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https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
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2026a64ccc
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969a4ab85b
@ -252,6 +252,10 @@ void CFuncRotating::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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// REVERSE will cause the it to rotate in the opposite direction.
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void CFuncRotating::__MAKE_VHOOK(Spawn)()
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{
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#ifdef REGAMEDLL_FIXES
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m_angles = pev->angles;
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#endif
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// set final pitch. Must not be PITCH_NORM, since we
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// plan on pitch shifting later.
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m_pitch = PITCH_NORM - 1;
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@ -550,6 +554,19 @@ void CFuncRotating::Rotate()
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pev->nextthink = pev->ltime + 10;
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}
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#ifdef REGAMEDLL_FIXES
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void CFuncRotating::Restart()
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{
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// fan is spinning, so stop it.
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SetThink(&CFuncRotating::SpinDown);
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pev->nextthink = pev->ltime + 0.1;
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// restore angles
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pev->angles = m_angles;
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pev->avelocity = g_vecZero;
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}
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#endif
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// Rotating Use - when a rotating brush is triggered
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void CFuncRotating::RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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@ -162,9 +162,13 @@ public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_MUST_RESET; }
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virtual void Blocked(CBaseEntity *pOther);
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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@ -192,6 +196,11 @@ public:
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float m_flVolume;
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float m_pitch;
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int m_sounds;
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#ifdef REGAMEDLL_FIXES
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Vector m_angles;
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#endif
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};
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class CPendulum: public CBaseEntity
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@ -1591,6 +1591,29 @@ void CTriggerPush::__MAKE_VHOOK(Spawn)()
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UTIL_SetOrigin(pev, pev->origin);
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}
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#ifdef REGAMEDLL_FIXES
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void CTriggerPush::Restart()
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{
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InitTrigger();
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if (pev->speed == 0)
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{
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pev->speed = 100;
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}
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// if flagged to Start Turned Off, make trigger nonsolid.
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if (pev->spawnflags & SF_TRIGGER_PUSH_START_OFF)
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{
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pev->solid = SOLID_NOT;
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}
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SetUse(&CTriggerPush::ToggleUse);
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// Link into the list
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UTIL_SetOrigin(pev, pev->origin);
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}
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#endif
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void CTriggerPush::__MAKE_VHOOK(Touch)(CBaseEntity *pOther)
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{
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entvars_t *pevToucher = pOther->pev;
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@ -1727,8 +1750,8 @@ void CBuyZone::BuyTouch(CBaseEntity *pOther)
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#ifdef REGAMEDLL_ADD
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if (buytime.value == 0.0f)
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return;
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#endif
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#endif
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if (!pOther->IsPlayer())
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return;
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@ -518,6 +518,11 @@ public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void Touch(CBaseEntity *pOther);
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() | FCAP_MUST_RESET); }
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#endif
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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@ -526,6 +531,10 @@ public:
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#endif
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#ifdef REGAMEDLL_FIXES
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private:
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Vector m_vecAngles;
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#endif
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};
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class CTriggerTeleport: public CBaseTrigger
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@ -1189,44 +1189,16 @@
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@PointClass base(Targetname) = env_fog : "Global Fog Properties"
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[
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fadein(integer) : "Fade in time" : 0
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holdtime(string) : "Hold time (0 = permanent)" : "0"
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fadeout(integer) : "Fade out time" : 0
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startdist(integer) : "Fog start position" : 0
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enddist(integer) : "Fog end position" : 1000
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density(string) : "Fog density" : "0.0005"
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rendercolor(color255) : "Fog Color (R G B)" : "255 255 255"
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spawnflags(flags) =
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[
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1 : "Start active" : 0
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]
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]
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@PointClass base(Targetname) iconsprite("sprites/CS/env_rain.spr") = env_rain : "rain Properties"
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[
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fadein(integer) : "Fade in time" : 0
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holdtime(string) : "Hold time (0 = permanent)" : "0"
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fadeout(integer) : "Fade out time" : 0
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startdist(integer) : "snow start position" : 0
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enddist(integer) : "rain end position" : 1000
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rendercolor(color255) : "rain Color (R G B)" : "255 255 255"
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spawnflags(flags) =
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[
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1 : "Start active" : 0
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]
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]
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@PointClass base(Targetname) = env_snow : "snow Properties"
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[
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fadein(integer) : "Fade in time" : 0
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holdtime(string) : "Hold time (0 = permanent)" : "0"
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fadeout(integer) : "Fade out time" : 0
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startdist(integer) : "snow start position" : 0
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enddist(integer) : "snow end position" : 1000
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rendercolor(color255) : "snow Color (R G B)" : "255 255 255"
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spawnflags(flags) =
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[
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1 : "Start active" : 0
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]
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]
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@PointClass base(Targetname) = env_lighting : "lightning Properties"
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@ -95,6 +95,7 @@ public:
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// basic functions
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual void Restart() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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@ -107,6 +108,8 @@ public:
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float m_flVolume;
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float m_pitch;
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int m_sounds;
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Vector m_angles;
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};
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class CPendulum: public CBaseEntity {
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@ -264,7 +264,9 @@ public:
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class CTriggerPush: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void Restart() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Touch(CBaseEntity *pOther) = 0;
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};
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