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public OnPluginStart()
{
RegServerCmd("wcs_disable_attack", DisableAttack_CMD);
}
public Action:DisableAttack_CMD(args)
{
PrintToChatAll("Disable Attack Command Callback.");
return Plugin_Handled;
}
Reproduce the bug by running both of these scripts and executing "mp_restartgame 1" multiple times. If you wait around 20 seconds and execute it again, then it stops calling the callback function and printing the message on player spawn event. After this point you don't have to wait 20 seconds between "mp_restartgame 1" calls, as it will fail to call the function "fully" everytime until the es_reload plugin is ran.
I say it's not "fully executed" because the callback isn't ran. However sourcemods command listener will see the command and all its args executed (via print logger). I'm unsure what's causing it inside of the eventscripts emulator as i haven't had time to look.
WorkAround:
Add spoof to the begining of the command arg string when executing ConCommands via ES.
eventscripts code:
sourcemod code for registerd ConCommand:
Reproduce the bug by running both of these scripts and executing "mp_restartgame 1" multiple times. If you wait around 20 seconds and execute it again, then it stops calling the callback function and printing the message on player spawn event. After this point you don't have to wait 20 seconds between "mp_restartgame 1" calls, as it will fail to call the function "fully" everytime until the es_reload plugin is ran.
I say it's not "fully executed" because the callback isn't ran. However sourcemods command listener will see the command and all its args executed (via print logger). I'm unsure what's causing it inside of the eventscripts emulator as i haven't had time to look.
WorkAround:
Add spoof to the begining of the command arg string when executing ConCommands via ES.
Sourcemod Plugin:
This plugin will run the command via sourcemod and issue the callback 100% of the time.
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