Hopefully fixed stacking napalm (gotta test)
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8348ce9b29
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@ -84,8 +84,20 @@ NapalmOnTakeDamage(client, damagetype)
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{
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{
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// Put the fire out.
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// Put the fire out.
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//ExtinguishEntity(client); <-- Don't use this. Takes off the FL_ONFIRE flag, but flame doesn't get extinguished.
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//ExtinguishEntity(client);
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ExtinguishEntity2(client);
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return _:ACTION_CONTINUE;
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}
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}
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}
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// Let the damage module continue as usual.
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return -1;
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}
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ExtinguishEntity2(client)
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{
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// This works.
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// This works.
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new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
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new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
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if (IsValidEntity(fire))
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if (IsValidEntity(fire))
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@ -103,14 +115,6 @@ NapalmOnTakeDamage(client, damagetype)
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LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Napalm, "Napalm Douse", "Found unexpected entity in prop \"m_flLifetime\": \"%s\"", classname);
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LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Napalm, "Napalm Douse", "Found unexpected entity in prop \"m_flLifetime\": \"%s\"", classname);
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}
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}
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}
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}
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return _:ACTION_CONTINUE;
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}
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}
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}
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// Let the damage module continue as usual.
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return -1;
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}
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}
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/**
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/**
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@ -155,8 +159,7 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
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if (reset || !(flags & FL_ONFIRE))
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if (reset || !(flags & FL_ONFIRE))
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{
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{
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// This stops the fire before re-ignition.
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ExtinguishEntity2(client);
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ExtinguishEntity(client);
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// Ignite client.
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// Ignite client.
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IgniteEntity(client, napalm_time);
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IgniteEntity(client, napalm_time);
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