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[L4D & L4D2] Left 4 DHooks Direct (1.150) [06-May-2024]


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ProjectSky
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Join Date: Aug 2020
Old 11-04-2021 , 09:52   Re: [L4D & L4D2] Left 4 DHooks Direct (1.69) [03-Nov-2021]
Reply With Quote #511

Quote:
Originally Posted by Silvers View Post
While we're at it. Here are the other 2 missing forwards.

Code:
1.69 (03-Nov-2021)
    - Added forward "L4D_OnPouncedOnSurvivor" to notify when a Survivor is being pounced on by a Hunter.
    - Added forward "L4D2_OnStartCarryingVictim" to L4D2 to notify when a Survivor is being grabbed by a Charger.
    - Fixed some natives disabling the plugin if their signatures broke. Only their functionality will break.

    - GameData files, include file and plugins updated.
forget to add L4D_OnPouncedOnSurvivor and L4D2_OnStartCarryingVictim to left4dhooks.inc?

is it possible for L4D_OnPouncedOnSurvivor to get/change pounce damage?

PHP Code:
L4D_OnPouncedOnSurvivor(int victimint attackerfloat &damage

Last edited by ProjectSky; 11-04-2021 at 09:59. Reason: extra information
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 11-04-2021 , 12:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.69) [03-Nov-2021]
Reply With Quote #512

Quote:
Originally Posted by ProjectSky View Post
forget to add L4D_OnPouncedOnSurvivor and L4D2_OnStartCarryingVictim to left4dhooks.inc?

is it possible for L4D_OnPouncedOnSurvivor to get/change pounce damage?

PHP Code:
L4D_OnPouncedOnSurvivor(int victimint attackerfloat &damage
Thanks, I had written them in local l4d1 servers include file by mistake, but I package the zip from the l4d2 folder. Updated.

Pounce damage in these no. You could probably SDKHook OnTakeDamage within the forward and get/modify the damage that way, then unhook at the end of OnTakeDamage. I guess that would work.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 11-06-2021 , 07:55   Re: [L4D & L4D2] Left 4 DHooks Direct (1.69a) [04-Nov-2021]
Reply With Quote #513

l4d1 linux error since v1.69a

PHP Code:
L 11/06/2021 19:53:07: [left4dhooks.smxFailed to load detour "L4DD::CTerrorPlayer::OnShovedBySurvivor_Clone" signature.
L 11/06/2021 19:53:07: [left4dhooks.smxFailed to load detour "L4DD::CTerrorPlayer::OnStaggered_Clone" signature
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 11-07-2021 , 06:33   Re: [L4D & L4D2] Left 4 DHooks Direct (1.70) [07-Nov-2021]
Reply With Quote #514

Code:
1.70 (07-Nov-2021)
    - Added native "L4D_TankRockPrj" to create a Tank Rock projectile.
    - Added native "L4D_DetonateProjectile" to detonate grenade projectiles.
    - Added natives to L4D2: "L4D2_GetSurvivorSetMap" and "L4D2_GetSurvivorSetMod" to return the maps and modified Survivor set.
    - Changed forwards "L4D_OnGetSurvivorSet" and "L4D_OnFastGetSurvivorSet" to post hooks to retrieve the correct value. Thanks to "Gabe Iggy" for reporting.
    - Fixed detours "OnShovedBySurvivor_Clone" and "OnStaggered_Clone" being broken on L4D1 linux. Thanks to "HarryPotter" for reporting.

    - GameData files, include file and plugins updated.
Code:
1.71 (07-Nov-2021)
    - Fixed native "L4D2_GetSurvivorSetMod" not being restricted to L4D2. Thanks to "HarryPotter" for reporting.
    - Plugin now loads about 1 second faster and no longer creates about 1 second delay on map changes.
    - Changes to the "sm_l4dd_detours" and "sm_l4dhooks_detours" commands to prevent errors when using the DEBUG or DETOUR defines.
Code:
1.72 (10-Nov-2021)
    - Added native "L4D_GetPointer" to return various pointer addresses.
    - Added native "L4D_GetClientFromAddress" to return a client index from a memory address.
    - Added native "L4D_GetEntityFromAddress" to return an entity index from a memory address.
    - Added native "L4D_ReadMemoryString" to read a string from a memory address.
    - Added native "L4D_GetServerOS" to return the current server OS.
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Last edited by Silvers; 11-10-2021 at 06:09.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 11-10-2021 , 15:57   Re: [L4D & L4D2] Left 4 DHooks Direct (1.72) [10-Nov-2021]
Reply With Quote #515

When i use L4D_DetonateProjectile(entity);
Doesn't detonate vomitjar in the right place.

Bug Example:
Create 1 info_goal_infected_chase and particles in position: 0 0 1
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 11-11-2021 , 03:53   Re: [L4D & L4D2] Left 4 DHooks Direct (1.72) [10-Nov-2021]
Reply With Quote #516

I thought this worked and it would detonate near the surface. I just tried again and it wouldn't splash just covers me in vomit. I also tried another SDKCall but the same thing happened. What you could do is fire a trace ray to the ground and teleport the projectile to the ground vector. That way it hits and explodes like it should. Maybe eventually I'll add another SDKCall to do this like the game, or maybe add the trace ray to detonate on the surface. For now there's this workaround.
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Silvers
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Old 11-15-2021 , 14:06   Re: [L4D & L4D2] Left 4 DHooks Direct (1.73) [15-Nov-2021]
Reply With Quote #517

Another huge update!

Code:
1.73 (15-Nov-2021)
    - Added tons of new stocks! About 147!

    - Added some new enums to the "left4dhooks_silver.inc" include file: "L4D_TEAM_*", "L4D_ZOMBIE_CLASS_*", "L4D2_ZOMBIE_CLASS_*" and "L4D_WEAPON_SLOT_*".
    - Added new include file "left4dhooks_lux_library.inc" - various new stocks from "lux_library.inc". Thanks to "Lux" for the original file and allowing use.
    - Added new include file "left4dhooks_silver.inc" - various new stocks. This will be updated over time to add new simple stock functions.
    - Added new inclide file "left4dhooks_stocks.inc" - various new stocks from "l4d_stocks.inc". Thanks to "Mr. Zero" for the original files.
    - This is also combined with the "l4d_weapon_stocks.inc" include file by "Mr. Zero".
    - Only required to copy to the "scripting/include" directory when compiling, "left4dhooks.inc" will include these automatically.

    - New GameData file "lux_library.txt" used for the "left4dhooks_lux_library.inc" include file. Thanks to "Lux" for providing these.

    - Updated: Plugin, Test plugin, Include file.
    - Added: New include files and GameData file.
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Dragokas
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Old 11-15-2021 , 14:09   Re: [L4D & L4D2] Left 4 DHooks Direct (1.73) [15-Nov-2021]
Reply With Quote #518

Magic! All we need for comfortable coding.
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moschinovac
Member
Join Date: Mar 2019
Location: Vietnam
Old 11-16-2021 , 00:42   Re: [L4D & L4D2] Left 4 DHooks Direct (1.73) [15-Nov-2021]
Reply With Quote #519

I got this error when compile
#include <left4dhooks>
Code:
error 017: undefined symbol "L4D_IsFinaleActive"
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 11-16-2021 , 08:01   Re: [L4D & L4D2] Left 4 DHooks Direct (1.74) [16-Nov-2021]
Reply With Quote #520

Quote:
Originally Posted by moschinovac View Post
I got this error when compile
#include <left4dhooks>
Code:
error 017: undefined symbol "L4D_IsFinaleActive"
Well this is embarrassing. I was in a rush to leave and posted without checking the files.. I had completely overwritten the include with something else. Thankfully I found a backup.

Code:
1.74 (16-Nov-2021)
    - Fixed releasing 1.73 with the wrong "left4dhooks_stocks.inc" include file version. Thanks to "moschinovac" for reporting.
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