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Implement CGib::SpawnHeadGib and CGib::SpawnRandomGibs (#650)
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@ -42,6 +42,14 @@ CGrenade *PlantBomb_api(entvars_t *pevOwner, Vector &vecStart, Vector &vecVeloci
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return CGrenade::ShootSatchelCharge(pevOwner, vecStart, vecVelocity);
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return CGrenade::ShootSatchelCharge(pevOwner, vecStart, vecVelocity);
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}
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}
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CGib *SpawnHeadGib_api(entvars_t *pevVictim) {
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return CGib::SpawnHeadGib(pevVictim);
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}
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void SpawnRandomGibs_api(entvars_t *pevVictim, int cGibs, int human) {
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CGib::SpawnRandomGibs(pevVictim, cGibs, human);
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}
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ReGameFuncs_t g_ReGameApiFuncs = {
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ReGameFuncs_t g_ReGameApiFuncs = {
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&CREATE_NAMED_ENTITY,
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&CREATE_NAMED_ENTITY,
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@ -60,7 +68,10 @@ ReGameFuncs_t g_ReGameApiFuncs = {
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Cmd_Argc_api,
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Cmd_Argc_api,
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Cmd_Argv_api,
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Cmd_Argv_api,
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PlantBomb_api
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PlantBomb_api,
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SpawnHeadGib_api,
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SpawnRandomGibs_api
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};
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};
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GAMEHOOK_REGISTRY(CBasePlayer_Spawn);
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GAMEHOOK_REGISTRY(CBasePlayer_Spawn);
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@ -663,6 +663,8 @@ struct ReGameFuncs_t {
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int (*Cmd_Argc)();
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int (*Cmd_Argc)();
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const char *(*Cmd_Argv)(int i);
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const char *(*Cmd_Argv)(int i);
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class CGrenade *(*PlantBomb)(entvars_t *pevOwner, Vector &vecStart, Vector &vecVelocity);
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class CGrenade *(*PlantBomb)(entvars_t *pevOwner, Vector &vecStart, Vector &vecVelocity);
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class CGib *(*SpawnHeadGib)(entvars_t* pevVictim);
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void (*SpawnRandomGibs)(entvars_t* pevVictim, int cGibs, int human);
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};
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};
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class IReGameApi {
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class IReGameApi {
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