214 lines
5.8 KiB
Plaintext
214 lines
5.8 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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bool
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HLGameRules::IsMultiplayer(void)
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{
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return false;
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}
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void
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[2] = parm3;
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pl.angles[0] = parm4;
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pl.angles[1] = parm5;
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pl.angles[2] = parm6;
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pl.velocity[0] = parm7;
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pl.velocity[1] = parm8;
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pl.velocity[2] = parm9;
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pl.g_items = parm10;
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pl.activeweapon = parm11;
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pl.flags = parm64;
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/*pl.ammo_9mm = parm12;
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pl.ammo_357 = parm13;
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pl.ammo_buckshot = parm14;
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pl.ammo_m203_grenade = parm15;
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pl.ammo_bolt = parm16;
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pl.ammo_rocket = parm17;
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pl.ammo_uranium = parm18;
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pl.ammo_handgrenade = parm19;
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pl.ammo_satchel = parm20;
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pl.ammo_tripmine = parm21;
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pl.ammo_snark = parm22;
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pl.ammo_hornet = parm23;
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pl.glock_mag = parm24;
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pl.mp5_mag = parm25;
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pl.python_mag = parm26;
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pl.shotgun_mag = parm27;
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pl.crossbow_mag = parm28;
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pl.rpg_mag = parm29;
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pl.satchel_chg = parm30;*/
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pl.ammo_battery = parm12; /* beamgun */
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pl.ammo_chem = parm13; /* chemicalgun */
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pl.ammo_rocket = parm14; /* dml / grenades */
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pl.ammo_gauss = parm15; /* gauspistol */
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pl.ammo_minigun = parm16; /* minigun */
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pl.ammo_buckshot = parm17; /* shotgun */
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pl.fist_mode = parm18; /* knife/fists */
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pl.gauss_mode = parm19;
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pl.shotgun_shells = parm20;
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pl.shotgun_spread = parm21;
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pl.dml_launch = parm22; /* when fired, when targeted */
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pl.dml_flightpath = parm23; /* guided, homing, spiral */
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pl.dml_detonate = parm24; /* on impact, in proximity, timed, when tripped */
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pl.dml_payload = parm25; /* explosive, cluster */
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pl.chem_acid = parm26;
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pl.chem_neutral = parm27;
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pl.chem_base = parm28;
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pl.chem_pressure = parm29;
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pl.beam_range = parm30; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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pl.beam_poweracc = parm31; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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pl.beam_lightning = parm32; /* BEAM, CHAIN, BALL */
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pl.gren_detonate = parm33; /* when tripped (tripmine = parm24;, timed, on impact */
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pl.gren_payload = parm34; /* cluster, explosive */
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pl.menu_active = parm35;
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pl.dml_state = parm36;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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void
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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parm2 = g_landmarkpos[1];
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parm3 = g_landmarkpos[2];
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parm4 = pl.angles[0];
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parm5 = pl.angles[1];
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parm6 = pl.angles[2];
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parm7 = pl.velocity[0];
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parm8 = pl.velocity[1];
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parm9 = pl.velocity[2];
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parm64 = pl.flags;
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parm10 = pl.g_items;
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parm11 = pl.activeweapon;
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parm12 = pl.ammo_battery; /* beamgun */
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parm13 = pl.ammo_chem; /* chemicalgun */
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parm14 = pl.ammo_rocket; /* dml / grenades */
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parm15 = pl.ammo_gauss; /* gauspistol */
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parm16 = pl.ammo_minigun; /* minigun */
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parm17 = pl.ammo_buckshot; /* shotgun */
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parm18 = pl.fist_mode; /* knife/fists */
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parm19 = pl.gauss_mode;
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parm20 = pl.shotgun_shells;
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parm21 = pl.shotgun_spread;
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parm22 = pl.dml_launch; /* when fired, when targeted */
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parm23 = pl.dml_flightpath; /* guided, homing, spiral */
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parm24 = pl.dml_detonate; /* on impact, in proximity, timed, when tripped */
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parm25 = pl.dml_payload; /* explosive, cluster */
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parm26 = pl.chem_acid;
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parm27 = pl.chem_neutral;
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parm28 = pl.chem_base;
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parm29 = pl.chem_pressure;
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parm30 = pl.beam_range; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
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parm31 = pl.beam_poweracc; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
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parm32 = pl.beam_lightning; /* BEAM, CHAIN, BALL */
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parm33 = pl.gren_detonate; /* when tripped (tripmine;, timed, on impact */
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parm34 = pl.gren_payload; /* cluster, explosive */
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parm35 = pl.menu_active;
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parm36 = pl.dml_state;
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}
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void
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HLGameRules::LevelNewParms(void)
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{
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parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
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parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
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parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
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parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
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parm29 = parm30 = 0;
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parm64 = FL_CLIENT;
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}
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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HLGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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}
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void
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HLGameRules::PlayerConnect(NSClientPlayer pl)
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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void
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HLGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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/* Make this unusable */
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pl.solid = SOLID_NOT;
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pl.movetype = MOVETYPE_NONE;
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pl.modelindex = 0;
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pl.health = 0;
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pl.takedamage = 0;
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pl.SendFlags = PLAYER_MODELINDEX;
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}
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void
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HLGameRules::PlayerKill(NSClientPlayer pp)
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{
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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void
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TriggerFlashlight(NSClient target)
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{
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entity oldself = self;
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self = target;
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Flashlight_Toggle();
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self = oldself;
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}
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bool
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HLGameRules::ImpulseCommand(NSClient bp, float num)
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{
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switch (num) {
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case 100:
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TriggerFlashlight(bp);
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break;
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default:
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return super::ImpulseCommand(bp, num);
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}
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return true;
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}
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