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L4D2Tools: Set survivor correctly on l4d1 maps
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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) {
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pack.WriteCell(GetClientUserId(target));
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pack.WriteCell(EntIndexToEntRef(weapon)); // Save last held weapon to switch back
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CreateTimer(0.1, Timer_RequipWeapon, pack);
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CreateTimer(0.2, Timer_RequipWeapon, pack);
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}
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}
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}
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@ -304,8 +304,8 @@ public void OnClientDisconnect(int client) {
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public void OnMapStart() {
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HookEntityOutput("info_changelevel", "OnStartTouch", EntityOutput_OnStartTouchSaferoom);
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HookEntityOutput("trigger_changelevel", "OnStartTouch", EntityOutput_OnStartTouchSaferoom);
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char output[4];
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L4D2_GetVScriptOutput("GetSurvivorSet()", output, sizeof(output));
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char output[2];
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L4D2_GetVScriptOutput("Director.GetSurvivorSet()", output, sizeof(output));
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isL4D1Survivors = StringToInt(output) == 1;
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}
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