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244 lines
5.4 KiB
244 lines
5.4 KiB
8 years ago
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//++ BulliT
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "agglobal.h"
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extern int gmsgTeamInfo;
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extern int gmsgSetFOV;
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extern int gmsgSpectator;
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void CBasePlayer::Spectate_Init()
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{
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m_hObserverTarget = NULL;
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}
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//Spectate code with parts from Robin Walkers Tutorial.
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void CBasePlayer::Spectate_Spectate()
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{
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ASSERT(NULL != pev);
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if (!pev)
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return;
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if (IsSpectator())
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Spectate_Stop();
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else
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Spectate_Start();
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}
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bool CBasePlayer::Spectate_HLTV()
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{
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//This is the valve proxy.
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if (g_pGameRules->IsTeamplay())
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{
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strcpy(m_szTeamName,"");
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g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "model", m_szTeamName );
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g_engfuncs.pfnSetClientKeyValue( entindex(), g_engfuncs.pfnGetInfoKeyBuffer( edict() ), "team", m_szTeamName );
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if (g_pGameRules->IsTeamplay())
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((CHalfLifeTeamplay*)g_pGameRules)->RecountTeams();
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}
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g_pGameRules->UpdateGameMode(this);
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return true;
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}
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void CBasePlayer::Spectate_Start()
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{
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ASSERT(NULL != pev);
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if (!pev)
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return;
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if (IsSpectator()) //Don't start it if already spectator or if its a player in the arena.
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return;
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if (IsProxy())
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return;
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//Reset.
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m_iQuakeWeapon = 0;
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Spectate_Init();
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//Set player as spectator.
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pev->iuser1 = OBS_ROAMING;
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pev->iuser2 = 0;
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m_hObserverTarget = NULL;
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//Remove spectators from this player
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop && this != pPlayerLoop )
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{
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if ((CBaseEntity*)pPlayerLoop->m_hObserverTarget == (CBaseEntity*)this)
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{
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//Move to next player.
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pPlayerLoop->Observer_FindNextPlayer();
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}
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}
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}
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// clear any clientside entities attached to this player
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_KILLPLAYERATTACHMENTS );
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WRITE_BYTE( (BYTE)entindex() );
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MESSAGE_END();
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pev->health = 1; //Remove clientside screentilt. If you find this one helpful - give me credit because I spent 3 hours a friday night figuring it out!
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EnableControl(TRUE);
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if ( m_pTank != NULL )
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{
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m_pTank->Use( this, this, USE_OFF, 0 );
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m_pTank = NULL;
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}
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// clear out the suit message cache so we don't keep chattering
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SetSuitUpdate(NULL, FALSE, 0);
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RemoveAllItemsNoClientMessage();
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pev->deadflag = DEAD_DEAD;
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pev->flags |= FL_SPECTATOR;
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pev->flags |= FL_NOTARGET;
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ClearBits( m_afPhysicsFlags, PFLAG_DUCKING );
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ClearBits( pev->flags, FL_DUCKING );
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SetBits(m_afPhysicsFlags, PFLAG_OBSERVER);
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
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pev->fixangle = TRUE;
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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pev->movetype = MOVETYPE_NOCLIP;
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pev->effects |= EF_NODRAW;
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pev->view_ofs = g_vecZero;
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m_hObserverTarget = NULL;
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// clear attack/use commands from player
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m_afButtonPressed = 0;
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pev->button = 0;
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m_afButtonReleased = 0;
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m_iHideHUD |= HIDEHUD_WEAPONS | HIDEHUD_FLASHLIGHT | HIDEHUD_HEALTH;
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MESSAGE_BEGIN(MSG_ALL,gmsgSpectator);
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WRITE_BYTE( ENTINDEX(edict()) );
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WRITE_BYTE(1);
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MESSAGE_END();
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//Change teamname
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if (g_pGameRules->IsTeamplay())
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{
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
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WRITE_BYTE( entindex() );
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WRITE_STRING( TeamID() );
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MESSAGE_END();
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}
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pev->nextthink = gpGlobals->time + 0.1;
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//Tell clients
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s entered spectator mode\n",GetName()));
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}
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void CBasePlayer::Spectate_Stop(bool bIntermediateSpawn)
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{
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ASSERT(NULL != pev);
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if (!pev)
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return;
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if (!IsSpectator())
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return;
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if (IsProxy())
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return;
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if (!g_pGameRules->FPlayerCanRespawn( this))
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return;
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EnableControl(TRUE);
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//Reset flags.
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Spectate_Init();
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pev->flags &= ~FL_SPECTATOR;
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pev->flags &= ~FL_NOTARGET;
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pev->deadflag = DEAD_RESPAWNABLE;
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pev->button = 0;
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pev->iuser1 = OBS_NONE;
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pev->iuser2 = 0;
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pev->effects &= ~EF_NODRAW;
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pev->movetype = MOVETYPE_WALK;
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m_iRespawnFrames = 0;
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m_bHadFirstSpawn = !bIntermediateSpawn;
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m_iHideHUD &= ~HIDEHUD_WEAPONS;
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m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
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m_iHideHUD &= ~HIDEHUD_HEALTH;
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//Remove spec
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MESSAGE_BEGIN(MSG_ALL,gmsgSpectator);
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WRITE_BYTE(ENTINDEX(edict()));
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WRITE_BYTE(0);
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MESSAGE_END();
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//Change teamname
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if (g_pGameRules->IsTeamplay())
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{
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
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WRITE_BYTE( entindex() );
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WRITE_STRING( TeamID() );
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MESSAGE_END();
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}
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//Force data to be resent.
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m_fKnownItem = FALSE; // Force weaponinit messages.
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//Tell client(s)
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UTIL_ClientPrintAll(HUD_PRINTNOTIFY, UTIL_VarArgs("%s left spectator mode\n",GetName()));
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Spawn();
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}
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void CBasePlayer::Spectate_UpdatePosition()
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop && this != pPlayerLoop && pPlayerLoop->IsSpectator())
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{
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if ((CBaseEntity*)pPlayerLoop->m_hObserverTarget == (CBaseEntity*)this)
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{
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if (pPlayerLoop->m_hObserverTarget->pev)
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{
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//Update the spectators position
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UTIL_SetOrigin( pPlayerLoop->pev, pev->origin );
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}
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}
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}
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}
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}
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bool CBasePlayer::Spectate_Follow(EHANDLE& pPlayer,int iMode)
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{
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if (IsProxy())
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return true;
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m_hObserverTarget = pPlayer;
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Observer_SetMode(iMode);
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return true;
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}
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//-- Martin Webrant
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