Added orbituaries Added monetary rewards for objectives Fixed weapons not switching/drawing after buying new ones Added $16.000 salary cap Fixed func_breakables always starting with 100HP Fixed something about the doors Fixed the Buymenu Exit button trying to buy ammunition Fixed spawning behaviour between switching teams and modes Fixed VIPs being able to switch teams midsession Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
163 lines
7.4 KiB
C
163 lines
7.4 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// TODO: expose these to the clients?
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#define ORBITUARY_LINES 4
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#define ORBITUARY_TIME 4
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int iOrbituaryScroll;
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float fOrbituaryTime;
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typedef struct {
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string sSprite;
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vector vOrigin;
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vector vSize;
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} weaponiconinfo_t;
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// It's easier to just look up the info than to create it on the fly...
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weaponiconinfo_t wpIconTable[ CS_WEAPON_COUNT ] = {
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{ "", '0 0', '0 0' }, //WEAPON_NONE
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{ "sprites/640hud1.spr_0.tga", '0.75 0', '0.1875 0.0625' }, //WEAPON_KNIFE
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{ "sprites/640hud1.spr_0.tga", '0.75 0.125', '0.125 0.0625' }, //WEAPON_USP45
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{ "sprites/640hud1.spr_0.tga", '0.75 0.0625', '0.125 0.0625' }, //WEAPON_GLOCK18
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{ "sprites/640hud1.spr_0.tga", '0.875 0.0625', '0.125 0.0625' }, //WEAPON_DEAGLE
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{ "sprites/640hud1.spr_0.tga", '0.875 0.125', '0.125 0.0625' }, //WEAPON_P228
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{ "sprites/640hud1.spr_0.tga", '0.203125 0.9375', '0.21875 0.0625' }, //WEAPON_ELITES
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{ "sprites/640hud16.spr_0.tga", '0.75 0', '0.125 0.0625' }, //WEAPON_FIVESEVEN
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{ "sprites/640hud1.spr_0.tga", '0.75 0.1875', '0.1875 0.0625' }, //WEAPON_M3
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{ "sprites/640hud1.spr_0.tga", '0.75 0.875', '0.1875 0.0625' }, //WEAPON_XM1014
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{ "sprites/640hud1.spr_0.tga", '0.75 0.25', '0.125 0.0625' }, //WEAPON_MP5
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{ "sprites/640hud1.spr_0.tga", '0.75 0.6875', '0.1875 0.0625' }, //WEAPON_P90
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{ "sprites/640hud16.spr_0.tga", '0.78125 0.3125', '0.125 0.0625' }, //WEAPON_UMP45
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{ "sprites/640hud1.spr_0.tga", '0.421875 0.9375', '0.125 0.0625' }, //WEAPON_MAC10
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{ "sprites/640hud1.spr_0.tga", '0.875 0.25', '0.125 0.0625' }, //WEAPON_TMP
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{ "sprites/640hud1.spr_0.tga", '0.75 0.3125', '0.1875 0.0625' }, //WEAPON_AK47
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{ "sprites/640hud1.spr_0.tga", '0.75 0.4375', '0.1875 0.0625' }, //WEAPON_SG552
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{ "sprites/640hud1.spr_0.tga", '0.75 0.375', '0.1875 0.0625' }, //WEAPON_M4A1
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{ "sprites/640hud1.spr_0.tga", '0.5625 0.9375', '-0.1875 0.0625' }, //WEAPON_AUG
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{ "sprites/640hud1.spr_0.tga", '0.75 0.8125', '0.1875 0.0625' }, //WEAPON_SCOUT
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{ "sprites/640hud1.spr_0.tga", '0.75 0.5', '0.1875 0.0625' }, //WEAPON_AWP
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{ "sprites/640hud1.spr_0.tga", '0.75 0.5625', '0.1875 0.0625' }, //WEAPON_G3SG1
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{ "sprites/640hud16.spr_0.tga", '0.75 0.1875', '0.125 0.0625' }, //WEAPON_SG550
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{ "sprites/640hud1.spr_0.tga", '0.75 0.625', '0.1875 0.0625' }, //WEAPON_PARA
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{ "", '0 0', '-1 0.0625' } //WEAPON_C4BOMB
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};
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typedef struct {
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string sAttacker;
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vector vColor1;
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string sVictim;
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vector vColor2;
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float fWeapon;
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float fHeadShot;
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float fOffset1;
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float fOffset2;
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float fOffset3;
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} orbituaryinfo_t;
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orbituaryinfo_t orbBuffer[ ORBITUARY_LINES ];
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/*
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=================
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HUD_DrawOrbituaries
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This actually displays the contents of orbBuffer
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=================
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*/
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void HUD_DrawOrbituaries( void ) {
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vector vOrbPos = [ vVideoResolution_x - 200, 16 ];
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if ( fOrbituaryTime < time && iOrbituaryScroll >= 0 ) {
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// We are cheap, just clear the attacker and we're good.
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orbBuffer[ iOrbituaryScroll ].sAttacker = "";
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iOrbituaryScroll--;
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fOrbituaryTime = time + ORBITUARY_TIME;
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}
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for ( int i = 0; i < ORBITUARY_LINES; i++ ) {
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if ( orbBuffer[ i ].sAttacker == "" ) {
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return;
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}
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// Calculate the position based on the saved offsets
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vOrbPos_x = vVideoResolution_x - ( orbBuffer[ i ].fOffset1 + orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset3 ) - 16;
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// Draw the attacker's name, shadow first
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drawstring( vOrbPos + '1 1', orbBuffer[ i ].sAttacker, '8 8 0', '0 0 0', VGUI_WINDOW_FGALPHA, 0 );
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drawstring( vOrbPos, orbBuffer[ i ].sAttacker, '8 8 0', orbBuffer[ i ].vColor1, VGUI_WINDOW_FGALPHA, 0 );
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// Draw the weapon icon
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drawsubpic( vOrbPos + [ orbBuffer[ i ].fOffset1, 0 ], wpIconTable[ orbBuffer[ i ].fWeapon ].vSize * 256, wpIconTable[ orbBuffer[ i ].fWeapon ].sSprite, wpIconTable[ orbBuffer[ i ].fWeapon ].vOrigin, wpIconTable[ orbBuffer[ i ].fWeapon ].vSize, '1 0.5 0', 1, DRAWFLAG_ADDITIVE );
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// Draw the victim's name, shadow first again
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drawstring( vOrbPos + [ orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset1, 0 ] + '1 1', orbBuffer[ i ].sVictim, '8 8 0', '0 0', VGUI_WINDOW_FGALPHA, 0 );
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drawstring( vOrbPos + [ orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset1, 0 ], orbBuffer[ i ].sVictim, '8 8 0', orbBuffer[ i ].vColor2, VGUI_WINDOW_FGALPHA, 0 );
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vOrbPos_y += 18;
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}
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}
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/*
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=================
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HUD_UpdateOrbituaries
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Update the buffer for orbituaries with infos and whatnot
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=================
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*/
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void HUD_AddOrbituaries( float fAttacker, float fAttackerTeam, float fVictim, float fVictimTeam, float fWeapon, float fHeadshot ) {
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if ( iOrbituaryScroll < ( ORBITUARY_LINES - 1 ) ) {
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// Fill up the buffer
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orbBuffer[ iOrbituaryScroll + 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" );
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orbBuffer[ iOrbituaryScroll + 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam );
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orbBuffer[ iOrbituaryScroll + 1 ].sVictim = getplayerkeyvalue( fVictim, "name" );
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orbBuffer[ iOrbituaryScroll + 1 ].vColor2 = HUD_GetChatColor( fVictimTeam );
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orbBuffer[ iOrbituaryScroll + 1 ].fWeapon = fWeapon;
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orbBuffer[ iOrbituaryScroll + 1 ].fHeadShot = fHeadshot;
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orbBuffer[ iOrbituaryScroll + 1 ].fOffset1 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sAttacker, TRUE ) + 8;
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orbBuffer[ iOrbituaryScroll + 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8;
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orbBuffer[ iOrbituaryScroll + 1 ].fOffset3 = stringwidth( orbBuffer[ iOrbituaryScroll + 1 ].sVictim, TRUE ) + 8;
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iOrbituaryScroll++;
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} else {
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for ( int i = 0; i < ( ORBITUARY_LINES - 1 ); i++ ) {
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// Rearrange the order, clear the oldest
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orbBuffer[ i ].sAttacker = orbBuffer[ i + 1 ].sAttacker;
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orbBuffer[ i ].vColor1 = orbBuffer[ i + 1 ].vColor1;
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orbBuffer[ i ].sVictim = orbBuffer[ i + 1 ].sVictim;
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orbBuffer[ i ].vColor2 = orbBuffer[ i + 1 ].vColor2;
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orbBuffer[ i ].fWeapon = orbBuffer[ i + 1 ].fWeapon;
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orbBuffer[ i ].fHeadShot = orbBuffer[ i + 1 ].fHeadShot;
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orbBuffer[ i ].fOffset1 = orbBuffer[ i + 1 ].fOffset1;
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orbBuffer[ i ].fOffset2 = orbBuffer[ i + 1 ].fOffset2;
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orbBuffer[ i ].fOffset3 = orbBuffer[ i + 1 ].fOffset3;
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}
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// After rearranging, add the newest to the bottom.
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orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker = getplayerkeyvalue( fAttacker, "name" );
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orbBuffer[ ORBITUARY_LINES - 1 ].vColor1 = HUD_GetChatColor( fAttackerTeam );
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orbBuffer[ ORBITUARY_LINES - 1 ].sVictim = getplayerkeyvalue( fVictim, "name" );
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orbBuffer[ ORBITUARY_LINES - 1 ].vColor2 = HUD_GetChatColor( fVictimTeam );
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orbBuffer[ ORBITUARY_LINES - 1 ].fWeapon = fWeapon;
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orbBuffer[ ORBITUARY_LINES - 1 ].fHeadShot = fHeadshot;
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orbBuffer[ ORBITUARY_LINES - 1 ].fOffset1 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sAttacker, TRUE ) + 8;
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orbBuffer[ ORBITUARY_LINES - 1 ].fOffset2 = ( wpIconTable[ fWeapon ].vSize[0] * 256 ) + 8;
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orbBuffer[ ORBITUARY_LINES - 1 ].fOffset3 = stringwidth( orbBuffer[ ORBITUARY_LINES - 1 ].sVictim, TRUE ) + 8;
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}
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fOrbituaryTime = time + ORBITUARY_TIME;
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}
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