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Limit gib attacks
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a8754de564
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@ -726,20 +726,21 @@ void CGib :: BounceGibTouch ( CBaseEntity *pOther )
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}
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}
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else
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else
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{
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{
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if ( pev->velocity.Length() > 300)
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if ( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300 )
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{
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entvars_t *pevOwner = pev;
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if( pev->owner)
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pevOwner = &pev->owner->v;
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if(pevOwner)
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{
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{
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float dmg = 10 + pev->velocity.Length() / 50;
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entvars_t *pevOwner = pev;
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TraceResult tr = UTIL_GetGlobalTrace();
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if( pev->owner)
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ClearMultiDamage();
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pevOwner = &pev->owner->v;
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pOther->TraceAttack(pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB);
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if(pevOwner)
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ApplyMultiDamage(pev, pevOwner);
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{
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float dmg = 10 + pev->velocity.Length() / 50;
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TraceResult tr = UTIL_GetGlobalTrace();
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB);
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ApplyMultiDamage(pev, pevOwner);
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}
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m_flNextAttack = gpGlobals->time + 1.0; // debounce
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}
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}
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}
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if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
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if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED )
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{
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{
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
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@ -811,8 +812,8 @@ void CGib :: Spawn( const char *szGibModel )
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pev->nextthink = gpGlobals->time + 4;
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pev->nextthink = gpGlobals->time + 4;
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m_lifeTime = 250;
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m_lifeTime = 250;
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SetThink( &WaitTillLand );
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SetThink( &CGib::WaitTillLand );
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SetTouch( &BounceGibTouch );
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SetTouch( &CGib::BounceGibTouch );
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m_material = matNone;
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m_material = matNone;
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m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
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m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain).
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@ -162,6 +162,7 @@ public:
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return 700;
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return 700;
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}
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}
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float m_flNextAttack;
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int m_bloodColor;
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int m_bloodColor;
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int m_cBloodDecals;
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int m_cBloodDecals;
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int m_material;
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int m_material;
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