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Fix flashlight in induction.
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22a953d3c6
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@ -112,12 +112,20 @@ int CHudFlashlight::Draw( float flTime )
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return 1;
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#ifdef MOBILE_HACKS
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
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|| ( g_iModType == MOD_INDUCTION && !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) ) )
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if( g_iModType == MOD_INDUCTION )
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{
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) )
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return 1;
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}
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else
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{
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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return 1;
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}
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#else // MOBILE_HACKS
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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#endif // MOBILE_HACKS
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return 1;
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#endif // MOBILE_HACKS
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if( m_fOn )
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a = 225;
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@ -226,6 +226,11 @@ void CHud::Init( void )
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g_iModType = MOD_SEWER_BETA;
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g_iHudColor = RGB_WHITISH;
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}
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else if( HUD_IsGame( "induction" ) )
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{
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g_iModType = MOD_INDUCTION;
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g_iHudColor = RGB_YELLOWISH;
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}
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else
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{
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g_iModType = MOD_VALVE;
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@ -3296,7 +3296,8 @@ void CBasePlayer::FlashlightTurnOn( void )
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}
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#ifdef MOBILE_HACKS
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if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) || ( g_iModType == MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) ) )
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if( (g_iModType != MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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|| ( g_iModType == MOD_INDUCTION && (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) ) )
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#else // MOBILE_HACKS
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if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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#endif // MOBILE_HACKS
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