fixed napalm not disappearing and stop napalm from overlaying
removed weaponalpha completly replaced CBaseEntity::SetAbsVelocity with CBaseEntity::m_vecAbsVelocity
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@ -53,7 +53,6 @@ EventHook(bool:unhook = false)
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UnhookEvent("player_hurt", EventPlayerHurt);
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UnhookEvent("player_death", EventPlayerDeath);
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UnhookEvent("player_jump", EventPlayerJump);
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UnhookEvent("weapon_fire", EventWeaponFire);
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// Stop after unhooking events.
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return;
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@ -68,7 +67,6 @@ EventHook(bool:unhook = false)
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HookEvent("player_hurt", EventPlayerHurt);
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HookEvent("player_death", EventPlayerDeath);
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HookEvent("player_jump", EventPlayerJump);
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HookEvent("weapon_fire", EventWeaponFire);
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}
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/**
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@ -90,24 +88,8 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
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ZSpawnOnRoundStart();
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VolOnRoundStart();
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ZTeleOnRoundStart();
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// Fire post round_start event.
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//CreateTimer(0.0, EventRoundStartPost);
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}
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/**
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* Event callback (round_start)
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* The round is starting. *Post
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*
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* @param event The event handle.
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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//public Action:EventRoundStartPost(Handle:timer)
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//{
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// Forward event to modules.
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//}
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/**
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* Event callback (round_freeze_end)
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* The freeze time is ending.
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@ -335,22 +317,3 @@ public Action:EventPlayerJumpPost(Handle:timer, any:client)
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// Forward event to modules.
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JumpBoostOnClientJumpPost(client);
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}
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/**
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* Event callback (weapon_fire)
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* Weapon has been fired.
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*
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* @param event The event handle.
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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public Action:EventWeaponFire(Handle:event, const String:name[], bool:dontBroadcast)
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{
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// Get all required event info.
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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decl String:weapon[32];
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GetEventString(event, "weapon", weapon, sizeof(weapon));
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// Forward event to modules.
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NapalmOnWeaponFire(index, weapon);
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}
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