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Fix Gauss sound not stopping when players are not in the PAS. https://github.com/ValveSoftware/halflife/issues/3233 (#254)
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@ -391,7 +391,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
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PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z,
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