Don't set weapon transparency if weapon entity has children (that may not have the m_nRenderMode attribute).
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@ -477,3 +477,44 @@ stock Math_GetRandomInt(min, max)
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return RoundToCeil(float(random) / (float(SIZE_OF_INT) / float(max - min + 1))) + min - 1;
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return RoundToCeil(float(random) / (float(SIZE_OF_INT) / float(max - min + 1))) + min - 1;
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}
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}
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/**
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* (from SMLIB)
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* Gets the parent entity of an entity.
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*
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* @param entity Entity Index.
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* @return Entity Index of the parent.
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*/
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stock Entity_GetParent(entity)
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{
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return GetEntPropEnt(entity, Prop_Data, "m_pParent");
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}
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/**
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* Returns whether an entity is referred to as the parent entity.
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*
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* @praram entity Entity index.
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*
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* @return True if entity has children, false otherwise.
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*/
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stock bool:Entity_HasChildren(entity)
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{
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new maxEntities = GetMaxEntities();
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// Loop through all entity indexes, after players.
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for (new loopEntity = MAXPLAYERS + 1; loopEntity < maxEntities; loopEntity++)
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{
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if (!IsValidEntity(loopEntity))
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{
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continue;
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}
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new parentEntity = Entity_GetParent(loopEntity);
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if (parentEntity == entity)
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{
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return true;
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}
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}
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return false;
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}
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