Open CubaOfficial opened 1 year ago
How did you fix this in the clips? Would this need a C++ side fix?
I used sourcemod to fix it. Certain it would need a C++side fix.
Nothing crazy, my code just looked something like this:
if(StrEqual(sWeaponName, "weapon_gascan") > 0)
{
if ((sequence == GetAnimation(client, "ACT_WALK_GASCAN")) && (GetClientRealHealth(client) < 40) )
{
DHookSetReturn(hReturn, GetAnimation(client, "ACT_WALK_INJURED_GASCAN"));
return MRES_Override;
}
}
Description
This is a legacy bug from L4D1, all carriable props will not play their respective limp walking animation despite it being present in the animations. These work completely fine if forced to play via plugin, and I can only assume the activities were not set up correctly due to an oversight. Ellis and Coach have their own unique gascan limpwalk movement that suggests Valve themselves didn't even realize it was bugged.
All that's required to correct this is ensure that instead of ACT_WALK_XXX, ACT_WALK_INJURED_XXX is set to play instead like every other weapon and item.
How it current behaves in both L4D1 and L4D2
https://github.com/Tsuey/L4D2-Community-Update/assets/19815283/843e1922-054a-4e4b-b390-e3fc9af29f2d
And here with it functioning as intended
https://github.com/Tsuey/L4D2-Community-Update/assets/19815283/29f3c854-6153-4f33-84ee-a43d6c054580
Reproduction steps
Lower your HP to 39 or below and walk around with a gascan or o2 tank.
Additional files
No response