L4D2Tools: Set survivor correctly on l4d1 maps

This commit is contained in:
Jackzie 2021-04-24 13:46:46 -05:00
parent a06645cd4a
commit 4c667b5ec0
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GPG key ID: 1E834FE36520537A
2 changed files with 3 additions and 3 deletions

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@ -203,7 +203,7 @@ public Action Command_SetClientModel(int client, int args) {
pack.WriteCell(GetClientUserId(target));
pack.WriteCell(EntIndexToEntRef(weapon)); // Save last held weapon to switch back
CreateTimer(0.1, Timer_RequipWeapon, pack);
CreateTimer(0.2, Timer_RequipWeapon, pack);
}
}
}
@ -304,8 +304,8 @@ public void OnClientDisconnect(int client) {
public void OnMapStart() {
HookEntityOutput("info_changelevel", "OnStartTouch", EntityOutput_OnStartTouchSaferoom);
HookEntityOutput("trigger_changelevel", "OnStartTouch", EntityOutput_OnStartTouchSaferoom);
char output[4];
L4D2_GetVScriptOutput("GetSurvivorSet()", output, sizeof(output));
char output[2];
L4D2_GetVScriptOutput("Director.GetSurvivorSet()", output, sizeof(output));
isL4D1Survivors = StringToInt(output) == 1;
}