Add missing Save/Restore methods for ambient_generic, env_beverage, and
a dozen more.
This commit is contained in:
parent
a95354c09a
commit
e98f751071
13 changed files with 277 additions and 16 deletions
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@ -82,13 +82,13 @@ class ambient_generic:NSPointTrigger
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void
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ambient_generic::Save(float handle)
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{
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SaveInt(handle, "loop", m_iLoop);
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SaveInt(handle, "toggleswitch", m_iToggleSwitch);
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SaveFloat(handle, "pitch", m_flPitch);
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SaveFloat(handle, "radius", m_flRadius);
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SaveFloat(handle, "volume", m_flVolume);
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SaveString(handle, "soundpath", m_strSoundPath);
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SaveString(handle, "activepath", m_strActivePath);
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SaveString(handle, "soundpath", m_strSoundPath);
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SaveFloat(handle, "volume", m_flVolume);
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SaveFloat(handle, "radius", m_flRadius);
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SaveFloat(handle, "pitch", m_flPitch);
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SaveInt(handle, "toggleswitch", m_iToggleSwitch);
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SaveInt(handle, "loop", m_iLoop);
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super::Save(handle);
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}
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@ -49,11 +49,42 @@ class env_beverage:NSRenderableEntity
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int m_iUses;
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int m_iReady;
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int m_iSkin;
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void(void) env_beverage;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(entity, int) Trigger;
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virtual void(string, string) SpawnKey;
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};
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void
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env_beverage::Save(float handle)
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{
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SaveInt(handle, "uses", m_iUses);
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SaveInt(handle, "ready", m_iReady);
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SaveInt(handle, "skin_value", m_iSkin);
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super::Save(handle);
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}
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void
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env_beverage::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "uses":
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m_iUses = ReadInt(strValue);
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break;
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case "ready":
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m_iReady = ReadInt(strValue);
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break;
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case "skin_value":
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m_iSkin = ReadInt(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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env_beverage::Trigger(entity act, int unused)
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{
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@ -71,17 +71,14 @@ class func_door_rotating:NSRenderableEntity
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{
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string targetClose;
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string m_strSndStop;
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string m_strSndOpen;
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string m_strSndClose;
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string m_strLockedSfx;
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float m_flSoundWait;
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int m_iDamage;
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int m_iLocked;
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float m_flDistance;
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float m_flSpeed;
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/*float m_flLip;*/
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float m_iState;
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float m_flNextAction;
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float m_flWait;
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@ -52,15 +52,54 @@ class func_mortar_field:NSBrushTrigger
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void(void) func_mortar_field;
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/* overrides */
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(entity,int) Trigger;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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virtual void(vector) Fire;
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virtual void(void) FireRandom;
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virtual void(entity) FireTarget;
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virtual void(void) FireControlled;
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virtual void(entity,int) Trigger;
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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};
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void
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func_mortar_field::Save(float handle)
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{
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SaveInt(handle, "type", m_iType);
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SaveInt(handle, "count", m_iCount);
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SaveFloat(handle, "spread", m_flSpread);
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SaveString(handle, "x_controller", m_strXController);
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SaveString(handle, "y_controller", m_strYController);
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super::Save(handle);
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}
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void
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func_mortar_field::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "type":
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m_iType = ReadInt(strValue);
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break;
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case "count":
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m_iCount = ReadInt(strValue);
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break;
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case "spread":
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m_flSpread = ReadFloat(strValue);
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break;
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case "x_controller":
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m_strXController = ReadString(strValue);
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break;
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case "y_controller":
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m_strYController = ReadString(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_mortar_field::Fire(vector vecOrg)
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{
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@ -58,12 +58,45 @@ class func_pendulum:NSRenderableEntity
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void(void) func_pendulum;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(void) customphysics;
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virtual void(void) Respawn;
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virtual void(entity, int) Trigger;
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virtual void(string, string) SpawnKey;
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};
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void
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func_pendulum::Save(float handle)
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{
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SaveInt(handle, "active", m_iActive);
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SaveFloat(handle, "progress", m_flProgress);
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SaveFloat(handle, "dampening", m_flDampening);
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SaveFloat(handle, "distance", m_flDistance);
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super::Save(handle);
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}
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void
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func_pendulum::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "active":
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m_iActive = ReadInt(strValue);
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break;
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case "progress":
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m_flProgress = ReadFloat(strValue);
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break;
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case "dampening":
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m_flDampening = ReadFloat(strValue);
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break;
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case "distance":
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m_flDistance = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_pendulum::customphysics(void)
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{
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@ -42,11 +42,13 @@ enum
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class func_plat:NSRenderableEntity
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{
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int m_iState;
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float m_flSpeed;
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float m_flHeight;
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void(void) func_plat;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(entity, int) Trigger;
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virtual void(void) ArrivedUp;
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virtual void(void) ArrivedDown;
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@ -57,6 +59,33 @@ class func_plat:NSRenderableEntity
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virtual void(string, string) SpawnKey;
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};
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void
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func_plat::Save(float handle)
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{
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SaveInt(handle, "state", m_iState);
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SaveFloat(handle, "speed", m_flSpeed);
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SaveFloat(handle, "height", m_flHeight);
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super::Save(handle);
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}
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void
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func_plat::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "state":
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m_iState = ReadInt(strValue);
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break;
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case "spped":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "height":
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m_flHeight = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_plat::ArrivedUp(void)
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{
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@ -38,12 +38,37 @@ class func_pushable:func_breakable
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void(void) func_pushable;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(void) customphysics;
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virtual void(void) Respawn;
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virtual void(void) PlayerTouch;
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virtual void(void) OnPlayerUse;
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};
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void
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func_pushable::Save(float handle)
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{
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SaveFloat(handle, "puller", num_for_edict(m_pPuller));
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SaveFloat(handle, "collbox", num_for_edict(m_eCollBox));
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super::Save(handle);
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}
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void
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func_pushable::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "puller":
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m_pPuller = edict_num(ReadFloat(strValue));
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break;
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case "collbox":
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m_eCollBox = edict_num(ReadFloat(strValue));
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_pushable::customphysics(void)
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{
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@ -89,6 +89,8 @@ class func_tank:NSVehicle
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void(void) func_tank;
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(void) customphysics;
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virtual void(void) PlayerInput;
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virtual void(void) Respawn;
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@ -97,6 +99,82 @@ class func_tank:NSVehicle
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virtual void(string, string) SpawnKey;
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};
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void
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func_tank::Save(float handle)
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{
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SaveInt(handle, "damage", m_iDamage);
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SaveFloat(handle, "yawrate", m_flYawRate);
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SaveFloat(handle, "yawrange", m_flYawRange);
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SaveFloat(handle, "pitchrate", m_flPitchRate);
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SaveFloat(handle, "pitchrange", m_flPitchRange);
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SaveFloat(handle, "firerate", m_flFireRate);
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SaveFloat(handle, "spritescale", m_flSpriteScale);
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SaveFloat(handle, "persistence", m_flPersistance);
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SaveFloat(handle, "minrange", m_flMinRange);
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SaveFloat(handle, "maxrange", m_flMaxRange);
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SaveString(handle, "spritesmoke", m_strSpriteSmoke);
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SaveString(handle, "spriteflash", m_strSpriteFlash);
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SaveString(handle, "sndrotate", m_strSndRotate);
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SaveVector(handle, "tippos", m_vecTipPos);
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SaveVector(handle, "spread", m_vecSpread);
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super::Save(handle);
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}
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void
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func_tank::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "damage":
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m_iDamage = ReadInt(strValue);
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break;
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case "yawrate":
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m_flYawRate = ReadFloat(strValue);
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break;
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case "yawrange":
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m_flYawRange = ReadFloat(strValue);
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break;
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case "pitchrate":
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m_flPitchRate = ReadFloat(strValue);
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break;
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case "pitchrange":
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m_flPitchRange = ReadFloat(strValue);
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break;
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case "firerate":
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m_flFireRate = ReadFloat(strValue);
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break;
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case "spritescale":
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m_flSpriteScale = ReadFloat(strValue);
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break;
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case "persistence":
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m_flPersistance = ReadFloat(strValue);
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break;
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case "minrange":
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m_flMinRange = ReadFloat(strValue);
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break;
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case "maxrange":
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m_flMaxRange = ReadFloat(strValue);
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break;
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case "spritesmoke":
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m_strSpriteSmoke = ReadString(strValue);
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break;
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case "spriteflash":
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m_strSpriteFlash = ReadString(strValue);
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break;
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case "sndrotate":
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m_strSndRotate = ReadString(strValue);
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break;
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case "tippos":
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m_vecTipPos = ReadVector(strValue);
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break;
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case "spread":
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m_vecSpread = ReadVector(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_tank::SpriteSmoke(vector org)
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{
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@ -65,7 +65,7 @@ func_tankcontrols::Respawn(void)
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{
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InitBrushTrigger();
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solid = SOLID_BBOX;
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setorigin(this, origin);
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SetOrigin(GetSpawnOrigin());
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PlayerUse = OnPlayerUse;
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}
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@ -53,6 +53,9 @@ class momentary_rot_button:CBaseMomentary
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void(void) momentary_rot_button;
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/* overrides */
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virtual void(float) Save;
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virtual void(string, string) Restore;
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virtual void(void) OnPlayerUse;
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virtual void(void) Respawn;
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virtual void(void) SetMovementDirection;
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@ -63,6 +66,25 @@ class momentary_rot_button:CBaseMomentary
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virtual float(void) GetProgress;
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};
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void
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momentary_rot_button::Save(float handle)
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{
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SaveInt(handle, "turndir", m_iTurnDir);
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super::Save(handle);
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}
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void
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momentary_rot_button::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "turndir":
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m_iTurnDir = ReadInt(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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float
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momentary_rot_button::GetProgress(void)
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{
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@ -79,6 +79,7 @@ CBaseMomentary::Save(float handle)
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SaveFloat(handle, "distance", m_flDistance);
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SaveFloat(handle, "speed", m_flSpeed);
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SaveFloat(handle, "returnspeed", m_flReturnspeed);
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SaveInt(handle, "movestate", m_iMoveState);
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super::Save(handle);
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}
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@ -108,6 +109,9 @@ CBaseMomentary::Restore(string strKey, string strValue)
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case "returnspeed":
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m_flReturnspeed = ReadFloat(strValue);
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break;
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case "movestate":
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m_iMoveState = ReadInt(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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@ -76,6 +76,7 @@ trigger_changelevel::Save(float handle)
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SaveString(handle, "map", m_strMap);
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SaveString(handle, "landmark", m_strLandmark);
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SaveString(handle, "OnLevelChange", m_strOnLevelChange);
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SaveFloat(handle, "activator", num_for_edict(m_activator));
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super::Save(handle);
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}
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@ -95,6 +96,9 @@ trigger_changelevel::Restore(string strKey, string strValue)
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case "OnLevelChange":
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m_strOnLevelChange = ReadString(strValue);
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break;
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case "activator":
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m_activator = edict_num(ReadFloat(strValue));
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break;
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default:
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super::Restore(strKey, strValue);
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}
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@ -68,11 +68,10 @@ This entity was introduced in Quake (1996).
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class trigger_hurt:NSBrushTrigger
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{
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int m_iDamage;
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int m_iDamageType;
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float m_flNextTrigger;
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float m_flNextDmg;
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float m_flDelay;
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int m_iDamageType;
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string m_strOnHurt;
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string m_strOnHurtPlayer;
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