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https://github.com/s1lentq/ReGameDLL_CS.git
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Make C4 more responsible
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bfad492265
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@ -1,5 +1,11 @@
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#include "precompiled.h"
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#ifdef REGAMEDLL_FIXES
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constexpr float NEXT_DEFUSE_TIME = 0.033f;
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#else
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constexpr float NEXT_DEFUSE_TIME = 0.5f;
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#endif
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TYPEDESCRIPTION CGrenade::m_SaveData[] =
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{
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DEFINE_FIELD(CGrenade, m_fAttenu, FIELD_FLOAT),
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@ -953,7 +959,7 @@ 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 + 0.5f;
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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return;
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}
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@ -990,7 +996,7 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy
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m_pBombDefuser = static_cast<CBasePlayer *>(pActivator);
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m_bStartDefuse = true;
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m_flDefuseCountDown = gpGlobals->time + 5.0f;
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m_fNextDefuse = gpGlobals->time + 0.5f;
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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// start the progress bar
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player->SetProgressBarTime(5);
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@ -1012,7 +1018,7 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy
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m_pBombDefuser = static_cast<CBasePlayer *>(pActivator);
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m_bStartDefuse = true;
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m_flDefuseCountDown = gpGlobals->time + 10.0f;
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m_fNextDefuse = gpGlobals->time + 0.5f;
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m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME;
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// start the progress bar
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player->SetProgressBarTime(10);
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@ -1048,7 +1054,12 @@ CGrenade *CGrenade::ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vec
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pGrenade->SetTouch(&CGrenade::C4Touch);
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pGrenade->pev->spawnflags = SF_DETONATE;
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#ifdef REGAMEDLL_FIXES
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pGrenade->pev->nextthink = gpGlobals->time + 0.01f;
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#else
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pGrenade->pev->nextthink = gpGlobals->time + 0.1f;
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#endif
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pGrenade->m_flC4Blow = gpGlobals->time + CSGameRules()->m_iC4Timer;
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pGrenade->m_flNextFreqInterval = float(CSGameRules()->m_iC4Timer / 4);
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pGrenade->m_flNextFreq = gpGlobals->time;
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@ -1136,7 +1147,11 @@ void CGrenade::C4Think()
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return;
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}
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#ifdef REGAMEDLL_FIXES
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pev->nextthink = gpGlobals->time + 0.01f;
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#else
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pev->nextthink = gpGlobals->time + 0.12f;
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#endif
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if (gpGlobals->time >= m_flNextFreq)
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{
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