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Added FIRE_BULLETS_NO_AUTO_GIB_TYPE
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@ -1931,7 +1931,11 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info )
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{
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{
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flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType );
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flActualDamage = g_pGameRules->GetAmmoDamage( pAttacker, tr.m_pEnt, info.m_iAmmoType );
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}
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}
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#ifdef MAPBASE
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else if ((info.m_nFlags & FIRE_BULLETS_NO_AUTO_GIB_TYPE) == 0)
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#else
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else
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else
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#endif
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{
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{
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nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB );
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nActualDamageType = nDamageType | ((flActualDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB );
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}
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}
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@ -684,6 +684,9 @@ enum FireBulletsFlags_t
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FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2, // If the shot hits its target underwater, don't damage it
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FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2, // If the shot hits its target underwater, don't damage it
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FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4, // If the shot hits water surface, still call DoImpactEffect
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FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4, // If the shot hits water surface, still call DoImpactEffect
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FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8, // Danger sounds added from this impact can be stomped immediately if another is queued
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FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8, // Danger sounds added from this impact can be stomped immediately if another is queued
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#ifdef MAPBASE
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FIRE_BULLETS_NO_AUTO_GIB_TYPE = 0x10, // Don't automatically add DMG_ALWAYSGIB or DMG_NEVERGIB if m_flDamage is set
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#endif
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};
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};
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