Slug Rifle headshot damage now displays 9999.
Slug Rifle headshots now display 9999 as their damage value (this is only display damage, the actual damage isn't even relevant). Slug Rifle passive no longer works on bosses.
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1d517c5375
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2 changed files with 12 additions and 1 deletions
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@ -120,6 +120,11 @@ function SWEP.BulletCallback(attacker, tr, dmginfo)
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if tr.HitGroup == HITGROUP_HEAD then
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if tr.HitGroup == HITGROUP_HEAD then
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local ent = tr.Entity
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local ent = tr.Entity
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if ent:IsValid() and ent:IsPlayer() then
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if ent:IsValid() and ent:IsPlayer() then
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if ent:Team() == TEAM_UNDEAD and ent:GetZombieClassTable().Boss then
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GenericBulletCallback(attacker, tr, dmginfo)
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return
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end
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ent.Gibbed = CurTime()
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ent.Gibbed = CurTime()
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end
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end
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@ -128,5 +133,6 @@ function SWEP.BulletCallback(attacker, tr, dmginfo)
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end
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end
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end
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end
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INFDAMAGEFLOATER = true
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GenericBulletCallback(attacker, tr, dmginfo)
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GenericBulletCallback(attacker, tr, dmginfo)
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end
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end
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@ -2462,7 +2462,12 @@ function GM:DamageFloater(attacker, victim, dmginfo)
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if dmgpos == vector_origin then dmgpos = victim:NearestPoint(attacker:EyePos()) end
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if dmgpos == vector_origin then dmgpos = victim:NearestPoint(attacker:EyePos()) end
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net.Start(victim:IsPlayer() and "zs_dmg" or "zs_dmg_prop")
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net.Start(victim:IsPlayer() and "zs_dmg" or "zs_dmg_prop")
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if INFDAMAGEFLOATER then
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INFDAMAGEFLOATER = nil
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net.WriteUInt(9999, 16)
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else
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net.WriteUInt(math.ceil(dmginfo:GetDamage()), 16)
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net.WriteUInt(math.ceil(dmginfo:GetDamage()), 16)
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end
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net.WriteVector(dmgpos)
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net.WriteVector(dmgpos)
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net.Send(attacker)
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net.Send(attacker)
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end
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end
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