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Ammo upg


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Youcallmedaddy
Junior Member
Join Date: Dec 2018
Old 02-09-2019 , 06:20   Ammo upg
Reply With Quote #1

Hello everyone.

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cvar:
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Last edited by Youcallmedaddy; 02-10-2019 at 09:33.
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DjSoftero
Veteran Member
Join Date: Nov 2014
Location: Lithuania
Old 02-09-2019 , 06:34   Re: Ammo upg
Reply With Quote #2

hook Ham_Weapon_Reload, then give player 1 more ammo.
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Youcallmedaddy
Junior Member
Join Date: Dec 2018
Old 02-09-2019 , 06:47   Re: Ammo upg
Reply With Quote #3

I did:

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That's what I have. I dunno how to do that.

Last edited by Youcallmedaddy; 02-10-2019 at 09:33.
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 02-09-2019 , 14:46   Re: Ammo upg
Reply With Quote #4

https://github.com/FWGS/regamedll/bl...apons.cpp#L942
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Youcallmedaddy
Junior Member
Join Date: Dec 2018
Old 02-09-2019 , 15:23   Re: Ammo upg
Reply With Quote #5

Is it possible to give me more precise instructions? What to do with that line?

I was thinking of something like that.

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Maybe I am wrong. I'm sorry for my not enough knowledge.

Last edited by Youcallmedaddy; 02-10-2019 at 09:34.
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DjSoftero
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Join Date: Nov 2014
Location: Lithuania
Old 02-09-2019 , 16:47   Re: Ammo upg
Reply With Quote #6

or just try changing this to 35: Ham_ItemInfo_iMaxClip
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CrazY.
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Join Date: May 2015
Location: SP, Brazil
Old 02-09-2019 , 17:09   Re: Ammo upg
Reply With Quote #7

Ham_ItemInfo_iMaxClip won't work. You'll need to directly alter CBasePlayerItem::ItemInfoArray (orpheu, this), ItemInfo_iMaxClip (reapi) or recode weapon reload (the part of code that I cited above)

Besides, Ham_ItemInfo_* seems to be useless but I may be wrong.
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Last edited by CrazY.; 02-09-2019 at 17:12.
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