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COD: HitMarkers v1.7 [Updated April 29th 2021]


  
 
 
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georgik57
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Join Date: Oct 2008
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Old 01-31-2020 , 13:48   Re: COD: HitMarkers [Last Update: 24/01/2020]
Reply With Quote #19

Quote:
Originally Posted by Napoleon_be View Post
2) Can u explain again what you're trying to do with read_flags() right there? I don't really get it
Quote:
Originally Posted by amxmodx.inc
Converts string to sum of bits.
* Example: "abcd" is a sum of 1, 2, 4 and 8. */
native read_flags(const flags[]);
https://www.amxmodx.org/api/amxmodx/read_flags
You simply use a string cvar again and use this native to convert the letters it contains into a bitsum.
Basically you replace your hardcoded gWeaponList with a cvar.

Quote:
Originally Posted by Napoleon_be View Post
3) I don't really mind a HE grenade showing a hitmarker as it is also damage done to the victim
You don't understand. Any damage done with a delay(in this example by a thrown grenade entity) will still return the weapon the player is currently holding when triggered.
Example: you throw the grenade entity, switch back to m4a1, the grenade explodes while you are holding the m4a1 so you will have an erroneous claim that the damage has been done with the m4a1.

Quote:
Originally Posted by Napoleon_be View Post
4) Won't be using that style, people consider using 255 0 0 to get the red color, the way you're doing it it will always choose a random number if one of the cvars is 0, which is not what we want.
Wrong. Ranges 0 -> 255 will use that specific color amount.
Ranges -256 -> -1 will random a number between 0 to 255.
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