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Merge branch 'induction' into mobile_hacks
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commit
0100fcf235
@ -111,7 +111,7 @@ int CHudFlashlight::Draw( float flTime )
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if( gEngfuncs.IsSpectateOnly() )
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if( gEngfuncs.IsSpectateOnly() )
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return 1;
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return 1;
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) )
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return 1;
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return 1;
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if( m_fOn )
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if( m_fOn )
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@ -40,6 +40,6 @@
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#define HUD_PRINTTALK 3
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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#define HUD_PRINTCENTER 4
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#define WEAPON_FLASHLIGHT 30
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#define WEAPON_SUIT 31
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#define WEAPON_SUIT 31
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#endif
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#endif
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@ -70,6 +70,9 @@ void CWorldItem::Spawn( void )
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case 45: // ITEM_SUIT:
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case 45: // ITEM_SUIT:
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pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
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pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
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break;
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break;
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case 46: // ITEM_FLASHLIGHT:
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pEntity = CBaseEntity::Create( "item_flashlight", pev->origin, pev->angles );
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break;
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}
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}
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if( !pEntity )
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if( !pEntity )
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@ -366,6 +369,33 @@ class CItemSecurity : public CItem
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LINK_ENTITY_TO_CLASS( item_security, CItemSecurity )
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LINK_ENTITY_TO_CLASS( item_security, CItemSecurity )
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class CItemFlashlight : public CItem
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{
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_flashlight.mdl" );
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CItem::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_flashlight.mdl" );
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PRECACHE_SOUND( "items/gunpickup2.wav" );
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}
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BOOL MyTouch( CBasePlayer *pPlayer )
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{
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if( pPlayer->pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) )
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return FALSE;
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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pPlayer->pev->weapons |= ( 1 << WEAPON_FLASHLIGHT );
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return TRUE;
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}
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};
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LINK_ENTITY_TO_CLASS( item_flashlight, CItemFlashlight )
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class CItemLongJump : public CItem
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class CItemLongJump : public CItem
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{
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{
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void Spawn( void )
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void Spawn( void )
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@ -3295,7 +3295,7 @@ void CBasePlayer::FlashlightTurnOn( void )
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return;
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return;
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}
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}
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if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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if( (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) )
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{
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM );
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SetBits( pev->effects, EF_DIMLIGHT );
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SetBits( pev->effects, EF_DIMLIGHT );
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@ -81,6 +81,7 @@ public:
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#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
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#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
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#define WEAPON_FLASHLIGHT 30
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#define WEAPON_SUIT 31 // ?????
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#define WEAPON_SUIT 31 // ?????
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#define MAX_WEAPONS 32
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#define MAX_WEAPONS 32
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