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Vehicle dissapearing before they explode


Tinny

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For those using the ojp code where g_corpseremovaltime causes exploding vehicles to dissapear before they explode, here's a code you can use in NPC_RemoveBody which is in NPC.c:

 

if ( self->client->NPC_class == CLASS_VEHICLE )

{

Vehicle_t *pVeh = self->m_pVehicle;

if ( pVeh->m_pVehicleInfo->explosionRadius > 0 && pVeh->m_pVehicleInfo->explosionDamage > 0 )

{

return;

}

}

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I think this have to do with g_corpseremovaltime because in that same funtion it made use of that integer to free dead entities. I can't commit though because i've made a ton of changes to the code that deal with my mod specifically so it'll mess up and I don't know how to commit.

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