Disable melee onehit closes #17

This commit is contained in:
2021-04-07 18:53:43 +02:00
parent 553e9cce89
commit b056700f85

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@@ -1,4 +1,5 @@
export default function weapondamageUtil() { export default function weapondamageUtil() {
let blockInput = false;
mp.players.local.setSuffersCriticalHits(false); mp.players.local.setSuffersCriticalHits(false);
@@ -6,6 +7,14 @@
player.setSuffersCriticalHits(false); player.setSuffersCriticalHits(false);
}); });
mp.events.add("render", () => {
if (blockInput) {
mp.game.controls.disableControlAction(32, 142, true);
mp.game.controls.disableControlAction(32, 140, true);
mp.game.controls.disableControlAction(32, 263, true);
}
});
mp.events.add('SERVER:WeaponModifier', (player) => { mp.events.add('SERVER:WeaponModifier', (player) => {
//mp.gui.chat.push("Modifier steht jetzt auf" + modifier); //mp.gui.chat.push("Modifier steht jetzt auf" + modifier);
//mp.players.local.setWeaponDamageModifier(modifier); //mp.players.local.setWeaponDamageModifier(modifier);
@@ -16,65 +25,83 @@
case 0x1B06D571: //Pistol case 0x1B06D571: //Pistol
modifier = 0.4; modifier = 0.4;
meelemodifier = 1; meelemodifier = 1;
//mp.gui.chat.push("PistolModifier: " + modifier); blockInput = true;
break; break;
case 0xBFE256D4: //Pistol_MK2 case 0xBFE256D4: //Pistol_MK2
modifier = 0.4; modifier = 0.4;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x5EF9FEC4: //Combatpistol case 0x5EF9FEC4: //Combatpistol
modifier = 0.5; modifier = 0.5;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x99AEEB3B: //Pistol50 case 0x99AEEB3B: //Pistol50
modifier = 0.35; modifier = 0.35;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x2BE6766B: //SMG case 0x2BE6766B: //SMG
modifier = 0.25; modifier = 0.25;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x1D073A89: //Pumpshotgun case 0x1D073A89: //Pumpshotgun
modifier = 0.2; modifier = 0.2;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x83BF0278: //Cabinerifle case 0x83BF0278: //Cabinerifle
modifier = 0.2; modifier = 0.2;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0x624FE830: //Compactrifle case 0x624FE830: //Compactrifle
modifier = 0.2; modifier = 0.2;
meelemodifier = 0.1; meelemodifier = 0.1;
blockInput = true;
break; break;
case 0x05FC3C11: //Sniperrifle case 0x05FC3C11: //Sniperrifle
modifier = 0.5; modifier = 0.5;
meelemodifier = 1; meelemodifier = 1;
blockInput = true;
break; break;
case 0xA2719263: //Meele Umarmed Fist case 0xA2719263: //Meele Umarmed Fist
meelemodifier = 0.1; meelemodifier = 0.1;
modifier = 1; modifier = 1;
blockInput = false;
//mp.gui.chat.push("FistModifier: " + meelemodifier); //mp.gui.chat.push("FistModifier: " + meelemodifier);
break; break;
case 0x958A4A8F: //Meele Baseball Bat case 0x958A4A8F: //Meele Baseball Bat
meelemodifier = 0.15; meelemodifier = 0.15;
modifier = 1; modifier = 1;
blockInput = false;
break; break;
case 0x8BB05FD7: //Meele Flashlight case 0x8BB05FD7: //Meele Flashlight
meelemodifier = 0.1; meelemodifier = 0.1;
modifier = 1; modifier = 1;
blockInput = false;
break; break;
case 0xD8DF3C3C: //Meele Knuckle case 0xD8DF3C3C: //Meele Knuckle
meelemodifier = 0.1; meelemodifier = 0.1;
modifier = 1; modifier = 1;
blockInput = false;
//mp.gui.chat.push("KnuckleModifier: " + meelemodifier); //mp.gui.chat.push("KnuckleModifier: " + meelemodifier);
break; break;
case 0x678B81B1: //Meele Nightstick case 0x678B81B1: //Meele Nightstick
meelemodifier = 0.1; meelemodifier = 0.1;
modifier = 1; modifier = 1;
blockInput = false;
break; break;
default: default:
modifier = 1; modifier = 1;
meelemodifier = 1; meelemodifier = 1;
blockInput = false;
break; break;
} }
mp.game.invoke("0xCE07B9F7817AADA3", player, modifier); mp.game.invoke("0xCE07B9F7817AADA3", player, modifier);
@@ -95,7 +122,6 @@
} }
}); });
/*mp.events.add('playerWeaponShot', (targetPosition, targetEntity) => { /*mp.events.add('playerWeaponShot', (targetPosition, targetEntity) => {
for (var x in this.weaponAmmo) { for (var x in this.weaponAmmo) {
if (this.weaponAmmo[x].id != this.currentWeapon) { if (this.weaponAmmo[x].id != this.currentWeapon) {