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Incendiary grenade entity has DesignerName "molotov_projectile" #544

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Zeviot opened this issue Aug 11, 2024 · 5 comments
Open

Incendiary grenade entity has DesignerName "molotov_projectile" #544

Zeviot opened this issue Aug 11, 2024 · 5 comments
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@Zeviot
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Zeviot commented Aug 11, 2024

This is what I get from printing all the properties of the incendiary entity received in the function OnEntitySpawnedHandler:

IsValid=True
EntityIndex=Entity Index 444
Index=444
DesignerName=molotov_projectile
PrivateVScripts=
Entity=CounterStrikeSharp.API.Core.CEntityIdentity
CScriptComponent=
VisibleinPVS=True
Handle=1635711260672
EntityHandle=Index = 444, Serial = 4330

Designer name should be "incendiary_projectile".

@github-actions github-actions bot added the untriaged New issue has not been triaged label Aug 11, 2024
@Zeviot
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Zeviot commented Aug 11, 2024

I believe this can be fixed by changing the class inherited by IncediaryGrenade to "BaseCSGrenade".
Although, I am not sure if this is enough.
I would appreciate some guidance on this.

@GamerXCZ
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Molotovs and Incendiary nades use same projectile entity with different models

@roflmuffin
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These are generated from valves code directly, so if that is the designer name then it's correct, as @GamerXCZ mentions

@Zeviot
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Zeviot commented Aug 12, 2024

Ok, I understand.
Am I correct that the classes are being generated from the "cs2_schema.json" file?
Since molotovs and incendiary are quite different now with different durations and spreads, its it possible that "cs2_schema.json" is outdated?
Where can I find the script that generates this json, I can't seem to find it.

@Yarukon
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Yarukon commented Aug 12, 2024

that's how it should work, using same entity to handle 2 different throwables

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