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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/c_te_explosion.cpp

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#define OLD_EXPLOSION 0 // Enumator class for ragdolls being affected by explosive forces CRagdollExplosionEnumerator::CRagdollExplosionEnumerator( Vector origin, float radius, float magnitude )
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#define OLD_EXPLOSION 0 static ConVar cl_explosionoverlay("cl_explosionoverlay", "0", 0); // |-- Mirv // Enumator class for ragdolls being affected by explosive forces CRagdollExplosionEnumerator::CRagdollExplosionEnumerator( Vector origin, float radius, float magnitude )
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Vector position = pEnt->CollisionProp()->GetCollisionOrigin(); Vector dir = position - m_vecOrigin; float dist = VectorNormalize( dir ); float force = m_flMagnitude - ( ( m_flMagnitude / m_flRadius ) * dist );
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Vector position = pEnt->CollisionProp()->GetCollisionOrigin(); // Mirv: Account for the fact that explosions are moved. This shouldn't be a // problem unless they are being hit right up by a ceiling position += Vector(0, 0, 32.0f); Vector dir = position - m_vecOrigin; float dist = VectorNormalize( dir ); float force = m_flMagnitude - ( ( m_flMagnitude / m_flRadius ) * dist );
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return; } if ( !( m_nFlags & TE_EXPLFLAG_NOFIREBALL ) ) { if ( CExplosionOverlay *pOverlay = new CExplosionOverlay ) {
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return; } if ( !( m_nFlags & TE_EXPLFLAG_NOFIREBALL ) && cl_explosionoverlay.GetBool() ) // |-- Mirv: Can disable overlay { if ( CExplosionOverlay *pOverlay = new CExplosionOverlay ) {
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__g_C_TEExplosion.m_nFrameRate = framerate; __g_C_TEExplosion.m_nFlags = flags; __g_C_TEExplosion.m_vecOrigin = *pos; __g_C_TEExplosion.m_vecNormal = *normal; __g_C_TEExplosion.m_chMaterialType = materialType; __g_C_TEExplosion.m_nRadius = radius; __g_C_TEExplosion.m_nMagnitude = magnitude;
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__g_C_TEExplosion.m_nFrameRate = framerate; __g_C_TEExplosion.m_nFlags = flags; __g_C_TEExplosion.m_vecOrigin = *pos; __g_C_TEExplosion.m_vecNormal = normal ? *normal : Vector(0.0f, 0.0f, 0.0f); // |-- Mirv: Argh __g_C_TEExplosion.m_chMaterialType = materialType; __g_C_TEExplosion.m_nRadius = radius; __g_C_TEExplosion.m_nMagnitude = magnitude;