mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
synced 2025-03-14 06:20:25 +03:00
Sync the public SDK with latest from TF2
Includes a manually merged MRs from wgetJane wrt. scattergun prediction and minktusk with readme changes.
This commit is contained in:
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feb4f90350
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LICENSE
2
LICENSE
@ -18,6 +18,6 @@ WARRANTY OF ANY KIND. VALVE EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS O
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INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT, TITLE AND FITNESS FOR A PARTICULAR PURPOSE.
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LIMITATION OF LIABILITY. VALVE AND ITS LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT, SPECIAL, INCIDENTAL,
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OR CONSEQUENTIAL DAMAGES WHATSOEVER ) THAT MAY BE INCURRED BY YOU EVEN IF VALVE HAS BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF SUCH DAMAGES.
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OR CONSEQUENTIAL DAMAGES WHATSOEVER THAT MAY BE INCURRED BY YOU EVEN IF VALVE HAS BEEN ADVISED OF OR SHOULD HAVE BEEN AWARE OF THE POSSIBILITY OF SUCH DAMAGES.
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@ -16,7 +16,11 @@ Clone the repository using the following command:
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Requirements:
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- Source SDK 2013 Multiplayer installed via Steam
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- Visual Studio 2022
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- Visual Studio 2022 with the following workload and components:
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- Desktop development with C++:
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- MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)
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- Windows 11 SDK (10.0.22621.0) or Windows 10 SDK (10.0.19041.1)
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- Python 3.13 or later
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Inside the cloned directory, navigate to `src`, run:
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```bat
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@ -191,12 +191,12 @@ void CMoveHelperClient::ProcessImpacts( void )
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}
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// misyl: Debug
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if ( vOldLocalVel != vOldAbsVel )
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{
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Msg( "%d\n", gpGlobals->tickcount );
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Msg( "vOldLocalVel: %f %f %f\n", vOldLocalVel.x, vOldLocalVel.y, vOldLocalVel.z );
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Msg( "vOldAbsVel: %f %f %f\n", vOldAbsVel.x, vOldAbsVel.y, vOldAbsVel.z );
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}
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// if ( vOldLocalVel != vOldAbsVel )
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// {
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// Msg( "%d\n", gpGlobals->tickcount );
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// Msg( "vOldLocalVel: %f %f %f\n", vOldLocalVel.x, vOldLocalVel.y, vOldLocalVel.z );
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// Msg( "vOldAbsVel: %f %f %f\n", vOldAbsVel.x, vOldAbsVel.y, vOldAbsVel.z );
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// }
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// Restore the velocity
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m_pHost->SetAbsVelocity( vOldAbsVel );
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//m_pHost->SetLocalVelocity( vOldLocalVel );
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@ -547,7 +547,7 @@ void CTFAutoRP::ModifySpeech( const char *pszInText, char *pszOutText, int iOutL
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{
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szStoredWord[0] = toupper( szStoredWord[0] );
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}
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else if ( pszCurWord[0] >= 'a' && pszCurWord[0] <= 'a' )
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else if ( pszCurWord[0] >= 'a' && pszCurWord[0] <= 'z' )
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{
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szStoredWord[0] = tolower( szStoredWord[0] );
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}
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@ -95,9 +95,9 @@ ConVar spec_freeze_traveltime( "spec_freeze_traveltime", "0.4", FCVAR_CHEAT | FC
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ConVar sv_bonus_challenge( "sv_bonus_challenge", "0", FCVAR_REPLICATED, "Set to values other than 0 to select a bonus map challenge type." );
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ConVar sv_chat_bucket_size_tier1( "sv_chat_bucket_size_tier1", "4", FCVAR_NONE, "The maxmimum size of the short term chat msg bucket." );
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ConVar sv_chat_bucket_size_tier1( "sv_chat_bucket_size_tier1", "4", FCVAR_NONE, "The maximum size of the short term chat msg bucket." );
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ConVar sv_chat_seconds_per_msg_tier1( "sv_chat_seconds_per_msg_tier1", "3", FCVAR_NONE, "The number of seconds to accrue an additional short term chat msg." );
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ConVar sv_chat_bucket_size_tier2( "sv_chat_bucket_size_tier2", "30", FCVAR_NONE, "The maxmimum size of the long term chat msg bucket." );
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ConVar sv_chat_bucket_size_tier2( "sv_chat_bucket_size_tier2", "30", FCVAR_NONE, "The maximum size of the long term chat msg bucket." );
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ConVar sv_chat_seconds_per_msg_tier2( "sv_chat_seconds_per_msg_tier2", "10", FCVAR_NONE, "The number of seconds to accrue an additional long term chat msg." );
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static ConVar sv_maxusrcmdprocessticks( "sv_maxusrcmdprocessticks", "24", FCVAR_NOTIFY, "Maximum number of client-issued usrcmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions" );
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@ -8101,13 +8101,6 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
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}
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}
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void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp* pProp, const void* pStruct, const void* pVarData, DVariant* pOut, int iElement, int objectID )
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{
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int mask = ( 1 << PLAYER_FLAG_BITS ) - 1;
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int data = *( int* )pVarData;
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pOut->m_Int = ( data & mask );
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}
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// -------------------------------------------------------------------------------- //
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// SendTable for CPlayerState.
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@ -8187,7 +8180,7 @@ void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp* pProp, const voi
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SendPropInt (SENDINFO(m_iBonusProgress), 15 ),
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SendPropInt (SENDINFO(m_iBonusChallenge), 4 ),
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SendPropFloat (SENDINFO(m_flMaxspeed), 12, SPROP_ROUNDDOWN, 0.0f, 2048.0f ), // CL
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SendPropInt (SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN, SendProxy_CropFlagsToPlayerFlagBitsLength ),
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SendPropInt (SENDINFO(m_fFlags), 0, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN ),
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SendPropInt (SENDINFO(m_iObserverMode), 3, SPROP_UNSIGNED ),
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SendPropEHandle (SENDINFO(m_hObserverTarget) ),
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SendPropInt (SENDINFO(m_iFOV), 8, SPROP_UNSIGNED ),
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@ -1156,7 +1156,8 @@ int CTeamControlPointMaster::GetNumPointsOwnedByTeam( int iTeam )
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//-----------------------------------------------------------------------------
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int CTeamControlPointMaster::CalcNumRoundsRemaining( int iTeam )
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{
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if (m_ControlPointRounds.Count() == 0) return 0;
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if ( m_ControlPointRounds.IsEmpty() )
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return 0;
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// To determine how many rounds remain for a given team if it consistently wins mini-rounds, we have to
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// simulate forward each mini-round and track the control point ownership that would result
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@ -996,7 +996,6 @@ CTFPlayer::CTFPlayer()
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m_flNextChangeClassTime = 0.0f;
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m_flNextChangeTeamTime = 0.0f;
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m_bScattergunJump = false;
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m_iOldStunFlags = 0;
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m_iLastWeaponSlot = 1;
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m_iNumberofDominations = 0;
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@ -3751,7 +3750,6 @@ void CTFPlayer::Spawn()
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m_Shared.SetFeignDeathReady( false );
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m_bScattergunJump = false;
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m_iOldStunFlags = 0;
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m_flAccumulatedHealthRegen = 0;
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@ -938,7 +938,6 @@ public:
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bool m_bSuicideExplode;
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bool m_bScattergunJump;
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int m_iOldStunFlags;
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bool m_bFlipViewModels;
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@ -54,8 +54,6 @@ BEGIN_DATADESC( CBaseGrenade )
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END_DATADESC()
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void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID);
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseGrenade, DT_BaseGrenade )
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@ -70,7 +68,7 @@ BEGIN_NETWORK_TABLE( CBaseGrenade, DT_BaseGrenade )
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SendPropVector( SENDINFO( m_vecVelocity ), 0, SPROP_NOSCALE ),
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// HACK: Use same flag bits as player for now
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SendPropInt ( SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED, SendProxy_CropFlagsToPlayerFlagBitsLength ),
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SendPropInt ( SENDINFO(m_fFlags), 0, SPROP_UNSIGNED ),
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#else
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RecvPropFloat( RECVINFO( m_flDamage ) ),
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RecvPropFloat( RECVINFO( m_DmgRadius ) ),
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@ -2957,9 +2957,9 @@ void CTFGameMovement::SetGroundEntity( trace_t *pm )
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{
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m_pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_DOUBLE_JUMP, "started_jumping:0" );
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}
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m_pTFPlayer->m_Shared.SetWeaponKnockbackID( -1 );
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m_pTFPlayer->m_bScattergunJump = false;
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#endif // GAME_DLL
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m_pTFPlayer->m_Shared.SetWeaponKnockbackID( -1 );
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m_pTFPlayer->m_Shared.m_bScattergunJump = false;
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m_pTFPlayer->m_Shared.SetAirDash( 0 );
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m_pTFPlayer->m_Shared.SetAirDucked( 0 );
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@ -788,6 +788,8 @@ CTFPlayerShared::CTFPlayerShared()
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m_flPrevInvisibility = 0.f;
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m_flTmpDamageBonusAmount = 1.0f;
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m_bScattergunJump = false;
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m_bFeignDeathReady = false;
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m_fCloakConsumeRate = tf_spy_cloak_consume_rate.GetFloat();
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@ -1216,6 +1216,8 @@ private:
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#endif
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public:
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bool m_bScattergunJump;
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float m_flStunFade;
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float m_flStunEnd;
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float m_flStunMid;
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@ -1144,7 +1144,7 @@ protected:
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int nNumJumps = pNonConstPlayer->GetGroundEntity() == NULL ? 1 : 0;
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nNumJumps += pPlayer->m_Shared.GetAirDash();
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nNumJumps += pPlayer->m_bScattergunJump;
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nNumJumps += pPlayer->m_Shared.m_bScattergunJump;
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if ( m_eJumpingState == JUMPING_STATE_IS_NOT_JUMPING )
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{
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@ -3027,7 +3027,7 @@ bool CTFJumpStateQuestModifier::BPassesModifier( const CTFPlayer *pOwner, Invali
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#else
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int nNumJumps = const_cast< CTFPlayer* >( pOwner )->GetGroundEntity() == NULL ? 1 : 0;
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nNumJumps += pOwner->m_Shared.GetAirDash();
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nNumJumps += pOwner->m_bScattergunJump;
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nNumJumps += pOwner->m_Shared.m_bScattergunJump;
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// If we want them on the ground, make sure they're on the ground
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if ( m_nJumpCount == 0 )
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@ -536,6 +536,7 @@ bool CTFRocketPack::Launch( void )
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m_vecLaunchDir = CalcRocketForceFromPlayer( pOwner );
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RocketLaunchPlayer( pOwner, m_vecLaunchDir, false );
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#ifdef GAME_DLL
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SetContextThink( &CTFRocketPack::PassengerDelayLaunchThink, gpGlobals->curtime + TF_ROCKETPACK_PASSENGER_DELAY_LAUNCH, "PassengerDelayLaunchThink" );
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#endif
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@ -316,7 +316,6 @@ extern float AirBurstDamageForce( const Vector &size, float damage, float scale
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//-----------------------------------------------------------------------------
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void CTFScatterGun::FireBullet( CTFPlayer *pPlayer )
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{
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#ifndef CLIENT_DLL
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if ( HasKnockback() )
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{
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// Perform some knock back.
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@ -329,9 +328,9 @@ void CTFScatterGun::FireBullet( CTFPlayer *pPlayer )
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return;
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// Knock the firer back!
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if ( !(pOwner->GetFlags() & FL_ONGROUND) && !pPlayer->m_bScattergunJump )
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if ( !(pOwner->GetFlags() & FL_ONGROUND) && !pPlayer->m_Shared.m_bScattergunJump )
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{
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pPlayer->m_bScattergunJump = true;
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pPlayer->m_Shared.m_bScattergunJump = true;
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pOwner->m_Shared.StunPlayer( 0.3f, 1.f, TF_STUN_MOVEMENT | TF_STUN_MOVEMENT_FORWARD_ONLY );
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@ -341,15 +340,15 @@ void CTFScatterGun::FireBullet( CTFPlayer *pPlayer )
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AngleVectors( pOwner->EyeAngles(), &vecForward );
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Vector vecForce = vecForward * -flForce;
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EntityMatrix mtxPlayer;
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mtxPlayer.InitFromEntity( pOwner );
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VMatrix mtxPlayer;
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mtxPlayer.SetupMatrixOrgAngles( pOwner->GetAbsOrigin(), pOwner->EyeAngles() );
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Vector vecAbsVelocity = pOwner->GetAbsVelocity();
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Vector vecAbsVelocityAsPoint = vecAbsVelocity + pOwner->GetAbsOrigin();
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Vector vecLocalVelocity = mtxPlayer.WorldToLocal( vecAbsVelocityAsPoint );
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Vector vecLocalVelocity = mtxPlayer.VMul4x3Transpose( vecAbsVelocityAsPoint );
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vecLocalVelocity.x = -300;
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vecAbsVelocityAsPoint = mtxPlayer.LocalToWorld( vecLocalVelocity );
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vecAbsVelocityAsPoint = mtxPlayer.VMul4x3( vecLocalVelocity );
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vecAbsVelocity = vecAbsVelocityAsPoint - pOwner->GetAbsOrigin();
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pOwner->SetAbsVelocity( vecAbsVelocity );
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@ -360,7 +359,6 @@ void CTFScatterGun::FireBullet( CTFPlayer *pPlayer )
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pOwner->RemoveFlag( FL_ONGROUND );
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}
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}
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#endif
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BaseClass::FireBullet( pPlayer );
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}
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@ -155,7 +155,7 @@ float4 main( PS_INPUT i ) : COLOR
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if( bFlashlight )
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{
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float3 worldSpaceNormal;
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// Make the unbumped version not so fucking stupid and not need tangentSpaceTranspose you knob.
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// Make the unbumped version not need tangentSpaceTranspose
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worldSpaceNormal = mul( normal, i.tangentSpaceTranspose );
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int nShadowSampleLevel = 0;
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@ -1022,11 +1022,11 @@ void PropertySheet::PerformLayout()
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if(_showTabs)
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{
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_activePage->SetBounds(0, tabHeight, wide, tall - tabHeight);
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_activePage->SetBounds(0, tabHeight + m_iPageYOffset, wide, tall - tabHeight);
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}
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else
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{
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_activePage->SetBounds(0, 0, wide, tall );
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_activePage->SetBounds(0, m_iPageYOffset, wide, tall );
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}
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_activePage->InvalidateLayout();
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}
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@ -1060,11 +1060,11 @@ void PropertySheet::PerformLayout()
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if (m_PageTabs[i] == _activeTab)
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{
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// active tab is taller
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_activeTab->SetBounds(xtab, 2, width, tabHeight);
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_activeTab->SetBounds(xtab, 2 + m_iPageYOffset, width, tabHeight);
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}
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else
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{
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m_PageTabs[i]->SetBounds(xtab, 4, width, tabHeight - 2);
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m_PageTabs[i]->SetBounds(xtab, 4 + m_iPageYOffset, width, tabHeight - 2);
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}
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m_PageTabs[i]->SetVisible(true);
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xtab += (width + 1) + m_iTabXDelta;
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