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  1. #21
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    I compiled the .so now using filthyfreaks files
    http://killtube.org/showthread.php?2...ll=1#post12104

    It results in a .so files with no segmentation fault. However, when I start a server, it says
    Code:
    ******* script compile error *******
    unknown function: (file 'maps/mp/gametypes/_weapons.gsc', line 1080)
        return setweaponfiretime(id, time);
    Code:
    loadWeaponInfo(i, array)
    {
        array.id = i;
        array.dmg = getweapondamage(i); // store baseline
        array.meleedmg = getweaponmeleedamage(i); // in case you want to restore old value
        
        if(i >= 64) // no viewmodels after 64th weapon
            array.bugged = 1;
    }
    
    getWeaponArray(weapon)
    {
        if(isDefined(level.weapons[weapon]) && isDefined(level.weapons[weapon].id))
            return level.weapons[weapon];
        else if(isDefined(level.otherweapons[weapon]) && isDefined(level.otherweapons[weapon].id))
            return level.otherweapons[weapon];
        else
            return undefined;
    }
    
    updateWepDamage(weapon, dmg)
    {
        array = getWeaponArray(weapon);
        if(isDefined(array))
            array.dmg = dmg;
    }
    
    updateWepMeleeDamage(weapon, dmg)
    {
        array = getWeaponArray(weapon);
        if(isDefined(array))
            array.meleedmg = dmg;
    }
    
    getWeaponId(weapon)
    {
        if(isDefined(level.weapons[weapon]) && isDefined(level.weapons[weapon].id))
            return level.weapons[weapon].id;
        else if(isDefined(level.otherweapons[weapon]) && isDefined(level.otherweapons[weapon].id))
            return level.otherweapons[weapon].id;
        else
            return -1;
    }
    
    WeaponMaxAmmo(weapon)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        return getweaponmaxammo(id);
    }
    
    WeaponDamage(weapon)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        return getweapondamage(id);
    }
    
    WeaponMeleeDamage(weapon)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        return getweaponmeleedamage(id);
    }
    
    setWepDamage(weapon, dmg, isdefault)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        if(isDefined(isdefault) && isdefault)
            updateWepDamage(weapon, dmg);
        
        return setweapondamage(id, dmg);
    }
    
    setWepMeleeDamage(weapon, dmg, isdefault)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        if(isDefined(isdefault) && isdefault)
            updateWepMeleeDamage(weapon, dmg);
        
        return setweaponmeleedamage(id, dmg);
    } 
    
    WeaponFireTime(weapon)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        return getweaponfiretime(id);
    }
    
    setWepFireTime(weapon, time)
    {
        id = getWeaponId(weapon);
        if(id == -1)
            return 0;
        
        return setweaponfiretime(id, time);
    }
    Added to _weapons.gsc

    Must I load or precache this script somewhere?

    And in gsc.cpp I found this
    Code:
    	{"getweaponfiretime"              , gsc_utils_getweaponfiretime           , 0},
    	{"setweaponfiretime"              , gsc_utils_setweaponfiretime           , 0},
    So it should work right? Or am I missing something obvious
    Last edited by Ni3ls; 10th November 2015 at 09:42.

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