TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
else.
This commit is contained in:
parent
d283c309cd
commit
736ecb61f8
8 changed files with 180 additions and 124 deletions
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@ -122,6 +122,7 @@ Weapons_SetModel(string mdl)
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#ifdef CLIENT
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setmodel(pSeat->m_eViewModel, mdl);
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setsize(pSeat->m_eViewModel, [0,0,0], [0,0,0]);
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pSeat->m_eViewModel.effects |= EF_NOSHADOW;
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#endif
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}
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2
build.cfg
Executable file → Normal file
2
build.cfg
Executable file → Normal file
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@ -26,7 +26,7 @@ BUILD_IQMTOOL=1
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BUILD_IMGTOOL=1
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# Specify which engine revision to build, these are considered 'stable'; 0 = latest
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BUILD_ENGINEREVISION=6063
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BUILD_ENGINEREVISION=6084
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# Whether or not to run 'git pull' or 'svn up' before building a component
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BUILD_UPDATE=1
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@ -105,7 +105,6 @@ const string funcbreakable_objtable[] = {
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class func_breakable:CBaseTrigger
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{
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int m_iMaterial;
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float m_flDelay;
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float m_flExplodeMag;
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float m_flExplodeRad;
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@ -70,6 +70,7 @@ class CBaseEntity
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nonvirtual int(void) IsOnFire;
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/* Reliable APIs */
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int m_iMaterial;
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nonvirtual vector(void) GetSpawnOrigin;
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nonvirtual vector(void) GetSpawnAngles;
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nonvirtual string(void) GetSpawnModel;
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@ -49,6 +49,26 @@
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#define MATID_SAND 'N'
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#endif
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/* other notes:
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in The Wastes (2003) 'I' is sand, 'U' is plaster,
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'R' is rust.
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*/
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/* modern additions, not implemented yet */
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#define MATID_CLAY 1
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#define MATID_PLASTER 2
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#define MATID_ROCK 3
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#define MATID_RUBBER 4
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#define MATID_SHEETROCK 5
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#define MATID_CLOTH 6
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#define MATID_CARPET 7
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#define MATID_PAPER 8
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#define MATID_UPHOLSTERY 9
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#define MATID_PUDDLE 10
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#define MATID_MUD 11
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#define MATID_SANDBARREL 12
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void Footsteps_Init(void);
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void Footsteps_HLBSP(base_player target);
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void Footsteps_VVBSP(base_player target);
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@ -33,61 +33,9 @@ TraceAttack_Apply(entity eAttacker, int iWeapon)
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g_multiDamage_Value = 0;
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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)
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void
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TraceAttack_ImpactWorld(void)
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{
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vector range;
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range = (vAngle * 8196);
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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;
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traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, self);
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self.hitcontentsmaski = oldhitcontents;
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if (trace_fraction >= 1.0f)
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return;
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if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
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Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
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#ifdef CSTRIKE
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player pl = (player)trace_ent;
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/* modify the damage based on the location */
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switch (trace_surface_id) {
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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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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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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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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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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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#endif
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}
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/* impact per bullet */
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if (trace_ent.iBleeds == 0) {
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string tex_name;
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float surf;
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@ -208,6 +156,100 @@ TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon)
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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)
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{
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vector range;
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range = (vAngle * 8196);
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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;
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traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, self);
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self.hitcontentsmaski = oldhitcontents;
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if (trace_fraction >= 1.0f)
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return;
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if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
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Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
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#ifdef CSTRIKE
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player pl = (player)trace_ent;
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/* modify the damage based on the location */
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switch (trace_surface_id) {
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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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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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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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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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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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#endif
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}
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/* impact per bullet */
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if (trace_ent.iBleeds == 0) {
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if (trace_ent == world) {
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TraceAttack_ImpactWorld();
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} else {
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CBaseEntity foo = (CBaseEntity)trace_ent;
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switch (foo.m_iMaterial) {
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case BREAKMT_GLASS:
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FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_WOOD:
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FX_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_METAL:
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FX_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_FLESH:
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FX_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_CINDER:
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FX_Impact(IMPACT_CONCRETE, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_TILE:
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FX_Impact(IMPACT_TILE, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_COMPUTER:
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FX_Impact(IMPACT_COMPUTER, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_GLASS_UNBREAKABLE:
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FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_ROCK:
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FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
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break;
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case BREAKMT_NONE:
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FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
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break;
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}
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}
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}
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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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15
vmap
15
vmap
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@ -22,7 +22,7 @@ fi
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set -e
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if [ "$VMAP_NOBSP" != "1" ]; then
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"$SCRPATH"/bin/vmap -v -custinfoparms -fs_basepath "$SCRPATH" -fs_game platform -threads $BUILD_PROC -samplesize 4 $*
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"$SCRPATH"/bin/vmap -v -custinfoparms -fs_basepath "$SCRPATH" -fs_game platform -threads $BUILD_PROC $*
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fi
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if [ "$VMAP_NOVIS" != "1" ]; then
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@ -39,24 +39,17 @@ if [ "$VMAP_NOLIGHT" != "1" ]; then
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-custinfoparms \
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-fs_basepath "$SCRPATH" \
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-v \
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-dirty \
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-fs_game platform \
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-bounce 8 \
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-samplesize 4 \
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-threads $BUILD_PROC \
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-shade \
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-shadeangle 60 \
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-patchshadows $*
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$*
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else
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"$SCRPATH"/bin/vmap -light \
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-custinfoparms \
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-fs_basepath "$SCRPATH" \
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-v \
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-fs_game platform \
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-samplesize 64 \
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-threads $BUILD_PROC \
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-shade \
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-shadeangle 60 \
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-patchshadows $*
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-fast \
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$*
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fi
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fi
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