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Spitter acid stops playing damage sound if the attacker is invalid #432

Open Mart-User opened 10 months ago

Mart-User commented 10 months ago

Description

Spitter acid puddle stops reproducing "PlayerZombie.AttackHit" sound if the attacker is kicked from the game or isn't a player entity. Also noticed that the red fade (from damage) doesn't apply too.

UM: Fade/7:10:81920: [256] [0] [1] [255] [0] [0] [30]
"PlayerZombie.AttackHit"
{
    "channel"       "CHAN_AUTO"
    "volume"        "0.7"
    "soundlevel"    "SNDLVL_85dB"
    "pitch"         "95, 105"

    "rndwave"
    {
        "wave"  "player/PZ/hit/zombie_slice_1.wav"
        "wave"  "player/PZ/hit/zombie_slice_2.wav"
        "wave"  "player/PZ/hit/zombie_slice_3.wav"
        "wave"  "player/PZ/hit/zombie_slice_4.wav"
        "wave"  "player/PZ/hit/zombie_slice_5.wav"
        "wave"  "player/PZ/hit/zombie_slice_6.wav"
    }
}

Reproduction steps

Additional files

VScript to test:

local player = Entities.FindByClassname(player, "player");
DropSpit(player.GetOrigin());
Treescrub commented 9 months ago

I think this is technically true of all damage, but most noticeable with spitter acid.

Shadowysn commented 9 months ago

Maybe since the red screen and sound already show when PZ damage is inflicted on survivors there wasn't a need for the acid entity to produce those two effects themselves.

I think this is technically true of all damage, but most noticeable with spitter acid.

Oh, curious. What other damage effects are missing without a proper attacker?

Treescrub commented 9 months ago

Oh, curious. What other damage effects are missing without a proper attacker?

Not sure of any other effects but the PlayerZombie.AttackHit sound requires the attacker to be a player on the infected team, not damaging with only POISON or only ACID damage type, not a Charger, and not pounced on the survivor as a Hunter.