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Fixing incorrect cherry-pick from MapLabs
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@ -1471,24 +1471,6 @@ void CDetailObjectSystem::LevelInitPreEntity()
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}
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}
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}
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if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
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{
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// There are detail objects in the level, so precache the material
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PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
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IMaterial *pMat = m_DetailSpriteMaterial;
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// adjust for non-square textures (cropped)
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float flRatio = (float)( pMat->GetMappingWidth() ) / pMat->GetMappingHeight();
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if ( flRatio > 1.0 )
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{
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for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
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{
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m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
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m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
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m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
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m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
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}
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}
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}
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int detailPropLightingLump;
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int detailPropLightingLump;
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if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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if( g_pMaterialSystemHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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@ -1512,13 +1494,29 @@ void CDetailObjectSystem::LevelInitPreEntity()
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void CDetailObjectSystem::LevelInitPostEntity()
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void CDetailObjectSystem::LevelInitPostEntity()
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{
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{
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if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
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{
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const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
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const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
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C_World *pWorld = GetClientWorldEntity();
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C_World *pWorld = GetClientWorldEntity();
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if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
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if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
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{
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pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
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pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
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}
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m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
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m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
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PrecacheMaterial( pDetailSpriteMaterial );
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IMaterial *pMat = m_DetailSpriteMaterial;
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// adjust for non-square textures (cropped)
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float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
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if ( flRatio > 1.0 )
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{
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for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
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{
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m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
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m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
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m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
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m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
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}
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}
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}
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if ( GetDetailController() )
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if ( GetDetailController() )
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{
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{
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@ -2565,7 +2565,7 @@ void CNPC_Combine::SpeakSentence( int sentenceType )
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//=========================================================
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//=========================================================
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// PainSound
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// PainSound
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//=========================================================
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//=========================================================
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void CNPC_Combine::PainSound ( void )
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void CNPC_Combine::PainSound ( const CTakeDamageInfo &info )
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{
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{
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// NOTE: The response system deals with this at the moment
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// NOTE: The response system deals with this at the moment
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if ( GetFlags() & FL_DISSOLVING )
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if ( GetFlags() & FL_DISSOLVING )
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@ -126,7 +126,7 @@ public:
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// Sounds
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// Sounds
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// -------------
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// -------------
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void DeathSound( void );
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void DeathSound( void );
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void PainSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void IdleSound( void );
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void IdleSound( void );
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void AlertSound( void );
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void AlertSound( void );
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void LostEnemySound( void );
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void LostEnemySound( void );
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@ -206,7 +206,7 @@ bool CHalfLife2::Damage_IsTimeBased( int iDmgType )
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// Damage types that are time-based.
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// Damage types that are time-based.
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#ifdef HL2_EPISODIC
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#ifdef HL2_EPISODIC
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// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
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// This makes me think EP2 should have its own rules, but they are #ifdef all over in here.
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return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
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return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_ACID | DMG_RADIATION | DMG_DROWNRECOVER | DMG_SLOWBURN ) ) != 0 );
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#else
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#else
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return BaseClass::Damage_IsTimeBased( iDmgType );
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return BaseClass::Damage_IsTimeBased( iDmgType );
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#endif
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#endif
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