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Re: [HL2:DM] Headshot Help

Posted: Thu Oct 20, 2016 2:52 am
by D3CEPTION
so is there anything specific, that isnt working for you?

Re: [HL2:DM] Headshot Help

Posted: Thu Oct 20, 2016 6:54 am
by Painkiller
Ok I have reinstalled SP.
The headshot sound will sound again. (work)

But as I said no overlays and no body without head to see.
The whole corpse suddenly disappears.

I have all VTF, VMT and mdl files on the Gameserver and Fastdownload.

I could see in the client folder sounds and VTF, VMT were downloaded.

But the headless model unfortunately not.

Re: [HL2:DM] Headshot Help

Posted: Wed Oct 26, 2016 1:43 pm
by Painkiller
It would be really great if someone could help me.

Re: [HL2:DM] Headshot Help

Posted: Wed Oct 26, 2016 7:27 pm
by Painkiller
I think I have found the problem

Headshot overlay appears when I die
But it should appear when I kill someone

Re: [HL2:DM] Headshot Help

Posted: Wed Oct 26, 2016 8:29 pm
by iPlayer
Just so you know, this is the code that fixed all issues. Head explosion (mysterious est_effect 11) is not included

Syntax: Select all

from contextlib import suppress

from engines.precache import Model
from engines.sound import Sound
from entities import TakeDamageInfo
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from listeners.tick import Delay
from memory import make_object
from players.constants import HitGroup
from players.entity import Player
from stringtables.downloads import Downloadables


# =============================================================================
# >> CONFIGURATION
# =============================================================================
REMOVE_OVERLAY_TIME = 1.5
HEADSHOT_OVERLAY_VMT = "exae/rocksheadshot1.vmt"
HEADSHOT_OVERLAY_VTF = "exae/rocksheadshot1.vtf"

# Headshot but not dead sound + path
HEADSHOT_SOUND = 'exae/quake/human-hit-4.mp3'

# <weapon> : <headshot_sound>
WEAPON_FILES = {
'weapon_crossbow': 'exae/quake/headshot2.mp3',
'weapon_357' : 'exae/quake/headshot-2.mp3',
'weapon_smg1' : 'exae/quake/wife-headshot.mp3',
'weapon_ar2' : 'exae/quake/boomheadshot.mp3',
'weapon_pistol' : 'exae/quake/headshot-1.mp3',
'weapon_shotgun' : 'exae/quake/headshot2.mp3'
}

DEAD_MODEL_PATH = 'models/headless_body/metrocop.mdl'
DEAD_MODEL_DL_FILES = [
"models/headless_body/metrocop.dx80.vtx",
"models/headless_body/metrocop.dx90.vtx",
"models/headless_body/metrocop.mdl",
"models/headless_body/metrocop.phy",
"models/headless_body/metrocop.sw.vtx",
"models/headless_body/metrocop.vvd",
]
# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


HEADSHOT_SOUND = Sound(HEADSHOT_SOUND, download=True)
WEAPON_FILES = {x: Sound(y, download=True) for x, y in WEAPON_FILES.items()}
downloads = Downloadables()
for item in (HEADSHOT_OVERLAY_VMT, HEADSHOT_OVERLAY_VTF):
downloads.add('materials/' + item)
for item in DEAD_MODEL_DL_FILES:
downloads.add(item)

DEAD_MODEL = Model(
path=DEAD_MODEL_PATH,
preload=True,
)

_old_models = {}
_damage_weapons = {}


@EntityPreHook(EntityCondition.is_player, 'on_take_damage')
def _pre_take_damage(stack_data):
victim = make_object(Entity, stack_data[0])
if not victim.is_player():
return

victim = Player(victim.index)
info = make_object(TakeDamageInfo, stack_data[1])

# World damage?
if info.attacker == 0:
_damage_weapons[victim.userid] = 'worldspawn'

# Was a projectile used?
elif info.attacker != info.inflictor:
_damage_weapons[victim.userid] = Entity(info.inflictor).classname

# Not a projectile
else:
_damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname


@Event('player_hurt')
def player_hurt(game_event):
victim = Player.from_userid(game_event['userid'])
attacker_userid = game_event['attacker']

# Suicide?
if attacker_userid in (victim.userid, 0):
return

# Not a headshot?
if victim.hitgroup != HitGroup.HEAD:
return

# Victim still alive?
if game_event['health']:
HEADSHOT_SOUND.index = victim.index
HEADSHOT_SOUND.play(victim.index)
return

weapon_sound = WEAPON_FILES.get(_damage_weapons.get(victim.userid))
if weapon_sound is None:
return

# Play weapon specific headshot sound
weapon_sound.index = victim.index
weapon_sound.play()

# Set the victim's overlay
victim.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, victim.userid)

# Set the attacker's overlay
attacker = Player.from_userid(attacker_userid)
attacker.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, attacker_userid)

# Set the victim's model
_old_models[victim.userid] = victim.model
victim.model = DEAD_MODEL


@Event('player_spawn')
def _reset_model(game_event):
userid = game_event['userid']
old_model = _old_models.pop(userid, None)
if old_model is not None:
Player.from_userid(userid).model = old_model


def _remove_overlay(userid):
with suppress(Exception):
Player.from_userid(userid).client_command('r_screenoverlay 0')


From EST docs I can assume that CTEBloodStream will have similar effect.

Re: [HL2:DM] Headshot Help

Posted: Wed Oct 26, 2016 8:36 pm
by Painkiller
Ok thanks. Works good.

Re: [HL2:DM] Headshot Help

Posted: Thu Nov 03, 2016 4:57 pm
by Painkiller
Hello friends i have a problem with coop server.

I shout NPC`s

Code: Select all

[SP] Caught an Exception:
Traceback (most recent call last):
  File "../addons/source-python/plugins/headshot/headshot.py", line 86, in _pre_take_damage
    _damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname

AttributeError: 'NoneType' object has no attribute 'classname'

Re: [HL2:DM] Headshot Help

Posted: Thu Nov 03, 2016 6:54 pm
by iPlayer
What did you shoot them with? oO

Re: [HL2:DM] Headshot Help

Posted: Fri Nov 04, 2016 8:57 am
by Painkiller
With all.

Re: [HL2:DM] Headshot Help

Posted: Fri Nov 04, 2016 9:31 am
by L'In20Cible
That error is caused cause Player.active_weapon is failing to retrieve the weapon currently used by the player and returns None. I'm not entirely sure in what circumstances this can happens but I believe TakeDamageInfo.get_weapon could be useful here:

Syntax: Select all

@EntityPreHook(EntityCondition.is_player, 'on_take_damage')
def _pre_take_damage(stack_data):
victim = make_object(Entity, stack_data[0])
if not victim.is_player():
return

victim = Player(victim.index)
info = make_object(TakeDamageInfo, stack_data[1])

try:
index = info.weapon
except ValueError:
index = WORLD_ENTITY_INDEX

_damage_weapons[victim.userid] = BaseEntity(index).classname

Re: [HL2:DM] Headshot Help

Posted: Sat Nov 05, 2016 7:07 am
by Painkiller
Good morning, where do I have to paste?

Re: [HL2:DM] Headshot Help

Posted: Sat Nov 05, 2016 11:54 am
by L'In20Cible
Something like this:

Syntax: Select all

from contextlib import suppress

from engines.precache import Model
from engines.sound import Sound
from entities import TakeDamageInfo
from entities.constants import WORLD_ENTITY_INDEX
from entities.entity import BaseEntity
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from listeners.tick import Delay
from memory import make_object
from players.constants import HitGroup
from players.entity import Player
from stringtables.downloads import Downloadables


# =============================================================================
# >> CONFIGURATION
# =============================================================================
REMOVE_OVERLAY_TIME = 1.5
HEADSHOT_OVERLAY_VMT = "exae/rocksheadshot1.vmt"
HEADSHOT_OVERLAY_VTF = "exae/rocksheadshot1.vtf"

# Headshot but not dead sound + path
HEADSHOT_SOUND = 'exae/quake/human-hit-4.mp3'

# <weapon> : <headshot_sound>
WEAPON_FILES = {
'weapon_crossbow': 'exae/quake/headshot2.mp3',
'weapon_357' : 'exae/quake/headshot-2.mp3',
'weapon_smg1' : 'exae/quake/wife-headshot.mp3',
'weapon_ar2' : 'exae/quake/boomheadshot.mp3',
'weapon_pistol' : 'exae/quake/headshot-1.mp3',
'weapon_shotgun' : 'exae/quake/headshot2.mp3'
}

DEAD_MODEL_PATH = 'models/headless_body/metrocop.mdl'
DEAD_MODEL_DL_FILES = [
"models/headless_body/metrocop.dx80.vtx",
"models/headless_body/metrocop.dx90.vtx",
"models/headless_body/metrocop.mdl",
"models/headless_body/metrocop.phy",
"models/headless_body/metrocop.sw.vtx",
"models/headless_body/metrocop.vvd",
]
# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


HEADSHOT_SOUND = Sound(HEADSHOT_SOUND, download=True)
WEAPON_FILES = {x: Sound(y, download=True) for x, y in WEAPON_FILES.items()}
downloads = Downloadables()
for item in (HEADSHOT_OVERLAY_VMT, HEADSHOT_OVERLAY_VTF):
downloads.add('materials/' + item)
for item in DEAD_MODEL_DL_FILES:
downloads.add(item)

DEAD_MODEL = Model(
path=DEAD_MODEL_PATH,
preload=True,
)

_old_models = {}
_damage_weapons = {}


@EntityPreHook(EntityCondition.is_player, 'on_take_damage')
def _pre_take_damage(stack_data):
victim = make_object(Entity, stack_data[0])
if not victim.is_player():
return

victim = Player(victim.index)
info = make_object(TakeDamageInfo, stack_data[1])

try:
index = info.weapon
except ValueError:
index = WORLD_ENTITY_INDEX

_damage_weapons[victim.userid] = BaseEntity(index).classname


@Event('player_hurt')
def player_hurt(game_event):
victim = Player.from_userid(game_event['userid'])
attacker_userid = game_event['attacker']

# Suicide?
if attacker_userid in (victim.userid, 0):
return

# Not a headshot?
if victim.hitgroup != HitGroup.HEAD:
return

# Victim still alive?
if game_event['health']:
HEADSHOT_SOUND.index = victim.index
HEADSHOT_SOUND.play(victim.index)
return

weapon_sound = WEAPON_FILES.get(_damage_weapons.get(victim.userid))
if weapon_sound is None:
return

# Play weapon specific headshot sound
weapon_sound.index = victim.index
weapon_sound.play()

# Set the victim's overlay
victim.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
victim.delay(REMOVE_OVERLAYTIME, victim.client_command, 'r_screenoverlay 0')

# Set the attacker's overlay
attacker = Player.from_userid(attacker_userid)
attacker.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
victim.delay(REMOVE_OVERLAYTIME, attacker.client_command, 'r_screenoverlay 0')

# Set the victim's model
_old_models[victim.userid] = victim.model
victim.model = DEAD_MODEL


@Event('player_spawn')
def _reset_model(game_event):
userid = game_event['userid']
old_model = _old_models.pop(userid, None)
if old_model is not None:
Player.from_userid(userid).model = old_model

Re: [HL2:DM] Headshot Help

Posted: Sat Nov 05, 2016 2:44 pm
by Painkiller
.

Re: [HL2:DM] Headshot Help

Posted: Wed Dec 28, 2016 12:17 am
by Painkiller
Hello someone could make the overlay so for attacker and Victime?

Thanks in Advance

This is The Actually Code was work:

Syntax: Select all

from contextlib import suppress

from engines.precache import Model
from engines.sound import Sound
from entities import TakeDamageInfo
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from listeners.tick import Delay
from memory import make_object
from players.constants import HitGroup
from players.entity import Player
from stringtables.downloads import Downloadables


# =============================================================================
# >> CONFIGURATION
# =============================================================================
REMOVE_OVERLAY_TIME = 1.5
HEADSHOT_OVERLAY_VMT = "exae/rocksheadshot1.vmt"
HEADSHOT_OVERLAY_VTF = "exae/rocksheadshot1.vtf"

# Headshot but not dead sound + path
HEADSHOT_SOUND = 'exae/quake/human-hit-4.mp3'

# <weapon> : <headshot_sound>
WEAPON_FILES = {
'weapon_crossbow': 'exae/quake/headshot2.mp3',
'weapon_357' : 'exae/quake/headshot-2.mp3',
'weapon_smg1' : 'exae/quake/wife-headshot.mp3',
'weapon_ar2' : 'exae/quake/boomheadshot.mp3',
'weapon_pistol' : 'exae/quake/headshot-1.mp3',
'weapon_shotgun' : 'exae/quake/headshot2.mp3'
}

DEAD_MODEL_PATH = 'models/headless_body/metrocop.mdl'
DEAD_MODEL_DL_FILES = [
"models/headless_body/metrocop.dx80.vtx",
"models/headless_body/metrocop.dx90.vtx",
"models/headless_body/metrocop.mdl",
"models/headless_body/metrocop.phy",
"models/headless_body/metrocop.sw.vtx",
"models/headless_body/metrocop.vvd",
]
# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


HEADSHOT_SOUND = Sound(HEADSHOT_SOUND, download=True)
WEAPON_FILES = {x: Sound(y, download=True) for x, y in WEAPON_FILES.items()}
downloads = Downloadables()
for item in (HEADSHOT_OVERLAY_VMT, HEADSHOT_OVERLAY_VTF):
downloads.add('materials/' + item)
for item in DEAD_MODEL_DL_FILES:
downloads.add(item)

DEAD_MODEL = Model(
path=DEAD_MODEL_PATH,
preload=True,
)

_old_models = {}
_damage_weapons = {}


@EntityPreHook(EntityCondition.is_player, 'on_take_damage')
def _pre_take_damage(stack_data):
victim = make_object(Entity, stack_data[0])
if not victim.is_player():
return

victim = Player(victim.index)
info = make_object(TakeDamageInfo, stack_data[1])

# World damage?
if info.attacker == 0:
_damage_weapons[victim.userid] = 'worldspawn'

# Was a projectile used?
elif info.attacker != info.inflictor:
_damage_weapons[victim.userid] = Entity(info.inflictor).classname

# Not a projectile
else:
_damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname


@Event('player_hurt')
def player_hurt(game_event):
victim = Player.from_userid(game_event['userid'])
attacker_userid = game_event['attacker']

# Suicide?
if attacker_userid in (victim.userid, 0):
return

# Not a headshot?
if victim.hitgroup != HitGroup.HEAD:
return

# Victim still alive?
if game_event['health']:
HEADSHOT_SOUND.index = victim.index
HEADSHOT_SOUND.play(victim.index)
return

weapon_sound = WEAPON_FILES.get(_damage_weapons.get(victim.userid))
if weapon_sound is None:
return

# Play weapon specific headshot sound
weapon_sound.index = victim.index
weapon_sound.play()

# Set the victim's overlay
victim.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, victim.userid)

# Set the attacker's overlay
attacker = Player.from_userid(attacker_userid)
attacker.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, attacker_userid)

# Set the victim's model
_old_models[victim.userid] = victim.model
victim.model = DEAD_MODEL


@Event('player_spawn')
def _reset_model(game_event):
userid = game_event['userid']
old_model = _old_models.pop(userid, None)
if old_model is not None:
Player.from_userid(userid).model = old_model


def _remove_overlay(userid):
with suppress(Exception):
Player.from_userid(userid).client_command('r_screenoverlay 0')

Re: [HL2:DM] Headshot Help

Posted: Wed Dec 28, 2016 10:13 am
by Ayuto
There was an update to the Delay class. This should fix your issue:

Syntax: Select all

from contextlib import suppress

from engines.precache import Model
from engines.sound import Sound
from entities import TakeDamageInfo
from entities.entity import Entity
from entities.hooks import EntityCondition, EntityPreHook
from events import Event
from listeners.tick import Delay
from memory import make_object
from players.constants import HitGroup
from players.entity import Player
from stringtables.downloads import Downloadables


# =============================================================================
# >> CONFIGURATION
# =============================================================================
REMOVE_OVERLAY_TIME = 1.5

HEADSHOT_OVERLAY_VMT_ATTACKER = "exae/rocksheadshot1.vmt"
HEADSHOT_OVERLAY_VTF_ATTACKER = "exae/rocksheadshot1.vtf"

HEADSHOT_OVERLAY_VMT_VICTIM = "exae/rocksheadshot1.vmt"
HEADSHOT_OVERLAY_VTF_VICTIM = "exae/rocksheadshot1.vtf"

# Headshot but not dead sound + path
HEADSHOT_SOUND = 'exae/quake/human-hit-4.mp3'

# <weapon> : <headshot_sound>
WEAPON_FILES = {
'weapon_crossbow': 'exae/quake/headshot2.mp3',
'weapon_357' : 'exae/quake/headshot-2.mp3',
'weapon_smg1' : 'exae/quake/wife-headshot.mp3',
'weapon_ar2' : 'exae/quake/boomheadshot.mp3',
'weapon_pistol' : 'exae/quake/headshot-1.mp3',
'weapon_shotgun' : 'exae/quake/headshot2.mp3'
}

DEAD_MODEL_PATH = 'models/headless_body/metrocop.mdl'
DEAD_MODEL_DL_FILES = [
"models/headless_body/metrocop.dx80.vtx",
"models/headless_body/metrocop.dx90.vtx",
"models/headless_body/metrocop.mdl",
"models/headless_body/metrocop.phy",
"models/headless_body/metrocop.sw.vtx",
"models/headless_body/metrocop.vvd",
]
# =============================================================================
# >> END OF CONFIGURATION
# =============================================================================


HEADSHOT_SOUND = Sound(HEADSHOT_SOUND, download=True)
WEAPON_FILES = {x: Sound(y, download=True) for x, y in WEAPON_FILES.items()}
downloads = Downloadables()
for item in (HEADSHOT_OVERLAY_VMT_ATTACKER, HEADSHOT_OVERLAY_VTF_ATTACKER,
HEADSHOT_OVERLAY_VMT_VICTIM, HEADSHOT_OVERLAY_VTF_VICTIM):
downloads.add('materials/' + item)

for item in DEAD_MODEL_DL_FILES:
downloads.add(item)

DEAD_MODEL = Model(
path=DEAD_MODEL_PATH,
preload=True,
)

_old_models = {}
_damage_weapons = {}


@EntityPreHook(EntityCondition.is_player, 'on_take_damage')
def _pre_take_damage(stack_data):
victim = make_object(Entity, stack_data[0])
if not victim.is_player():
return

victim = Player(victim.index)
info = make_object(TakeDamageInfo, stack_data[1])

# World damage?
if info.attacker == 0:
_damage_weapons[victim.userid] = 'worldspawn'

# Was a projectile used?
elif info.attacker != info.inflictor:
_damage_weapons[victim.userid] = Entity(info.inflictor).classname

# Not a projectile
else:
_damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname


@Event('player_hurt')
def player_hurt(game_event):
victim = Player.from_userid(game_event['userid'])
attacker_userid = game_event['attacker']

# Suicide?
if attacker_userid in (victim.userid, 0):
return

# Not a headshot?
if victim.hitgroup != HitGroup.HEAD:
return

# Victim still alive?
if game_event['health']:
HEADSHOT_SOUND.index = victim.index
HEADSHOT_SOUND.play(victim.index)
return

weapon_sound = WEAPON_FILES.get(_damage_weapons.get(victim.userid))
if weapon_sound is None:
return

attacker = Player.from_userid(attacker_userid)

# Play weapon specific headshot sound
weapon_sound.play(attacker.index)

# Set the victim's overlay
victim.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT_VICTIM
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, [victim.userid])

# Set the attacker's overlay
attacker.client_command(
'r_screenoverlay {overlay}'.format(
overlay=HEADSHOT_OVERLAY_VMT_ATTACKER
)
)
Delay(REMOVE_OVERLAY_TIME, _remove_overlay, [attacker_userid])

# Set the victim's model
_old_models[victim.userid] = victim.model
victim.model = DEAD_MODEL


@Event('player_spawn')
def _reset_model(game_event):
userid = game_event['userid']
old_model = _old_models.pop(userid, None)
if old_model is not None:
Player.from_userid(userid).model = old_model


def _remove_overlay(userid):
with suppress(Exception):
Player.from_userid(userid).client_command('r_screenoverlay 0')

Edit: Also added constants to configure different overlays for attacker and victim.
Edit2: Sound is now played only to the attacker.

Re: [HL2:DM] Headshot Help

Posted: Wed Dec 28, 2016 4:19 pm
by Painkiller
Thank you works good.

Re: [HL2:DM] Headshot Help

Posted: Wed Jan 04, 2017 12:38 pm
by Painkiller
Its Completely done thanks on all and Kami for the headshot splatter effect.

Re: [HL2:DM] Headshot Help

Posted: Mon Feb 20, 2017 8:50 pm
by Painkiller
I have find an Error,
But I hear a lot in the game only on the when I'm killed no overlay and sound

Code: Select all

2017-02-20 19:01:30 - sp   -   EXCEPTION   
[SP] Caught an Exception:
Traceback (most recent call last):
  File "../addons/source-python/plugins/headshot/headshot.py", line 98, in _pre_take_damage
    _damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname
  File "../addons/source-python/packages/source-python/entities/_base.py", line 116, in __getattr__
    raise AttributeError('Attribute "{0}" not found'.format(attr))

AttributeError: Attribute "active_weapon" not found

Re: [HL2:DM] Headshot Help

Posted: Sun May 26, 2019 7:17 pm
by daren adler
Please help :embarrassed: . Getting these errors for headshot (other errors on there) but lets stay with headshot first.
https://www.dropbox.com/sh/hmbeyswrw2wa ... ft9za?dl=0 and please i am very new at this stuff :embarrassed:
It works tho,,head comes off,,sound and says headshot and everything
but after a build up of errors it crashes :frown: :frown:
i do know eventscripts is a lot of my crashes and trying to stop from using them :mad:

Re: [HL2:DM] Headshot Help

Posted: Mon May 27, 2019 3:20 am
by daren adler

Syntax: Select all

2019-05-26 22:12:09 - sp	-	EXCEPTION	
[SP] Caught an Exception:
Traceback (most recent call last):
File "..\addons\source-python\plugins\explosive\explosive.py", line 21, in _pre_take_damage
weapon_index = info.weapon

ValueError: Attacker is not a player.


2019-05-26 22:12:09 - sp - EXCEPTION
[SP] Caught an Exception:
Traceback (most recent call last):
File "..\addons\source-python\plugins\headshot\headshot.py", line 97, in _pre_take_damage
_damage_weapons[victim.userid] = Player(info.attacker).active_weapon.classname
File "..\addons\source-python\packages\source-python\players\_base.py", line 88, in __init__
super().__init__(index)
File "..\addons\source-python\packages\source-python\entities\_base.py", line 94, in __init__
super().__init__(index)

ValueError: Index '692' is not a valid player.


2019-05-26 22:12:09 - sp - EXCEPTION
[SP] Caught an Exception:
Traceback (most recent call last):
File "..\addons\source-python\plugins\blood\blood.py", line 22, in _pre_take_damage
weapon_index = info.weapon

ValueError: Attacker is not a player.