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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**.
Not always the latest versions. If you have any interest with a plugin, I can make sure to upload the latest. Not always the latest versions. If you have any interest with a plugin, I can make sure to upload the latest.
Currently plugins are only compiled and tested with SM 1.11-6964
Useful things: Useful things:
1. **Netprop Viewer** [L4D2 Netprops](https://jackz.me/netprops/l4d2) and [L4D2 Datamaps](https://jackz.me/netprops/l4d2-data) 1. **Netprop Viewer** [L4D2 Netprops](https://jackz.me/netprops/l4d2) and [L4D2 Datamaps](https://jackz.me/netprops/l4d2-data)
@ -373,7 +371,6 @@ _This plugin is not perfect, sometimes it may trigger early, or not trigger at a
### l4d2_vocalize_control ### l4d2_vocalize_control
A very small plugin that simply allows a player to mute another player's vocalizations only for them. A very small plugin that simply allows a player to mute another player's vocalizations only for them.
It only blocks the actual sounds, captions still show, and any follow-up vocalizations continue to play.
* **Commands:** * **Commands:**
* `sm_vgag <player(s)>` - Vocalize gag or ungags selected player(s) for the command activator only * `sm_vgag <player(s)>` - Vocalize gag or ungags selected player(s) for the command activator only

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@ -823,7 +823,6 @@ void Event_GameEnd(Event event, const char[] name, bool dontBroadcast) {
// Resend all players // Resend all players
SendPlayers(); SendPlayers();
} }
g_gameState = State_None;
} }
void Event_MapTransition(Event event, const char[] name, bool dontBroadcast) { void Event_MapTransition(Event event, const char[] name, bool dontBroadcast) {
@ -955,7 +954,7 @@ public void OnClientAuthorized(int client, const char[] auth) {
public void OnClientPutInServer(int client) { public void OnClientPutInServer(int client) {
if(g_gameState == State_Transitioning) { if(g_gameState == State_Transitioning) {
g_gameState = State_None; g_gameState = State_None;
if(StartPayload(true)) { if(StartPayload()) {
AddGameRecord(); AddGameRecord();
SendPayload(); SendPayload();
} }

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@ -299,6 +299,7 @@ public void OnClientCookiesCached(int client) {
/////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////
//Prevent issues with L4D1 characters being TP'd and stuck in brain dead form //Prevent issues with L4D1 characters being TP'd and stuck in brain dead form
public void OnMapStart() { public void OnMapStart() {
isL4D1Survivors = L4D2_GetSurvivorSetMap() == 1;
survivors = 0; survivors = 0;
@ -307,10 +308,6 @@ public void OnMapStart() {
} }
GetCurrentMap(currentMap, sizeof(currentMap)); GetCurrentMap(currentMap, sizeof(currentMap));
RequestFrame(Frame_MapStart);
}
void Frame_MapStart() {
isL4D1Survivors = L4D2_GetSurvivorSetMap() == 1;
} }
//Either use preferred model OR find the least-used. //Either use preferred model OR find the least-used.