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[L4D2] Throwable Melee Weapons (1.21) [05-Jul-2022]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 06-20-2021 , 09:47   Re: [L4D2] Throwable Melee Weapons (1.13) [20-Jun-2021]
Reply With Quote #31

Code:
1.13 (20-Jun-2021)
    - Changed "SDKHook_WeaponSwitchPost" to read the "m_hActiveWeapon" netprop instead of using "weapon" from the callback.
    - When climbing ladders or being pinged "SDKHook_WeaponSwitchPost" returns the wrong weapon.
    - This should fix various issues such as not being able to throw after pinned or throwing after climbing while primary weapon is active.
    - Thanks to "SDArt" for reporting various issues.
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swiftswing1
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Old 09-16-2021 , 10:14   Re: [L4D2] Throwable Melee Weapons (1.13) [20-Jun-2021]
Reply With Quote #32

hm i can't seem to throw any 3rd party melee weapons (tested on helms deep and resident evil 1 maps). l4d2_throwable_types cvar is default as well.
i've checked the .vpks for the custom melee .txt files and they're there - though not sure if they're missing something they should have... any ideas? or does anyone else have this problem or just me?

btw really nice plugin Silvers. thanks!
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Silvers
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Old 09-17-2021 , 14:33   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #33

Code:
1.14 (17-Sep-2021)
    - Fixed 1 line of code blocking unknown (generic) melee weapons from being used. Thanks to "swiftswing1" for reporting.
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swiftswing1
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Old 09-18-2021 , 05:49   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #34

Quote:
Originally Posted by Silvers View Post
Code:
1.14 (17-Sep-2021)
    - Fixed 1 line of code blocking unknown (generic) melee weapons from being used. Thanks to "swiftswing1" for reporting.
ah thanks Silvers! working now

also just a heads up - on the helms deep map i don't recommend throwing the sword and shield custom weapon. lets just say weird things can happen...


Last edited by swiftswing1; 09-18-2021 at 05:56.
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Sev
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Join Date: May 2010
Old 09-18-2021 , 15:32   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #35

Not sure how doable it would be and it would probably be too complicated if it was, but it would be neat if it could burrow the throwable throwing animations when throwing the melee weapons. Obviously from first person perspective, it can't be seen but as seen in 3rd person and from other survivors, it would be neat.

Last edited by Sev; 09-18-2021 at 15:33.
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Silvers
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Location: SpaceX
Old 09-18-2021 , 21:16   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #36

What throwable throwing animations? Like those used for grenades?
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TBK Duy
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Join Date: Jun 2017
Location: Vietnam
Old 09-19-2021 , 03:35   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #37

Quote:
Originally Posted by Silvers View Post
What throwable throwing animations? Like those used for grenades?
Hell yes, with a grunt sound maybe ? That would be sick
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Sev
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Old 09-19-2021 , 07:50   Re: [L4D2] Throwable Melee Weapons (1.14) [17-Sep-2021]
Reply With Quote #38

Quote:
Originally Posted by Silvers View Post
What throwable throwing animations? Like those used for grenades?
Yup, that's what I meant.
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Silvers
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Join Date: Aug 2010
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Old 09-19-2021 , 08:49   Re: [L4D2] Throwable Melee Weapons (1.15) [19-Sep-2021]
Reply With Quote #39

Code:
1.15 (19-Sep-2021)
    - Now plays a throwing animation. Requested by "Sev".
    - Now removes the weapon glow when thrown (most of the time).
    - Now delays the throw slightly to hide the weapon being frozen when thrown.
Edit: Whoever downloaded 1.15, get 1.16 I fixed potential issue.
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Last edited by Silvers; 09-19-2021 at 09:01.
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swiftswing1
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Old 09-20-2021 , 02:52   Re: [L4D2] Throwable Melee Weapons (1.15) [19-Sep-2021]
Reply With Quote #40

Quote:
Originally Posted by Silvers View Post
Code:
1.15 (19-Sep-2021)
    - Now plays a throwing animation. Requested by "Sev".
    - Now removes the weapon glow when thrown (most of the time).
    - Now delays the throw slightly to hide the weapon being frozen when thrown.
nice! really well done!
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