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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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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 "monsters.h"
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#include "customentity.h"
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#include "effects.h"
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#include "weapons.h"
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#include "decals.h"
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#include "func_break.h"
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#include "shake.h"
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// ==========================================
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// Code changes for- Night at the Office:
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// ==========================================
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//
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// -Entity: env_random_shooter. An updated version
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// of env_shooter only this fires repeatedly in bursts,
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// so one entity can be used instead of many env_shooters.
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class CGibShooter2 : public CBaseDelay
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{
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public:
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void Spawn();
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void Precache();
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void KeyValue( KeyValueData *pkvd );
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void EXPORT ShootThink();
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual CGib *CreateGib();
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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int m_iGibs;
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int m_iGibCapacity;
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int m_iGibMaterial;
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int m_iGibModelIndex;
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float m_flGibVelocity;
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float m_flVariance;
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float m_flGibLife;
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};
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TYPEDESCRIPTION CGibShooter2::m_SaveData[] =
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{
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DEFINE_FIELD( CGibShooter2, m_iGibs, FIELD_INTEGER ),
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DEFINE_FIELD( CGibShooter2, m_iGibCapacity, FIELD_INTEGER ),
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DEFINE_FIELD( CGibShooter2, m_iGibMaterial, FIELD_INTEGER ),
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DEFINE_FIELD( CGibShooter2, m_iGibModelIndex, FIELD_INTEGER ),
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DEFINE_FIELD( CGibShooter2, m_flGibVelocity, FIELD_FLOAT ),
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DEFINE_FIELD( CGibShooter2, m_flVariance, FIELD_FLOAT ),
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DEFINE_FIELD( CGibShooter2, m_flGibLife, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CGibShooter2, CBaseDelay )
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void CGibShooter2::Precache( void )
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{
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m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" );
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}
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void CGibShooter2::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "m_flVelocity" ) )
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{
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m_flGibVelocity = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseDelay::KeyValue( pkvd );
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}
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}
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void CGibShooter2::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( &CGibShooter2::ShootThink );
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pev->nextthink = gpGlobals->time;
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}
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void CGibShooter2::Spawn( void )
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{
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Precache();
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pev->solid = SOLID_NOT;
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pev->effects = EF_NODRAW;
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if( m_flDelay == 0 )
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{
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m_flDelay = 0.1;
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}
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m_flGibLife = 6;
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m_iGibs = m_iGibCapacity = RANDOM_LONG( 2, 6 );
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SetMovedir( pev );
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pev->body = MODEL_FRAMES( m_iGibModelIndex );
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}
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CGib *CGibShooter2::CreateGib( void )
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{
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if( CVAR_GET_FLOAT( "violence_hgibs" ) == 0 )
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return NULL;
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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pGib->Spawn( "models/hgibs.mdl" );
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pGib->m_bloodColor = BLOOD_COLOR_RED;
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if( pev->body <= 1 )
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{
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ALERT( at_aiconsole, "GibShooter2 Body is <= 1!\n" );
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}
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pGib->pev->body = RANDOM_LONG( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull).
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return pGib;
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}
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void CGibShooter2::ShootThink( void )
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{
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m_flDelay = RANDOM_FLOAT( 0.1f, 0.4f );
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pev->nextthink = gpGlobals->time + m_flDelay;
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m_flVariance = RANDOM_FLOAT( 0.1f, 0.3f );
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Vector vecShootDir;
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vecShootDir = pev->movedir;
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vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
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vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
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vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1.0f, 1.0f ) * m_flVariance;
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vecShootDir = vecShootDir.Normalize();
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CGib *pGib = CreateGib();
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if( pGib )
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{
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pGib->pev->origin = pev->origin;
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pGib->pev->velocity = vecShootDir * m_flGibVelocity;
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pGib->pev->avelocity.x = RANDOM_FLOAT( 100.0f, 200.0f );
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pGib->pev->avelocity.y = RANDOM_FLOAT( 100.0f, 300.0f );
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float thinkTime = pGib->pev->nextthink - gpGlobals->time;
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pGib->m_lifeTime = ( m_flGibLife * RANDOM_FLOAT( 0.95f, 1.05f ) ); // +/- 5%
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if( pGib->m_lifeTime < thinkTime )
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{
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pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime;
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pGib->m_lifeTime = 0;
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}
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}
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if( --m_iGibs <= 0 )
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{
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m_iGibs = m_iGibCapacity;
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 8.0f, 21.0f );
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}
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}
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class CEnvRandomShooter : public CGibShooter2
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{
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public:
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void Precache();
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void KeyValue( KeyValueData *pkvd );
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CGib *CreateGib( void );
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};
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LINK_ENTITY_TO_CLASS( env_random_shooter, CEnvRandomShooter )
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void CEnvRandomShooter::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "shootmodel" ) )
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{
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pev->model = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if ( FStrEq( pkvd->szKeyName, "shootsounds" ) )
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{
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int iNoise = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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switch( iNoise )
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{
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case 0:
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m_iGibMaterial = matGlass;
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break;
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case 1:
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m_iGibMaterial = matWood;
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break;
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case 2:
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m_iGibMaterial = matMetal;
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break;
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case 3:
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m_iGibMaterial = matFlesh;
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break;
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case 4:
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m_iGibMaterial = matRocks;
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break;
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default:
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case -1:
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m_iGibMaterial = matNone;
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break;
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}
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}
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else
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{
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CGibShooter2::KeyValue( pkvd );
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}
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}
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void CEnvRandomShooter::Precache( void )
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{
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m_iGibModelIndex = PRECACHE_MODEL( STRING( pev->model ) );
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CBreakable::MaterialSoundPrecache( (Materials)m_iGibMaterial );
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}
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CGib *CEnvRandomShooter::CreateGib( void )
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{
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CGib *pGib = GetClassPtr( (CGib *)NULL );
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pGib->Spawn( STRING( pev->model ) );
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int bodyPart = 0;
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if( pev->body > 1 )
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bodyPart = RANDOM_LONG( 0, pev->body - 1 );
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pGib->pev->body = bodyPart;
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pGib->m_bloodColor = DONT_BLEED;
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pGib->m_material = m_iGibMaterial;
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pGib->pev->rendermode = pev->rendermode;
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pGib->pev->renderamt = pev->renderamt;
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pGib->pev->rendercolor = pev->rendercolor;
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pGib->pev->renderfx = pev->renderfx;
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pGib->pev->scale = pev->scale;
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pGib->pev->skin = pev->skin;
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return pGib;
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}
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