player_sustainammo
oops i missed this one
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@ -14,6 +14,8 @@ namespace gameplay
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{
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namespace
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{
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utils::hook::detour pm_weapon_use_ammo_hook;
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game::dvar_t* jump_slowDownEnable;
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game::dvar_t* jump_enableFallDamage;
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@ -53,6 +55,15 @@ namespace gameplay
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}
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}
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void pm_weapon_use_ammo_stub(game::playerState_s* ps, game::Weapon weapon,
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bool is_alternate, int amount, game::PlayerHandIndex hand)
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{
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if (!dvars::player_sustainAmmo->current.enabled)
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{
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pm_weapon_use_ammo_hook.invoke<void>(ps, weapon, is_alternate, amount, hand);
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}
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}
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const auto pm_bouncing_stub_mp = utils::hook::assemble([](utils::hook::assembler& a)
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{
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const auto no_bounce = a.newLabel();
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@ -100,6 +111,10 @@ namespace gameplay
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public:
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void post_unpack() override
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{
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dvars::player_sustainAmmo = dvars::register_bool("player_sustainAmmo", false,
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game::DVAR_FLAG_REPLICATED, "Firing weapon will not decrease clip ammo");
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pm_weapon_use_ammo_hook.create(SELECT_VALUE(0x14042E380, 0x1401F6B90), &pm_weapon_use_ammo_stub);
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if (game::environment::is_sp())
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{
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return;
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@ -23,6 +23,7 @@ namespace dvars
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game::dvar_t* con_inputCmdMatchColor = nullptr;
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game::dvar_t* g_playerEjection = nullptr;
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game::dvar_t* g_playerCollision = nullptr;
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game::dvar_t* player_sustainAmmo = nullptr;
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game::dvar_t* jump_enableFallDamage;
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@ -26,6 +26,7 @@ namespace dvars
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extern game::dvar_t* con_inputCmdMatchColor;
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extern game::dvar_t* g_playerEjection;
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extern game::dvar_t* g_playerCollision;
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extern game::dvar_t* player_sustainAmmo;
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extern game::dvar_t* jump_enableFallDamage;
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@ -1438,6 +1438,19 @@ namespace game
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float halfSize[3];
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};
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enum PlayerHandIndex
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{
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WEAPON_HAND_DEFAULT = 0x0,
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WEAPON_HAND_RIGHT = 0x0,
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WEAPON_HAND_LEFT = 0x1,
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NUM_WEAPON_HANDS = 0x2,
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};
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union Weapon
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{
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unsigned int data;
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};
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namespace mp
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{
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struct cachedSnapshot_t
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