Hello, I have a plugin (I modified HexVips a little bit) where I give all players grenades + healthshot and defuse kit on spawn, but the problem is that if someone survives with grenades and respawns, grenades stay on the ground. I wanted to prevent this, so I started digging a bit on the internet, and after some time came up with this:
Code:
public Action tDelayLife(Handle timer, any iUserId)
{
int client = GetClientOfUserId(iUserId);
if (!IsValidClient(client, false, false))
return Plugin_Continue;
SetEntProp(client, Prop_Send, "m_ArmorValue", cv_fVipSpawnArmour.IntValue);
SetEntProp(client, Prop_Send, "m_bHasHelmet", 1);
if(GetEntProp(!client, Prop_Data, "m_iAmmo", _, 11))
GivePlayerItem(client, "weapon_hegrenade");
if(GetEntProp(!client, Prop_Data, "m_iAmmo", _, 12))
GivePlayerItem(client, "weapon_flashbang");
if(GetEntProp(!client, Prop_Data, "m_iAmmo", _, 13))
GivePlayerItem(client, "weapon_smokegrenade");
if(GetEntProp(!client, Prop_Data, "m_iAmmo", _, 14))
GivePlayerItem(client, "weapon_molotov");
GivePlayerItem(client, "weapon_tagrenade");
GivePlayerItem(client, "weapon_healthshot");
int iSpawnHealth = GetClientHealth(client);
SetEntityHealth(client, iSpawnHealth + cv_iVipSpawnHP.IntValue);
return Plugin_Continue;
}
Now the problem is, I do not know how to do this for tactical grenade and healthshot. I found the values for grenades here on forums.
I also did this for defuse kit
Code:
if (cv_bVipDefuser.BoolValue && GetClientTeam(client) == CS_TEAM_CT && !GetEntProp(client, Prop_Send, "m_bHasDefuser"))
{
GivePlayerItem(client, "item_defuser");
}
I added !GetEntProp(client, Prop_Send, "m_bHasDefuser") into original if, will this work ?