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https://github.com/YGGverse/hlsdk-portable.git
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Merge adb6161537
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@ -30,6 +30,7 @@ cvar_t timelimit = { "mp_timelimit","0", FCVAR_SERVER };
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cvar_t friendlyfire = { "mp_friendlyfire","0", FCVAR_SERVER };
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cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER };
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cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
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cvar_t selfgauss = { "mp_selfgauss", "1", FCVAR_SERVER };
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cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER };
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cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER };
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cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };
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@ -467,6 +468,7 @@ void GameDLLInit( void )
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CVAR_REGISTER( &friendlyfire );
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CVAR_REGISTER( &falldamage );
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CVAR_REGISTER( &weaponstay );
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CVAR_REGISTER( &selfgauss );
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CVAR_REGISTER( &forcerespawn );
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CVAR_REGISTER( &flashlight );
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CVAR_REGISTER( &aimcrosshair );
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@ -27,6 +27,7 @@ extern cvar_t timelimit;
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extern cvar_t friendlyfire;
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extern cvar_t falldamage;
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extern cvar_t weaponstay;
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extern cvar_t selfgauss;
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extern cvar_t forcerespawn;
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extern cvar_t flashlight;
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extern cvar_t aimcrosshair;
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@ -24,6 +24,7 @@
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#include "soundent.h"
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#include "shake.h"
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#include "gamerules.h"
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#include "game.h"
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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
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@ -512,6 +513,10 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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vecSrc = beam_tr.vecEndPos + vecDir;
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}
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else if( !selfgauss.value )
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{
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flDamage = 0;
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}
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}
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else
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{
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