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View Code? Open in Web Editor NEWFolders containing my sourcemod plugins for L4D / L4D2
Folders containing my sourcemod plugins for L4D / L4D2
What steps will reproduce the problem?
1. Play a versus based mutation (some people said even realism-versus wasn't
working correctly)
What is the expected output? What do you see instead?
Ready-up to function as it does in versus mode.
What version of the product are you using? On what operating system?
Current version, any OS.
Please provide any additional information below.
I made a patch that removes the scavenge/versus check from compReady. Seems to
function as it would in versus for all other game modes (I even tested campaign
mode, but not survival).
This way it offers a bit more compatibility, and the plugin only needs to be
changed for the occasional mutation it doesn't work in instead of adding every
mutation it does work correctly in.
Original issue reported on code.google.com by [email protected]
on 1 May 2011 at 11:02
Attachments:
here is what i've fixed:
-Pauses counter isn't reset on each pause now
-Survivor's hp no longer increase on r-up when being hitted in the back by mobs
-Scavenge warmup now works properly
-Alltalk is now enabled on pause
Original issue reported on code.google.com by [email protected]
on 15 May 2012 at 4:56
Attachments:
Fixed scavenge warm-up mode (survivors can move around but not take damage
before the round restarts in Scavenge)
Original issue reported on code.google.com by [email protected]
on 23 Feb 2012 at 12:55
Attachments:
To reproduce:
1. Put 9 players in the server
2. Have one player on team 2 or 3 ready up, then move to team 1
3. Have the extra player in spectate move to the the empty slot on team 2 or 3.
4. Have 7 of the players on teams 2 and 3 ready up.
5. Game will go live.
Players in spectate are not counted as humans, but their ready state is still
recorded. If a client readies up while on the team, then moves to spectator, it
influences the ready counts.
Fix: Change checkStatus calcuation of number of ready players to check
spectator teams.
Attached: Bugfix
Original issue reported on code.google.com by [email protected]
on 7 Oct 2010 at 5:13
Attachments:
When !ready, /ready, !sm_ready, or /sm_ready is used to go ready, it is
interpreted by both the sm_ready command callback and the Command_Say function.
This results in unnecessary calculation and chat spam when players ready using
chat.
Fix: Simply return plugin_handled on known commands to block chat, and let the
command callback handle parsing the command.
Attached: Patch to make l4dready only block text for basic chat command
structures, and not call readyUp etc
Original issue reported on code.google.com by [email protected]
on 7 Oct 2010 at 6:06
Attachments:
What steps will reproduce the problem?
1. Run l4dready with a lower player limit (e.g. minimum_players 2 for 1v1)
2. Have 3 people on teams, two readied up
3. Last unreadied player moves to spectate
Game should go live, since two players (minimum) are readied and there are no
non-readies. This does not happen.
Patch attached to fix issue
Original issue reported on code.google.com by [email protected]
on 24 Oct 2010 at 7:20
Attachments:
Many people use l4dready to manage their pauses. It would be very useful if
other plugins could query whether the game was paused.
Attached: Patch to create L4DReady_IsGamePaused() native.
Original issue reported on code.google.com by [email protected]
on 7 Oct 2010 at 12:23
Attachments:
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