Open eyal282 opened 11 months ago
Note: I obviously don't want every plugin on earth to be fully compatible with my damage handling plugin via natives and forwards, but this interaction messes with me in a special way.
Second note: If your plugin tries to detect a TraceAttack ( because Plugin B attempts to replicate a charger punching a jockey [ SDKHooks_TakeDamage is exclusively meant to replicate client damaging another ] )
This isn't going to happen, since the call order doesn't make sense. TraceAttack usually calls OnTakeDamage, not the other way around. You could SDKCall CBaseEntity::DispatchTraceAttack
manually to achieve what you want.
This isn't going to happen, since the call order doesn't make sense. TraceAttack usually calls OnTakeDamage, not the other way around. You could SDKCall
CBaseEntity::DispatchTraceAttack
manually to achieve what you want.
It is unreasonable to ask a developer to do this. If this won't happen in Sourcemod the devs are screwed basically.
When I said "Make bypass hooks also send a TraceAttack with as many relevant parameters as possible ( hitgroup & hitbox set to 0 = "GENERIC")
I meant also. Means on top of sending a TakeDamage, it will also send a TraceAttack. Because you said the obvious, indeed TraceAttack calls TakeDamage, this means SDKHooks_TakeDamage will call TraceAttack, then immediately afterwards call TakeDamage
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Problematic Code (or Steps to Reproduce)
Plugin A ( RPG-Perks, a damage handling plugin )
Plugin B, a damage sending plugin
TraceAttack is generally more useful to catch involving player on player violence on things like blood, slow, etc..., so swapping to TakeDamage is not very good ( I also want to increase the chances my plugin goes first when detecting and modifying damage )
I need one of three things: