game(hl1): fix gibbing
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@ -180,7 +180,7 @@ bool CHL1BaseNPC::CorpseGib( const CTakeDamageInfo &info )
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CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
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/// BaseClass::CorpseGib( info );
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BaseClass::CorpseGib( info );
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return true;
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}
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@ -1587,7 +1587,7 @@ void CHL1Gib::Spawn( const char *szGibModel )
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SetNextThink( gpGlobals->curtime + 4 );
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m_lifeTime = 25;
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m_lifeTime = 250;
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SetThink ( &CHL1Gib::WaitTillLand );
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SetTouch ( &CHL1Gib::BounceGibTouch );
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@ -487,10 +487,10 @@ int CNPC_HGrunt::SquadRecruit( int searchRadius, int maxMembers )
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}
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else
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{
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static char szSquadName[64];
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char szSquadName[64];
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Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", g_iSquadIndex );
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m_SquadName = MAKE_STRING( szSquadName );
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m_SquadName = AllocPooledString( szSquadName );
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while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL )
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{
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@ -994,10 +994,10 @@ int CNPC_Houndeye::SquadRecruit( int searchRadius, int maxMembers )
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}
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else
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{
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static char szSquadName[64];
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char szSquadName[64];
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Q_snprintf( szSquadName, sizeof( szSquadName ), "squad%d\n", s_iSquadIndex );
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m_SquadName = MAKE_STRING( szSquadName );
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m_SquadName = AllocPooledString( szSquadName );
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while ( ( pEntity = gEntList.FindEntityInSphere( pEntity, GetAbsOrigin(), searchRadius ) ) != NULL && squadCount < maxMembers )
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{
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@ -572,21 +572,23 @@ void CHL1NPCTalker::SetHeadDirection( const Vector &vTargetPos, float flInterval
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bool CHL1NPCTalker::CorpseGib( const CTakeDamageInfo &info )
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{
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CEffectData data;
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data.m_vOrigin = WorldSpaceCenter();
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data.m_vNormal = data.m_vOrigin - info.GetDamagePosition();
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VectorNormalize( data.m_vNormal );
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data.m_flScale = RemapVal( m_iHealth, 0, -500, 1, 3 );
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data.m_flScale = clamp( data.m_flScale, 1, 3 );
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data.m_nMaterial = 1;
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data.m_nMaterial = 1;
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data.m_nHitBox = -m_iHealth;
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data.m_nColor = BloodColor();
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DispatchEffect( "HL1Gib", data );
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BaseClass::CorpseGib( info );
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CSoundEnt::InsertSound( SOUND_MEAT, GetAbsOrigin(), 256, 0.5f, this );
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return true;
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