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Dissable shooting when in duck


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niiii
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Join Date: Sep 2013
Old 05-16-2015 , 06:17   Re: Dissable shooting when in duck
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Quote:
Originally Posted by Black Rose View Post
Code:
#define m_flNextAttack  83 // CBasePlayer, Linux +5 public plugin_init() {     // ...     register_forward(FM_CmdStart, "fwd_CmdStart");     // ... } public fwd_CmdStart(id, uc_handle, seed) {         // Add class check here.         if ( ! is_user_alive(id) )         return FMRES_IGNORED;         if ( ! ( get_uc(uc_handle, UC_Buttons) & IN_DUCK ) )         return FMRES_IGNORED;         if ( get_user_weapon(id) == CSW_KNIFE ) // Perhaps?         return FMRES_IGNORED;         set_pdata_float(id, m_flNextAttack, 0.1, 5);         return FMRES_HANDLED; }
Thank you very much, it works But I have another question, I'd like to print to client that he cant shot when in duck, but when I do it prints always when he ducks, not only if try to shot, any ideas?

Last edited by niiii; 05-16-2015 at 06:51.
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Nextra
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Location: Germany
Old 05-16-2015 , 09:17   Re: Dissable shooting when in duck
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Using (and superceding) Ham_Weapon_PrimaryAttack with similar code will probably be more efficient, and also allow you to more easily display the info message.
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 05-17-2015 , 04:34   Re: Dissable shooting when in duck
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Quote:
Originally Posted by Nextra View Post
Using (and superceding) Ham_Weapon_PrimaryAttack with similar code will probably be more efficient, and also allow you to more easily display the info message.
And you would need to delete client prediction, which means, UpdateClientData hook, same frames as CmdStart.

If the case were PrimaryAttack, setting PrimaryAttack offset up to 1-2 seconds would break the idea, since you'll lose seconds standing up, and that means, 0.1 seconds delay -> many forward calls anyway
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