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Rename l4d2util's SurvivorCharacter enum to avoid left4dhooks collision
As pointed out by @blueblur0730 in #928 , the latest left4dhooks ships a SurvivorCharacter_* enum that overlaps with l4d2util's.
They serve different purposes, so I've prefixed l4d2util's version to L4D2Util_SurvivorCharacter_* rather than replacing it (eventually we could probably replace l4d2util's approach in favor of left4dhooks)
I've also gone ahead and fixed archived plugins that rely on this.
Note for plugin authors: if you rely on SurvivorCharacter_* from l4d2util, update to the L4D2Util_ prefix.
pendingGetups[SurvivorCharacter_Size-1] = {0, ...}, // This is used to track the number of pending getups. The collective opinion is that you should have at most 1.
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interrupt[SurvivorCharacter_Size-1] = {false, ...}, // If the player was getting up, and that getup is interrupted. This alows us to break out of the GetupTimer loop.
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currentSequence[SurvivorCharacter_Size-1] = {0, ...}; // Kept to track when a player changes sequences, i.e. changes animations.
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pendingGetups[L4D2Util_SurvivorCharacter_Size-1] = {0, ...}, // This is used to track the number of pending getups. The collective opinion is that you should have at most 1.
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interrupt[L4D2Util_SurvivorCharacter_Size-1] = {false, ...}, // If the player was getting up, and that getup is interrupted. This alows us to break out of the GetupTimer loop.
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currentSequence[L4D2Util_SurvivorCharacter_Size-1] = {0, ...}; // Kept to track when a player changes sequences, i.e. changes animations.
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ePlayerState
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playerState[SurvivorCharacter_Size] = {eUPRIGHT, ...}; // Since there are multiple sequences for each animation, this acts as a simpler way to track a player's state.
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playerState[L4D2Util_SurvivorCharacter_Size] = {eUPRIGHT, ...}; // Since there are multiple sequences for each animation, this acts as a simpler way to track a player's state.
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publicPluginmyinfo=
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{
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name="L4D2 Get-Up Fix",
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author="Darkid, Jacob",
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description="Fixes the problem when, after completing a getup animation, you have another one.",
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