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https://github.com/YGGverse/hlsdk-portable.git
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Fix Human Grunts dropping weapons again if the game is saved and loaded while the grunt is dying
Same as bc7d6e3c07
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parent
523ee2ad97
commit
b82f524819
@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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case HGRUNT_AE_DROP_GUN:
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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GetAttachment( 0, vecGunPos, vecGunAngles );
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE );
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
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if ( GetBodygroup( GUN_GROUP ) != GUN_NONE )
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{
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
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}
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else
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{
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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Vector vecGunPos;
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Vector vecGunAngles;
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
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{
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
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GetAttachment( 0, vecGunPos, vecGunAngles );
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE );
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) )
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{
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles );
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}
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else
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{
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) )
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{
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles );
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}
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}
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}
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break;
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