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committedJan 31, 2025
2025-1-31 update
-New l4d2_map_transitions v1.0h -Update l4d2_mixmap v1.1h
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‎AI_HardSI/readme.md

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@@ -213,7 +213,7 @@ Improves the AI behaviour of special infected
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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4dinfectedbots](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4dinfectedbots): Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)
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1. [l4dinfectedbots](/l4dinfectedbots): Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)
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* 生成多特感控制插件
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2. [l4d_ssi_teleport_fix](https://github.com/fbef0102/Game-Private_Plugin/tree/main/L4D_插件/Special_Infected_%E7%89%B9%E6%84%9F/l4d_ssi_teleport_fix): Teleport AI Infected player to the teammate who is much nearer to survivors.
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* 傳送比較遠的AI特感到靠近倖存者的特感隊友附近

‎L4DVSAutoSpectateOnAFK/readme.md

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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4d_afk_commands](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_afk_commands): Adds commands to let the player spectate and join team. (!afk, !survivors, !infected, etc.), but no change team abuse.
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1. [l4d_afk_commands](/l4d_afk_commands): Adds commands to let the player spectate and join team. (!afk, !survivors, !infected, etc.), but no change team abuse.
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> 提供多種命令轉換隊伍陣營 (譬如: !afk, !survivors, !infected), 但不可濫用.
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</details>
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‎LMC_Black_and_White_Notifier/readme.md

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@@ -63,7 +63,7 @@ Notifies selected team(s) when someone is on final strike and add glow
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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4d_blackandwhite](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_blackandwhite): Notify people when player is black and white.
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1. [l4d_blackandwhite](/l4d_blackandwhite): Notify people when player is black and white.
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> 顯示誰是黑白狀態,比較少的提示與支援
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</details>
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‎README.md

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* 移除AI Charger的衝鋒減傷
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* <b>[rescue_glow](/rescue_glow)</b>: Fixed sometimes glow is invisible when dead survivors appears in rescue closet
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* 修復有時候救援房間沒有看到倖存者的光圈
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* <b>[l4d2_map_transitions](/l4d2_map_transitions)</b>: Define map transitions to combine campaigns in versus
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* 對抗模式第二回合結束時從地圖A切換成地圖B
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# Scripting Compiler
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* [sourcemod v1.11 compiler](https://www.sourcemod.net/downloads.php?branch=1.11-dev): scripting folder
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* 使用 sourcemod v1.11 的編譯環境

‎Survivor_Respawn/readme.md

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* <details><summary>Related Plugin | 相關插件</summary>
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1. [MultiSlots Improved](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4dmultislots): When 5+ player joins the server but no any bot can be taken over, this plugin will spawn an alive survivor bot for him.
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1. [MultiSlots Improved](/l4dmultislots): When 5+ player joins the server but no any bot can be taken over, this plugin will spawn an alive survivor bot for him.
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> 創造5位以上倖存者遊玩伺服器
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2. [Infected Bots Control Improved](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4dinfectedbots): Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)
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2. [Infected Bots Control Improved](/l4dinfectedbots): Spawns multi infected bots in any mode + allows playable special infected in coop/survival + unlock infected slots (10 VS 10 available)
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> 多特感生成插件,倖存者人數越多,生成的特感越多,且不受遊戲特感數量限制
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</details>
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‎all4dead2/readme.md

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* Require | 必要安裝
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1. [left4dhooks](https://forums.alliedmods.net/showthread.php?t=321696)
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2. [[INC] Multi Colors](https://github.com/fbef0102/L4D1_2-Plugins/releases/tag/Multi-Colors)
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3. [spawn_infected_nolimit](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/spawn_infected_nolimit)
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3. [spawn_infected_nolimit](/spawn_infected_nolimit)
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* <details><summary>ConVar | 指令</summary>
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‎anti-friendly_fire/readme.md

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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4dffannounce](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4dffannounce): Adds Friendly Fire Announcements (who kills teammates)
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1. [l4dffannounce](/l4dffannounce): Adds Friendly Fire Announcements (who kills teammates)
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> 顯示誰他馬TK我
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2. [l4d_friendly_fire_stats](https://github.com/fbef0102/Game-Private_Plugin/tree/main/L4D_插件/Survivor_%E4%BA%BA%E9%A1%9E/l4d_friendly_fire_stats): Display all friendly fire dealt and received

‎charging_takedamage_patch/readme.md

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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4d_ai_hunter_skeet_dmg_fix](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_ai_hunter_skeet_dmg_fix): Makes AI Hunter take damage like human SI while pouncing.
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1. [l4d_ai_hunter_skeet_dmg_fix](/l4d_ai_hunter_skeet_dmg_fix): Makes AI Hunter take damage like human SI while pouncing.
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* 對AI Hunter(正在飛撲的途中) 造成的傷害數據跟真人玩家一樣
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</details>
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‎clear_weapon_drop/readme.md

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* <details><summary>Related Plugin | 相關插件</summary>
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1. [l4d_drop](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_drop): Allows players to drop the weapon they are holding
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1. [l4d_drop](/l4d_drop): Allows players to drop the weapon they are holding
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> 玩家可自行丟棄手中的武器
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</details>
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‎l4d2_ai_damagefix/readme.md

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> __Note__ <br/>
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This Plugin has been discontinued, Use
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<br/>1. [charging_takedamage_patch](/charging_takedamage_patch)
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<br/>2. [l4d_ai_hunter_skeet_dmg_fix](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_ai_hunter_skeet_dmg_fix)
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<br/>2. [l4d_ai_hunter_skeet_dmg_fix](/l4d_ai_hunter_skeet_dmg_fix)
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* <details><summary>How does it work?</summary>
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> __Note__ <br/>
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此插件已停止更新,請使用
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<br/>1. [charging_takedamage_patch](/charging_takedamage_patch)
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<br/>2. [l4d_ai_hunter_skeet_dmg_fix](https://github.com/fbef0102/L4D1_2-Plugins/tree/master/l4d_ai_hunter_skeet_dmg_fix)
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<br/>2. [l4d_ai_hunter_skeet_dmg_fix](/l4d_ai_hunter_skeet_dmg_fix)
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* 原理
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* (裝插件之前) 真人扮演的Hunter在飛撲過程中容易被殺死, 但是AI Hunter不容易被殺死,因為官方故意設置傷害機制不同
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‎l4d2_map_transitions/readme.md

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# Description | 內容
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Define map transitions to combine campaigns in versus
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* Apply to | 適用於
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```
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L4D2 versus
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```
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* <details><summary>How does it work?</summary>
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* Change map to another map when versus second round ends
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* For example: write down the following in ```cfg/server.cfg```
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```php
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// Change map to c7m1_docks when versus second round ends in c6m2_bedlam
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sm_add_map_transition c6m2_bedlam c7m1_docks
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// Change map to c9m2_lots when versus second round ends in c14m1_junkyard
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sm_add_map_transition c9m2_lots c14m1_junkyard
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```
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</details>
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* Require | 必要安裝
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1. [left4dhooks](https://forums.alliedmods.net/showthread.php?t=321696)
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2. [[INC] Multi Colors](https://github.com/fbef0102/L4D1_2-Plugins/releases/tag/Multi-Colors)
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* <details><summary>Recommand Install | 推薦安裝</summary>
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1. [l4d2_fix_changelevel](https://github.com/Target5150/MoYu_Server_Stupid_Plugins/tree/master/The%20Last%20Stand/l4d2_fix_changelevel): Fix issues due to forced changelevel.
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> 修復手動更換地圖會遇到的問題
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2. [l4d2_transition_info_fix](/l4d2_transition_info_fix): Fix issues after map transitioned, transition info is still retaining when changed new map by other ways.
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> 修復中途換地圖的時候(譬如使用Changelevel指令),會遺留上次的過關保存設定,導致滅團後倖存者被傳送到安全室之外或死亡
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</details>
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* <details><summary>Command | 命令</summary>
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* **Change to ending map when versus second round ends in starting map**
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```php
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sm_add_map_transition <starting map name> <ending map name>
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```
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</details>
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* <details><summary>API | 串接</summary>
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* [l4d2_map_transitions.inc](scripting/include/l4d2_map_transitions.inc)
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```php
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library name: l4d2_map_transitions
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```
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</details>
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* <details><summary>Changelog | 版本日誌</summary>
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* v1.0h (2025-1-30)
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* API & Native
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* Original
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* [SirPlease/L4D2-Competitive-Rework](https://github.com/SirPlease/L4D2-Competitive-Rework/blob/master/addons/sourcemod/scripting/l4d2_map_transitions.sp)
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</details>
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- - - -
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# 中文說明
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對抗模式第二回合結束時從地圖A切換成地圖B
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* 原理
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* 從ZoneMode拿過來修改,整合地圖用
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* 舉例:寫以下內容到 ```cfg/server.cfg```
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```php
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// c6m2_bedlam 關卡結束時切換到 c7m1_docks (對抗模式第二回合結束)
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sm_add_map_transition c6m2_bedlam c7m1_docks
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// c9m2_lots 關卡結束時切換到 c14m1_junkyard (對抗模式第二回合結束)
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sm_add_map_transition c9m2_lots c14m1_junkyard
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```
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* <details><summary>命令中文介紹 (點我展開)</summary>
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* **對抗模式第二回合結束時從關卡A切換成關卡B**
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```php
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sm_add_map_transition <關卡A> <關卡B>
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```
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</details>
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/*
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SourcePawn is Copyright (C) 2006-2008 AlliedModders LLC. All rights reserved.
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SourceMod is Copyright (C) 2006-2008 AlliedModders LLC. All rights reserved.
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Pawn and SMALL are Copyright (C) 1997-2008 ITB CompuPhase.
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Source is Copyright (C) Valve Corporation.
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All trademarks are property of their respective owners.
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This program is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation, either version 3 of the License, or (at your
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option) any later version.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if defined _l4d2_map_transitions_included_
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#endinput
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#endif
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#define _l4d2_map_transitions_included_
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/**
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* @brief Get the next map name for map transition
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*
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* @param buffer String to write map name, empty if no map transition set
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* @param maxlength Max length of buffer
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*
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* @noreturn
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*/
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native void l4d2_map_transitions_GetNextMap(char[] buffer, int maxlength);
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/**
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* @brief Called when the plugin is about to force change next map
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*
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* @param sNextMapName the next map name for map transition
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*
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* @return Plugin_Handled to block map changing, Plugin_Continue otherwise
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*/
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forward Action l4d2_map_transitions_OnChangeNextMap_Pre(const char[] sNextMapName);
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/**
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* @brief Called when the plugin is about to force change next map
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* @remarks This forward will not trigger if the relative pre-hook forward has been blocked with Plugin_Handled
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*
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* @param sNextMapName the next map name for map transition
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*
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* @noreturn
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*/
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forward void l4d2_map_transitions_OnChangeNextMap_Post(const char[] sNextMapName);
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public SharedPlugin __pl_l4d2_map_transitions =
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{
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name = "l4d2_map_transitions",
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file = "l4d2_map_transitions.smx",
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#if defined REQUIRE_PLUGIN
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required = 1,
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#else
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required = 0,
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#endif
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};
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#if !defined REQUIRE_PLUGIN
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public void __pl_l4d2_map_transitions_SetNTVOptional()
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{
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MarkNativeAsOptional("l4d2_map_transitions_GetNextMap");
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}
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#endif

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