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Remove black screen on death by fall damage
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1 changed files with 1 additions and 1 deletions
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@ -283,7 +283,7 @@ public:
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virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
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virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
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// Let the game rules specify if fall death should fade screen to black
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virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return TRUE; }
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virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return FALSE; }
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virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ) = 0;
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