Fixed incorrect return for some weapons in CS_GetWeaponPrice (bug 5562, r=psychonic).
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@ -326,26 +326,29 @@ static cell_t CS_GetTranslatedWeaponAlias(IPluginContext *pContext, const cell_t
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static cell_t CS_GetWeaponPrice(IPluginContext *pContext, const cell_t *params)
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static cell_t CS_GetWeaponPrice(IPluginContext *pContext, const cell_t *params)
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{
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{
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//Hard code return values for weapons that dont call GetWeaponPrice and always use default value.
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if (params[2] == (int)SMCSWeapon_NONE)
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return pContext->ThrowNativeError("Invalid Weapon ID passed");
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int id = GetRealWeaponID(params[2]);
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int id = GetRealWeaponID(params[2]);
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//Hard code return values for weapons that dont call GetWeaponPrice and always use default value.
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#if SOURCE_ENGINE == SE_CSGO
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#if SOURCE_ENGINE == SE_CSGO
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if (id == WEAPON_C4 || id == WEAPON_KNIFE || id == WEAPON_KNIFE_GG)
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if (id == WEAPON_C4 || id == WEAPON_KNIFE || id == WEAPON_KNIFE_GG)
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return 0;
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#else
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#else
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if (id == WEAPON_C4 || id == WEAPON_KNIFE || id == WEAPON_SHIELD)
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if (id == WEAPON_C4 || id == WEAPON_KNIFE || id == WEAPON_SHIELD)
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#endif
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return 0;
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return 0;
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if (id == WEAPON_KEVLAR)
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else if (id == WEAPON_KEVLAR)
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return 650;
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return 650;
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if (id == WEAPON_ASSAULTSUIT)
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else if (id == WEAPON_ASSAULTSUIT)
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return 1000;
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return 1000;
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if (id == WEAPON_NIGHTVISION)
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#endif
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else if (id == WEAPON_NIGHTVISION)
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return 1250;
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return 1250;
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#if SOURCE_ENGINE == SE_CSGO
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#if SOURCE_ENGINE == SE_CSGO
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if (id == WEAPON_DEFUSER)
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else if (id == WEAPON_DEFUSER)
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return 200;
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return 400;
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#endif
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#endif
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if (id == 0)
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return 0;
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if (g_iPriceOffset == -1)
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if (g_iPriceOffset == -1)
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{
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{
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