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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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@@ -9,14 +9,14 @@
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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//===========================================================================//
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#include "cbase.h"
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#include "te_particlesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches explosion tempentity
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@@ -100,7 +100,7 @@ IMPLEMENT_SERVERCLASS_ST(CTEExplosion, DT_TEExplosion)
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropFloat( SENDINFO(m_fScale ), 9, 0, 0.0, 51.2 ),
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SendPropInt( SENDINFO(m_nFrameRate), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nFlags), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nFlags), 10, SPROP_UNSIGNED ),
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SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD),
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SendPropInt( SENDINFO(m_chMaterialType), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
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@@ -111,9 +111,9 @@ END_SEND_TABLE()
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static CTEExplosion g_TEExplosion( "Explosion" );
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void TE_Explosion( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal, unsigned char materialType )
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const Vector* pPos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* pNormal, unsigned char materialType )
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{
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g_TEExplosion.m_vecOrigin = *pos;
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g_TEExplosion.m_vecOrigin = *pPos;
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g_TEExplosion.m_nModelIndex = modelindex;
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g_TEExplosion.m_fScale = scale;
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g_TEExplosion.m_nFrameRate = framerate;
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@@ -121,12 +121,11 @@ void TE_Explosion( IRecipientFilter& filter, float delay,
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g_TEExplosion.m_nRadius = radius;
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g_TEExplosion.m_nMagnitude = magnitude;
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if ( normal )
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g_TEExplosion.m_vecNormal = *normal;
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else
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g_TEExplosion.m_vecNormal = Vector(0,0,1);
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// Make a copy here so we can re-use it below
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g_TEExplosion.m_vecNormal = pNormal ? (*pNormal) : Vector(0,0,1);
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g_TEExplosion.m_chMaterialType = materialType;
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// Send it over the wire
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g_TEExplosion.Create( filter, delay );
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}
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}
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