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Fix traceattack.
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@ -1524,11 +1524,11 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi
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default:
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case BULLET_PLAYER_9MM:
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case BULLET_PLAYER_NAIL1:
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET );
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_NEVERGIB );
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break;
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case BULLET_PLAYER_MP5:
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case BULLET_PLAYER_NAIL2:
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET );
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pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_NEVERGIB );
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break;
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case BULLET_PLAYER_BUCKSHOT:
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// make distance based!
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@ -83,7 +83,7 @@ void CNail::NailTouch(CBaseEntity *pOther)
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, 0, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
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//pOther->TraceAttack(pevOwner, 0, pev->velocity.Normalize(), &tr, DMG_NEVERGIB);
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ApplyMultiDamage(pev, pevOwner);
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