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Modified SDK for GCC 4.2
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@ -62,11 +62,11 @@ extern Vector g_vecAttackDir;
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"item_rpg_round", // 12
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"unused (item_smg1_grenade) 13",// 13
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"item_box_sniper_rounds", // 14
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"unused (???) 15", // 15
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"unused (?) 15", // 15
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"weapon_stunstick", // 16
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"unused (weapon_ar1) 17", // 17
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"weapon_ar2", // 18
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"unused (???) 19", // 19
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"unused (?) 19", // 19
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"weapon_rpg", // 20
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"weapon_smg1", // 21
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"unused (weapon_smg2) 22", // 22
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@ -218,13 +218,13 @@ bool CBreakable::KeyValue( const char *szKeyName, const char *szValue )
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else if (FStrEq(szKeyName, "spawnobject") )
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{
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int object = atoi( szValue );
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if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) )
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if ( object > 0 && object < (int)ARRAYSIZE(pSpawnObjects) )
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m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
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}
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else if (FStrEq(szKeyName, "propdata") )
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{
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int pdata = atoi( szValue );
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if ( pdata > 0 && pdata < ARRAYSIZE(pFGDPropData) )
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if ( pdata > 0 && pdata < (int)ARRAYSIZE(pFGDPropData) )
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{
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m_iszPropData = MAKE_STRING( pFGDPropData[pdata] );
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}
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@ -467,7 +467,7 @@ void CBreakable::Precache( void )
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else
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{
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// Actually, precache all possible objects...
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for ( int i = 0; i < ARRAYSIZE(pSpawnObjects) ; ++i )
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for ( int i = 0; i < (int)ARRAYSIZE(pSpawnObjects) ; ++i )
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{
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if ( !pSpawnObjects[ i ] )
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continue;
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@ -501,7 +501,7 @@ void CBreakable::DamageSound( void )
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{
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int pitch;
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float fvol;
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char *soundname = NULL;
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const char *soundname = NULL;
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int material = m_Material;
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if (random->RandomInt(0,2))
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@ -746,11 +746,14 @@ void CBreakable::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir,
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EmitSound( "Breakable.Computer" );
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}
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break;
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break;
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case matUnbreakableGlass:
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g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
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break;
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break;
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default:
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break;
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}
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}
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@ -1047,7 +1050,7 @@ void CBreakable::Die( void )
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CCollisionProperty *pCollisionProp = CollisionProp();
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Vector vSize = pCollisionProp->OBBSize();
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int iCount = ( vSize[0] * vSize[1] + vSize[1] * vSize[2] + vSize[2] * vSize[0] ) / ( 3 * 12 * 12 );
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int iCount = (int)(( vSize[0] * vSize[1] + vSize[1] * vSize[2] + vSize[2] * vSize[0] ) / ( 3 * 12 * 12 ));
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if ( iCount > func_break_max_pieces.GetInt() )
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{
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@ -1063,7 +1066,7 @@ void CBreakable::Die( void )
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}
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else if ( m_PerformanceMode == PM_REDUCED_GIBS )
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{
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int iNewCount = iCount * func_break_reduction_factor.GetFloat();
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int iNewCount = (int)(iCount * func_break_reduction_factor.GetFloat());
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iCount = max( iNewCount, 1 );
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}
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}
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@ -1120,7 +1123,7 @@ void CBreakable::Die( void )
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if ( Explodable() )
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{
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ExplosionCreate( vecSpot, pCollisionProp->GetCollisionAngles(), this, GetExplosiveDamage(), GetExplosiveRadius(), true );
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ExplosionCreate( vecSpot, pCollisionProp->GetCollisionAngles(), this, (int)GetExplosiveDamage(), (int)GetExplosiveRadius(), true );
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}
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}
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