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Fix fall sound bug (#169)
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@ -4900,7 +4900,11 @@ void EXT_FUNC CBasePlayer::__API_VHOOK(PostThink)()
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// NOTE: play on item channel because we play footstep landing on body channel
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// NOTE: play on item channel because we play footstep landing on body channel
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", VOL_NORM, ATTN_NORM);
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", VOL_NORM, ATTN_NORM);
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}
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}
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#ifdef REGAMEDLL_FIXES
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if (flFallDamage >= 1.0f)
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#else
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if (flFallDamage > 0)
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if (flFallDamage > 0)
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#endif
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{
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{
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m_LastHitGroup = HITGROUP_GENERIC;
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m_LastHitGroup = HITGROUP_GENERIC;
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TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL);
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TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL);
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