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Re-add mistakenly removed wrappers
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5fa7648693
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@ -775,6 +775,16 @@ static void AddPhysVelocity( HSCRIPT hPhys, const Vector& vecVelocity, const Vec
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//=============================================================================
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//=============================================================================
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//=============================================================================
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//=============================================================================
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static int ScriptPrecacheModel( const char *modelname )
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{
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return CBaseEntity::PrecacheModel( modelname );
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}
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static void ScriptPrecacheOther( const char *classname )
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{
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UTIL_PrecacheOther( classname );
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}
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#ifndef CLIENT_DLL
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#ifndef CLIENT_DLL
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// TODO: Move this?
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// TODO: Move this?
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static void ScriptInsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration, HSCRIPT hOwner, int soundChannelIndex, HSCRIPT hSoundTarget )
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static void ScriptInsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration, HSCRIPT hOwner, int soundChannelIndex, HSCRIPT hSoundTarget )
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@ -996,10 +1006,10 @@ void RegisterSharedScriptFunctions()
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//
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//
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// Precaching
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// Precaching
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//
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//
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ScriptRegisterFunctionNamed( g_pScriptVM, CBaseEntity::PrecacheModel, "PrecacheModel", "Precaches a model for later usage." );
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ScriptRegisterFunctionNamed( g_pScriptVM, ScriptPrecacheModel, "PrecacheModel", "Precaches a model for later usage." );
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ScriptRegisterFunction( g_pScriptVM, PrecacheMaterial, "Precaches a material for later usage." );
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ScriptRegisterFunction( g_pScriptVM, PrecacheMaterial, "Precaches a material for later usage." );
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ScriptRegisterFunction( g_pScriptVM, PrecacheParticleSystem, "Precaches a particle system for later usage." );
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ScriptRegisterFunction( g_pScriptVM, PrecacheParticleSystem, "Precaches a particle system for later usage." );
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ScriptRegisterFunctionNamed( g_pScriptVM, UTIL_PrecacheOther, "PrecacheOther", "Precaches an entity class for later usage." );
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ScriptRegisterFunctionNamed( g_pScriptVM, ScriptPrecacheOther, "PrecacheOther", "Precaches an entity class for later usage." );
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//
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//
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// NPCs
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// NPCs
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