New class: NSTraceAttack. Will make it much easier for games/mods to overrides parts of it.
This commit is contained in:
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df589de04c
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59d46e1f63
2 changed files with 211 additions and 83 deletions
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@ -14,12 +14,54 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef BULLETPENETRATION
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var int iTotalPenetrations;
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#endif
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void TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon);
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#ifdef BULLETPENETRATION
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void TraceAttack_SetPenetrationPower(int power);
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#endif
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class
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NSTraceAttack
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{
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/* multi-part damage */
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entity m_eMultiTarget;
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int m_iMultiValue;
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int m_iMultiBody;
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int m_iShots;
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float m_flDamage;
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vector m_vecSpread;
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int m_iWeapon;
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entity m_eOwner;
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float m_flRange;
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vector m_vecOrigin;
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/* bullet penetration */
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#ifdef BULLETPENETRATION
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float m_flMaxThickness;
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float m_flRangeModifier;
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int m_iTotalPenetrations;
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#endif
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void(void) NSTraceAttack;
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virtual void(void) _ApplyDamage;
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virtual void(vector, vector, float, float) _FireSingle;
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virtual void(void) Fire;
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virtual void(int) SetShots;
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virtual void(vector) SetOrigin;
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virtual void(int) SetDamage;
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virtual void(vector) SetSpread;
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virtual void(int) SetWeapon;
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virtual void(float) SetRange;
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virtual void(entity) SetOwner;
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#ifdef BULLETPENETRATION
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virtual void(float) SetPenetrationMaxThickness;
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virtual void(int) SetPenetrationPower;
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#endif
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};
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NSTraceAttack g_traceAttack;
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@ -14,65 +14,50 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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entity g_multiDamage_Target;
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int g_multiDamage_Value;
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int g_multiDamage_HitBod;
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#ifdef BULLETPENETRATION
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float g_pen_flMaxThickness;
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var float g_pen_flRangeMod = 1.0f;
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#endif
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static void
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TraceAttack_Apply(entity eAttacker, int iWeapon)
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void
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NSTraceAttack::_ApplyDamage(void)
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{
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/* may not be defined yet */
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if (g_multiDamage_Target == __NULL__)
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if (m_eMultiTarget == __NULL__)
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return;
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if (trace_ent.iBleeds == 1) {
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FX_Blood(trace_endpos, [0.5,0,0]);
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}
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trace_surface_id = g_multiDamage_HitBod;
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Damage_Apply(g_multiDamage_Target, self, g_multiDamage_Value, iWeapon, DMG_BULLET);
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g_multiDamage_Target = __NULL__;
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g_multiDamage_Value = 0;
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g_multiDamage_HitBod = 0;
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trace_surface_id = m_iMultiBody;
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Damage_Apply(m_eMultiTarget, m_eOwner, m_iMultiValue, m_iWeapon, DMG_BULLET);
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m_eMultiTarget = __NULL__;
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m_iMultiValue = 0;
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m_iMultiBody = 0;
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}
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void
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TraceAttack_ImpactWorld(void)
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{
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}
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/* cast a single bullet shot */
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static void
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TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, float dist)
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NSTraceAttack::_FireSingle(vector vecPos, vector vecAngles, float flDamage, float flRange)
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{
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vector range;
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if (dist <= 0)
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if (flRange <= 0)
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return;
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range = (vAngle * 8196);
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range = (vecAngles * 8196);
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self.dimension_solid = 255;
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self.dimension_hit = 255;
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m_eOwner.dimension_solid = 255;
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m_eOwner.dimension_hit = 255;
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/* make sure we can gib corpses */
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int oldhitcontents = self.hitcontentsmaski;
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self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE | CONTENTBIT_WATER | CONTENTBIT_SLIME | CONTENTBIT_LAVA | CONTENTBIT_PROJECTILE;
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traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, self);
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self.hitcontentsmaski = oldhitcontents;
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int oldhitcontents = m_eOwner.hitcontentsmaski;
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m_eOwner.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE | CONTENTBIT_WATER | CONTENTBIT_SLIME | CONTENTBIT_LAVA | CONTENTBIT_PROJECTILE;
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traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, m_eOwner);
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m_eOwner.hitcontentsmaski = oldhitcontents;
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dist -= trace_plane_dist;
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flRange -= trace_plane_dist;
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self.dimension_solid = 254;
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self.dimension_hit = 254;
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m_eOwner.dimension_solid = 254;
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m_eOwner.dimension_hit = 254;
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g_multiDamage_HitBod |= trace_surface_id;
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m_iMultiBody |= trace_surface_id;
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if (trace_fraction >= 1.0f)
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return;
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@ -80,13 +65,13 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
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/* water impact */
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if (trace_endcontentsi & CONTENTBIT_WATER) {
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FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
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TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
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_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
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} else if (trace_endcontentsi & CONTENTBIT_SLIME) {
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FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
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TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
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_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
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} else if (trace_endcontentsi & CONTENTBIT_LAVA) {
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FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
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TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
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_FireSingle(trace_endpos + (v_forward * 2), vecAngles, flDamage / 2, flRange);
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}
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if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
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@ -99,32 +84,39 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
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case BODY_HEAD:
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/* the helmet is one power house */
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if (pl.g_items & ITEM_HELMET) {
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iDamage = 0;
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m_flDamage = 0;
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Sound_Play(trace_ent, CHAN_BODY, "player.headshotarmor");
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pl.g_items &= ~ITEM_HELMET;
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return;
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} else {
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iDamage *= 4;
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m_flDamage *= 4;
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Sound_Play(trace_ent, CHAN_BODY, "player.headshot");
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}
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break;
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case BODY_STOMACH:
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iDamage *= 0.9;
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m_flDamage *= 0.9;
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if (pl.armor > 0)
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Sound_Play(trace_ent, CHAN_BODY, "player.hitarmor");
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break;
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case BODY_LEGLEFT:
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case BODY_LEGRIGHT:
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iDamage *= 0.4;
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m_flDamage *= 0.4;
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break;
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}
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#else
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/* only headshots count in HL */
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if (trace_surface_id == BODY_HEAD)
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iDamage *= 3;
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m_flDamage *= 3;
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#endif
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}
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#ifdef WASTES
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player pl1 = (player)self;
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if (pl1.m_iWillpowerValue > 0) {
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FX_Crit(trace_endpos, vectoangles(trace_endpos - pl1.origin), 0);
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}
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#endif
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/* impact per bullet */
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if (trace_ent.iBleeds == 0) {
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SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
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@ -132,58 +124,58 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon, f
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/* combine them into one single Damage_Apply call later */
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if (trace_ent.takedamage == DAMAGE_YES) {
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if (trace_ent != g_multiDamage_Target) {
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TraceAttack_Apply(self, iWeapon);
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g_multiDamage_Target = trace_ent;
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g_multiDamage_Value = iDamage;
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if (trace_ent != m_eMultiTarget) {
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_ApplyDamage();
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m_eMultiTarget = trace_ent;
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m_iMultiValue = flDamage;
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} else {
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g_multiDamage_Value += iDamage;
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m_iMultiValue += flDamage;
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}
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}
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#ifdef BULLETPENETRATION
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if (iTotalPenetrations > 0) {
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if (m_iTotalPenetrations > 0) {
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float cont;
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if (!(trace_surfaceflagsi & SURF_PENETRATE))
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iTotalPenetrations -= 1;
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m_iTotalPenetrations -= 1;
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/* check if this wall is 6 units thick... */
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if (iTotalPenetrations > 0) {
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if (m_iTotalPenetrations > 0) {
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cont = pointcontents(trace_endpos + v_forward * 5);
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if (cont == CONTENT_SOLID)
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iTotalPenetrations -= 1; /* deduct 1 penetration power */
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m_iTotalPenetrations -= 1; /* deduct 1 penetration power */
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}
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cont = pointcontents(trace_endpos + v_forward * g_pen_flMaxThickness);
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cont = pointcontents(trace_endpos + v_forward * m_flMaxThickness);
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if (cont == CONTENT_EMPTY)
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TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon, dist);
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_FireSingle(trace_endpos + (v_forward * 2), vecAngles, m_flDamage / 2, flRange);
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}
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#endif
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}
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/* fire a given amount of shots */
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void
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TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon)
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NSTraceAttack::Fire(void)
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{
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vector vDir;
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makevectors(self.v_angle);
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vector vecDir;
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makevectors(m_eOwner.v_angle);
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g_multiDamage_Target = __NULL__;
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g_multiDamage_Value = 0;
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m_eMultiTarget = __NULL__;
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m_iMultiValue = 0;
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while (m_iShots > 0) {
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vecDir = aim(m_eOwner, 100000);
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while (iShots > 0) {
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vDir = aim(self, 100000);
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#ifndef BULLETPATTERNS
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vDir += random(-1,1) * vecSpread[0] * v_right;
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vDir += random(-1,1) * vecSpread[1] * v_up;
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vecDir += random(-1,1) * m_vecSpread[0] * v_right;
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vecDir += random(-1,1) * m_vecSpread[1] * v_up;
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#else
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player pl = (player)self;
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player pl = (player) m_eOwner;
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/* weapons have already applied their multiplier... so attempt this */
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int multiplier = pl.cs_shotmultiplier - iShots;
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int multiplier = pl.cs_shotmultiplier - m_iShots;
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float frand = (multiplier / 6);
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/* shoddy attempt at spray patterns */
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else if (frand <= 2)
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frand = 2 - (frand * 1.5);
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vDir += frand * vecSpread[0] * v_right;
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vDir += (vecSpread[1] * v_up) * 2;
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vecDir += frand * m_vecSpread[0] * v_right;
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vecDir += (m_vecSpread[1] * v_up) * 2;
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#endif
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TraceAttack_FireSingle(vecPos, vDir, iDamage, iWeapon, 8196);
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iShots--;
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_FireSingle(m_vecOrigin, vecDir, m_flDamage, m_flRange);
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m_iShots--;
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}
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if (g_multiDamage_Target) {
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TraceAttack_Apply(self, iWeapon);
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if (m_eMultiTarget) {
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_ApplyDamage();
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}
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}
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void
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NSTraceAttack::SetShots(int iShots)
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{
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m_iShots = iShots;
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}
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void
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NSTraceAttack::SetOrigin(vector vecOrigin)
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{
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m_vecOrigin = vecOrigin;
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}
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void
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NSTraceAttack::SetDamage(int iDamage)
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{
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m_flDamage = (float)iDamage;
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}
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void
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NSTraceAttack::SetSpread(vector vecSpread)
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{
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m_vecSpread = vecSpread;
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}
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void
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NSTraceAttack::SetWeapon(int iWeapon)
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{
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m_iWeapon = iWeapon;
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}
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void
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NSTraceAttack::SetRange(float flRange)
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{
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m_flRange = flRange;
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}
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void
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NSTraceAttack::SetOwner(entity eOwner)
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{
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m_eOwner = eOwner;
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}
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#ifdef BULLETPENETRATION
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void
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NSTraceAttack::SetPenetrationMaxThickness(float flThickness)
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{
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m_flMaxThickness = flThickness;
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}
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void
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NSTraceAttack::SetPenetrationPower(int iPower)
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{
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m_iTotalPenetrations = iPower;
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}
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#endif
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void
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NSTraceAttack::NSTraceAttack(void)
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{
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m_eMultiTarget = __NULL__;
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m_iMultiValue = 0;
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m_iMultiBody = 0;
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m_flRange = 8196;
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#ifdef BULLETPENETRATION
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m_flMaxThickness = 5.0f;
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m_flRangeModifier = 1.0f;
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m_iTotalPenetrations = 0;
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#endif
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};
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/* fire a given amount of shots */
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void
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TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon)
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{
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if (!g_traceAttack) {
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g_traceAttack = spawn(NSTraceAttack);
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}
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g_traceAttack.SetShots(iShots);
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g_traceAttack.SetOrigin(vecPos);
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g_traceAttack.SetDamage(iDamage);
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g_traceAttack.SetSpread(vecSpread);
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g_traceAttack.SetWeapon(iWeapon);
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g_traceAttack.SetOwner(self);
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g_traceAttack.Fire();
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}
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#ifdef BULLETPENETRATION
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void
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TraceAttack_SetRangeModifier(float units)
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{
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g_pen_flRangeMod = units;
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if (!g_traceAttack) {
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g_traceAttack = spawn(NSTraceAttack);
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}
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g_traceAttack.m_flRangeModifier = (units);
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}
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void
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TraceAttack_SetPenetrationPower(int power)
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{
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iTotalPenetrations = power;
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if (!g_traceAttack) {
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g_traceAttack = spawn(NSTraceAttack);
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}
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g_traceAttack.SetPenetrationPower(power);
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/* thickness equals 8 units per power times rangemodifier */
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g_pen_flMaxThickness = ((8 * power) * g_pen_flRangeMod);
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g_traceAttack.SetPenetrationMaxThickness((8 * power) * g_traceAttack.m_flRangeModifier);
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}
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#endif
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