NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
unbreaks func_button's health behaviour.
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parent
cad1dfbcfe
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6ca3900b4d
2 changed files with 8 additions and 8 deletions
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@ -82,7 +82,6 @@ class func_button:NSSurfacePropEntity
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{
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float m_flSpeed;
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float m_flLip;
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int m_iDamage;
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int m_iState;
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vector m_vecPos1;
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vector m_vecPos2;
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@ -261,10 +260,6 @@ func_button::Use(void)
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void
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func_button::Blocked(void)
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{
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if (m_iDamage) {
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//Damage_Apply(other, this, dmg, other.origin, FALSE);
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}
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if (m_flWait >= 0) {
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if (m_iState == STATE_DOWN) {
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MoveAway();
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@ -114,6 +114,7 @@ NSSurfacePropEntity::Save(float handle)
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SaveFloat(handle,"m_flBurnTime", m_flBurnTime);
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SaveFloat(handle, "m_flBurnNext", m_flBurnNext);
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SaveString(handle, "m_strOnBreak", m_strOnBreak);
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SaveFloat(handle, "health", health);
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SaveFloat(handle, "m_oldHealth", m_oldHealth);
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SaveInt(handle, "m_iMaterial", m_iMaterial);
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SaveInt(handle, "m_iPropData", m_iPropData);
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@ -140,6 +141,9 @@ NSSurfacePropEntity::Restore(string strKey, string strValue)
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case "m_strOnBreak":
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m_strOnBreak = ReadString(strValue);
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break;
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case "health":
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health = ReadFloat(strValue);
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break;
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case "m_oldHealth":
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m_oldHealth = ReadFloat(strValue);
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break;
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@ -176,6 +180,10 @@ void
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NSSurfacePropEntity::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "health":
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health = stof(strValue);
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m_oldHealth = health;
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break;
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case "propdata":
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SetPropData(strValue);
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break;
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@ -276,9 +284,6 @@ NSSurfacePropEntity::NSSurfacePropEntity(void)
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super::NSRenderableEntity();
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/* after spawn init */
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m_oldHealth = health;
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/* tokenization complete, now we can load propdata */
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SurfaceDataFinish();
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PropDataFinish();
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