Closed doomy64 closed 3 years ago
Eureka Effect part fixed by using your suggestion. https://github.com/FortyTwoFortyTwo/Randomizer/commit/30b19f42a6171049ff23c787b032735aface0b27
Air Strike broke because TF_COND_BLASTJUMPING
cond was not given to be more specific.
Swap OnTakeDamage
attacker class as weapon's default class fixes it, also helps not needing OnDecapitation
hook fix. But this fix could open new bugs related to taking damage I'm aware of, but let's see how this goes.
As for Baby Face's Blaster, better off fixing m_flHypeMeter
in #7 if were to fix this issue.
Eureka Effect can't teleport Air Strike does not receive it's bonus fire rate while rocket jumping Baby Face's Blaster does not lose boost when taking damage
Some debugging showed that the detour just isn't being called during when using the
eureka_teleport
command. After some digging in a disassembler, it seems thatCTFPlayer::ClientCommand
never callsCTFPlayer::IsPlayerClass
at all.As for the other two, further testing showed that the detour gets called more times during
SDKHook_OnTakeDamage
on a windows server than a linux one. Rocket jumping with an air strike and identical loadouts calls the detour 17 times on windows, but only 7 on linux. This is probably why the two damage events listed above don't work, but some others (like Darwin's Danger Shield) do.Eureka effect might be able to be fixed using
SetPlayerClass
rather thang_iAllowPlayerClass
, but I don't even know where to begin with the others.