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https://github.com/YGGverse/hlsdk-portable.git
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Merge 29c4d46ad0
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0570769d35
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@ -166,6 +166,7 @@ void CItem::Materialize( void )
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}
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SetTouch( &CItem::ItemTouch );
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SetThink( NULL );
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}
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#define SF_SUIT_SHORTLOGON 0x0001
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@ -485,7 +485,7 @@ void CBasePlayerItem::Materialize( void )
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pev->solid = SOLID_TRIGGER;
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UTIL_SetOrigin( pev, pev->origin );// link into world.
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SetTouch( &CBasePlayerItem::DefaultTouch);
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SetTouch( &CBasePlayerItem::DefaultTouch );
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SetThink( NULL );
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}
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@ -578,13 +578,6 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
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}
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SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
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// If the item is falling and its Think remains FallItem after the player picks it up,
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// then after the item touches the ground its Touch will be set back to DefaultTouch,
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// so the player will pick it up again, this time Kill-ing the item (since we already have it in the inventory),
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// which will make the pointer bad and crash the game.
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if( m_pfnThink == &CBasePlayerItem::FallThink )
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SetThink( NULL );
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}
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BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
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@ -734,7 +727,7 @@ void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer )
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pev->modelindex = 0;// server won't send down to clients if modelindex == 0
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pev->model = iStringNull;
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pev->owner = pPlayer->edict();
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pev->nextthink = gpGlobals->time + .1;
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pev->nextthink = 0;// Remove think - prevents futher attempts to materialize
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SetTouch( NULL );
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SetThink( NULL );
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}
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@ -1054,6 +1047,7 @@ void CBasePlayerAmmo::Materialize( void )
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}
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SetTouch( &CBasePlayerAmmo::DefaultTouch );
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SetThink( NULL );
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}
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void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther )
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