SDKTools: Add parameters to ForcePlayerSuicide native#1782
SDKTools: Add parameters to ForcePlayerSuicide native#1782peace-maker merged 4 commits intoalliedmodders:masterfrom
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Seems that should just be the default native behaviour here - it likely wasn't known what the boolean was for when this was added. What's game support like for explode? |
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explode adds the DMG_BLAST and DMG_ALWAYSGIB damage types, so any game that
supports player gibbing should support this param
…On Mon, 20 Jun 2022, 17:21 Asher Baker, ***@***.***> wrote:
or want to bypass the 5 second suicide cooldown.
Seems that should just be the default native behaviour here - it likely
wasn't known what the boolean was for when this was added.
What's game support like for explode?
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ZPS Supports exploding of models with their own gibs even and also requires the force parameter to be set to true to avoid the delay. |
It is weird that a native called "ForceSomething" isn't forcing something by default indeed. I don't know if changing the |
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I don't think we should even expose |
I'd agree if this native wasn't around for many years already. This might cause unexpected behavior for old plugins that expect the cooldown to be present. It's not likely many of them exist, but it's a possibility. |
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KickClient was expanded because it (well documented) crashed, RemoveEdict is still a nightmare in-frame where it's simply not safe. The Force* on these is a wart, I think defaulting these to safe is the appropriate way forward. |
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@peace-maker @asherkin I've set the |
The |
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Can this be backported / included in the 1.11 builds? |
The function
CBasePlayer::CommitSuicidehas two additional parameters which SourceMod silently passesfalsefor when calling theForcePlayerSuicidenative. There are situations where you want to force the player to gib (explode) or want to bypass the 5 second suicide cooldown.This PR allows users to pass the parameters to the underlying call.
Tested on TF2 Windows.