D2]cs_ladders (Counter-Strike Ladders)[19/05/2023]
Reply With Quote #35

Quote:
Originally Posted by Lux View Post
Reverted back to old patch
https://github.com/LuxLuma/L4D-small...9d4db228cca070
as checking the binary it appears to be all fine with that.
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