Disable melee onehit closes #17
This commit is contained in:
@@ -1,4 +1,5 @@
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export default function weapondamageUtil() {
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export default function weapondamageUtil() {
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let blockInput = false;
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mp.players.local.setSuffersCriticalHits(false);
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mp.players.local.setSuffersCriticalHits(false);
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@@ -6,6 +7,14 @@
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player.setSuffersCriticalHits(false);
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player.setSuffersCriticalHits(false);
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});
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});
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mp.events.add("render", () => {
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if (blockInput) {
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mp.game.controls.disableControlAction(32, 142, true);
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mp.game.controls.disableControlAction(32, 140, true);
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mp.game.controls.disableControlAction(32, 263, true);
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}
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});
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mp.events.add('SERVER:WeaponModifier', (player) => {
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mp.events.add('SERVER:WeaponModifier', (player) => {
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//mp.gui.chat.push("Modifier steht jetzt auf" + modifier);
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//mp.gui.chat.push("Modifier steht jetzt auf" + modifier);
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//mp.players.local.setWeaponDamageModifier(modifier);
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//mp.players.local.setWeaponDamageModifier(modifier);
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@@ -16,65 +25,83 @@
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case 0x1B06D571: //Pistol
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case 0x1B06D571: //Pistol
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modifier = 0.4;
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modifier = 0.4;
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meelemodifier = 1;
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meelemodifier = 1;
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//mp.gui.chat.push("PistolModifier: " + modifier);
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blockInput = true;
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break;
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break;
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case 0xBFE256D4: //Pistol_MK2
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case 0xBFE256D4: //Pistol_MK2
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modifier = 0.4;
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modifier = 0.4;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x5EF9FEC4: //Combatpistol
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case 0x5EF9FEC4: //Combatpistol
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modifier = 0.5;
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modifier = 0.5;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x99AEEB3B: //Pistol50
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case 0x99AEEB3B: //Pistol50
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modifier = 0.35;
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modifier = 0.35;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x2BE6766B: //SMG
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case 0x2BE6766B: //SMG
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modifier = 0.25;
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modifier = 0.25;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x1D073A89: //Pumpshotgun
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case 0x1D073A89: //Pumpshotgun
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modifier = 0.2;
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modifier = 0.2;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x83BF0278: //Cabinerifle
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case 0x83BF0278: //Cabinerifle
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modifier = 0.2;
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modifier = 0.2;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0x624FE830: //Compactrifle
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case 0x624FE830: //Compactrifle
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modifier = 0.2;
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modifier = 0.2;
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meelemodifier = 0.1;
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meelemodifier = 0.1;
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blockInput = true;
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break;
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break;
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case 0x05FC3C11: //Sniperrifle
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case 0x05FC3C11: //Sniperrifle
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modifier = 0.5;
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modifier = 0.5;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = true;
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break;
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break;
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case 0xA2719263: //Meele Umarmed Fist
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case 0xA2719263: //Meele Umarmed Fist
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meelemodifier = 0.1;
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meelemodifier = 0.1;
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modifier = 1;
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modifier = 1;
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blockInput = false;
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//mp.gui.chat.push("FistModifier: " + meelemodifier);
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//mp.gui.chat.push("FistModifier: " + meelemodifier);
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break;
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break;
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case 0x958A4A8F: //Meele Baseball Bat
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case 0x958A4A8F: //Meele Baseball Bat
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meelemodifier = 0.15;
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meelemodifier = 0.15;
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modifier = 1;
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modifier = 1;
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blockInput = false;
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break;
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break;
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case 0x8BB05FD7: //Meele Flashlight
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case 0x8BB05FD7: //Meele Flashlight
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meelemodifier = 0.1;
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meelemodifier = 0.1;
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modifier = 1;
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modifier = 1;
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blockInput = false;
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break;
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break;
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case 0xD8DF3C3C: //Meele Knuckle
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case 0xD8DF3C3C: //Meele Knuckle
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meelemodifier = 0.1;
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meelemodifier = 0.1;
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modifier = 1;
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modifier = 1;
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blockInput = false;
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//mp.gui.chat.push("KnuckleModifier: " + meelemodifier);
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//mp.gui.chat.push("KnuckleModifier: " + meelemodifier);
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break;
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break;
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case 0x678B81B1: //Meele Nightstick
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case 0x678B81B1: //Meele Nightstick
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meelemodifier = 0.1;
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meelemodifier = 0.1;
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modifier = 1;
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modifier = 1;
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blockInput = false;
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break;
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break;
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default:
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default:
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modifier = 1;
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modifier = 1;
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meelemodifier = 1;
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meelemodifier = 1;
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blockInput = false;
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break;
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break;
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}
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}
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mp.game.invoke("0xCE07B9F7817AADA3", player, modifier);
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mp.game.invoke("0xCE07B9F7817AADA3", player, modifier);
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@@ -95,7 +122,6 @@
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}
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}
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});
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});
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/*mp.events.add('playerWeaponShot', (targetPosition, targetEntity) => {
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/*mp.events.add('playerWeaponShot', (targetPosition, targetEntity) => {
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for (var x in this.weaponAmmo) {
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for (var x in this.weaponAmmo) {
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if (this.weaponAmmo[x].id != this.currentWeapon) {
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if (this.weaponAmmo[x].id != this.currentWeapon) {
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