Fix: Glock18 and Famas undesired ammo decreasing on burst mode#832
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wopox1337 merged 1 commit intorehlds:masterfrom Jul 10, 2023
Merged
Fix: Glock18 and Famas undesired ammo decreasing on burst mode#832wopox1337 merged 1 commit intorehlds:masterfrom
wopox1337 merged 1 commit intorehlds:masterfrom
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| { | ||
| vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed); | ||
| #ifndef REGAMEDLL_FIXES | ||
| --m_pPlayer->ammo_9mm; |
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I can't understand the original logic behind valve's original GameDLL. Why does it need to reduce ammo from the holster every time a shot is fired? It's weird.
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Consider the next scenario:
You need to call TabulateAmmo to enable reload again (shoot in single mode).
There is no reason to decrease bpammo on clip decreasing action anyways.
(and there is no reason to use ammo_ members from CBaseEntity)