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EDIT: Any news on netprops and ChangeLevel()? Is it fair for me to expect them?
https://steamhost.cn/steamcommunity_com/groups/L4D2WSVB/discussions/0/810923021697866291/
Also, is there any way to get the custom HUD to resize elements like the stock elements do? People playing on low resolution have all the fonts clipped off
More function ideas...
- z_spawn auto (instead of specifying position, let the director pick out the pos)
- Fake client command (non-networked / server executed)
- Emit sound
- Drop spit at location
- Drop molotov at location
- Vomit on player
- Bile player
- Respawn player (i.e. CTerrorPlayer::RoundRespawn)
- Defib player
- Revive incapped player
- Set black/white count
- Set glow color
- Set player movement speed (currently we can "slow" players down by setting the friction kv, but can't speed them up)
- Get entity owner (netprop m_hOwnerEntity)
... and I have a lot more if you want lol.
- Spawn bots
- Kick bots
- Change player model
I will love you forever... no homo lol.
I have a unit test folder with a distribution of simple time-profiled cases. If anything seems to take more time than it should, I'll be sure to post a bug report, although it may take awhile for me to get back to you on the updates (I'm a freshman in college-- I'm 19-- and taking summer school b/c of my accelerated medical track).
Have a great holiday.
A function to tell if a entity is ignited.
A bigger one but which has a ton of possibilities for new modes/campaign. A generic npc, basically something like npc_citizen.
But yeah, a way to get the entity's flags would be wonderful. That'll also enable us to detect FL_INWATER, FL_ONGROUND, and FL_DUCKING too.
I was always wondering about something like an info_l4d2_survivor_spawn entity, that would only work in L4D1 survivor maps if the mission file had "survivor_set" set to "1". It would function the same as the info_l4d1_survivor_spawn, but it would instead spawn the L4D2 survivor bots helping the L4D1 survivors. Like a reverse of The Passing Port.