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RadiusFlash: Fixed eyes position
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@ -71,7 +71,13 @@ void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker,
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if (!bInWater && pPlayer->pev->waterlevel == 3)
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if (!bInWater && pPlayer->pev->waterlevel == 3)
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continue;
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continue;
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#ifdef REGAMEDLL_FIXES
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vecSpot = pPlayer->EyePosition();
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#else
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// NOTE: See CBasePlayer::BodyTarget
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vecSpot = pPlayer->BodyTarget(vecSrc);
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vecSpot = pPlayer->BodyTarget(vecSrc);
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#endif
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g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr);
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g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr);
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if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity)
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if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity)
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@ -358,6 +358,8 @@ public:
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virtual BOOL IsNetClient() { return TRUE; }
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virtual BOOL IsNetClient() { return TRUE; }
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virtual const char *TeamID();
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virtual const char *TeamID();
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virtual BOOL FBecomeProne();
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virtual BOOL FBecomeProne();
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// TODO: Need to investigate for what purposes used random to get relative eyes position
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virtual Vector BodyTarget(const Vector &posSrc) { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); }
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virtual Vector BodyTarget(const Vector &posSrc) { return Center() + pev->view_ofs * RANDOM_FLOAT(0.5, 1.1); }
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virtual int Illumination();
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virtual int Illumination();
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virtual BOOL ShouldFadeOnDeath() { return FALSE; }
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virtual BOOL ShouldFadeOnDeath() { return FALSE; }
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