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game: apply https://developer.valvesoftware.com/wiki/Weapon_Respawn_Fix patch
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@ -261,14 +261,41 @@ void CWeaponHL2MPBase::FallInit( void )
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}
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SetPickupTouch();
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SetThink( &CBaseCombatWeapon::FallThink );
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SetThink( &CWeaponHL2MPBase::FallThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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#endif
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}
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#ifdef GAME_DLL
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void CWeaponHL2MPBase::FallThink( void )
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{
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// Prevent the common HL2DM weapon respawn bug from happening
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// When a weapon is spawned, the following chain of events occurs:
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// - Spawn() is called (duh), which then calls FallInit()
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// - FallInit() is called, and prepares the weapon's 'Think' function (CBaseCombatWeapon::FallThink())
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// - FallThink() is called, and performs several checks before deciding whether the weapon should Materialize()
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// - Materialize() is called (the HL2DM version above), which sets the weapon's respawn location.
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// The problem occurs when a weapon isn't placed properly by a level designer.
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// If the weapon is unable to move from its location (e.g. if its bounding box is halfway inside a wall), Materialize() never gets called.
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// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
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// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
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if( hasSpawnFlags( SF_NORESPAWN ) == false )
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{
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if( GetOriginalSpawnOrigin() == vec3_origin )
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{
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m_vOriginalSpawnOrigin = GetAbsOrigin();
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m_vOriginalSpawnAngles = GetAbsAngles();
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}
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}
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return BaseClass::FallThink();
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}
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#endif
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const CHL2MPSWeaponInfo &CWeaponHL2MPBase::GetHL2MPWpnData() const
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{
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const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
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@ -40,11 +40,12 @@ public:
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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void SendReloadSoundEvent( void );
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void Materialize( void );
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virtual int ObjectCaps( void );
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virtual int ObjectCaps( void );
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virtual void FallThink( void );
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#endif
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// All predicted weapons need to implement and return true
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