From 1267387f58d41d1421e3c2122a6930de0b279d12 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 15:55:08 +0100 Subject: Items: fallen owned weapons count as ammo; fuse diagnostics - World weapons of a type already in the local player's inventory are retagged as ammo ("SMG ammo", ...). Inventory scan only counts weapons owned by the local player index, so NPC weapons do not trigger it. - Projectile fuse: log det/cur/base/raw server value, and fall back to a 3-second first-sighting countdown when m_flDetonateTime or engine time is unavailable. --- src/server.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'src/server.cpp') diff --git a/src/server.cpp b/src/server.cpp index 40aa850..1313f00 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -455,7 +455,14 @@ float server_grenade_detonate(int idx) { server_entity_health(idx, nullptr, nullptr, &base); if (!base) return -1.0f; - return *(float *)((uintptr_t)base + g_srv_detonate); + float v = *(float *)((uintptr_t)base + g_srv_detonate); + static int logs = 0; + if (logs < 8) { + logs++; + logf("grenade fuse: idx=%d base=%p off=%d value=%.2f", idx, base, + g_srv_detonate, v); + } + return v; } float server_grenade_radius(int idx) { -- cgit v1.2.3