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Grenade Mod(CS/CZ)


  
 
 
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 10-21-2006 , 19:10   Re: Grenade Mod :)
Reply With Quote #3

You could clean up your curweapon area a bit by doing something like this
Code:
register_event("CurWeapon","curweapon","be", "1=1")//this event checks if the weapon is active...if I remember correctly public curweapon(id)     {       new wpnID = read_data(2)         switch(wpnID)     {         case CSW_SMOKEGRENADE:         {             if(hasSG[id])                 {                 set_pev(id, pev_viewmodel2, V_SG_MODEL)                 set_pev(id, pev_weaponmodel2, P_SG_MODEL)             }         }         case CSW_HEGRENADE:         {             if(hasHE[id])                 {                 set_pev(id, pev_viewmodel2, V_HE_MODEL)                 set_pev(id, pev_weaponmodel2, P_HE_MODEL)             }         }         case CSW_FLASHBANG:         {             if(hasFB[id])                 {                 set_pev(id, pev_viewmodel2, V_FB_MODEL);                 set_pev(id, pev_weaponmodel2, P_FB_MODEL);             }         }     } }

In public grenade throw, your declaring
Code:
 new id = index
yet inside the same function your using
Code:
 new Team = get_user_team(index)
.

And the last thing I noticed...you added a
Code:
 stock fm_set_rendering
which is the exact same stock from fakemeta_util....why not just use
Code:
#include <fakemeta_util>
and delete the stock from the plugin.

Just my .02 cents.

Last edited by organizedKaoS; 10-21-2006 at 19:12.
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