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[CS:GO]Block Aimpunch


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abckrieger
Senior Member
Join Date: Oct 2012
Location: Germany
Old 10-26-2013 , 06:00   [CS:GO]Block Aimpunch
Reply With Quote #1

Hi,

i deactivated the weapon damage but i also want to block the slowdown/aimpunch if somebody got hit by a bullet. (+blood)

Is that possible?


Code:
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype)
{
	if (g_bPluginEnabled)
	     damage = 0.0;
	return Plugin_Changed;
}
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Pyro_
Senior Member
Join Date: Oct 2013
Old 10-26-2013 , 07:21   Re: [CS:GO]Block Aimpunch
Reply With Quote #2

What is this for? I'm asking because TraceAttack may solve your problem
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Mitchell
~lick~
Join Date: Mar 2010
Old 10-26-2013 , 09:20   Re: [CS:GO]Block Aimpunch
Reply With Quote #3

Quote:
Originally Posted by Pyro_ View Post
What is this for? I'm asking because TraceAttack may solve your problem
When you are shot, your screen with shake, or 'bob'. He wants to disable that. Right now it will bob with no damage.
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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 10-26-2013 , 10:42   Re: [CS:GO]Block Aimpunch
Reply With Quote #4

Within OnTakeDamage
PHP Code:
            SetEntPropVector(cProp_Send"m_aimPunchAngle"NULL_VECTOR);
            
SetEntPropVector(cProp_Send"m_aimPunchAngleVel"NULL_VECTOR); 
And for blood, I usually set the damage to 0.0 and fire SDKHooks_TakeDamage() with the parameters to mimic the damage being done, though that's probably not the ideal method. Granted this was written from memory, so it may not work, but this should be what I used .
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Last edited by thetwistedpanda; 10-26-2013 at 10:43.
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abckrieger
Senior Member
Join Date: Oct 2012
Location: Germany
Old 10-28-2013 , 10:29   Re: [CS:GO]Block Aimpunch
Reply With Quote #5

Quote:
Originally Posted by thetwistedpanda View Post
Within OnTakeDamage
PHP Code:
            SetEntPropVector(cProp_Send"m_aimPunchAngle"NULL_VECTOR);
            
SetEntPropVector(cProp_Send"m_aimPunchAngleVel"NULL_VECTOR); 
And for blood, I usually set the damage to 0.0 and fire SDKHooks_TakeDamage() with the parameters to mimic the damage being done, though that's probably not the ideal method. Granted this was written from memory, so it may not work, but this should be what I used .

thx :-)
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