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Added a cvar which allows antlions to be properly ignited instead of dying immediately
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@ -65,6 +65,9 @@ ConVar sk_antlion_worker_burst_radius( "sk_antlion_worker_burst_radius", "160",
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ConVar g_test_new_antlion_jump( "g_test_new_antlion_jump", "1", FCVAR_ARCHIVE );
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ConVar g_test_new_antlion_jump( "g_test_new_antlion_jump", "1", FCVAR_ARCHIVE );
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ConVar antlion_easycrush( "antlion_easycrush", "1" );
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ConVar antlion_easycrush( "antlion_easycrush", "1" );
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#ifdef MAPBASE
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ConVar antlion_no_ignite_die( "antlion_no_ignite_die", "0" );
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#endif
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ConVar g_antlion_cascade_push( "g_antlion_cascade_push", "1", FCVAR_ARCHIVE );
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ConVar g_antlion_cascade_push( "g_antlion_cascade_push", "1", FCVAR_ARCHIVE );
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ConVar g_debug_antlion_worker( "g_debug_antlion_worker", "0" );
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ConVar g_debug_antlion_worker( "g_debug_antlion_worker", "0" );
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@ -2623,6 +2626,15 @@ int CNPC_Antlion::SelectSchedule( void )
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void CNPC_Antlion::Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
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void CNPC_Antlion::Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner )
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{
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{
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#ifdef HL2_EPISODIC
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#ifdef HL2_EPISODIC
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#ifdef MAPBASE
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if (antlion_no_ignite_die.GetBool())
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{
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BaseClass::Ignite(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);
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return;
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}
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#endif
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float flDamage = m_iHealth + 1;
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float flDamage = m_iHealth + 1;
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CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC );
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CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC );
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