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https://github.com/FWGS/hlsdk-xash3d
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Merge e7b5c6be51
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@ -411,7 +411,7 @@ void CBigMomma::SetYawSpeed( void )
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{
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int ys;
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switch ( m_Activity )
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switch( m_Activity )
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{
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case ACT_IDLE:
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ys = 100;
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@ -219,32 +219,32 @@ int CCrowbar::Swing( int fFirst )
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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ClearMultiDamage();
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// If building with the clientside weapon prediction system,
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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#ifdef CLIENT_WEAPONS
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#else
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#endif
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{
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// first swing does full damage
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
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}
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else
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{
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// subsequent swings do half
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
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}
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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// play thwack, smack, or dong sound
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float flVol = 1.0;
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int fHitWorld = TRUE;
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float flVol = 1.0;
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int fHitWorld = TRUE;
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if( pEntity )
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{
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ClearMultiDamage();
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// If building with the clientside weapon prediction system,
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
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#ifdef CLIENT_WEAPONS
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#else
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#endif
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{
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// first swing does full damage
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
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}
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else
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{
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// subsequent swings do half
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
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}
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
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{
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// play thwack or smack sound
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