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Ensure HasPrimary flag assignation on successful weapon removal (#866)
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@ -8056,8 +8056,10 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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g_pGameRules->GetNextBestWeapon(this, pWeapon);
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g_pGameRules->GetNextBestWeapon(this, pWeapon);
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UTIL_MakeVectors(pev->angles);
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UTIL_MakeVectors(pev->angles);
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#ifndef REGAMEDLL_FIXES
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if (pWeapon->iItemSlot() == PRIMARY_WEAPON_SLOT)
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if (pWeapon->iItemSlot() == PRIMARY_WEAPON_SLOT)
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m_bHasPrimary = false;
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m_bHasPrimary = false; // I may have more than just 1 primary weapon :)
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#endif
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if (FClassnameIs(pWeapon->pev, "weapon_c4"))
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if (FClassnameIs(pWeapon->pev, "weapon_c4"))
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{
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{
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@ -8127,6 +8129,12 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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return nullptr;
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return nullptr;
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}
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}
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#ifdef REGAMEDLL_FIXES
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if (!m_rgpPlayerItems[PRIMARY_WEAPON_SLOT]) {
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m_bHasPrimary = false; // ensure value assignation on successful weapon removal
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}
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#endif
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if (FClassnameIs(pWeapon->pev, "weapon_c4"))
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if (FClassnameIs(pWeapon->pev, "weapon_c4"))
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{
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{
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pWeaponBox->m_bIsBomb = true;
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pWeaponBox->m_bIsBomb = true;
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