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Fix c4 defuse glitch (#383)
* [WIP] Fix c4 defuse glitch While you are defusing you can unpress E and a friend can continue to defuse for you
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@ -1021,9 +1021,9 @@ void CGrenade::__API_HOOK(DefuseBombEnd)(CBasePlayer *pPlayer, bool bDefused)
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// if the defuse process has ended, kill the c4
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if (m_pBombDefuser->pev->deadflag == DEAD_NO)
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{
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#ifdef REGAMEDLL_ADD
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#ifdef REGAMEDLL_ADD
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if (!old_bomb_defused_sound.value)
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#endif
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#endif
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{
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Broadcast("BOMBDEF");
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}
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@ -1091,9 +1091,9 @@ void CGrenade::__API_HOOK(DefuseBombEnd)(CBasePlayer *pPlayer, bool bDefused)
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m_bStartDefuse = false;
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m_pBombDefuser = nullptr;
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#ifdef REGAMEDLL_FIXES
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#ifdef REGAMEDLL_FIXES
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pPlayer->SetProgressBarTime(0);
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#endif
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#endif
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// tell the bots someone has aborted defusing
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if (TheBots)
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@ -1143,7 +1143,7 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy
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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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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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@ -1152,7 +1152,12 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy
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if (m_bStartDefuse)
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{
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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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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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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}
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return;
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}
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