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l4d2_plugins's Issues

l4d2_si_spawn_control.sp 有关疑问

// IsVisibleToPlayer(Vector const&, CBasePlayer *, int, int, float, CBaseEntity const*, TerrorNavArea **, bool *);
// SDKCall(g_hSDKIsVisibleToPlayer, fTargetPos, i, 2, 3, 0.0, 0, pArea, true);
StartPrepSDKCall(SDKCall_Static);
if (!PrepSDKCall_SetFromConf(hGameData, SDKConf_Signature, "IsVisibleToPlayer"))
SetFailState("Failed to find signature: IsVisibleToPlayer");
PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_ByRef); // 目标点位
PrepSDKCall_AddParameter(SDKType_CBasePlayer, SDKPass_Pointer); // 客户端
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain); // 客户端团队
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain); // 目标点位团队, 如果为0将考虑客户端的角度
PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain); // 不清楚
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain); // 不清楚
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Pointer); // 目标点位 NavArea 区域
PrepSDKCall_AddParameter(SDKType_Bool, SDKPass_Pointer); // 如果为 false,将自动获取目标点位的 NavArea (GetNearestNavArea)
PrepSDKCall_SetReturnInfo(SDKType_Bool, SDKPass_Plain);
g_hSDKIsVisibleToPlayer = EndPrepSDKCall();
if (g_hSDKIsVisibleToPlayer == null)
SetFailState("Failed to create SDKCall: IsVisibleToPlayer");

想请问一下这个检测sdkcall是不是对抗检测用的,还是也相当于射线类型检测这种情况

l4d2_si_spawn_control.sp的疑问

大佬你好,我想问一下在l4d2_si_spawn_control_together_spawn为1时候有没有方法让刷特的时间固定为xx秒而不是在等待最后一个特感死亡的时候才开始计时,因为我发现有时候有一两个特感落后或者没击杀就导致会有比较长一段时间没有新特感刷出来

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