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https://github.com/s1lentq/ReGameDLL_CS.git
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Make mp_item_staytime for drop nades
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@ -1295,7 +1295,7 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
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pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->pev->nextthink = gpGlobals->time + 300.0f;
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pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
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pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
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pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
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// pack the ammo
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// pack the ammo
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@ -6003,7 +6003,7 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse)
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else
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else
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{
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{
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UTIL_MakeVectors(Vector(0, pev->v_angle.y, 0));
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UTIL_MakeVectors(Vector(0, pev->v_angle.y, 0));
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Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles);
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CBaseEntity::Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles);
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}
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}
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break;
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break;
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case 101:
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case 101:
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@ -6089,15 +6089,15 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse)
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}
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}
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case 195:
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case 195:
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// show shortest paths for entire level to nearest node
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// show shortest paths for entire level to nearest node
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Create("node_viewer_fly", pev->origin, pev->angles);
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CBaseEntity::Create("node_viewer_fly", pev->origin, pev->angles);
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break;
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break;
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case 196:
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case 196:
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// show shortest paths for entire level to nearest node
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// show shortest paths for entire level to nearest node
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Create("node_viewer_large", pev->origin, pev->angles);
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CBaseEntity::Create("node_viewer_large", pev->origin, pev->angles);
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break;
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break;
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case 197:
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case 197:
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// show shortest paths for entire level to nearest node
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// show shortest paths for entire level to nearest node
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Create("node_viewer_human", pev->origin, pev->angles);
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CBaseEntity::Create("node_viewer_human", pev->origin, pev->angles);
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break;
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break;
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case 202:
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case 202:
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{
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{
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@ -7411,7 +7411,7 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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}
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}
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}
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}
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CWeaponBox *pWeaponBox = (CWeaponBox *)Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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