Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB
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parent
cf96d9379a
commit
d61afb0b63
9 changed files with 148 additions and 4 deletions
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@ -18,6 +18,9 @@ int
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Game_Entity_Update(float id, float new)
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{
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switch (id) {
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case ENT_C4BOMB:
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w_c4bomb_parse();
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break;
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default:
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return FALSE;
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}
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@ -127,4 +127,6 @@ Game_RendererRestarted(string rstr)
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FX_Spark_Init();
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FX_Impact_Init();
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FX_Smokenade_Init();
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g_c4bombled_spr = spriteframe("sprites/ledglow.spr", 0, 0.0f);
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}
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@ -17,7 +17,6 @@
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#include "gamerules.h"
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#include "money.h"
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#include "radio.h"
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#include "item_c4bomb.h"
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#include "../valve/items.h"
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var int g_cstrike_buying = 0;
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@ -1 +0,0 @@
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void C4Bomb_Plant(base_player);
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@ -34,7 +34,6 @@
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../cstrike/func_vip_safetyzone.cpp
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../cstrike/info_map_parameters.cpp
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../cstrike/item_suit.cpp
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../cstrike/item_c4bomb.cpp
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../valve/items.cpp
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../../botlib/include.src
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@ -5,6 +5,8 @@
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../../shared/cstrike/animations.c
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../../shared/cstrike/player.h
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../../shared/cstrike/item_c4bomb.h
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../../shared/valve/fx_blood.c
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../../shared/valve/fx_breakmodel.c
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../../shared/valve/fx_explosion.c
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@ -47,4 +49,5 @@
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../../shared/valve/weapon_common.c
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../../shared/cstrike/pmove.c
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../../shared/pmove.c
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../../shared/cstrike/item_c4bomb.cpp
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#endlist
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@ -1,18 +1,62 @@
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/* C4 entity logic */
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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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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class item_c4:CBaseEntity
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{
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#ifdef SERVER
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entity m_eUser;
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float m_flBeepTime;
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float m_flExplodeTime;
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float m_flDefusalState;
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#endif
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#ifdef CLIENT
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float m_flAlpha;
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#endif
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#ifdef SERVER
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void(void) item_c4;
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virtual float(entity, float) SendEntity;
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virtual void(void) ClearProgress;
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virtual void(void) PlayerUse;
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virtual void(void) Logic;
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#endif
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#ifdef CLIENT
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void(void) item_c4;
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virtual void(void) DrawLED;
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virtual float(void) predraw;
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#endif
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};
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#ifdef SERVER
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float
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item_c4::SendEntity(entity pvsent, float flags)
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{
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WriteByte(MSG_ENTITY, ENT_C4BOMB);
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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WriteCoord(MSG_ENTITY, origin[2]);
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WriteCoord(MSG_ENTITY, angles[0]);
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WriteCoord(MSG_ENTITY, angles[1]);
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WriteCoord(MSG_ENTITY, angles[2]);
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WriteShort(MSG_ENTITY, modelindex);
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return TRUE;
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}
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void
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item_c4::ClearProgress(void)
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{
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@ -150,7 +194,90 @@ C4Bomb_Plant(base_player planter)
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/* place directly below */
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traceline(planter.origin, planter.origin + [0,0,-64], FALSE, planter);
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setorigin(bomb, trace_endpos);
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bomb.SendFlags = -1;
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Radio_BroadcastMessage(RADIO_BOMBPL);
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g_cs_bombplanted = TRUE;
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}
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#endif
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#ifdef CLIENT
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void
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item_c4::DrawLED(void)
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{
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vector vecPlayer;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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m_flAlpha -= frametime;
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if (m_flAlpha <= 0.0f)
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m_flAlpha = 1.0f;
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if (m_flAlpha > 0) {
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vector forg;
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vector fsize;
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float falpha;
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/* Scale the glow somewhat with the players distance */
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fsize = [16,16];
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fsize *= bound(1, vlen(vecPlayer - origin) / 256, 4);
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/* Fade out when the player is starting to move away */
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falpha = 1 - bound(0, vlen(vecPlayer - origin) / 1024, 1);
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falpha *= m_flAlpha;
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/* Nudge this slightly towards the camera */
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makevectors(vectoangles(origin - vecPlayer));
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forg = (origin + [0,0,8]) + (v_forward * -16);
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/* Project it, always facing the player */
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makevectors(view_angles);
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R_BeginPolygon(g_c4bombled_spr, 1, 0);
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R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1],
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[1,1], [1,1,1], falpha);
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R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1],
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[0,1], [1,1,1], falpha);
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R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1],
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[0,0], [1,1,1], falpha);
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R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1],
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[1,0], [1,1,1], falpha);
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R_EndPolygon();
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}
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}
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float
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item_c4::predraw(void)
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{
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DrawLED();
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addentity(this);
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return PREDRAW_NEXT;
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}
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void
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item_c4::item_c4(void)
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{
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solid = SOLID_BBOX;
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movetype = MOVETYPE_NONE;
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drawmask = MASK_ENGINE;
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}
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void
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w_c4bomb_parse(void)
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{
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item_c4 tm = (item_c4)self;
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spawnfunc_item_c4();
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tm.origin[0] = readcoord();
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tm.origin[1] = readcoord();
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tm.origin[2] = readcoord();
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tm.angles[0] = readcoord();
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tm.angles[1] = readcoord();
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tm.angles[2] = readcoord();
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tm.modelindex = readshort();
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setorigin(tm, tm.origin);
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setsize(tm, [-6,-6,0], [6,6,6]);
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}
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#endif
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src/shared/cstrike/item_c4bomb.h
Normal file
8
src/shared/cstrike/item_c4bomb.h
Normal file
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@ -0,0 +1,8 @@
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#ifdef SERVER
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void C4Bomb_Plant(base_player);
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#endif
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#ifdef CLIENT
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string g_c4bombled_spr;
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void w_c4bomb_parse(void);
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#endif
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@ -14,6 +14,7 @@
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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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/* TODO: Split game-specific ones into one of the shared folders... */
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enum
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{
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ENT_ENTITY = 1,
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ENT_SPRAY,
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#ifdef VALVE
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ENT_TRIPMINE,
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#endif
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#ifdef CSTRIKE
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ENT_C4BOMB,
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#endif
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ENT_DECAL
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};
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