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https://github.com/nillerusr/source-engine.git
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add source-sdk-2013
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@@ -18,12 +18,6 @@
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#include "hl2mp_gamerules.h"
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#endif
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#ifdef TF_DLL
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#include "tf_player.h"
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#include "entity_healthkit.h"
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#include "particle_parse.h"
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#endif
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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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@@ -369,17 +363,6 @@ bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer )
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vecStartPos = pItem->CollisionProp()->WorldSpaceCenter();
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}
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#ifdef TF_DLL
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//Plague powerup carrier collects health kits in a radius so we want to skip the occlusion trace
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CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer*>( pPlayer );
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if ( pTFPlayer && ( pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_PLAGUE ) )
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{
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CHealthKit *pHealthKit = dynamic_cast<CHealthKit*>( pItem );
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if ( pHealthKit )
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return true;
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}
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#endif
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Vector vecEndPos = pPlayer->EyePosition();
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// FIXME: This is the simple first try solution towards the problem. We need to take edges and shape more into account
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@@ -451,18 +434,6 @@ void CItem::ItemTouch( CBaseEntity *pOther )
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{
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m_OnPlayerTouch.FireOutput(pOther, this);
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#if TF_DLL
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CHealthKit *pHealthKit = dynamic_cast<CHealthKit*>( this );
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if ( pHealthKit )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
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if ( pTFPlayer && ( pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_PLAGUE ) )
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{
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DispatchParticleEffect( "plague_healthkit_pickup", GetAbsOrigin(), GetAbsAngles() );
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}
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}
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#endif
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SetTouch( NULL );
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SetThink( NULL );
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