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Long grenades v1.3


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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 07-21-2019 , 13:44   Re: Long grenades v1.2
Reply With Quote #21

Your min_speed function is weird and even if it made sense I doubt your regular server owner would know what values to put there.

Looking at the smokegrenade logic, I see the only condition for it to explode if it's the smokegrenade is on the ground, no speed check. Also when the smokegrenade hits the ground the velocity is set to 95% of the current velocity.
https://github.com/s1lentq/ReGameDLL...enade.cpp#L791
(line 801 and line 816)

If you want to mimic the sg functionality that's what you should do. Reduce velocity when the nade is on ground and prevent explosion until the nade hits the ground.
If you stil want a speed check, why don't you check speed directly(sqrt of velocity[0]^2 + velocity[1]^2 + velocity[2]^2)?
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 07-31-2019 , 12:30   Re: Long grenades v1.2
Reply With Quote #22

Unapproved for now. If you decide to make the changes please let me know.

If you do not understand what I said or you have something else in mind please let me know. Everything can be discussed.
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thEsp
Veteran Member
Join Date: Aug 2017
Location: Gjilan, Albania
Old 07-31-2019 , 18:07   Re: Long grenades v1.3
Reply With Quote #23

Code:
Update v1.3 (08/01/2019) - Removed most of the stocks, now there is a definition for measuring grenade velocity (len), made the HE/FB nades behave more alike SK nades.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 08-05-2019 , 09:43   Re: Long grenades v1.3
Reply With Quote #24

I'll move it back to new plugins for now and edit this post after I check the plugin.
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Last edited by HamletEagle; 08-05-2019 at 09:44.
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