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@ -279,7 +279,7 @@ void CTFPowerupBottle::ReapplyProvision( void )
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// Refill weapon clips
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// Refill weapon clips
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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{
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CBaseCombatWeapon *pWeapon = pTFPlayer->GetWeapon(i);
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CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase*>(pTFPlayer->GetWeapon(i));
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if ( !pWeapon )
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if ( !pWeapon )
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continue;
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continue;
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@ -297,7 +297,7 @@ void CTFPowerupBottle::ReapplyProvision( void )
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if ( iShareBottle && pHealTarget )
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if ( iShareBottle && pHealTarget )
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{
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{
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CBaseCombatWeapon *pPatientWeapon = pHealTarget->GetWeapon(i);
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CTFWeaponBase *pPatientWeapon = dynamic_cast<CTFWeaponBase*>(pHealTarget->GetWeapon(i));
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if ( !pPatientWeapon )
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if ( !pPatientWeapon )
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continue;
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continue;
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@ -424,6 +424,16 @@ void CTFWeaponBase::Activate( void )
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GiveDefaultAmmo();
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GiveDefaultAmmo();
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}
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}
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void CTFWeaponBase::GiveDefaultAmmo(void)
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{
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BaseClass::GiveDefaultAmmo();
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if (IsEnergyWeapon())
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{
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m_flEnergy = Energy_GetMaxEnergy();
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}
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -282,6 +282,7 @@ class CTFWeaponBase : public CBaseCombatWeapon, public IHasOwner, public IHasGen
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virtual void Spawn();
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virtual void Spawn();
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virtual void Activate( void );
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virtual void Activate( void );
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virtual void GiveDefaultAmmo( void );
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virtual void Precache();
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virtual void Precache();
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virtual bool IsPredicted() const { return true; }
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virtual bool IsPredicted() const { return true; }
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virtual void FallInit( void );
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virtual void FallInit( void );
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