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https://github.com/Jackzmc/sourcemod-plugins.git
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survivor_identity_fix: Fix edge cases in the passing
- Swap models on player_spawn and door_open - Swamp right before death (prevents the kick on round_end)
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parent
7cf000d665
commit
3ea9678b53
2 changed files with 45 additions and 21 deletions
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@ -63,6 +63,8 @@ public void OnPluginStart()
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HookEvent("player_first_spawn", Event_PlayerFirstSpawn);
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HookEvent("player_disconnect", Event_PlayerDisconnect);
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HookEvent("finale_start", Event_FinaleStart);
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HookEvent("player_spawn", Event_PlayerSpawn);
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HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre);
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if(isLateLoad) {
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for(int i = 1; i <= MaxClients; i++) {
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@ -235,40 +237,62 @@ public void OnClientCookiesCached(int client) {
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}
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//Prevent issues with L4D1 characters being TP'd and stuck in brain dead form
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static bool IsTemporarilyL4D2[MAXPLAYERS]; //Use index 0 to state if its activated
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static char currentMap[16];
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public void OnMapStart() {
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char map[16];
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GetCurrentMap(map, sizeof(map));
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if(StrEqual(map, "c6m3_port")) {
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UnhookEvent("door_open", Event_DoorOpen);
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for(int i = 0; i < sizeof(survivor_models); i++) {
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PrecacheModel(survivor_models[i], true);
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}
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GetCurrentMap(currentMap, sizeof(currentMap));
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if(StrEqual(currentMap, "c6m3_port")) {
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HookEvent("door_open", Event_DoorOpen);
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}
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}
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public Action Event_DoorOpen(Event event, const char[] name, bool dontBroadcast) {
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) {
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int playerType = GetEntProp(i, Prop_Send, "m_survivorCharacter");
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//If character is L4D1 Character (4: bill, etc..) then swap
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if(playerType > 3) {
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SetEntProp(i, Prop_Send, "m_survivorCharacter", playerType - 4);
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IsTemporarilyL4D2[i] = true;
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}
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public void Event_PlayerSpawn(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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SwapL4D1Survivor(client);
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}
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public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) {
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if(StrEqual(currentMap, "c6m3_port")) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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if(GetClientTeam(client) == 2) {
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SwapL4D1Survivor(client);
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}
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}
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return Plugin_Continue;
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}
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public void Event_DoorOpen(Event event, const char[] name, bool dontBroadcast) {
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && !IsTemporarilyL4D2[i]) {
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SwapL4D1Survivor(i);
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}
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}
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IsTemporarilyL4D2[0] = true;
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UnhookEvent("door_open", Event_DoorOpen);
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}
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//On finale start: Set back to their L4D1 character.
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public Action Event_FinaleStart(Event event, const char[] name, bool dontBroadcast) {
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if(IsTemporarilyL4D2[0]) {
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for(int i = 0; i <= MaxClients; i++) {
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if(i > 0 && IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && IsTemporarilyL4D2[i]) {
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int playerType = GetEntProp(i, Prop_Send, "m_survivorCharacter");
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SetEntProp(i, Prop_Send, "m_survivorCharacter", playerType + 4);
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}
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IsTemporarilyL4D2[i] = false;
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) {
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RevertL4D1Survivor(i);
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}
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}
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}
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void SwapL4D1Survivor(int client) {
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int playerType = GetEntProp(client, Prop_Send, "m_survivorCharacter");
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//If character is L4D1 Character (4: bill, etc..) then swap
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if(playerType > 3) {
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SetEntProp(client, Prop_Send, "m_survivorCharacter", playerType - 4);
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IsTemporarilyL4D2[client] = true;
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}
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}
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void RevertL4D1Survivor(int client) {
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if(IsTemporarilyL4D2[client]) {
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int playerType = GetEntProp(client, Prop_Send, "m_survivorCharacter");
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SetEntProp(client, Prop_Send, "m_survivorCharacter", playerType + 4);
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}
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}
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//Either use preferred model OR find the least-used.
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public Action Event_PlayerFirstSpawn(Event event, const char[] name, bool dontBroadcast) {
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int client = GetClientOfUserId(event.GetInt("userid"));
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