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Fix build.
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@ -219,7 +219,7 @@ class CItemArmorVest : public CItem
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( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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{
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pPlayer->pev->armorvalue += 60;
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pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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@ -253,7 +253,7 @@ class CItemHelmet : public CItem
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( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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{
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pPlayer->pev->armorvalue += 40;
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pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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pPlayer->pev->armorvalue = Q_min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
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EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
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@ -2053,9 +2053,9 @@ void CTriggerPlayerFreeze::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, U
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pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) );
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if( pActivator->pev->flags & FL_FROZEN )
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( (CBasePlayer *)( pActivator )->EnableControl( TRUE );
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( (CBasePlayer*)( pActivator ) )->EnableControl( TRUE );
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else
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( (CBasePlayer *)( pActivator )->EnableControl( FALSE );
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( (CBasePlayer*)( pActivator ) )->EnableControl( FALSE );
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};
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// this is a really bad idea.
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