Left 4 Dead 2

Left 4 Dead 2

Weapon Dropper - Patched
Bug Fixes
::DropDaGun <- function(player) { local weapon = player.GetActiveWeapon() // Will throw console error when the player has no weapons to hold, fix. if(weapon == null) { return; } local classname = weapon.GetClassname() local model = weapon.GetModelName() if (player.IsSurvivor()) { if (classname == "weapon_melee" || classname == "weapon_chainsaw" || classname == "weapon_pistol_magnum") //model == "models/v_models/v_dual_pistolA.mdl" { player.DropItem(classname); player.GiveItem("weapon_pistol"); } // Throwables duplication glitch, fix. else if(classname == "weapon_molotov" || classname == "weapon_vomitjar" || classname == "weapon_pipe_bomb") { if(NetProps.GetPropInt(weapon, "m_bRedraw") < 1) { player.DropItem(classname); } } // Invisible dropped defib, fix by Nescius. else if(classname == "weapon_defibrillator") { player.DropItem(classname) NetProps.SetPropInt(weapon, "m_iWorldModelIndex", GetModelIndex("models/w_models/weapons/w_eq_defibrillator.mdl")); } else if (classname != "weapon_pistol") { player.DropItem(classname) } } }

::Gundropper.Events.OnGameEvent_player_say <- function ( params ) { local player = g_MapScript.GetPlayerFromUserID( params["userid"] ); local text = ( params["text"] ); // Console chats can fire this event too, resulting player == null, fix. if(player == null) { return; } Gundropper.OnGameEvent_player_say(text , player , params); }
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Showing 1-4 of 4 comments
Waltz  [developer] 11 May @ 5:27am 
Damn the og mod was more broken than i thought. Ill check this fix in a sec
Waltz  [developer] 11 May @ 8:29am 
those fixes should be implemented now, thanks for the tips
pillar of the community
that's right you
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Showing 1-4 of 4 comments
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