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closedbazooka bug
Started by Dr.G on 04-10-2009, 05:43 PM
Dr.G
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04-10-2009, 05:43 PM #1

will this help on the bazooka bug like syns also tryed to fix here https://www.dodplugins.net/forums/showthread.php?t=1438rnrn

/* Plugin generated by AMXX-Studio */rn////////////////////////////////////////////////////////////////////////////////////////////////////rn#include <amxmodx>rn#include <fakemeta>rn#include <hamsandwich>rn////////////////////////////////////////////////////////////////////////////////////////////////////rn#define PLUGIN "DoD Bazooka bug thing"rn#define VERSION "1.0"rn#define AUTHOR "Dr.G"rn////////////////////////////////////////////////////////////////////////////////////////////////////rnpublic plugin_init() rn{rn	register_plugin(PLUGIN, VERSION, AUTHOR)rn	rn	RegisterHam( Ham_TakeDamage, "player", "fwd_takedamage" )rn}rn////////////////////////////////////////////////////////////////////////////////////////////////////rnpublic fwd_takedamage(victim, inflictor, iAttacker, Float:damage, damagebits)rn{	rn	if(!(fm_is_ent_classname(inflictor, "shell_bazooka") || fm_is_ent_classname(inflictor, "shell_pschreck") || fm_is_ent_classname(inflictor, "shell_piat")))rn		return HAM_HANDLEDrn	rn	if(ExecuteHam( Ham_FVisible, iAttacker, victim))rn		return HAM_HANDLEDrn	rn	damage = damage/2rn	rn	return HAM_HANDLEDrn}rn////////////////////////////////////////////////////////////////////////////////////////////////////rn// checks whether the entity's classname is equal to the passed classnamernstock fm_is_ent_classname(index, const classname[]) rn{rn	if (!pev_valid(index))rn		return 0rnrn	new class[32]rn	pev(index, pev_classname, class, sizeof class - 1)rn	if (equal(class, classname))rn		return 1rnrn	return 0rn}rn////////////////////////////////////////////////////////////////////////////////////////////////////
rnrnrnIt will half damage done from bazooka shells if the two players cant see each other. Is this enough to remove that bug? I didnt test this, i was just an idea.....

dodsynthetic
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04-10-2009, 09:44 PM #2

Interesting, this might be a better way of handling the damage to a specific amount as right now, I am adjusting the shell's data to do it and it isn't all that accurate because of the assbackwards calculations in the HL engine. Though for reduced damage when not visible, that would effect shots from a distance of players who strafe back behind a wall then say the fired rocke hits the target player's body, it would only do half damage instead of instant kill like normal. I actually think this would be a faster method though than my currently checking through all entities for shells and changing them when in range of another player. As long as the Ham take damage can make damage adjustments before the player actually receives the damage it would work great. I'm going to try testing this out. XD I think I should also play with Ham a bit more as to ascertain it's possibilities.

F Fysiks
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04-10-2009, 11:24 PM #3

Honestly, I don't think of it as a bug. If I shoot a rocket that explodes two feet above your head I expect you to die (and anyone next to you). IMO the real bug is if you shoot three inches away from their feet and they don't die.rnrnA shot from below is less believable but still, I think it would kill well in real life.

diamond-optic
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04-11-2009, 04:41 AM #4
Honestly, I don't think of it as a bug. If I shoot a rocket that explodes two feet above your head I expect you to die (and anyone next to you). IMO the real bug is if you shoot three inches away from their feet and they don't die.nnA shot from below is less believable but still, I think it would kill well in real life.
nnnwell i think the real problem is when ppl sit in a spot and spam a ceiling or such with rockets and kill ppl that are on the floor above it.. which in a sense is 'realistic' except since the floor doesnt blow up.. the ppl upstairs shouldnt die...

RollinDeath
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04-19-2009, 05:21 PM #5

I agree Diamond, nnI see how the zooka should blow up the above floor and kill everyone above AND below. But the fact that you shot a wall behind a person and they do not die, nor do the people on the other side of the wall makes the zooka BS. I think the zooka should be an "EPLOSIVE" weapon but should be expected to have the same effect based on all walls and locations. Of course that would encourage camping more but more of us do not complain when the sniper or MG do what they should.

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