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Add func_frame implementation.
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@ -676,6 +676,29 @@ void CFuncRotating::Blocked( CBaseEntity *pOther )
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{
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
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}
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class CFuncFrame : public CFuncWall
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{
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public:
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void Spawn();
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};
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LINK_ENTITY_TO_CLASS( func_frame, CFuncFrame )
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void CFuncFrame::Spawn()
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{
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pev->angles = g_vecZero;
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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pev->solid = SOLID_NOT;
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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// If it can't move/go away, it's really part of the world
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pev->flags |= FL_WORLDBRUSH;
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pev->effects |= EF_NODRAW; // ???
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); // ???
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pev->nextthink = 0.1; // ???
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}
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//#endif
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class CPendulum : public CBaseEntity
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{
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