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Here's an RSS news feed for NT SRCDS operators that I maintain, covering noteworthy updates (bugfixes, features, etc):

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sourcemod-nt-respawns's Issues

Dead players block bullets

After a player has died, their hitboxes seem to remain and block bullets that pass through the air where they are "standing"
Potential solution: teleport dead players to a location away from the playspace, however this would only work if the map has a dead player teleport location specified.

To Reproduce
Kill a player
Shoot through the air in the space where they died

Expected behavior
Bullets should pass through the space without being absorbed

Additional context
Observed during the showmatch playtest

De-spawn dropped weapons

Before reporting

Describe the bug
Because of engine entity limits, we have to periodically delete dropped stray weapons from the world. This is already done on player death, but explicitly dropped weapons may have their de-spawn behaviour overridden by the nt_drop plugin.

To Reproduce
Steps to reproduce the behavior:

  1. Drop a weapon whilst alive
  2. Gun does not disappear from the world after 30 seconds

Expected behavior
Gun disappears from the world after 30 seconds

Additional context
This should probably be addressed in the nt_drop plugin and not here, as an additional cvar. But tracking the issue here for context, for now.

Allow dead players dropping their guns

Currently, the plugin is destroying weapons of killed players, because most servers are running plugins that enforce weapons to never de-spawn from the world, and with very long round times this could lead to performance issues, or even the edict list overflowing eventually.

Should either enforce the default NT weapon despawning, or roll our own repeat timer that tracks stray guns and destroys them after set period.

This change would allow for players to loot for more ammo from the world.

Players have wounds from previous life after respawn

Before reporting

Describe the bug
Players carry over their wound decals from the previous life

To Reproduce
Steps to reproduce the behavior:

  1. Injure a player such that they get a wound decal
  2. Kill the player
  3. See the respawned player with the wounds of the previous life

Expected behavior
Players should respawn without wound decals from the previous life

Plugin version
The output of server command: sm plugins info nt_respawns

] sm plugins info nt_respawns
  Filename: nt_respawns.smx
  Title: NT Respawns (Respawning for Neotokyo CTG mode)
  Author: Rain
  Version: 0.3.0
  URL: https://github.com/Rainyan/sourcemod-nt-respawns
  Status: running
  Timestamp: 06/22/2023 13:58:56
  Hash: 80ae58caadbad7a8508d9c429058518b

Support gibbing ragdolls

The ragdolls should gib accordingly on explosion/limb damage, as is the case with the ragdolls on "real" player death events.

"Dead" players can equip and shoot guns

Before reporting

Describe the bug
"Dead" players can still equip & shoot weapons when they definitely shouldn't be able to

To Reproduce
Steps to reproduce the behavior:

  1. Die
  2. Have some third party weapon fall upon you
  3. Equip the gun
  4. Shoot the gun

Expected behavior
Dead players should not be able to equip/shoot guns

Plugin version
The output of server command: sm plugins info nt_respawns

] sm plugins info nt_respawns
  Filename: nt_respawns.smx
  Title: NT Respawns (Respawning for Neotokyo CTG mode)
  Author: Rain
  Version: 0.3.0
  URL: https://github.com/Rainyan/sourcemod-nt-respawns
  Status: running
  Timestamp: 06/22/2023 13:58:56
  Hash: 80ae58caadbad7a8508d9c429058518b

Additional context
For ideas on blocking the weapon touch, see: https://github.com/softashell/nt-sourcemod-plugins/blob/494f01f14a0b517b566e98c2dde0722f1b430346/scripting/nt_drop.sp#L82

Don't delete the primary weapon if it is the ghost

We have to delete (or drop) guns when going invisible during the fake death sequence, because the player model's weapon attachments are still rendered otherwise. But we don't want to erase the ghost from the world; should instead drop it.

Allow changing class/loadout at respawn

Currently, the player automatically spawns in with their previous loadout. This can also cause the player to spawn in without a primary weapon if they deranked. Should allow players to redo their class/loadout picks during respawn to fix this.

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