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Weapons bug added to v1.07 code | Locked | |
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Dec 9 2017 Anchor | |
This bug was added to my v1.07 qc++ code with PK3 rc1: Moddb.com If you already have, say a rocket launcher, and you touch another there is no sound.
The else - remove(stemp); is supposed to happen if the classname test fails. Fixed like:
Done. Now the viswep check new and load happens after all the classname testing. How did it get like this? I decided first the hipnotic weapons and ammo would use the x_touch function. Then I decided to #ifdef all the extra hip stuff in the v1.06 code. Like this sample. Then when the hipnotic block of code goes away, if vchk false runs the remove code erroneously. Edited by: numbersix |
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