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Fix bullet synchronization by using total ammo instead of ammo in clip #4430
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Contributor
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What happens if you empty the clip? Will it trigger damage? |
Collaborator
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As this fixes a commit by Dutchman I've requested his review. |
Nico8340
suggested changes
Sep 7, 2025
FileEX
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Sep 8, 2025
Dutchman101
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Sep 8, 2025
Dutchman101
approved these changes
Sep 8, 2025
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Member
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@shadylua Please open a new PR for that |
shadylua
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In the original code,
if (pPlayer->GetWeaponAmmoInClip(static_cast<unsigned char>(m_weapon)) == 0)was checking the weapon’s clip ammo, but it always returned 0. Because of that, the function would return false and the event couldn’t communicate properly with the function it was supposed to trigger.
After changing it to check the total ammo instead, the issue was resolved.
and below you can see the results in the video clip :
axmal4.mp4