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https://github.com/s1lentq/ReGameDLL_CS.git
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Cleanup. Added define CSTRIKE in build gradle
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@ -183,7 +183,7 @@ void setupToolchain(NativeBinarySpec b)
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if (!unitTestExecutable && !mpLib)
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{
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cfg.singleDefines 'HOOK_GAMEDLL'
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cfg.singleDefines 'HOOK_GAMEDLL', 'CSTRIKE'
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}
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if (unitTestExecutable)
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@ -1221,9 +1221,9 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t
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VectorCopy(angles, temp_angles);
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if (pEdict)
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if (pEdict != NULL)
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{
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temp_angles[1] = UTIL_GetPlayerGaitYaw(g_engfuncs.pfnIndexOfEdict(pEdict));
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temp_angles[1] = UTIL_GetPlayerGaitYaw(ENTINDEX(pEdict));
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if (temp_angles[1] < 0)
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temp_angles[1] += 360.0f;
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@ -42,7 +42,7 @@ public:
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps(void)
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{
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return ((CBaseToggle::ObjectCaps()|FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION);
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return ((CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION);
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}
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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@ -129,7 +129,7 @@ NOXREF void CKnife::WeaponAnimation(int iAnimation)
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m_usKnife,
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0,
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(float *)&g_vecZero,
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(float*)&g_vecZero,
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(float *)&g_vecZero,
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0,
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0,
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iAnimation,
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