BUG: .rethrow throws molotov after throwing incendiary grenade
.rethrow command is throwing molotov grenade after throwing an incendiary grenade
After some investigation, it seems this issue comes from CounterStrikeSharp labelling an incendiary grenade as "molotov_projectile".
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
I tried to reproduce this and I don't know if its related, but by my server crash every time I use .throw after throwing a molotov OR a incendiary. The same with .rethrowmolotov
.throw works as intended for every other kind of nade.
Hey!
As you've pointed out, we get molotov_projectile entity name for incendiary, because both use same projectile entity with different models. These designer names are generated directly from the valve code and there is no incendiary_projectile.
Due to this, I'm not sure if we can actually throw incendiary separately, because in the end the entity would be molotov_projectile, we can only change its model.
There is a rcon command for the Fire Spread. I have tested this with Latest version of CS# and MatchzY as a Workaround with "inferno_max_range" There is "inferno_max_range (150.00000 Default ) for T and inferno_max_range_ct (110.00000 Default) for CT. Setting inferno_max_range 100.000000 is coming close for a Incendiary Spread and leaves some room but not too big i think. Hopefully you can work with that.