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https://github.com/s1lentq/ReGameDLL_CS.git
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C4: Fixed a bug when a player died by explosive targets triggered by the main bomb (like is func_breakable around main bomb). (This is bug can be cause undefined behavior end round)
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@ -223,6 +223,19 @@ void CGrenade::__API_HOOK(Explode2)(TraceResult *pTrace, int bitsDamageType)
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Create("spark_shower", pev->origin, pTrace->vecPlaneNormal, nullptr);
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}
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}
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#ifdef REGAMEDLL_FIXES
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// A bomb has exploded so let's to trigger other explosive targets
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if (m_pentCurBombTarget)
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{
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auto pBombTarget = CBaseEntity::Instance(m_pentCurBombTarget);
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if (pBombTarget)
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{
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pBombTarget->Use(CBaseEntity::Instance(pevOwner), this, USE_TOGGLE, 0);
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}
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}
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#endif
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}
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LINK_HOOK_CLASS_VOID_CUSTOM2_CHAIN(CGrenade, ExplodeHeGrenade, Explode3, (TraceResult *pTrace, int bitsDamageType), pTrace, bitsDamageType)
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@ -1403,14 +1416,17 @@ void CGrenade::C4Think()
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WRITE_BYTE(0);
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MESSAGE_END();
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#ifndef REGAMEDLL_FIXES
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// BUG: Don't trigger targets until main bomb explodes (Moved to CGrenade::Explode2)
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if (m_pentCurBombTarget)
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{
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CBaseEntity *pBombTarget = CBaseEntity::Instance(m_pentCurBombTarget);
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auto pBombTarget = CBaseEntity::Instance(m_pentCurBombTarget);
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if (pBombTarget)
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{
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pBombTarget->Use(CBaseEntity::Instance(pev->owner), this, USE_TOGGLE, 0);
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}
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}
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#endif // #ifndef REGAMEDLL_FIXES
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CBasePlayer *pBombOwner = CBasePlayer::Instance(pev->owner);
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if (pBombOwner)
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