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New Cvar: mp_drop_grenade_enable
#782
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I might recommend to put a CVar via flags (or, via short names at the suite like for the CVar "mp_t_default_grenades") in order to control the manual drop "per grenade", then put the CVar code inside each function "*::CanDrop". |
regame is slowly turning into a circus |
mp_drop_grenade_enable
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Found bug
Desc: It is enough to press G
after throwing this grenade, but before deploy new weapon. It will drop fake nade
@JulioBarker need changes |
then players will start spamming with grenades. and you will add another million cvars to control it. IMHO it's better to do this with 3rd party plugins. |
What else will happen if I have 2 flash? Will drop everything. Although it should be one at a time, but this requires an additional code. |
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still buggy with 2 flashes
IMO, this should be a 3rd party plugin. Idea is good, but:
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if (!pWeapon->CanDrop() | ||
#ifdef REGAMEDLL_ADD | ||
|| (!drop_grenade_enable.value && IsGrenadeWeapon(pWeapon->m_iId)) || (IsGrenadeWeapon(pWeapon->m_iId) && m_rgAmmo[pWeapon->PrimaryAmmoIndex()] <= 0) | ||
#endif |
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Check how mp_nadedrops
works and redo the code to take into account the weaponbox
requirements and player checks that are already there.
Allow players to drop grenades from their inventory