Working around a compiler bug in fteqcc (presumably) where for some reason
it allows me to override some fields inside a class, but not PlayerUse().
This commit is contained in:
parent
f72e1b2feb
commit
6073f73979
16 changed files with 38 additions and 35 deletions
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@ -507,12 +507,6 @@ CBaseMonster::touch(void)
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}
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}
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}
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}
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void
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CBaseMonster::PlayerUse(void)
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{
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}
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void
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void
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CBaseMonster::Pain(void)
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CBaseMonster::Pain(void)
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{
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{
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@ -134,7 +134,6 @@ class CBaseMonster:CBaseEntity
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virtual void(void) touch;
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virtual void(void) touch;
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virtual void(void) Hide;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) Pain;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Death;
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virtual void(void) Physics;
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virtual void(void) Physics;
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@ -436,7 +436,7 @@ CBaseNPC::Respawn(void)
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}
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}
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void
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void
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CBaseNPC::PlayerUse(void)
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CBaseNPC::OnPlayerUse(void)
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{
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{
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if (m_iFlags & MONSTER_FEAR) {
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if (m_iFlags & MONSTER_FEAR) {
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return;
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return;
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@ -71,7 +71,7 @@ class CBaseNPC:CBaseMonster
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virtual void(void) FollowPlayer;
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virtual void(void) FollowPlayer;
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virtual void(void) FollowChain;
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virtual void(void) FollowChain;
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virtual void(void) Physics;
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virtual void(void) Physics;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) PanicFrame;
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virtual void(void) PanicFrame;
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virtual void(void) Hide;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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@ -40,12 +40,12 @@ class func_healthcharger:CBaseTrigger
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void(void) func_healthcharger;
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void(void) func_healthcharger;
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virtual void(void) customphysics;
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virtual void(void) customphysics;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(string, string) SpawnKey;
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virtual void(string, string) SpawnKey;
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};
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};
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void
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void
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func_healthcharger::PlayerUse(void)
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func_healthcharger::OnPlayerUse(void)
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{
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{
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/* let's not let this become too funny... */
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/* let's not let this become too funny... */
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if (eActivator.health <= 0)
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if (eActivator.health <= 0)
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@ -126,4 +126,5 @@ func_healthcharger::func_healthcharger(void)
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SetMovetype(MOVETYPE_PUSH);
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SetMovetype(MOVETYPE_PUSH);
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SetOrigin(origin);
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SetOrigin(origin);
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SetModel(model);
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SetModel(model);
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PlayerUse = OnPlayerUse;
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}
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}
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@ -40,11 +40,11 @@ class func_recharge:CBaseTrigger
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void(void) func_recharge;
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void(void) func_recharge;
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virtual void(void) customphysics;
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virtual void(void) customphysics;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(string, string) SpawnKey;
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virtual void(string, string) SpawnKey;
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};
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};
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void func_recharge::PlayerUse(void)
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void func_recharge::OnPlayerUse(void)
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{
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{
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/* let's not let this become too funny... */
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/* let's not let this become too funny... */
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if (eActivator.health <= 0) {
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if (eActivator.health <= 0) {
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@ -129,4 +129,5 @@ void func_recharge::func_recharge(void)
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SetMovetype(MOVETYPE_PUSH);
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SetMovetype(MOVETYPE_PUSH);
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SetOrigin(origin);
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SetOrigin(origin);
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SetModel(model);
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SetModel(model);
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PlayerUse = OnPlayerUse;
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}
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}
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@ -67,7 +67,7 @@ class func_rot_button:CBaseTrigger
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virtual void(void) TriggerTargets;
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virtual void(void) TriggerTargets;
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virtual void(vector, void()) Rotate;
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virtual void(vector, void()) Rotate;
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virtual void(void) TurnToggle;
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virtual void(void) TurnToggle;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) Death;
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virtual void(void) Death;
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virtual void(void) touch;
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virtual void(void) touch;
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@ -116,7 +116,7 @@ func_rot_button::Rotate(vector vecDest, void(void) vFunc)
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}
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}
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void
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void
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func_rot_button::PlayerUse(void)
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func_rot_button::OnPlayerUse(void)
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{
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{
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TurnToggle();
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TurnToggle();
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}
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}
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@ -162,6 +162,7 @@ func_rot_button::Respawn(void)
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SetModel(m_oldModel);
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SetModel(m_oldModel);
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SetOrigin(m_oldOrigin);
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SetOrigin(m_oldOrigin);
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SetAngles(m_oldAngle);
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SetAngles(m_oldAngle);
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PlayerUse = OnPlayerUse;
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m_iState = ROTBTNSTATE_OPENED;
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m_iState = ROTBTNSTATE_OPENED;
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think = __NULL__;
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think = __NULL__;
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@ -25,12 +25,12 @@ class func_tankcontrols:CBaseTrigger
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{
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{
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void(void) func_tankcontrols;
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void(void) func_tankcontrols;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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};
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};
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void
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void
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func_tankcontrols::PlayerUse(void)
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func_tankcontrols::OnPlayerUse(void)
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{
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{
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entity f;
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entity f;
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CBaseVehicle tank;
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CBaseVehicle tank;
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@ -63,6 +63,7 @@ func_tankcontrols::Respawn(void)
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SetSolid(SOLID_BSP);
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SetSolid(SOLID_BSP);
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SetModel(m_oldModel);
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SetModel(m_oldModel);
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SetOrigin(m_oldOrigin);
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SetOrigin(m_oldOrigin);
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PlayerUse = OnPlayerUse;
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#ifdef GS_RENDERFX
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#ifdef GS_RENDERFX
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SetRenderMode(RM_TRIGGER);
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SetRenderMode(RM_TRIGGER);
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@ -55,7 +55,7 @@ class func_tracktrain:CBaseVehicle
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virtual void(void) CheckPathFW;
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virtual void(void) CheckPathFW;
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virtual void(void) CheckPathRV;
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virtual void(void) CheckPathRV;
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virtual void(void) UpdateAngles;
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virtual void(void) UpdateAngles;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Realign;
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virtual void(void) Realign;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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virtual void(string, string) SpawnKey;
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@ -202,7 +202,7 @@ func_tracktrain::customphysics(void)
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}
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}
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void
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void
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func_tracktrain::PlayerUse(void)
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func_tracktrain::OnPlayerUse(void)
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{
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{
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vector matrix;
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vector matrix;
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vector offs;
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vector offs;
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think = Realign;
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think = Realign;
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nextthink = time + 0.1f;
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nextthink = time + 0.1f;
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PlayerUse = OnPlayerUse;
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m_flSpeed = m_flStartSpeed / m_flMaxSpeed;
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m_flSpeed = m_flStartSpeed / m_flMaxSpeed;
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}
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}
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@ -96,7 +96,7 @@ class func_vehicle:CBaseVehicle
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virtual void(void) customphysics;
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virtual void(void) customphysics;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) Realign;
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virtual void(void) Realign;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(string, string) SpawnKey;
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virtual void(string, string) SpawnKey;
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};
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};
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}
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}
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void
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void
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func_vehicle::PlayerUse(void)
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func_vehicle::OnPlayerUse(void)
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{
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{
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vector matrix;
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vector matrix;
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vector offs;
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vector offs;
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m_wlBL.velocity =
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m_wlBL.velocity =
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m_wlBR.velocity =
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m_wlBR.velocity =
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velocity = [0,0,0];
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velocity = [0,0,0];
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PlayerUse = OnPlayerUse;
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if (m_eDriver)
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if (m_eDriver)
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PlayerLeave((base_player)m_eDriver);
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PlayerLeave((base_player)m_eDriver);
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{
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{
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void(void) momentary_rot_button;
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void(void) momentary_rot_button;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) customphysics;
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virtual void(void) customphysics;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) SetMovementDirection;
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virtual void(void) SetMovementDirection;
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};
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};
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void
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void
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momentary_rot_button::PlayerUse(void)
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momentary_rot_button::OnPlayerUse(void)
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{
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{
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if (spawnflags & MRBFL_NOTUSE)
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if (spawnflags & MRBFL_NOTUSE)
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return;
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return;
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SetOrigin(m_oldOrigin);
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SetOrigin(m_oldOrigin);
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SetMovementDirection();
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SetMovementDirection();
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SetAngles([0,0,0]);
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SetAngles([0,0,0]);
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PlayerUse = OnPlayerUse;
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m_vecPos1 = [0,0,0];
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m_vecPos1 = [0,0,0];
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m_vecPos2 = m_oldAngle + m_vecMoveDir * m_flDistance;
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m_vecPos2 = m_oldAngle + m_vecMoveDir * m_flDistance;
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void(void) hostage_entity;
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void(void) hostage_entity;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Pain;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Death;
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virtual int(void) AnimIdle;
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virtual int(void) AnimIdle;
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@ -110,7 +110,7 @@ hostage_entity::AnimRun(void)
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}
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}
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void
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void
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hostage_entity::PlayerUse(void)
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hostage_entity::OnPlayerUse(void)
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{
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{
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if (eActivator.team == TEAM_T) {
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if (eActivator.team == TEAM_T) {
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return;
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return;
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@ -125,7 +125,7 @@ hostage_entity::PlayerUse(void)
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m_iUsedOnce = TRUE;
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m_iUsedOnce = TRUE;
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}
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}
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CBaseNPC::PlayerUse();
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CBaseNPC::OnPlayerUse();
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}
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}
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void
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void
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CBaseNPC::Respawn();
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CBaseNPC::Respawn();
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m_iFlags |= MONSTER_CANFOLLOW;
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m_iFlags |= MONSTER_CANFOLLOW;
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m_iUsedOnce = FALSE;
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m_iUsedOnce = FALSE;
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PlayerUse = OnPlayerUse;
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}
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}
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void
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void
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@ -197,7 +197,6 @@ HLGameRules::LevelChangeParms(base_player pp)
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void
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void
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HLGameRules::PlayerConnect(base_player pl)
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HLGameRules::PlayerConnect(base_player pl)
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{
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{
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entity a;
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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}
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void(void) monster_barney;
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void(void) monster_barney;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Pain;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Death;
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virtual int(void) AnimIdle;
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virtual int(void) AnimIdle;
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@ -115,14 +115,14 @@ monster_barney::AttackRanged(void)
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}
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}
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void
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void
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monster_barney::PlayerUse(void)
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monster_barney::OnPlayerUse(void)
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{
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{
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if (spawnflags & MSF_PREDISASTER) {
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if (spawnflags & MSF_PREDISASTER) {
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Sentence("!BA_POK");
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Sentence("!BA_POK");
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return;
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return;
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}
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}
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CBaseNPC::PlayerUse();
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CBaseNPC::OnPlayerUse();
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}
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}
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void
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void
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@ -166,6 +166,7 @@ monster_barney::Respawn(void)
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{
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{
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CBaseNPC::Respawn();
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CBaseNPC::Respawn();
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m_iFlags |= MONSTER_CANFOLLOW;
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m_iFlags |= MONSTER_CANFOLLOW;
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PlayerUse = OnPlayerUse;
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}
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}
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void
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void
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@ -74,7 +74,7 @@ class monster_scientist:CBaseNPC
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void(void) monster_scientist;
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void(void) monster_scientist;
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virtual void(void) Respawn;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Pain;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Death;
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virtual int(void) AnimIdle;
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virtual int(void) AnimIdle;
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@ -102,14 +102,14 @@ monster_scientist::AnimRun(void)
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}
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}
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void
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void
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monster_scientist::PlayerUse(void)
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monster_scientist::OnPlayerUse(void)
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{
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{
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if (spawnflags & MSF_PREDISASTER) {
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if (spawnflags & MSF_PREDISASTER) {
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Sentence("!SC_POK");
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Sentence("!SC_POK");
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return;
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return;
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}
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}
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CBaseNPC::PlayerUse();
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CBaseNPC::OnPlayerUse();
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}
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}
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void
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void
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@ -151,6 +151,7 @@ monster_scientist::Respawn(void)
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{
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{
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CBaseNPC::Respawn();
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CBaseNPC::Respawn();
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m_iFlags |= MONSTER_CANFOLLOW;
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m_iFlags |= MONSTER_CANFOLLOW;
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PlayerUse = OnPlayerUse;
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}
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}
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void
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void
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@ -31,7 +31,7 @@ class item_c4:CBaseEntity
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void(void) item_c4;
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void(void) item_c4;
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virtual float(entity, float) SendEntity;
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virtual float(entity, float) SendEntity;
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virtual void(void) ClearProgress;
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virtual void(void) ClearProgress;
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virtual void(void) PlayerUse;
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virtual void(void) OnPlayerUse;
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virtual void(void) Logic;
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virtual void(void) Logic;
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#endif
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#endif
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@ -68,7 +68,7 @@ item_c4::ClearProgress(void)
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}
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}
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void
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void
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item_c4::PlayerUse(void)
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item_c4::OnPlayerUse(void)
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{
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{
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player pl = (player)eActivator;
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player pl = (player)eActivator;
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||||||
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@ -180,6 +180,7 @@ item_c4::item_c4(void)
|
||||||
SetSize([-6,-6,0], [6,6,6]);
|
SetSize([-6,-6,0], [6,6,6]);
|
||||||
|
|
||||||
customphysics = Logic;
|
customphysics = Logic;
|
||||||
|
PlayerUse = OnPlayerUse;
|
||||||
m_flExplodeTime = time + 45.0f;
|
m_flExplodeTime = time + 45.0f;
|
||||||
|
|
||||||
Sound_Play(this, CHAN_WEAPON, "weapon_c4bomb.plant");
|
Sound_Play(this, CHAN_WEAPON, "weapon_c4bomb.plant");
|
||||||
|
|
Loading…
Reference in a new issue