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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-12 05:22:55 +00:00
Fix build.
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@ -644,7 +644,7 @@ void EV_FireShotGunSingle( event_args_t *args )
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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//======================
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// SHOTGUN END
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@ -23,7 +23,6 @@
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#include "cbase.h"
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#include "doors.h"
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#include "game.h"
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#include "weapons.h"
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extern void SetMovedir( entvars_t *ev );
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@ -751,12 +750,12 @@ void CBaseDoor::Blocked( CBaseEntity *pOther )
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if( pev->dmg )
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
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if( satchelfix.value )
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/*if( satchelfix.value )
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{
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// Detonate satchels
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if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) )
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( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 );
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}
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}*/
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// if a door has a negative wait, it would never come back if blocked,
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// so let it just squash the object to death real fast
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@ -835,8 +835,8 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit )
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for( i = 0; i < MAX_AMMO_SLOTS; i++ )
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m_rgAmmo[i] = 0;
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if( satchelfix.value )
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DeactivateSatchels( this );
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/*if( satchelfix.value )
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DeactivateSatchels( this );*/
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UpdateClientData();
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