game_shared/ragdoll_shared.cpp
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}
else
{
Msg( "CRagdollProp::CreateObjects: Couldn't Lookup Bone %s\n", solid.name );
}
}
}
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}
else
{
//Msg( "CRagdollProp::CreateObjects: Couldn't Lookup Bone %s\n", solid.name );
}
}
}
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}
void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex )
{
Assert(pCollide);
if (!pCollide)
return;
IPhysicsCollisionSet *pSet = physics->FindCollisionSet( modelIndex );
if ( !pSet )
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}
void RagdollSetupCollisions( ragdoll_t &ragdoll, vcollide_t *pCollide, int modelIndex )
{
//Assert(pCollide);
if (!pCollide)
{
// 7/3/2006 - Mulchman:
// Commented out because people are tired of getting this assert!
Warning( "[RagdollSetupCollisions] Assert( pCollide )\n" );
return;
}
IPhysicsCollisionSet *pSet = physics->FindCollisionSet( modelIndex );
if ( !pSet )
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if ( pChild )
{
C_EntityFlame *pFireChild = dynamic_cast( pChild );
C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this );
if ( pFireChild )
{
float flScaleEnd[NUM_HITBOX_FIRES];
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if ( pChild )
{
C_EntityFlame *pFireChild = dynamic_cast( pChild );
// --> Mirv: Use anim overlay instead
//C_ClientRagdoll *pRagdoll = dynamic_cast< C_ClientRagdoll * > ( this );
C_BaseAnimatingOverlay *pRagdoll = dynamic_cast (this);
// <-- Mirv
if ( pFireChild )
{
float flScaleEnd[NUM_HITBOX_FIRES];