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Just cosmetic changes.
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@ -660,14 +660,6 @@
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// volume values
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#define VOL_NORM 1.0
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// plats
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#define PLAT_LOW_TRIGGER 1
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// Trains
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_START_ON 4 // Train is initially moving
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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// buttons
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#ifndef IN_BUTTONS_H
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#include "in_buttons.h"
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@ -35,9 +35,9 @@ const float BUTTON_SOUNDWAIT = 0.5f;
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#define SF_DOOR_START_OPEN BIT(0)
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#define SF_DOOR_PASSABLE BIT(3)
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#define SF_DOOR_NO_AUTO_RETURN BIT(5)
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#define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button.
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#define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch
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#define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water
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#define SF_DOOR_USE_ONLY BIT(8) // door must be opened by player's use button.
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#define SF_DOOR_TOUCH_ONLY_CLIENTS BIT(10) // Only clients can touch
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#define SF_DOOR_ACTUALLY_WATER BIT(31) // This bit marks that func_door are actually func_water
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class CBaseDoor: public CBaseToggle {
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public:
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@ -229,7 +229,7 @@ public:
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bool m_bSetModel;
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};
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#define SF_GIBSHOOTER_REPEATABLE BIT(0)
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#define SF_GIBSHOOTER_REPEATABLE BIT(0) // Allows a gibshooter to be refired
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class CGibShooter: public CBaseDelay {
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public:
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@ -294,9 +294,9 @@ public:
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void SetBloodAmount(float amount) { pev->dmg = amount; }
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};
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#define SF_SHAKE_EVERYONE BIT(0)
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#define SF_SHAKE_DISRUPT BIT(1)
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#define SF_SHAKE_INAIR BIT(2)
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#define SF_SHAKE_EVERYONE BIT(0) // Don't check radius
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#define SF_SHAKE_DISRUPT BIT(1) // Disrupt controls
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#define SF_SHAKE_INAIR BIT(2) // Shake players in air
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class CShake: public CPointEntity {
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public:
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@ -315,8 +315,8 @@ public:
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void SetRadius(float radius) { pev->dmg = radius; }
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};
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#define SF_FADE_IN BIT(0)
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#define SF_FADE_MODULATE BIT(1)
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#define SF_FADE_IN BIT(0) // Fade in, not out
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#define SF_FADE_MODULATE BIT(1) // Modulate, don't blend
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#define SF_FADE_ONLYONE BIT(2)
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class CFade: public CPointEntity {
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@ -343,7 +343,7 @@ public:
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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};
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#define SF_FUNNEL_REVERSE BIT(0)
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#define SF_FUNNEL_REVERSE BIT(0) // Funnel effect repels particles instead of attracting them
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class CEnvFunnel: public CBaseDelay {
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public:
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@ -28,7 +28,7 @@
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#pragma once
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#define SF_LIGHT_START_OFF 1
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#define SF_LIGHT_START_OFF BIT(0)
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class CLight: public CPointEntity {
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public:
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@ -156,9 +156,9 @@ public:
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bool RemoveOnFire() const { return (pev->spawnflags & SF_PKILL_FIREONCE) == SF_PKILL_FIREONCE; }
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};
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#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
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#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
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#define SF_GAMECOUNT_RESET BIT(2) // Fire a target when initial value is higher than limit value.
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#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
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#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
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#define SF_GAMECOUNT_OVER_LIMIT BIT(2) // Fire a target when initial value is higher than limit value.
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// Counts events and fires target
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class CGameCounter: public CRulePointEntity {
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@ -175,7 +175,7 @@ public:
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int CountValue() const { return int(pev->frags); }
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int LimitValue() const { return int(pev->health); }
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bool HitLimit() const { return CountValue() == LimitValue(); }
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bool HitLimit() const { return ((pev->spawnflags & SF_GAMECOUNT_OVER_LIMIT) == SF_GAMECOUNT_OVER_LIMIT) ? (CountValue() >= LimitValue()) : (CountValue() == LimitValue()); }
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private:
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void SetCountValue(int value) { pev->frags = value; }
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@ -80,6 +80,10 @@ public:
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Vector m_start;
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};
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#define SF_TRAIN_WAIT_RETRIGGER BIT(0)
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#define SF_TRAIN_START_ON BIT(2) // Train is initially moving
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#define SF_TRAIN_PASSABLE BIT(3) // Train is not solid -- used to make water trains
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class CFuncTrain: public CBasePlatTrain {
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public:
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virtual void Spawn() = 0;
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@ -61,7 +61,7 @@ const float MAX_DIST_RELOAD_SOUND = 512.0f;
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#define WEAPON_ACTIVITY_VOLUME 64
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// spawn flags
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#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
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#define SF_DETONATE BIT(0) // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
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// custom enum
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enum ArmorType
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