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BUG: .rethrow throws molotov after throwing incendiary grenade #199

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Zeviot opened this issue Jul 30, 2024 · 4 comments
Open

BUG: .rethrow throws molotov after throwing incendiary grenade #199

Zeviot opened this issue Jul 30, 2024 · 4 comments

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@Zeviot
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Zeviot commented Jul 30, 2024

.rethrow command is throwing molotov grenade after throwing an incendiary grenade

@Zeviot
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Zeviot commented Jul 31, 2024

After some investigation, it seems this issue comes from CounterStrikeSharp labelling an incendiary grenade as "molotov_projectile".

This is what I get from printing all the properties of the incendiary entity received in the function OnEntitySpawnedHandler:

IsValid=True
EntityIndex=Entity Index 444
Index=444
DesignerName=molotov_projectile
PrivateVScripts=
Entity=CounterStrikeSharp.API.Core.CEntityIdentity
CScriptComponent=
VisibleinPVS=True
Handle=1635711260672
EntityHandle=Index = 444, Serial = 4330

@Dying-Ducks
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I tried to reproduce this and I don't know if its related, but by my server crash every time I use .throw after throwing a molotov OR a incendiary. The same with .rethrowmolotov

.throw works as intended for every other kind of nade.

@shobhit-pathak
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Hey!

As you've pointed out, we get molotov_projectile entity name for incendiary, because both use same projectile entity with different models. These designer names are generated directly from the valve code and there is no incendiary_projectile.

Due to this, I'm not sure if we can actually throw incendiary separately, because in the end the entity would be molotov_projectile, we can only change its model.

@CroniC-Flink
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There is a rcon command for the Fire Spread.
I have tested this with Latest version of CS# and MatchzY as a Workaround with "inferno_max_range"
There is "inferno_max_range (150.00000 Default ) for T and inferno_max_range_ct (110.00000 Default) for CT.
Setting inferno_max_range 100.000000 is coming close for a Incendiary Spread and leaves some room but not too big i think.
Hopefully you can work with that.

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