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https://github.com/nillerusr/source-engine.git
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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -181,7 +181,6 @@ void C_AR2Explosion::OnDataChanged(DataUpdateType_t updateType)
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}
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}
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static ConVar mat_reduceparticles( "mat_reduceparticles", "0" );
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void C_AR2Explosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs)
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{
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@@ -240,17 +239,7 @@ void C_AR2Explosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArg
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int iParticlesToSpawn = NUM_AR2_EXPLOSION_PARTICLES;
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// In DX7, much fewer particles
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if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
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{
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iParticlesToSpawn *= 0.25;
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}
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else if ( mat_reduceparticles.GetBool() )
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{
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iParticlesToSpawn *= 0.025;
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}
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if( nSurfInfos > 0 )
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if(nSurfInfos > 0)
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{
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// For nParticles*N, generate a ray and cast it out. If it hits anything, spawn a particle there.
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int nTestsPerParticle=3;
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@@ -284,7 +273,7 @@ void C_AR2Explosion::Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArg
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int iIntersection = rand() % nIntersections;
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Vector velocity;
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//velocity.Init(-1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f, -1.0f + ((float)rand()/VALVE_RAND_MAX) * 2.0f);
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//velocity.Init(-1.0f + ((float)rand()/RAND_MAX) * 2.0f, -1.0f + ((float)rand()/RAND_MAX) * 2.0f, -1.0f + ((float)rand()/RAND_MAX) * 2.0f);
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//velocity = velocity * FRand(m_MinSpeed, m_MaxSpeed);
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Vector direction = (vIntersections[iIntersection] - vCenter );
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float dist = VectorNormalize( direction );
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