Grenade drop fix

 

Unlike grenade drop fixes in the past. I wanted a fix that allowed you to still drop the grenade but not not allow bad people to crash the server, The fix works by dropping the state if the grenade is not there. I will not explain how to do these glitches.

 

To implement the grenade fix you must add : “!HAS_WEAPON” to the charge states. I don’t think it is even needed but I have also added “IS_WEAPON_ACTIVE "Error" "grenade"” to the charge states and both lines to the fire grenade states just to make sure. This is a nasty glitch.

 

Add the following to each of the states:

 

STAND                                               : IS_WEAPON_ACTIVE "Error" "grenade"

STAND                                               : !HAS_WEAPON

 

To each state:

 

state RELEASE_ATTACK_GRENADE_SECONDARY

state RELEASE_ATTACK_GRENADE

state CHARGE_ATTACK_GRENADE_SECONDARY

state CHARGE_ATTACK_GRENADE

 

These states should now look something like these:

 

 

//==============================================================================

//==============================================================================

//

// Primary Charge Up Attacks (grenades)

//

//==============================================================================

 

state CHARGE_ATTACK_GRENADE

{

            movetype legs

 

            entrycommands

            {

                        viewmodelanim charge

            }

           

            action

            {

                        steilhandgranate_crouch_charge            : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"

                        steilhandgranate_stand_charge  : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

           

                        grenade_crouch_charge                                    : POSITION_TYPE "crouching"

                        grenade_stand_charge                          : default

            }

 

            states

            {

                        STAND                                               : !HAS_WEAPON

                        STAND                                               : IS_WEAPON_ACTIVE "Error" "grenade"

                        TURRET_START                                : IS_USING_TURRET

                        RELEASE_KILLED_FRAG                : KILLED

                        RELEASE_ATTACK_GRENADE                  : !ATTACK_PRIMARY MIN_CHARGE_TIME_MET "mainhand"

 

            }

}

 

state RELEASE_ATTACK_GRENADE

{

            movetype legs

 

            entrycommands

            {

                        viewmodelanim fire

            }

 

            action

            {

                        steilhandgranate_crouch_fire     : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"

                        steilhandgranate_stand_fire                   : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

           

                        grenade_crouch_fire                                         : POSITION_TYPE "crouching"

                        grenade_stand_fire                                           : default

            }

 

            states

            {

                        STAND                                               : !HAS_WEAPON

                        STAND                                                                       : IS_WEAPON_ACTIVE "Error" "grenade"

                        RELEASE_KILLED_FRAG                                        : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released

                        STAND                                                                      : KILLED

                        STAND                                                                       : ANIMDONE_TORSO

            }

}

 

state CHARGE_ATTACK_GRENADE_SECONDARY

{

            movetype legs

 

            entrycommands

            {

                        viewmodelanim charge

            }

           

            action

            {

                        steilhandgranate_crouch_charge_secondary      : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"

                        steilhandgranate_stand_charge_secondary                     : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

           

                        grenade_crouch_charge_secondary                                          : POSITION_TYPE "crouching"

                        grenade_stand_charge_secondary                                             : default

            }

 

            states

            {

                        STAND                                               : !HAS_WEAPON

                        STAND                                                                       : IS_WEAPON_ACTIVE "Error" "grenade"

                        TURRET_START                                                        : IS_USING_TURRET

                        RELEASE_KILLED_FRAG                                        : KILLED

                        RELEASE_ATTACK_GRENADE_SECONDARY                : !ATTACK_SECONDARY MIN_CHARGE_TIME_MET "mainhand"

 

            }

}

 

state RELEASE_ATTACK_GRENADE_SECONDARY

{

            movetype legs

 

            entrycommands

            {

                        viewmodelanim fire

            }

 

            action

            {

                        steilhandgranate_crouch_fire_secondary            : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate" POSITION_TYPE "crouching"

                        steilhandgranate_stand_fire_secondary  : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

           

                        grenade_crouch_fire_secondary                                    : POSITION_TYPE "crouching"

                        grenade_stand_fire_secondary                          : default

            }

 

            states

            {

                        STAND                                               : !HAS_WEAPON

                        STAND                                               : IS_WEAPON_ACTIVE "Error" "grenade"

                        RELEASE_KILLED_FRAG                : KILLED MIN_CHARGE_TIME_MET "mainhand" // killed before the grenade was released

                        STAND                                              : KILLED

                        STAND                                               : ANIMDONE_TORSO

            }

}

 

My states have the MG42 Glitch Fix mixed in.