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Also use m_bDucking for CS:GO.
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parent
7ff9f4e2a8
commit
de78f1ceb0
@ -1682,10 +1682,14 @@ bool SaveCheckpoint(int client, int index)
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cpcache[fCPStamina] = (gEV_Type != Engine_TF2)? GetEntPropFloat(target, Prop_Send, "m_flStamina"):0.0;
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cpcache[fCPStamina] = (gEV_Type != Engine_TF2)? GetEntPropFloat(target, Prop_Send, "m_flStamina"):0.0;
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cpcache[iCPFlags] = GetEntityFlags(target);
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cpcache[iCPFlags] = GetEntityFlags(target);
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if(gEV_Type == Engine_CSS)
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if(gEV_Type != Engine_TF2)
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{
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{
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cpcache[bCPDucked] = view_as<bool>(GetEntProp(target, Prop_Send, "m_bDucked"));
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cpcache[bCPDucked] = view_as<bool>(GetEntProp(target, Prop_Send, "m_bDucked"));
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cpcache[bCPDucking] = view_as<bool>(GetEntProp(target, Prop_Send, "m_bDucking"));
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cpcache[bCPDucking] = view_as<bool>(GetEntProp(target, Prop_Send, "m_bDucking"));
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}
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if(gEV_Type == Engine_CSS)
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{
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cpcache[fCPDucktime] = GetEntPropFloat(target, Prop_Send, "m_flDucktime");
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cpcache[fCPDucktime] = GetEntPropFloat(target, Prop_Send, "m_flDucktime");
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}
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}
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@ -1804,12 +1808,12 @@ void TeleportToCheckpoint(int client, int index, bool suppressMessage)
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if(gEV_Type != Engine_TF2)
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if(gEV_Type != Engine_TF2)
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{
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{
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SetEntPropFloat(client, Prop_Send, "m_flStamina", cpcache[fCPStamina]);
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SetEntPropFloat(client, Prop_Send, "m_flStamina", cpcache[fCPStamina]);
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SetEntProp(client, Prop_Send, "m_bDucked", cpcache[bCPDucked]);
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SetEntProp(client, Prop_Send, "m_bDucking", cpcache[bCPDucking]);
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}
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}
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if(gEV_Type == Engine_CSS)
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if(gEV_Type == Engine_CSS)
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{
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{
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SetEntProp(client, Prop_Send, "m_bDucked", cpcache[bCPDucked]);
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SetEntProp(client, Prop_Send, "m_bDucking", cpcache[bCPDucking]);
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SetEntPropFloat(client, Prop_Send, "m_flDucktime", cpcache[fCPDucktime]);
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SetEntPropFloat(client, Prop_Send, "m_flDucktime", cpcache[fCPDucktime]);
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}
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}
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