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Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/physics.cpp

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#include "physics_npc_solver.h" #include "physics_collisionevent.h" void PrecachePhysicsSounds( void ); // memdbgon must be the last include file in a .cpp file!!!
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#include "physics_npc_solver.h" #include "physics_collisionevent.h" #include "ff_buildableobjects_shared.h" #include "ff_triggerclip.h" void PrecachePhysicsSounds( void ); // memdbgon must be the last include file in a .cpp file!!!
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if ( !pEntity0 || !pEntity1 ) return 1; unsigned short gameFlags0 = pObj0->GetGameFlags(); unsigned short gameFlags1 = pObj1->GetGameFlags();
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if ( !pEntity0 || !pEntity1 ) return 1; if ((FF_IsBuildableObject(pEntity0) || FF_IsBuildableObject(pEntity1)) && (pEntity0->Classify() == CLASS_TRIGGER_CLIP || pEntity1->Classify() == CLASS_TRIGGER_CLIP)) { CFFBuildableObject *pBuildable = NULL; CFFTriggerClip *pTriggerClip = NULL; if (FF_IsBuildableObject(pEntity0)) { pBuildable = (CFFBuildableObject*)pEntity0; pTriggerClip = (CFFTriggerClip*)pEntity1; } else { pBuildable = (CFFBuildableObject*)pEntity1; pTriggerClip = (CFFTriggerClip*)pEntity0; } return (int)ShouldFFTriggerClipBlock( pTriggerClip, pBuildable->GetTeamNumber(), LUA_CLIP_FLAG_BUILDABLES, LUA_CLIP_FLAG_NONPLAYERS, LUA_CLIP_FLAG_BUILDABLESBYTEAM | LUA_CLIP_FLAG_NONPLAYERSBYTEAM ); } unsigned short gameFlags0 = pObj0->GetGameFlags(); unsigned short gameFlags1 = pObj1->GetGameFlags();