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https://github.com/nillerusr/source-engine.git
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upload "kind" alien swarm
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+11
-13
@@ -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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@@ -34,8 +34,11 @@
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#define SIZE_AMMO_357_LARGE 20
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#define SIZE_AMMO_CROSSBOW 6
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#define SIZE_AMMO_AR2_ALTFIRE 1
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#define SIZE_AMMO_FLECHETTE 60
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#define SIZE_AMMO_URANIUM 30
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#define SF_ITEM_START_CONSTRAINED 0x00000001
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#define SF_ITEM_MUST_EXIST 0x00000002 // prevent the procedural population system from modifying this item
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class CItem : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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@@ -44,14 +47,15 @@ public:
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DECLARE_CLASS( CItem, CBaseAnimating );
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CItem();
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virtual ~CItem();
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virtual void Spawn( void );
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virtual void Precache();
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unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual bool HasBloatedCollision( void ) const { return true; } // Does this item increase its collision box to make it easier to pick up?
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virtual CBaseEntity* Respawn( void );
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virtual void ItemTouch( CBaseEntity *pOther );
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void ItemTouch( CBaseEntity *pOther );
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virtual void Materialize( void );
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virtual bool MyTouch( CBasePlayer *pPlayer ) { return false; };
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@@ -59,7 +63,7 @@ public:
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virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
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// Activate when at rest, but don't allow pickup until then
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void ActivateWhenAtRest( float flTime = 0.5f );
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void ActivateWhenAtRest();
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// IPlayerPickupVPhysics
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
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@@ -72,16 +76,10 @@ public:
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void SetOriginalSpawnOrigin( const Vector& origin ) { m_vOriginalSpawnOrigin = origin; }
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void SetOriginalSpawnAngles( const QAngle& angles ) { m_vOriginalSpawnAngles = angles; }
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bool CreateItemVPhysicsObject( void );
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virtual bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
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#if defined( HL2MP ) || defined( TF_DLL )
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void FallThink( void );
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float m_flNextResetCheckTime;
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#endif
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bool ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer );
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DECLARE_DATADESC();
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protected:
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virtual void ComeToRest( void );
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private:
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void ComeToRest( void );
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private:
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bool m_bActivateWhenAtRest;
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