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Fixed a couple obscure crashes
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@ -1626,6 +1626,11 @@ bool CNPC_MetroPolice::ShouldAttemptToStitch()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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Vector CNPC_MetroPolice::StitchAimTarget( const Vector &posSrc, bool bNoisy )
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Vector CNPC_MetroPolice::StitchAimTarget( const Vector &posSrc, bool bNoisy )
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{
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{
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#ifdef MAPBASE
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if ( !GetEnemy() )
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return vec3_origin;
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#endif
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// This will make us aim a stitch at the feet of the player so we can see it
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// This will make us aim a stitch at the feet of the player so we can see it
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if ( !GetEnemy()->IsPlayer() )
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if ( !GetEnemy()->IsPlayer() )
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return GetShootTarget()->BodyTarget( posSrc, bNoisy );
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return GetShootTarget()->BodyTarget( posSrc, bNoisy );
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@ -1363,7 +1363,7 @@ CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char
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#ifdef MAPBASE_VSCRIPT
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#ifdef MAPBASE_VSCRIPT
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// Hook for pre-spawn ragdolling
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// Hook for pre-spawn ragdolling
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if (pOwner->m_ScriptScope.IsInitialized() && CBaseAnimating::g_Hook_OnServerRagdoll.CanRunInScope( pOwner->m_ScriptScope ))
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if (pOwner && pOwner->m_ScriptScope.IsInitialized() && CBaseAnimating::g_Hook_OnServerRagdoll.CanRunInScope( pOwner->m_ScriptScope ))
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{
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{
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// ragdoll, submodel
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// ragdoll, submodel
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ScriptVariant_t args[] = { ScriptVariant_t( pRagdoll->GetScriptInstance() ), true };
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ScriptVariant_t args[] = { ScriptVariant_t( pRagdoll->GetScriptInstance() ), true };
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