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Decoy Grenade (1.0.4 - 05.01.2014)


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Jhob94
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Join Date: Jul 2012
Old 01-05-2014 , 06:28   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #21

One question. Is it compatible with colored smoke nades plugin?
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 01-05-2014 , 06:32   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #22

Exactly, with this you make sure you hook a smoke nade explosion event, then you only have to figure if it is the correct one, because different people can launch smoke nades, so you are not granted that the first smoke event coming is corresponding to the last launched nade, and also you don't know if that smoke is a decoy or not (again i haven't read the whole code and you may have added some filters to know that).
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Kia
AlliedModders Donor
Join Date: Apr 2010
Location: In a world of madness
Old 01-05-2014 , 06:46   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #23

Plugin updated to Vers. 1.0.4

Change Log
v1.0.4 : [ 05.01.2014 ]
  • Renamed some stuff
  • Optimized Code
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Last edited by Kia; 01-05-2014 at 06:46.
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jonnzus
Epic Member
Join Date: Oct 2010
Location: Finland
Old 01-05-2014 , 07:26   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #24

One thing, why you don't change g_bHasDecoy back to false in grenade_throw()
Now when someone buys deco in start of round and then spam smokes they will also be decos for 15sec and I think that would be pretty annoying in small maps.

I think that you could remove g_bHasDecoy check in OnPlaybackEvent() since you already checking it in grenade_throw()
Sorry if I'm wrong and thanks for your awesome plugins!
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 01-05-2014 , 12:18   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #25

You are still treating the queue as if smokes were exploding in the same order they have been launched.
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Kia
AlliedModders Donor
Join Date: Apr 2010
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Old 01-05-2014 , 12:49   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #26

Quote:
Originally Posted by ConnorMcLeod View Post
You are still treating the queue as if smokes were exploding in the same order they have been launched.
I do not understand you.
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jingojang
Senior Member
Join Date: Feb 2010
Location: The Moon
Old 01-05-2014 , 16:34   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #27

Remove the smoke from the nade if possible, or have the person hosting choose whether he wants it to blow up and smoke or not.

Just my oppinion, good job anyways.
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ConnorMcLeod
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Location: France (95)
Old 01-06-2014 , 01:14   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #28

Gametime 10.0 : Player A launch nade N
Gametime 11.0 : Player B launch nade M

Plugin is assuming that nade N gonna explode before nade M but you can't know, smoke nades explode if some time has passed + if nade is on ground.

So, if at gametime 20.0 for example, nade N is still in air and nade M is on ground, name M gonna explode and consider player A instead of player B.
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DruGzOG
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Join Date: Nov 2007
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Old 01-06-2014 , 20:18   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #29

Quote:
Originally Posted by jingojang View Post
Remove the smoke from the nade if possible
Or make it an option when purchasing the decoy/smoke
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jingojang
Senior Member
Join Date: Feb 2010
Location: The Moon
Old 01-07-2014 , 06:22   Re: Decoy Grenade (1.0.4 - 05.01.2014)
Reply With Quote #30

Quote:
Originally Posted by DruGzOG View Post
Or make it an option when purchasing the decoy/smoke
Yes, that would work aswell I suppose.
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