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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Auto Repair
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_flare.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "IEffects.h"
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#include "engine/IEngineSound.h"
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// Data Description
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BEGIN_DATADESC( CSignalFlare )
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// Function Pointers
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DEFINE_FUNCTION( FlareTouch ),
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DEFINE_FUNCTION( FlareThink ),
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END_DATADESC()
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//Data Table
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IMPLEMENT_SERVERCLASS_ST( CSignalFlare, DT_SignalFlare )
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SendPropFloat( SENDINFO( m_flDuration ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
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SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( env_flare, CSignalFlare );
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PRECACHE_REGISTER( env_flare );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CSignalFlare::CSignalFlare( void )
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{
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m_nBounces = 0;
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m_flScale = 1.0f;
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m_bFading = false;
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m_bLight = true;
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m_bSmoke = true;
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m_flNextDamage = gpGlobals->curtime;
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m_lifeState = LIFE_ALIVE;
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m_iHealth = 100;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSignalFlare::Precache( void )
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{
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// Precache model(s).
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// bug: this model no longer exists:
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//PrecacheModel("models/flare.mdl" );
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PrecacheScriptSound( "SignalFlare.Impact" );
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PrecacheScriptSound( "SignalFlare.BurnLower" );
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PrecacheScriptSound( "SignalFlare.Burn" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSignalFlare::Spawn( void )
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{
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Precache();
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SetModel( "models/flare.mdl" );
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UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_NONE );
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SetFriction( 0.6f );
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SetGravity( UTIL_ScaleForGravity( 400 ) );
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m_flDuration = gpGlobals->curtime + 10;
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if ( HasSpawnFlags( SIGNALFLARE_NO_DLIGHT ) )
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{
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m_bLight = false;
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}
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if ( HasSpawnFlags( SIGNALFLARE_NO_SMOKE ) )
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{
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m_bSmoke = false;
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}
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if ( HasSpawnFlags( SIGNALFLARE_INFINITE ) )
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{
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m_flDuration = -1.0f;
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}
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AddFlag( FL_OBJECT | FL_NOTARGET );
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EmitSound( "SignalFlare.Burn" );
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SetThink( FlareThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : vecOrigin -
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// vecAngles -
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// *pOwner -
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// Output : CSignalFlare
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//-----------------------------------------------------------------------------
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CSignalFlare *CSignalFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime )
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{
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// Create an instance of a flare.
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CSignalFlare *pFlare = ( CSignalFlare* )CreateEntityByName( "env_flare" );
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if ( !pFlare )
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return NULL;
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// Set the initial origin and angle vectors.
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UTIL_SetOrigin( pFlare, vecOrigin );
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pFlare->SetLocalAngles( vecAngles );
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// Spawn the flare.
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pFlare->Spawn();
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// Set the flare's touch and think functions.
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pFlare->SetTouch( FlareTouch );
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pFlare->SetThink( FlareThink );
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// Don't start sparking immediately.
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pFlare->SetNextThink( gpGlobals->curtime + 0.5f );
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// Set the burn out time.
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pFlare->m_flDuration = gpGlobals->curtime + lifetime;
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pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE );
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pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID );
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pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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pFlare->SetOwnerEntity( pOwner );
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pFlare->m_pOwner = pOwner;
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return pFlare;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSignalFlare::FlareThink( void )
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{
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float deltaTime = ( m_flDuration - gpGlobals->curtime );
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if ( m_flDuration != -1.0f )
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{
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//Fading away
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if ( ( deltaTime <= 2.0f ) && ( m_bFading == false ) )
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{
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m_bFading = true;
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// Reduce sound!
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EmitSound( "SignalFlare.BurnLower" );
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}
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//Burned out
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if ( m_flDuration < gpGlobals->curtime )
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{
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StopSound( "SignalFlare.Burn" );
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UTIL_Remove( this );
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return;
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}
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}
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//Act differently underwater
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if ( GetWaterLevel() > 1 )
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{
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UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 );
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m_bSmoke = false;
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}
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else
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{
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//Shoot sparks
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if ( random->RandomInt( 0, 8 ) == 1 )
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{
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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}
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//Next update
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CSignalFlare::FlareTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
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{
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//Throw some real chunks here
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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// hit the world, check the material type here, see if the flare should stick.
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// const trace_t &tr = CBaseEntity::GetTouchTrace();
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if ( m_nBounces == 0 )
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{
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// Emit an impact sound.
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EmitSound( "SignalFlare.Impact" );
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}
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// Change our flight characteristics
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity( UTIL_ScaleForGravity( 640 ) );
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m_nBounces++;
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// After the first bounce, smacking into whoever fired the flare is fair game
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SetOwnerEntity( this );
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//Slow down
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Vector newVelocity = GetAbsVelocity();
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newVelocity.x *= 0.8f;
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newVelocity.y *= 0.8f;
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// Stopped?
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if ( newVelocity.Length() < 64.0f )
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{
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newVelocity.Init();
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SetMoveType( MOVETYPE_NONE );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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AddSolidFlags( FSOLID_TRIGGER );
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}
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SetAbsVelocity( newVelocity );
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}
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