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Add crit type to CTakeDamageInfo.
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@ -62,6 +62,8 @@ void CTakeDamageInfo::Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBa
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m_flDamageBonus = 0.f;
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m_flDamageBonus = 0.f;
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m_bForceFriendlyFire = false;
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m_bForceFriendlyFire = false;
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m_flDamageForForce = 0.f;
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m_flDamageForForce = 0.f;
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m_eCritType = kCritType_None;
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}
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}
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CTakeDamageInfo::CTakeDamageInfo()
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CTakeDamageInfo::CTakeDamageInfo()
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@ -114,6 +116,18 @@ void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBas
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Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, vecReported, flDamage, bitsDamageType, iKillType );
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Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, vecReported, flDamage, bitsDamageType, iKillType );
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}
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}
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void CTakeDamageInfo::SetCritType( ECritType type )
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{
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if ( type == kCritType_None )
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{
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m_eCritType = kCritType_None;
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}
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else if ( type > m_eCritType )
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{
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m_eCritType = type;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Squirrel the damage value away as BaseDamage, which will later be used to
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// Squirrel the damage value away as BaseDamage, which will later be used to
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// calculate damage force.
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// calculate damage force.
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@ -97,6 +97,14 @@ public:
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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enum ECritType
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{
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kCritType_None,
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kCritType_MiniCrit,
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kCritType_Crit,
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};
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void SetCritType( ECritType type );
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void AdjustPlayerDamageInflictedForSkillLevel();
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void AdjustPlayerDamageInflictedForSkillLevel();
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void AdjustPlayerDamageTakenForSkillLevel();
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void AdjustPlayerDamageTakenForSkillLevel();
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@ -132,6 +140,8 @@ protected:
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bool m_bForceFriendlyFire; // Ideally this would be a dmg type, but we can't add more
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bool m_bForceFriendlyFire; // Ideally this would be a dmg type, but we can't add more
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float m_flDamageForForce;
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float m_flDamageForForce;
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ECritType m_eCritType;
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DECLARE_SIMPLE_DATADESC();
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DECLARE_SIMPLE_DATADESC();
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};
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};
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