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bf8c4e68cb
5 changed files with 2 additions and 9 deletions
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@ -6,8 +6,6 @@ Please note that these plugins are only guaranteed to work on Left 4 Dead **2**.
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Not always the latest versions. If you have any interest with a plugin, I can make sure to upload the latest.
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Not always the latest versions. If you have any interest with a plugin, I can make sure to upload the latest.
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Currently plugins are only compiled and tested with SM 1.11-6964
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Useful things:
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Useful things:
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1. **Netprop Viewer** [L4D2 Netprops](https://jackz.me/netprops/l4d2) and [L4D2 Datamaps](https://jackz.me/netprops/l4d2-data)
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1. **Netprop Viewer** [L4D2 Netprops](https://jackz.me/netprops/l4d2) and [L4D2 Datamaps](https://jackz.me/netprops/l4d2-data)
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@ -373,7 +371,6 @@ _This plugin is not perfect, sometimes it may trigger early, or not trigger at a
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### l4d2_vocalize_control
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### l4d2_vocalize_control
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A very small plugin that simply allows a player to mute another player's vocalizations only for them.
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A very small plugin that simply allows a player to mute another player's vocalizations only for them.
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It only blocks the actual sounds, captions still show, and any follow-up vocalizations continue to play.
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* **Commands:**
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* **Commands:**
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* `sm_vgag <player(s)>` - Vocalize gag or ungags selected player(s) for the command activator only
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* `sm_vgag <player(s)>` - Vocalize gag or ungags selected player(s) for the command activator only
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Binary file not shown.
Binary file not shown.
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@ -823,7 +823,6 @@ void Event_GameEnd(Event event, const char[] name, bool dontBroadcast) {
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// Resend all players
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// Resend all players
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SendPlayers();
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SendPlayers();
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}
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}
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g_gameState = State_None;
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}
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}
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void Event_MapTransition(Event event, const char[] name, bool dontBroadcast) {
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void Event_MapTransition(Event event, const char[] name, bool dontBroadcast) {
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@ -955,7 +954,7 @@ public void OnClientAuthorized(int client, const char[] auth) {
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public void OnClientPutInServer(int client) {
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public void OnClientPutInServer(int client) {
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if(g_gameState == State_Transitioning) {
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if(g_gameState == State_Transitioning) {
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g_gameState = State_None;
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g_gameState = State_None;
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if(StartPayload(true)) {
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if(StartPayload()) {
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AddGameRecord();
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AddGameRecord();
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SendPayload();
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SendPayload();
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}
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}
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@ -299,6 +299,7 @@ public void OnClientCookiesCached(int client) {
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///////////////////////////////////////////////////////////////////////////////
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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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//Prevent issues with L4D1 characters being TP'd and stuck in brain dead form
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public void OnMapStart() {
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public void OnMapStart() {
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isL4D1Survivors = L4D2_GetSurvivorSetMap() == 1;
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survivors = 0;
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survivors = 0;
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@ -307,10 +308,6 @@ public void OnMapStart() {
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}
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}
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GetCurrentMap(currentMap, sizeof(currentMap));
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GetCurrentMap(currentMap, sizeof(currentMap));
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RequestFrame(Frame_MapStart);
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}
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void Frame_MapStart() {
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isL4D1Survivors = L4D2_GetSurvivorSetMap() == 1;
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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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//Either use preferred model OR find the least-used.
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