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cwhitelytning avatar cwhitelytning commented on July 30, 2024 1

You used rg_remove_item, anyway rg_drop_item always return TRUE (1) here:

cell AMX_NATIVE_CALL rg_drop_item(AMX *amx, cell *params)

Engine of ReGameDLL_CS do not care if player has item or not, just force the entity to drop it. You need to check by youself to see if player has item or not.

Same bug on rg_remove_all_items

Thank you very much for the answer, if the function still returns true for rg_drop_item and as you say the engine doesn't care, then the return value is not needed for this function, it really throws into confusion. Especially the description. I am satisfied with the answer, thanks again!

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SmileYzn avatar SmileYzn commented on July 30, 2024

You used rg_remove_item, anyway rg_drop_item always return TRUE (1) here:

cell AMX_NATIVE_CALL rg_drop_item(AMX *amx, cell *params)

Engine of ReGameDLL_CS do not care if player has item or not, just force the entity to drop it.
You need to check by youself to see if player has item or not.

Same bug on rg_remove_all_items

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SmileYzn avatar SmileYzn commented on July 30, 2024

What exactly you need to do? If it is a type of item restriction, you can reach same result with PlayerHasRestrictItem. It check when player buy, touch or be equipped by an item.

{
	ITEM_TYPE_BUYING,	// when a player buying items
	ITEM_TYPE_TOUCHED,	// when the player touches with a weaponbox or armoury_entity
	ITEM_TYPE_EQUIPPED	// when an entity game_player_equip gives item to player or default item's on player spawn
};


PlayerHasRestrictItem(CBasePlayer* Player, ItemID item, ItemRestType type)

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Javekson avatar Javekson commented on July 30, 2024

After merging PR: #289, the returned values will be correct

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s1lentq avatar s1lentq commented on July 30, 2024

Closed as fixed #289

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