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VC: Removed the fix for grenade spawning inside a detonator
It's a very minor visual issue, and it was causing a bug where the grenade model was not loaded when picking the pickup up, and crashed upon trying to throw it. Not worth the risk keeping this change
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1 changed files with 0 additions and 25 deletions
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@ -611,20 +611,6 @@ namespace PickupEffectsFixes
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retn
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retn
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}
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}
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}
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}
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__declspec(naked) static void PickUpEffects_GiveUsAnObject()
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{
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_asm
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{
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jnz GiveUsAnObject_NotEqual
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mov si, [eax+58h]
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retn
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GiveUsAnObject_NotEqual:
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mov si, -1
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retn
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}
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}
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}
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}
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@ -1786,17 +1772,6 @@ void Patch_VC_Common()
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// Remove the glow from minigun2
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// Remove the glow from minigun2
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auto minigun2Glow = get_pattern("8D 41 01 89 CB");
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auto minigun2Glow = get_pattern("8D 41 01 89 CB");
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// Don't spawn the grenade together with the detonator in the pickup
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// FLA might be altering this due to the usage of 16-bit IDs? Just in case allow for graceful failure
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try
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{
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auto pickupExtraObject = pattern("75 04 66 8B 70 58").get_one();
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Nop(pickupExtraObject.get<void>(), 1);
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InjectHook(pickupExtraObject.get<void>(1), &PickUpEffects_GiveUsAnObject, HookType::Call);
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}
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TXN_CATCH();
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InjectHook(bigDollarColor, &PickUpEffects_BigDollarColor, HookType::Call);
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InjectHook(bigDollarColor, &PickUpEffects_BigDollarColor, HookType::Call);
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InjectHook(minigun2Glow, &PickUpEffects_Minigun2Glow, HookType::Call);
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InjectHook(minigun2Glow, &PickUpEffects_Minigun2Glow, HookType::Call);
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}
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}
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