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  1. #1
    Sergeant serthy's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    Cant it be that the bulletpenetration is a property of the weaponfile, so you can edit the weaponfile to set something like "wallpenetration" to 0? (never did cod4, but this seems logical...)
    bulletpen can be influenced by a file its sth like hitloc table and i guess itrs in the mp folder
    there you can set different penetration depths for the surfaces

    or you check if the if( iDFlags & level.iDFlags_Bulletpen ) and change it there in CodeCallback_PlayerDamage

    just a guess

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    Quote Originally Posted by serthy View Post
    bulletpen can be influenced by a file its sth like hitloc table and i guess itrs in the mp folder
    there you can set different penetration depths for the surfaces

    or you check if the if( iDFlags & level.iDFlags_Bulletpen ) and change it there in CodeCallback_PlayerDamage

    just a guess
    I've never seen such a file, and I have a set of raw files which was given to me by the developers. It has EVERY file used in COD4. But, I guess there could always be one file they missed. Could you pass one to me please?

    Also, there is no such flag as level.iDFlags_Bulletpen. But having had a look through callback_playerdamage, I found there is one such flag relating to Deep Impact:

    eInflictor.wasDamagedFromBulletPenetration

    But that only relates to C4 for some reason. However, having said that, that would be the flag that someone wishing to intercept Deep Impact would need to work on. But I seem to remember someone saying that you can't intercept damage from wasDamagedFromBulletPenetration. But that might have been because they were lame and didn't really know what they were doing. So, I guess the question is still open, and someone may find a solution to it.
    Last edited by Tally; 23rd September 2013 at 08:18.

  3. #3
    Sergeant serthy's Avatar
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    raw/info/bullet_penetration_mp

    i would suggest to simply spawn a bot behind a wall, and shoot at him and print the iDFlags in callback_playerdamage, if it stays at 0, you have to use bulletTraces to check for this, otherwise check for this flag
    Last edited by serthy; 23rd September 2013 at 11:38.

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