Closed nikita1824 closed 1 year ago
Thanks for the fix and writing the natives. Along with some other stuff, the commit above should help. Well a note that I'm not likely to make a full test on it at least now (or just lazy smh), any help is really appreciated.
Hello again, thank you for your update. I'm sorry for the bad advice in the first addition (I didn't test it when posted)
Yep I noticed and corrected during the update.
Though I'd like to add that it isn't really good to store up the health on spawn, as I recenrly found some mutation manually changing the tank health in custom logics. I cannot clearly tell if L4D_OnSpawnTank_Post
is called after game event tank_spawn
, anyway I'd prefer to handle the max health at the very end (tank gets killed).
Should be in the next update.
Hello, recently I saw your changes for l4d_tank_damage_announce, as I can see you merged it with l4d2_tank_facts_announce Here are some minor additions if you don't mind: We could add this to avoid the case when tank didn't get any damage:
and we could add natives for third party plugins (I used l4d2_tank_facts_announce to get tank statistics for spechud) (correct me if I misunderstood the code):