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Fix VS2013 compile in protagonist system
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@ -488,7 +488,7 @@ int CProtagonistSystem::DoGetProtagonist_PlayerModelBody( ProtagonistData_t &pPr
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const char *CProtagonistSystem::DoGetProtagonist_HandModel( ProtagonistData_t &pProtag, const CBaseCombatWeapon *pWeapon )
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const char *CProtagonistSystem::DoGetProtagonist_HandModel( ProtagonistData_t &pProtag, const CBaseCombatWeapon *pWeapon )
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{
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{
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int nRigType = pWeapon->GetHandRig();
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int nRigType = pWeapon ? pWeapon->GetHandRig() : HANDRIG_DEFAULT;
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if (pProtag.pszHandModels[nRigType])
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if (pProtag.pszHandModels[nRigType])
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return pProtag.pszHandModels[nRigType];
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return pProtag.pszHandModels[nRigType];
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@ -34,7 +34,10 @@ private:
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{
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{
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ProtagonistData_t()
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ProtagonistData_t()
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{
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{
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#ifndef CLIENT_DLL
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for (int i = 0; i < NUM_HAND_RIG_TYPES; i++)
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pszHandModels[i] = NULL;
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#endif
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}
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}
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char szName[MAX_PROTAGONIST_NAME];
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char szName[MAX_PROTAGONIST_NAME];
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@ -49,7 +52,7 @@ private:
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int nPlayerBody = -1;
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int nPlayerBody = -1;
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// Hands
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// Hands
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const char *pszHandModels[NUM_HAND_RIG_TYPES] = {};
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const char *pszHandModels[NUM_HAND_RIG_TYPES];
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int nHandSkin = -1;
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int nHandSkin = -1;
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int nHandBody = -1;
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int nHandBody = -1;
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