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add source-sdk-2013
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@@ -217,7 +217,6 @@ struct breakmodel_t
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bool placementIsBone;
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bool isMotionDisabled;
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mp_break_t mpBreakMode;
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Vector velocity;
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};
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struct breakablepropparams_t
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@@ -243,13 +242,11 @@ struct breakablepropparams_t
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const char *GetMassEquivalent(float flMass);
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int GetAutoMultiplayerPhysicsMode( Vector size, float mass );
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void BuildPropList( const char *pszBlockName, CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
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void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
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void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true );
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void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float burstScale, int collisionGroup, CBaseEntity *pEntity = NULL, bool defaultLocation = true );
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// Player gibs.
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void PrecachePropsForModel( int iModel, const char *pszBlockName );
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void PrecacheGibsForModel( int iModel );
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void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
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CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true, CUtlVector<EHANDLE> *pGibList = NULL, bool bBurning = false );
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