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revert me
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@ -8032,11 +8032,11 @@ void CBasePlayer::SetupVPhysicsShadow( const Vector &vecAbsOrigin, const Vector
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solid.params.dragCoefficient = 0;
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solid.params.dragCoefficient = 0;
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// create standing hull
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// create standing hull
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m_pShadowStand = PhysModelCreateCustom( this, pStandModel, GetLocalOrigin(), GetLocalAngles(), pStandHullName, false, &solid );
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m_pShadowStand = PhysModelCreateCustom( this, pStandModel, GetLocalOrigin(), GetLocalAngles(), pStandHullName, false, &solid );
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m_pShadowStand->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
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// m_pShadowStand->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
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// create crouchig hull
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// create crouchig hull
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m_pShadowCrouch = PhysModelCreateCustom( this, pCrouchModel, GetLocalOrigin(), GetLocalAngles(), pCrouchHullName, false, &solid );
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m_pShadowCrouch = PhysModelCreateCustom( this, pCrouchModel, GetLocalOrigin(), GetLocalAngles(), pCrouchHullName, false, &solid );
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m_pShadowCrouch->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
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// m_pShadowCrouch->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
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// default to stand
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// default to stand
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VPhysicsSetObject( m_pShadowStand );
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VPhysicsSetObject( m_pShadowStand );
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