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authorsalmonik <salmonik@tuta.io>2026-11-04 17:41:53 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 17:41:53 +0100
commitf4616119c64ddcaa14cf10727e7aba4a3e64910f (patch)
tree2cb68ab8dfde040a6fd1baa0e77039fba32019a4 /src/overlay.h
parentItems/projectiles: ammo diagnostics, dispensers, launched RPG (diff)
downloadhl2h-f4616119c64ddcaa14cf10727e7aba4a3e64910f.tar.gz
hl2h-f4616119c64ddcaa14cf10727e7aba4a3e64910f.zip
Items: skip the CNetworkArray length header for m_iAmmo/m_hMyWeapons
The datamap offset points at the array length header, so every ammo count was read one type early. That made the RPG slot read the buckshot count (30) and permanently exceed the 3-rocket cap, which is why RPG pickups never showed and grenades/AR2/weapon ammo never hid. Read the elements 4 bytes after the field offset.
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