I'm still using the old version that had blockdamage in the code, but without the return that keeps damage from being assessed if the block is pierced. I've since made that change in my code. Don't worry about blade damage doubling up unless you have blockdamage set to a very high value. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> If that code is executed then other damage won't be applied at all.
The older values make some of the pistols more rare, but I'd prefer not to see so many "brace of pistols" in the game, up to you if you want to change that back. I also accidentally changed the picTexture and picIndex for the musket and musketoon. Corrected lines as follows:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->n = InitStdGun(n,"pistolmtoon", "musketoon", 8, 9, 0.08, 12, 16000, 60.0, 80.0, 60, 1, 24, "", "OBJECTS\DUEL\pistol_mtoon.wav", "pg2"); // Musketoon
n = InitStdGun(n,"pistolmket", "musket", 8, 10, 0.05, 14, 20000,100.0,130.0, 80, 1, 30, "", "OBJECTS\DUEL\pistol_musket.wav", "mb"); // Musket<!--c2--></div><!--ec2-->
Hook
The older values make some of the pistols more rare, but I'd prefer not to see so many "brace of pistols" in the game, up to you if you want to change that back. I also accidentally changed the picTexture and picIndex for the musket and musketoon. Corrected lines as follows:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->n = InitStdGun(n,"pistolmtoon", "musketoon", 8, 9, 0.08, 12, 16000, 60.0, 80.0, 60, 1, 24, "", "OBJECTS\DUEL\pistol_mtoon.wav", "pg2"); // Musketoon
n = InitStdGun(n,"pistolmket", "musket", 8, 10, 0.05, 14, 20000,100.0,130.0, 80, 1, 30, "", "OBJECTS\DUEL\pistol_musket.wav", "mb"); // Musket<!--c2--></div><!--ec2-->
Hook