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https://github.com/YGGverse/hlsdk-portable.git
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#ifdef->#if.
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@ -1039,7 +1039,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s
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{
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g_runfuncs = runfuncs;
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#if defined( CLIENT_WEAPONS )
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#if CLIENT_WEAPONS
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if( cl_lw && cl_lw->value )
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{
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HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
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@ -459,7 +459,7 @@ void CAM_OutUp( void )
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void CAM_ToThirdPerson( void )
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{
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vec3_t viewangles;
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#if !defined( _DEBUG )
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#if !_DEBUG
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//if( gEngfuncs.GetMaxClients() > 1 )
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{
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// no thirdperson in multiplayer.
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@ -56,7 +56,7 @@ extern unsigned short g_usCarried;
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extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer, bool bCheckDM );
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extern edict_t *RuneSelectSpawnPoint( void );
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#ifndef NO_VOICEGAMEMGR
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#if !NO_VOICEGAMEMGR
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class CThreeWaveGameMgrHelper : public IVoiceGameMgrHelper
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{
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public:
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@ -80,7 +80,7 @@ const char *GetTeamName( int team )
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CThreeWave::CThreeWave()
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{
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#ifndef NO_VOICEGAMEMGR
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#if !NO_VOICEGAMEMGR
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// CHalfLifeMultiplay already initialized it - just override its helper callback.
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m_VoiceGameMgr.SetHelper( &g_GameMgrHelper );
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#endif
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@ -130,7 +130,7 @@ extern cvar_t timeleft, fragsleft;
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void CThreeWave::Think( void )
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{
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#ifndef NO_VOICEGAMEMGR
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#if !NO_VOICEGAMEMGR
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m_VoiceGameMgr.Update( gpGlobals->frametime );
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#endif
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///// Check game rules /////
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@ -271,7 +271,7 @@ extern void DropRune( CBasePlayer *pPlayer );
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//=========================================================
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BOOL CThreeWave::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
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{
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#ifndef NO_VOICEGAMEMGR
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#if !NO_VOICEGAMEMGR
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if( m_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
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return TRUE;
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#endif
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@ -19,7 +19,7 @@
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#define BLUE 2
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#define RED 1
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#ifndef NO_VOICEGAMEMGR
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#if !NO_VOICEGAMEMGR
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#include "voice_gamemgr.h"
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#endif
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@ -65,7 +65,7 @@ int CQuakeGun::GetItemInfo(ItemInfo *p)
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void CQuakeGun::DestroyEffect( void )
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{
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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if ( m_pBeam )
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{
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UTIL_Remove( m_pBeam );
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@ -76,7 +76,7 @@ void CQuakeGun::DestroyEffect( void )
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void CQuakeGun::CreateEffect( void )
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{
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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DestroyEffect();
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m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 40 );
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@ -94,7 +94,7 @@ void CQuakeGun::CreateEffect( void )
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void CQuakeGun::UpdateEffect( void )
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{
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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@ -123,14 +123,14 @@ void CQuakeGun::UpdateEffect( void )
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}
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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BOOL CQuakeGun::Deploy( )
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{
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_crowbar.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_9mmhandgun.mdl");
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m_pPlayer->m_pszAnimExtention = "onehanded";
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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g_flLightTime = 0.0;
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#endif
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@ -170,7 +170,7 @@ void CQuakeGun::PrimaryAttack( void )
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iQuadSound = SuperDamageSound();
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m_pPlayer->W_Attack( iQuadSound );
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING && m_pPlayer->pev->deadflag == DEAD_NO )
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UpdateEffect();
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#endif
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@ -37,7 +37,7 @@ extern unsigned short g_usCarried;
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extern bool g_bIsThreeWave;
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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#include "cl_entity.h"
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struct cl_entity_s *GetViewEntity( void );
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extern float g_flLightTime;
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@ -229,13 +229,11 @@ void CBasePlayer::W_SetCurrentAmmo( int sendanim /* = 1 */ )
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m_pCurrentAmmo = NULL;
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}
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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pev->viewmodel = iszViewModel;
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pev->weaponmodel = iszWeaponModel;
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m_pszAnimExtention = szAnimExt;
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#else
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{
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@ -414,7 +412,7 @@ void CBasePlayer::W_ChangeWeapon( int iWeaponNumber )
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m_iQuakeWeapon = iWeapon;
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W_SetCurrentAmmo();
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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g_flLightTime = 0.0;
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#endif
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}
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@ -632,7 +630,7 @@ void CBasePlayer::Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread)
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ApplyMultiDamage( pev, pev );
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}
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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// Quake Radius damage
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void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore )
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{
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@ -667,7 +665,7 @@ void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDa
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void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos, float flDamage, TraceResult *ptr, Vector vecDir )
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{
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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SpawnBlood( vecHitPos, BLOOD_COLOR_RED, flDamage * 1.5f );
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if ( g_pGameRules->PlayerRelationship( pTarget, pAttacker ) != GR_TEAMMATE )
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@ -683,7 +681,7 @@ void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos
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// Lightning Damage
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void CBasePlayer::LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage, Vector vecDir)
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{
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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TraceResult trace;
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Vector vecThru = (p2 - p1).Normalize();
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vecThru.x = 0 - vecThru.y;
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@ -749,7 +747,7 @@ void CBasePlayer::W_FireAxe()
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pEntity->TakeDamage( pev, pev, iDmg, DMG_GENERIC );
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#ifndef CLIENT_DLL
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#if !CLIENT_DLL
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if ( g_pGameRules->PlayerRelationship( this, pEntity ) != GR_TEAMMATE )
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SpawnBlood( vecOrg, BLOOD_COLOR_RED, iDmg * 4 ); // Make a lot of Blood!
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#endif
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@ -775,7 +773,7 @@ void CBasePlayer::W_FireHook( void )
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Throw_Grapple();
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}
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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unsigned short g_usCable;
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unsigned short g_usHook;
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unsigned short g_usCarried;
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@ -884,7 +882,7 @@ void CBasePlayer::W_FireLightning( int iQuadSound )
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float flCellsBurnt = *m_pCurrentAmmo;
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*m_pCurrentAmmo = 0;
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W_SetCurrentAmmo();
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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Q_RadiusDamage( this, this, 35 * flCellsBurnt, NULL );
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#endif
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return;
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@ -893,8 +891,7 @@ void CBasePlayer::W_FireLightning( int iQuadSound )
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, iQuadSound, 0, playsound, 0 );
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#if !defined( CLIENT_DLL )
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#if !CLIENT_DLL
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if (gpGlobals->deathmatch != 4 )
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*m_pCurrentAmmo -= 1;
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@ -628,7 +628,7 @@ void CBaseDoor::DoorGoUp( void )
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Vector vecCenter( Center() );
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorGoUp, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
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#if defined ( OLD_SOUNDS )
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#if OLD_SOUNDS
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STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
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if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM );
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@ -681,7 +681,7 @@ void CBaseDoor::DoorHitTop( void )
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorHitTop, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
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#if defined ( OLD_SOUNDS )
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#if OLD_SOUNDS
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STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM );
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#endif
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@ -731,7 +731,7 @@ void CBaseDoor::DoorGoDown( void )
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Vector vecCenter( Center() );
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorGoDown, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
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#if defined ( OLD_SOUNDS )
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#if OLD_SOUNDS
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STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
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if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN )
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM );
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@ -763,7 +763,7 @@ void CBaseDoor::DoorHitBottom( void )
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Vector vecCenter( Center() );
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, NULL, m_usDoorHitBottom, 0.0, vecCenter, g_vecZero, 0.0, 0.0, ( m_bMoveSnd << 8 ) | ( m_bStopSnd & 0xff ), 0, 0, 0 );
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#if defined ( OLD_SOUNDS )
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#if OLD_SOUNDS
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STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) );
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EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM );
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#endif
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void PM_ShowClipBox( void )
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{
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#if defined( _DEBUG )
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#if _DEBUG
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vec3_t org;
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vec3_t offset = { 0, 0, 0 };
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@ -2730,7 +2730,7 @@ void PM_Move( struct playermove_s *ppmove, int server )
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pmove->friction = 1.0f;
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}
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#ifdef CLIENT_DLL
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#if CLIENT_DLL
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g_onground = ( pmove->onground != -1 );
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g_inwater = ( pmove->waterlevel > 1 );
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g_walking = ( pmove->movetype == MOVETYPE_WALK );
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