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func_mortar_field: Use explosion instead of a flash
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@ -191,6 +191,11 @@ void CMortar::MortarExplode()
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TraceResult tr;
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TraceResult tr;
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UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr);
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UTIL_TraceLine(pev->origin + Vector(0, 0, 1024), pev->origin - Vector(0, 0, 1024), dont_ignore_monsters, ENT(pev), &tr);
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#ifdef REGAMEDLL_FIXES
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Explode3(&tr, (DMG_BLAST | DMG_MORTAR));
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#else
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Explode(&tr, (DMG_BLAST | DMG_MORTAR));
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Explode(&tr, (DMG_BLAST | DMG_MORTAR));
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#endif
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UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750);
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UTIL_ScreenShake(tr.vecEndPos, 25.0, 150.0, 1.0, 750);
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}
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}
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