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Grenade::Use: Move #C4_Defuse_Must_Be_On_Ground to beginning of defusing.
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@ -1136,28 +1136,34 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy
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// TODO: We must be sure that the activator is a player.
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CBasePlayer *pPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pActivator->pev);
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#ifdef REGAMEDLL_FIXES
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if (!pPlayer->IsPlayer())
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return;
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#endif
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// For CTs to defuse the c4
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if (pPlayer->m_iTeam != CT)
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{
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return;
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}
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#ifdef REGAMEDLL_FIXES
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if ((pPlayer->pev->flags & FL_ONGROUND) != FL_ONGROUND) // Defuse should start only on ground
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{
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");
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return;
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}
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#endif
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if (m_bStartDefuse)
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{
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#ifdef REGAMEDLL_FIXES
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if (m_pBombDefuser == pPlayer)
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#endif
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{
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if ((pPlayer->pev->flags & FL_ONGROUND) != FL_ONGROUND) // Defuse should start only on ground
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{
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground");
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return;
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}
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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}
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#else
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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#endif // #ifdef REGAMEDLL_FIXES
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return;
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}
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@ -1384,7 +1390,7 @@ void CGrenade::C4Think()
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// If the timer has expired ! blow this bomb up!
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#ifdef REGAMEDLL_FIXES
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if(gpGlobals->time >= m_flC4Blow && (!(m_bStartDefuse && m_pBombDefuser) || gpGlobals->time < m_flDefuseCountDown)) // Prevent exploding after defusing.
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if (gpGlobals->time >= m_flC4Blow && (!(m_bStartDefuse && m_pBombDefuser) || gpGlobals->time < m_flDefuseCountDown)) // Prevent exploding after defusing.
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#else
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if (gpGlobals->time >= m_flC4Blow)
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#endif
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